WEBVTT - How Hand-drawn Animation Works

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<v Speaker 1>Get in touch with technology with tech Stuff from how

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<v Speaker 1>stuff dot com. Hello again, everyone, and welcome to tech stuff.

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<v Speaker 1>My name is Chris Poulett, and I'm an editor at

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<v Speaker 1>how stuff works dot com. Sitting across from me and

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<v Speaker 1>as usual as senior writer Jonathan Strickland. There. So, Chris,

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<v Speaker 1>you're looking a little animated today. I don't understand how

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<v Speaker 1>you drew that conclusion. Well, you know, you're a pretty

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<v Speaker 1>sketchy person yourself. We should stopped. This is going to

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<v Speaker 1>is going to turn uglier in any second. Yeah, Today

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<v Speaker 1>we wanted to talk about the traditional hand drawn animation process,

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<v Speaker 1>what goes into it, why does it work, and how

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<v Speaker 1>has it changed over the years. Uh. And we were

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<v Speaker 1>specifically focusing on hand drawn animation because I think we

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<v Speaker 1>may have I know we've talked about computer animation in

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<v Speaker 1>previous podcasts. I don't think we've done a full episode

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<v Speaker 1>on it, but but the two two disciplines are different

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<v Speaker 1>enough where I think it warrants two different podcasts. Yeah,

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<v Speaker 1>the UM I have done some research on it, just

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<v Speaker 1>by accident, just because I was interested in a topic

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<v Speaker 1>from time to time, and I started thinking about it

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<v Speaker 1>the other day when I saw something and suggested it. Um.

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<v Speaker 1>It's uh, it's very different in quite a few ways

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<v Speaker 1>from from computer animation, and Jonathan and I like to

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<v Speaker 1>talk about how old styles of tech have affected us

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<v Speaker 1>and uh, the kinds of things that people used to do. Um.

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<v Speaker 1>You know, there are some very famous studios that have

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<v Speaker 1>have gone computer only these days, but um, some of

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<v Speaker 1>the very same studios were pioneers and some of the

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<v Speaker 1>amazing tech that went into making a piece of hand

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<v Speaker 1>drawn animation look very realistic. Um, and I thought, you know,

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<v Speaker 1>it would be really fun to kind of touch on that, um,

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<v Speaker 1>which is uh, which is why I think we decided

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<v Speaker 1>to go ahead and make an episode of it. We

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<v Speaker 1>should probably already uh attached this into our movie making

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<v Speaker 1>tech series of stuff, just because we haven't done one

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<v Speaker 1>in a while, and then now we can say we have. Yeah,

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<v Speaker 1>I think it's been I think it's been like a year. Um. Yeah,

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<v Speaker 1>okay that that that's fine with me. This belongs in

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<v Speaker 1>our movie magic technology series. It really does. It's just

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<v Speaker 1>that I wasn't thinking of it that way. So before U,

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<v Speaker 1>before we get into the actual process of making a

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<v Speaker 1>hand drawn animated project, whether it's television for television or

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<v Speaker 1>for film or whatever. Um, we should kind of explain

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<v Speaker 1>the whole concept behind animation. It's the idea is that

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<v Speaker 1>it's an illusion, obviously, an illusion of movement. And this

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<v Speaker 1>is because the way our our brains and our eyes work,

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<v Speaker 1>we have this, uh, this sort of it's it's almost

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<v Speaker 1>like a visual memory in a way, and we're able

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<v Speaker 1>to fill in enough information where if you have a

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<v Speaker 1>sequence of images of an object that appears to move

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<v Speaker 1>because it has a different um orientation, or you've slightly

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<v Speaker 1>changed the location of the object from one page of

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<v Speaker 1>of a like a pad of paper to another, and

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<v Speaker 1>then you move those at a fast enough clip, it

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<v Speaker 1>gives the illusion that that that's actually an object that's

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<v Speaker 1>physically moving through a space. Yeah, persistence of vision, Yes,

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<v Speaker 1>you might call it. Yes, in fact, that's it's and

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<v Speaker 1>that is a good reason to call it that. And

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<v Speaker 1>so I mean anyone who has played with a little

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<v Speaker 1>notepad or post it notes or whatever and have created

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<v Speaker 1>their own little versions of this knows that you know,

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<v Speaker 1>you you get a uh, you create this illusion of movement,

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<v Speaker 1>You move the figures, you draw the next figure a

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<v Speaker 1>little bit further away from the first one, or you

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<v Speaker 1>give it some other form of motion. Uh, and when

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<v Speaker 1>you flip the book, then it looks like something's happening.

