palaeontologists were consulted during the process of making the maquettes. In addition to David Martill, the consultants of Walking with Dinosaurs included, among others, Kent Stevens, Thomas R. Holtz, David Norman, David Unwin, Ken Carpenter, Jo Wright and Michael J. Benton. At times, details changed during production. For instance, the sauropod necks of Walking with Dinosaurs were at first fully erect before being altered on the advice of the sauropod neck expert Kent Stevens. In September 1998, Milne held a talk at the 46th Symposium on Vertebrate Palaeontology and Comparative Anatomy (SVPCA) at the University of Bournemouth, showcasing early renderings from the pilot and the series and gathering feedback from the palaeontologists in attendance. After the maquettes were completed, Framestore scanned them into their computers using both a high resolution laser and a set of software tools developed together with Soho-CyberScan specifically for Walking with Dinosaurs. The models were then imported into Softimage 3D, where they could be digitally manipulated and animated. The animations were made by hand one frame at a time, an extremely time-consuming process, since it quickly became evident that any other method would have resulted in unconvincing animation. Since no one had ever seen a moving non-avian dinosaur, the animators based their animations on both footage of living animals, particularly elephants, and on information provided by palaeontologists. Palaeontologists provided information on the dynamics of dinosaur muscles, tendons and joints. In numerous cases, the animals in Walking with Dinosaurs had never before been animated with this level of scientific rigour. Many movements, such as the movement of pterosaurs on the ground, were educated guesses made based on scientific advice. The textures for the models were created through a process of science-based guessing, deriving from the inferred life behaviour of the animals, their diet and their size (larger animals in real life tend to have duller colors). The digital artist Daren Horley was responsible for creating the textures and patterns of the animals and was during production sent actual fossil examples of dinosaur skin impressions. Despite the fossils available, Horley found that there had to in some cases be some informed compromise between strict accuracy and what looked best on screen; the scales of some species were too small to be visible on television screens. The CGI shots were rendered by FrameStore using eight twin-processor NT boxes, at times augmented with the SGI workstations (single R10K processors) of