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Ice Age: The Meltdown (2006) - movie notes

Ice Age: The Meltdown (2006)

User Rating
80%
(217 votes)
Critic Rating
66%
(12 reviews)
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Plot Description
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Directed by
Carlos Saldanha

Written by
Gerry Swallow, Peter Gaulke

Cast
Ray Romano, John Leguizamo, Denis Leary, Seann William Scott, Josh Peck [more]


Release Date
• USA: Mar 31, 2006

Budget USD 80,000,000
BoxOffice: $99.9M

Official Website:
Ice Age: The Meltdown Website

MPAA Rating
Rated PG for some mild language and innuendo.

Running Time
1 hour, 31 minutes

Country USA

Production Companies
20th Century Fox Animation, 20th Century Fox, Blue Sky Studios

Studio 20th Century Fox

More info on IMDb.com

Other Titles
• Ice Age 2: The Meltdown
• Ice Age: The Meltdown (2006)
• Ice Age: The M2000eltdown (2006)
• Ice Age 2



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 Behind the Scenes

     About the Production

About the Production (part 8.)

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The resulting look was stunning: Manny, for example, has two million individually rendered hairs on his back. It’s the same Manny we know and love – but looking better than ever.

“The fur becomes a character within a character,” says Carl Ludwig, a Blue Sky founder and the film’s research and development director. “It looks like real fur. Not only does it have a richness and sheen, it’s completely self-shadowing, which let us detail that little dark area between the hairs.”

Scrat also gets a fur makeover. Says Mauer: “The big improvement is in his tail. In ‘Ice Age’ it looked like a big balloon; now, it looks real, like a squirrel’s tail.” Adds Chris Meledandri: “Seeing the fine hairs on Scrat’s tail, and his nose quivering, adds a realistic feel to the character. You know, intellectually, that his character doesn’t exist. But you see this kind of detail and realism, your disbelief is suspended.” The Fur and Feathers team worked similar magic on the feathered characters, including vultures, condors and diatrimo (prehistoric emu). But instead of drawing millions of hairs, the team drew millions of little barbs that grew off a quill to define each feather.

The new technology enabled the filmmakers to apply dynamic simulations, like wind and water, to the fur and feathers. Water, of course, was particularly important, because the characters exist in a melting world. The team had to create myriad looks for the fur, for various degrees of wetness – from a light splash to total immersion.

As they did with the fur, the filmmaker took water-character interaction to a new level – no easy feat because CG water simulation is extremely difficult and time-consuming. Says Effects Supervisor Robert V. Cavaleri: “Most animated features, like ‘Finding Nemo’ and ‘A Shark’s Tale,’ are set mostly underwater, so there’s not much character interaction with the water. In ICE AGE: THE MELTDOWN, we have the characters spending much of the film interacting with water: splashing on the surface, swimming, and diving.”

In the film, water, like fur, becomes a character, itself. To accomplish that, the filmmakers created a system in which splashes of water could be “directable,” which enabled the filmmakers to move water around like they would a flesh-and-blood character. “Giving the water this added character-like dimension makes it seem more threatening, adding to the film’s overall sense of peril,” says Cavaleri. Art Director Thomas Cardone was another key contributor to creating the look of the film’s perilous, melting environment.

Cardone began his work by studying “Ice Age’s” designs and what made them work so effectively. “‘Ice Age’ had a wonderful simplicity,” says Cardone. “If that film was fall into winter, then ICE AGE: THE MELTDOWN is winter into spring.”

Cardone established a visual language based on color, lighting and shapes. The foundation of this language was a “color script” or palette he used through production. “Color creates certain emotions, and supports and enhances the story,” he says. “Ultimately, all this detail, which is often subtle, is intended to enable audiences to become lost and immersed in this world.”

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