

The animation team used low camera angles and tight framing to communicate the wolf’s immense size. ‘We actually redesigned our shot-sculpt pipeline in order to have maximum control and to be able to be very reactive to this feedback’, adds Wajsbrot.Īt 23 feet tall, Fenris, Hela’s giant wolf side-kick, dwarfs even Hulk.

A collaboration with Marvel’s ‘Hulk specialist’, concept artist Ryan Meinerding, helped to inform the subtleties of his facial expressions. For Hulk’s facial performance, the artists used the blend shapes supplied from past films, enhanced by dynamic simulations. ‘We had a collision system between muscles, then the skin colliding with the muscles which created small wrinkles.’ Built into Framestore’s Hulk rig was a new multi-subsurface system that scattered light through skin, muscle and bones.Īnimators brought Hulk to life through keyframe animation. ‘The behaviour of the muscles was physically based’, adds Harry Bardak, CG Supervisor. The team used its proprietary ‘Flex and Flesh’ muscle and skin sliding tools for the task. ‘The whole team was incredibly motivated to get to the best possible Hulk’, says Alexis Wajsbrot, VFX Supervisor. Framestore was granted the incredible opportunity to work with the Hulk for the first time.
