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Home » Community » Case Studies » Switch VFX Gets Frightening Results For The SAW Series
Visit the Switch VFX website! eyeon speaks with Gudrun Heinze, of Switch VFX, about their work on the SAW Series

SAW is an American horror franchise that currently consists of six films. The franchise began with the 2003 short film, which was created by director James Wan and screenwriter Leigh Whannell to potentially pitch it as a feature film—which was successfully done in 2004 with the first feature film being released at the Sundance Film Festival and released theatrically the following October. The sequels have been released subsequently every October, the Friday before Halloween.

The franchise revolves around the fictional character of John Kramer, also called the 'JigSAW Killer', introduced briefly in SAW and in more detail in SAW II, who would rather than kill his victims outright, traps them in situations, which he calls 'tests' or 'games', to test their will to live via physical or psychological torture. Despite the fact that John was murdered in SAW III, the films continue to focus on the posthumous effects of the JigSAW Killer and his apprentices while showing more of John's character via flashbacks.
This is Switch's story...

SwitchVFX has been pleased to work on SAW III, SAW IV, SAW V and most recently on SAW VI. On SAW VI we completed about 190 shots, about half of the shots completed with Fusion.

The SAW franchise is about invisibly integrating the visual effects with the on set "traps" and prosthetics, to help with continuity, provide seamless transitions from scene to scene and lopping off a multitude of body parts.

The Fusion work on SAW VI was done by Gudrun Heinze, Jef Lon, Jason Kozsurek, Jeff Bruneel, Barb Benoit and Joel Skeete, The VFX Supervisor was Jon Campfens.

Click here for larger version The SAW Titles were done completely in Fusion, based on an After Effects mock-up provided by the director, Kevin Greutert. After the basic titles cards were created & weathered in Adobe Photoshop they were imported into Fusion. The director wanted a manic twitch to affect certain letters in the titles. After trying different automated jitter techniques we settled on hand animating the individual letters with the transform tools. We used Fusion's 3d environment to put the titles over the background, which always gives a more interesting feel with the lights & camera moves. The Coordinate Space tool (in the Warp section) gave the titles a neat lens baby effect. The combination of the Grid Warp tool with the Displace tool was an easy-to-use technique to warp the titles to give them organic movement.

Click here for larger version Some of the juicier effects were a series of shots making it look like the Simone character's arm had cut her arm off. The actress had a blue screen sock on the portion of the arm that needed to be removed and replaced with a bloody stump, and later in the film with a bandage

Click here for larger version In the first arm removal shot, we had to clean up the background to remove her blue screened arm. We created a clean plate with the Paint Tool, tracked it and rotoed her and the foreground table back on top minus the blue screened arm. The Rotoscoping tools are great in v5 & 6 of Fusion. They're intuitive to use and flexible especially with the outer polyline option for sections of your roto that need a softer edge. Production (or Jon?) had shot a series of stills of arm stumps from different positions and angles. We chose the best one for the shot, did some paintwork with the Paint tool, colour corrected it, and added a dangling bit of animated flesh from our inhouse library of shot stock. We then manually tracked the new arm stump to her waving arm. Using the RealSmartMotion Blur tool gave it the right motion blurred look and adding grain made if fit into the shot. Blood spray coming off her bloody stump was a combination of an element made in maya blended with a live action blood spray. In other shots from this scene we used the Fusion particles to add blood drops falling from the stump.

Click here for larger version In the same scene the bolts screwing into the characters heads had to be made more disturbing - we gave the bolts the look of penetrating deeper into their skulls, with more blood welling up and giving the prosthetic head a more realistic look. Sometimes the bolts needed to turn in the opposite direction. The shots on SAW are often about taking a live action plate and making it better and the bolt shots are an appropriate example of this. It's the perfect vehicle for Fusion and doesn't need fancy plugins or tools. In this case it was about finding gory bloody images, many which had been shot on set, and manipulating them with colour correct, displacement, blurs, and masks.

Click here for larger version The Acid Room Trap shows a man injected with acid and its fatal outcome. The acid is eating him from the inside out, exposing his newly uncovered and melting organs as his shirt is bloodied and also eaten away. This series of shots required us to add steam from the burning acid. Blood had to be added to his shirt and extra shirt deterioraton was necessary as the scene progresses. Since the man is behind bars in this scene, there was lots of roto, again using the outer polyline feature. Stock smoke we had on hand (purchased and inhouse stock) was keyed, colour corrected, resized and tracked. The man's body and shirt were painted to show the effect of the acid and tracked to the shot, with a bit more Grid Warping thrown in to show the interior organs slowly oozing towards the floor.

Click here for larger version In the Breathing Room trap we had to make it look like the pads that were squeezing the man were closer together then shot, hard enough to squish him fatally. Fusion was used on some of the shots, and After Effects on others in this scene. The Grid Warp tool was used predominantly, it's incredibly quick and easy to use compared to warpers in other compositing packages. To quote artist Jason Kozsurek: It got the job done.

Click here for larger version In the final Jaw Trap, we had to remove the rubber prosthetic bit in the Hoffmann's mouth to show that he would have to physically tear apart his mouth to escape the trap. First we removed the rubber prongs which were shaking and not sitting straight, and rebuilt the mouth since the new Maya generated 3d prongs were going to be placed differently. Rebuilding the mouth involved painting frames with Fusion's paint tool and tracking them to the mouth. Facial tears, extra stock blood and 3d generated prongs were added afterwards. Again we used onset stills of gore, painted and tracked the new elements in. We used the Grid Warp tool extensively in these shots because we wanted the 3d prongs look like they were interacting with Hoffmann's mouth, pulling it in unnatural, about to be torn shapes.

The final jaw shot needed a new mouth interior so we could see right into his jaw as he screams in pain. The gory prosthetic applied to the actor started us off, but obviously we couldn't see through the nonexistent tears into his mouth so a 3d mouth interior was created by Maya artist David Alexander. We added a ReelSmart motion blur tool to the 3d element to give it the needed motion blur - it's faster often for the fusioneers to add motion blur then 3d - it gives us the flexibility to control motion blur ourselves. We attached two meaty bits from the onset stills to the top and bottom of his mouth at the torn area to show that he had serrated the edge of his flesh. Those bits were tracked to his face, colour corrected to match, and a displacement tool added so that any movements the character made with his real face could be transmitted to the patch to make it look more organic.

Click here for larger version There are lots of great features in Fusion to make the workflow fast and easy: the Add Favorites is a great shortcut when you're jumping from comp to comp,and the sobel tool in the filters that is an edge detection filter very useful with greenscreen comps and creating light wraps. It's the little tools that help like the Sticky Notes tool. One of the artists had to leave before some shots were approved and it was a nice and easy way to note different aspects of the work-flow so if revisions were needed it was obvious for the next artist to pick up on the fly. We love running Fusion X64 6.0. Since we added extra ram last year we can work at 2k and HD resolution projects without resorting to using lower res proxies for speed.
Make sure to check out the Switch VFX website for more information.
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