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<v Speaker 1>I used to do this all the time with post

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<v Speaker 1>it notes. I went through so many packs of posted notes,

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<v Speaker 1>drawing my own little cartoons, which almost always ended in

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<v Speaker 1>violent mayhem. They usually began innocently enough. Yeah, I'd be like, okay,

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<v Speaker 1>and now he's jumping over hurdle, and now he's opening

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<v Speaker 1>up a door, and now he's hit in the head

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<v Speaker 1>with an ax, and now he's running away from a monster.

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<v Speaker 1>And yeah, things fell apart pretty quickly for me. If

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<v Speaker 1>you're if you've ever read the comic strip Calvin and Hobbs,

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<v Speaker 1>where Calvin is uh, you know, coming up with these

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<v Speaker 1>scenarios and now look, the giant tanker truck full of

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<v Speaker 1>acid is coming toward it and meteor from space. How

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<v Speaker 1>can they avoid this? And this is the image I'm

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<v Speaker 1>seeing of Jonathan doing this. Yeah, it wasn't pretty. So

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<v Speaker 1>how do you take that and you transfer it over

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<v Speaker 1>into making an animated show or film. Well, it's been

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<v Speaker 1>done for centuries now really in a way. In a way,

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<v Speaker 1>but the the process that kind of defines the a

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<v Speaker 1>modern animation worked throughout the twentieth century was really defined

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<v Speaker 1>by Earl Heard, and Earl Heard actually patented the cell

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<v Speaker 1>animation process, and we call it cell animation. The original

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<v Speaker 1>material that people drew the drawings of figures or whatever

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<v Speaker 1>was being animated within a scene. They would draw draw

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<v Speaker 1>that on celluloid. Eventually the industry made a transition from

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<v Speaker 1>celluloid to cellulus acetate. Part of that was because celluloid

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<v Speaker 1>is um yeah, extremely flammable, very flat. It's both flammable

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<v Speaker 1>and inflammable, and also it uh, it could be prone

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<v Speaker 1>to spontaneous decomposition, so you couldn't store it indefinitely. Are

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<v Speaker 1>using those stack of drawings they were right, they see

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<v Speaker 1>that puddle of goo over there, Yeah, that's snow white.

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<v Speaker 1>Um yeah, they they would, they would. It seems problematic, Yeah,

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<v Speaker 1>so that you couldn't you know, you couldn't archive this stuff,

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<v Speaker 1>which in the early days of the industry wasn't a

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<v Speaker 1>big concern. You know. The concern was to create this

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<v Speaker 1>this product and then have it shown, usually in a

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<v Speaker 1>movie theater. In the early days, you know, this is

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<v Speaker 1>this is before television. So this was something where you

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<v Speaker 1>would go to a like a theater and see it

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<v Speaker 1>projected on a screen, but there was people weren't too

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<v Speaker 1>concerned about storing stuff for for pos posterity, not prosperity.

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<v Speaker 1>They wanted prosperity, posterity. They weren't so concerned about um.

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<v Speaker 1>But yeah, so so it wasn't a big deal. But

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<v Speaker 1>then the move to cellulous estate, which is essentially kind

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<v Speaker 1>of plastic, helped take that that problem out of the picture,

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<v Speaker 1>so to speak. Yeah. The reason that now this this material, um,

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<v Speaker 1>the celluloid was was clear, yes, basically a clear sheet

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<v Speaker 1>of plastic, if you will, just just for the sake

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<v Speaker 1>of uh, the image in your head. Actually, most of

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<v Speaker 1>you have probably seen somebody working on cells for animation.

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<v Speaker 1>It's you know, we sort of know what this looks like.

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<v Speaker 1>We haven't gotten so far out from that realm that

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<v Speaker 1>it's foreign to us. Yeah, but this is this was

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<v Speaker 1>a big improvement because before this, uh, there were some

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<v Speaker 1>very early animation uh you know, moving pictures that were

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<v Speaker 1>made with drawings on paper, and that is so much

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<v Speaker 1>more time consuming because just as you know, um, there

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<v Speaker 1>are several frames of film that passed. Each second is

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<v Speaker 1>the standard, Yes, I couldn't remember per second of standard

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<v Speaker 1>for film, thirty for television, I think television. If you're

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<v Speaker 1>in the United States, I have to you have to

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<v Speaker 1>make these qualifiers because other other countries have different standards.

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<v Speaker 1>So it's so imagine if you will, that you are

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<v Speaker 1>one of the animators and you have to draw twenty

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<v Speaker 1>four complete drawings for each second of film. This is

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<v Speaker 1>very time consuming, where using the the cell method allows

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<v Speaker 1>you allows the animator to make a subtle change to

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<v Speaker 1>the original drawing and and just change make those subtle

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<v Speaker 1>changes and you can see it because um again, if

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<v Speaker 1>you watch a video of somebody making an animation with cells,

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<v Speaker 1>they are able to overlay them on top of one

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<v Speaker 1>another and they can make those subtle adjustments seeing where

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<v Speaker 1>the differences are between the two drawings, which you you

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<v Speaker 1>won't be able to do as well with paper because

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<v Speaker 1>it's o pack you, especially if you're using hand, especially

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<v Speaker 1>if you're using paper. Like if there's a background image, yes,

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<v Speaker 1>that's involved with paper, you have to draw the whole

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<v Speaker 1>thing each time, right, So you're drawing that whole background

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<v Speaker 1>because you know, again your paper is not transparent, so

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<v Speaker 1>you're joining the whole background. Plus they're drawing whatever is

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<v Speaker 1>in the foreground that's that's animated. And then the next frame,

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<v Speaker 1>you have to draw it all over again. Whereas with cells,

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<v Speaker 1>what you could do is you could have a pre

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<v Speaker 1>generated background image that is laid down in a frame,

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<v Speaker 1>and then you could overlay these cells on top of it,

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<v Speaker 1>one at a time, and because the cell itself is clear,

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<v Speaker 1>anywhere that you have not drawn, you could see the background.

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<v Speaker 1>And then you take that cell out, you put another

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<v Speaker 1>cell in, you take another picture, which represents a frame

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<v Speaker 1>of the film. You know, when you think about film,

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<v Speaker 1>really is animation, even live action film is technically animation

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<v Speaker 1>because you're talking about looking at a series of photographs

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<v Speaker 1>that are played at such a speed as to create

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<v Speaker 1>the illusion of movement. Uh. Now, the granted this is

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<v Speaker 1>we're talking about physical film here, because once we get

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<v Speaker 1>into digital there's different things to you know, consider, But

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<v Speaker 1>in the old film days, that's that's really what we're

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<v Speaker 1>talking about. So with animation, each of those frames is

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<v Speaker 1>essentially a potograph. You're using a camera to photograph this drawing,

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<v Speaker 1>and with the cells, like I said, you take one

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<v Speaker 1>cell out, you put another cell in, the background remains static. Uh.

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<v Speaker 1>Then you have a character that is appearing or object

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<v Speaker 1>or whatever that's appearing to move on top of this background.

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<v Speaker 1>If it's a movement that is, you know, easily repeatable,

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<v Speaker 1>you don't even have to draw more than the number

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<v Speaker 1>of cells it takes to complete one cycle of that action.

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<v Speaker 1>So let's say that you wanna picture. You've drawn a

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<v Speaker 1>cartoon kangaroo, and the kangaroo is just jumping straight up

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<v Speaker 1>and down five times. Well, you don't have to draw

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<v Speaker 1>enough cells to do that five times. You draw it

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<v Speaker 1>so it does one full cycle, one jump from start

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<v Speaker 1>to finish, and then you you could photograph that sequence

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<v Speaker 1>five times using these that same set of cells. So,

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<v Speaker 1>in other words, you've just cut down on the amount

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<v Speaker 1>of work you would have to do if this were

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<v Speaker 1>all done on paper. Yes, and that's one of the

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<v Speaker 1>important points to that that so many animators have used

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<v Speaker 1>in the past. Um uh the the illusion of movement.

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<v Speaker 1>You've got your kangaroo hopping up and down. Now, if

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<v Speaker 1>the background stays static, um, then it looks like the

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<v Speaker 1>kangaroos hopping up and down in place. Um. This technique

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<v Speaker 1>that Jonathan was just saying UM or just talking about

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<v Speaker 1>UH is often used to create the illusion of movement

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<v Speaker 1>across a linear surface from point A to point B.

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<v Speaker 1>Let's say the characters are walking down a street in

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<v Speaker 1>the city. Man, I remember those old Marvel Comics heroes

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<v Speaker 1>animations from the sixties, and all the buildings. If if

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<v Speaker 1>you watch a lot of these shows, um, Hanna Barbary

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<v Speaker 1>did this kind of thing to all the time, where

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<v Speaker 1>you're moving down the urban landscape and they've you've got

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<v Speaker 1>your drawings of the city. And after a while, the

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<v Speaker 1>build the buildings begin to look the same, which is

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<v Speaker 1>because underneath what the characters are doing the same images

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<v Speaker 1>of the city. You know, once they've gotten uh you know,

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<v Speaker 1>let's say twenty four for each frame, they probably had

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<v Speaker 1>uh you know, a certain number of those, and once

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<v Speaker 1>they got to the end of that, then they started

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<v Speaker 1>over the beginning and loops and loops. And so if

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<v Speaker 1>you think of if you think of like a cell,

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<v Speaker 1>a cell is generally the size of whatever the the

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<v Speaker 1>whole frame of that images. Right. So so one cell

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<v Speaker 1>has the character or object or whatever or characters or

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<v Speaker 1>objects or mix of whatever. Um, it has those in

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<v Speaker 1>the center, or has those on the on the center,

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<v Speaker 1>it doesn't really matter it has on the cell. The

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<v Speaker 1>rest of the cell is clear. That's what's showing you.

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<v Speaker 1>The background. Generally, the backgrounds are much wider than the

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<v Speaker 1>frame on sometimes taller as well than the frame that

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<v Speaker 1>you are looking at. So when you take that picture

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<v Speaker 1>and you remove the cell so you can put the

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<v Speaker 1>next cell into gating the next movement of that character,

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<v Speaker 1>you would also adjust the position of the background so

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<v Speaker 1>that you would have that illusion of a character walking forward.

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<v Speaker 1>So let's say the characters staying in the center of

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<v Speaker 1>the frame, and the animation is the character is making

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<v Speaker 1>a walking motion. Then what you would do is between

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<v Speaker 1>the different shots you would move the background horizontally so

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<v Speaker 1>that it would look like the characters making progress. Well,

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<v Speaker 1>eventually you're gonna run on a background, you'll have to

0:13:30.360 --> 0:13:32.679
<v Speaker 1>switch to a different background, or you have to reuse one,

0:13:32.679 --> 0:13:34.880
<v Speaker 1>which is what Chris was talking about. You also notice

0:13:34.880 --> 0:13:37.840
<v Speaker 1>in a lot of those old animations characters have very

0:13:37.920 --> 0:13:40.680
<v Speaker 1>limited movement. Sometimes it looks like a static character who's

0:13:40.720 --> 0:13:42.600
<v Speaker 1>just kind of bouncing up and down a little bit

0:13:42.760 --> 0:13:46.200
<v Speaker 1>as the background is moving. And again that was a

0:13:46.200 --> 0:13:51.080
<v Speaker 1>way of saving money by drawing fewer cells. You draw

0:13:51.600 --> 0:13:53.679
<v Speaker 1>a character on a cell and you're using that same

0:13:53.720 --> 0:13:57.080
<v Speaker 1>static image of the character, You're just repositioning the cell

0:13:57.160 --> 0:14:01.920
<v Speaker 1>slightly and adjusting the cameras frame so that there the

0:14:02.040 --> 0:14:04.480
<v Speaker 1>character appears to be moving up and down as if

0:14:04.520 --> 0:14:07.240
<v Speaker 1>they are walking, but in fact you're just using the

0:14:07.320 --> 0:14:10.959
<v Speaker 1>same picture over and over and over again. Pretty get

0:14:11.000 --> 0:14:13.600
<v Speaker 1>to the clutch cargo days, where you replace the cartoon

0:14:13.679 --> 0:14:16.720
<v Speaker 1>character's mouth with a human mouth and generate a whole

0:14:16.760 --> 0:14:21.840
<v Speaker 1>generation of nightmares. I'm pretty sure though, that this this

0:14:21.920 --> 0:14:24.280
<v Speaker 1>method is exactly why he Man always appeared to be

0:14:24.320 --> 0:14:27.680
<v Speaker 1>moon walking everywhere he went, right. Yeah, The match matching

0:14:27.760 --> 0:14:34.600
<v Speaker 1>the the background movement with the animated character movement is

0:14:34.760 --> 0:14:36.960
<v Speaker 1>an art form of it's in and of itself, and

0:14:37.000 --> 0:14:39.160
<v Speaker 1>if you don't do it carefully, then you get this

0:14:39.240 --> 0:14:43.240
<v Speaker 1>weird glide e motion where the character either seems to

0:14:43.320 --> 0:14:47.600
<v Speaker 1>be uh walking too quickly but not making enough progress,

0:14:47.960 --> 0:14:52.320
<v Speaker 1>or walking slowly but moving really fast. And um yeah,

0:14:52.400 --> 0:14:54.680
<v Speaker 1>it's it's a it's a form of art really to

0:14:54.760 --> 0:14:57.240
<v Speaker 1>get that just right, we're kind of getting a little

0:14:57.280 --> 0:14:59.280
<v Speaker 1>too far into this, though. I want to talk kind

0:14:59.320 --> 0:15:02.520
<v Speaker 1>of about the whole process of building an animated feature.

0:15:03.200 --> 0:15:05.360
<v Speaker 1>But before I jump into it, one other thing I

0:15:05.400 --> 0:15:08.320
<v Speaker 1>need to say is that this traditional form of animation

0:15:08.360 --> 0:15:11.960
<v Speaker 1>we're talking about, where you're drawing pictures on cells. Uh,

0:15:12.000 --> 0:15:14.240
<v Speaker 1>it takes up a lot of space, Yes, it does.

0:15:14.440 --> 0:15:16.440
<v Speaker 1>The equipment takes up a lot of space because you

0:15:16.520 --> 0:15:20.480
<v Speaker 1>usually have to have a table on which you are

0:15:20.600 --> 0:15:24.160
<v Speaker 1>photographing all this stuff and you're not using like a

0:15:24.280 --> 0:15:29.880
<v Speaker 1>hand camera. No, this is professional, huge camera, And generally speaking, uh,

0:15:30.120 --> 0:15:32.000
<v Speaker 1>this kind of helps cut down on the amount of

0:15:32.080 --> 0:15:36.480
<v Speaker 1>materials you need. But generally speaking, for film, most animation

0:15:36.720 --> 0:15:40.640
<v Speaker 1>is done where they call it animating on two's, which

0:15:40.640 --> 0:15:46.640
<v Speaker 1>means they take two pictures per uh position, which means

0:15:46.680 --> 0:15:50.040
<v Speaker 1>that well, the playback is twenty four frames per second,

0:15:50.080 --> 0:15:55.160
<v Speaker 1>the positions are more like twelve frames per second. So uh,

0:15:55.600 --> 0:15:58.440
<v Speaker 1>that way, you've just cut the number of cells you

0:15:58.480 --> 0:16:01.560
<v Speaker 1>need to create in half. Also, the number of times

0:16:01.600 --> 0:16:05.560
<v Speaker 1>you need to adjust the background, you've cut that in half, uh,

0:16:05.760 --> 0:16:08.640
<v Speaker 1>which makes a big difference. Now, for things that are

0:16:08.920 --> 0:16:11.120
<v Speaker 1>like action that's moving really really quickly where you want

0:16:11.120 --> 0:16:14.640
<v Speaker 1>to really smooth, you might be animating on ones, which

0:16:14.720 --> 0:16:18.280
<v Speaker 1>means every single time you take a picture you have

0:16:18.360 --> 0:16:21.440
<v Speaker 1>to change whatever you know, either the background or the

0:16:21.440 --> 0:16:26.600
<v Speaker 1>foreground or both between each picture. So you've just added

0:16:26.840 --> 0:16:30.640
<v Speaker 1>twice as much work, you know, sometimes even more than

0:16:30.640 --> 0:16:32.640
<v Speaker 1>twice as much because you think about all the departments

0:16:32.640 --> 0:16:36.840
<v Speaker 1>that are involved in this, but um it creates a

0:16:36.880 --> 0:16:39.120
<v Speaker 1>lot more work that way. It also means you have

0:16:39.200 --> 0:16:43.120
<v Speaker 1>to have storage space for all this stuff because cells

0:16:43.160 --> 0:16:47.200
<v Speaker 1>take up room, backgrounds take up room, the equipment takes

0:16:47.280 --> 0:16:50.400
<v Speaker 1>up room, and film itself takes up room. So you

0:16:50.440 --> 0:16:54.120
<v Speaker 1>know you talk about film footage, well that really does

0:16:55.040 --> 0:16:57.720
<v Speaker 1>that really does refer back to how many feet of

0:16:57.840 --> 0:17:01.720
<v Speaker 1>film you've shot? Right footage. I mean when you think about, oh, yeah,

0:17:01.760 --> 0:17:04.159
<v Speaker 1>I got some great footage, but you don't think of

0:17:04.200 --> 0:17:05.919
<v Speaker 1>what that really means. Well, in the film days, that

0:17:05.960 --> 0:17:10.240
<v Speaker 1>actually meant how many feet of film you had exposed,

0:17:10.240 --> 0:17:12.840
<v Speaker 1>how many you had you had shot of whatever scene.

0:17:13.600 --> 0:17:16.959
<v Speaker 1>If you want to know how much film animated, an

0:17:17.000 --> 0:17:24.680
<v Speaker 1>animated picture takes about sixteen frames is a foot okay.

0:17:25.160 --> 0:17:29.000
<v Speaker 1>One second of film is twenty four frames, So one

0:17:29.359 --> 0:17:33.400
<v Speaker 1>second of film is a foot and a half okay,

0:17:34.400 --> 0:17:39.480
<v Speaker 1>most about half a Most cartoons are longer than a second.

0:17:40.800 --> 0:17:43.480
<v Speaker 1>So you have lots and lots of film that you're

0:17:43.520 --> 0:17:46.840
<v Speaker 1>dealing with. All right, So that's that's the space issue,

0:17:46.960 --> 0:17:49.240
<v Speaker 1>and we'll talk more about how we've kind of worked

0:17:49.280 --> 0:17:53.240
<v Speaker 1>around that, uh and move beyond the cell based animation

0:17:53.280 --> 0:17:57.520
<v Speaker 1>these days while still staying hand drawn. Um So, if

0:17:57.520 --> 0:18:02.280
<v Speaker 1>you wanted to make an animated film, Uh, the way

0:18:02.320 --> 0:18:05.520
<v Speaker 1>you would generally approach this is you come up with

0:18:05.520 --> 0:18:10.320
<v Speaker 1>an idea for a story. That the best thing, the

0:18:10.359 --> 0:18:12.640
<v Speaker 1>best way to start, in my opinion, I just drew

0:18:12.680 --> 0:18:15.080
<v Speaker 1>some stuff bouncing around? Is that all right? You could

0:18:15.080 --> 0:18:20.679
<v Speaker 1>do that? It's not terribly you know interesting, um beyond

0:18:20.760 --> 0:18:23.800
<v Speaker 1>maybe a certain group of friends who are amused by anything.

0:18:24.760 --> 0:18:28.560
<v Speaker 1>You My friends know who they are. Um, hey, they

0:18:28.600 --> 0:18:32.399
<v Speaker 1>like my stuff. So anyway, so you create a story

0:18:33.320 --> 0:18:35.800
<v Speaker 1>and then you think of how you want to visualize

0:18:35.800 --> 0:18:39.600
<v Speaker 1>this story. This is where you create a story board. Now,

0:18:39.600 --> 0:18:41.840
<v Speaker 1>a storyboard is kind of like a comic strip or

0:18:41.840 --> 0:18:45.760
<v Speaker 1>a graphic novel. It tells the story in a series

0:18:45.800 --> 0:18:49.480
<v Speaker 1>of frames and uh, it all depends on how detailed

0:18:49.520 --> 0:18:53.480
<v Speaker 1>you want to get. Sometimes you just show a uh,

0:18:53.560 --> 0:18:55.199
<v Speaker 1>you know, a frame, and then you might make a

0:18:55.240 --> 0:18:59.120
<v Speaker 1>note about what is happening as far as the action goes, because,

0:18:59.160 --> 0:19:01.200
<v Speaker 1>of course, a frame is a still image. We don't

0:19:01.280 --> 0:19:05.280
<v Speaker 1>see movement in a frame. We can see the implication

0:19:05.640 --> 0:19:09.720
<v Speaker 1>like that it's implying movement perhaps, but it doesn't actually move.

0:19:09.880 --> 0:19:12.359
<v Speaker 1>So you might say, you know, like I have a

0:19:12.480 --> 0:19:15.679
<v Speaker 1>have a picture of a character who is holding an

0:19:15.720 --> 0:19:20.240
<v Speaker 1>American football, and is, uh, that's for my friends in

0:19:20.240 --> 0:19:22.399
<v Speaker 1>in places other than the United States. But holding an

0:19:22.400 --> 0:19:24.359
<v Speaker 1>American football is if they're going to throw a pass,

0:19:24.440 --> 0:19:26.760
<v Speaker 1>so their arm is cocked back they're holding the football,

0:19:27.160 --> 0:19:29.639
<v Speaker 1>And then you might draw some arrows showing that this

0:19:29.720 --> 0:19:31.840
<v Speaker 1>is the forward motion that the character is going to

0:19:31.920 --> 0:19:33.919
<v Speaker 1>throw the ball. And then the next shot might be

0:19:34.000 --> 0:19:36.680
<v Speaker 1>the football in the air, and then the next shot

0:19:36.760 --> 0:19:39.240
<v Speaker 1>might be a character with arms wide open trying to

0:19:39.280 --> 0:19:41.560
<v Speaker 1>catch this ball, and the next shot might be the

0:19:41.560 --> 0:19:44.560
<v Speaker 1>ball passing right between the character's arms. That would be

0:19:44.640 --> 0:19:48.600
<v Speaker 1>several frames within a storyboard. You fill out the entire

0:19:48.680 --> 0:19:51.879
<v Speaker 1>story this way, so you end up with a huge,

0:19:52.320 --> 0:19:55.240
<v Speaker 1>depending upon the length of your project, a huge comic

0:19:55.320 --> 0:19:59.760
<v Speaker 1>strip that is your story, and it's told in this

0:19:59.840 --> 0:20:03.719
<v Speaker 1>visi dual format. Um. Once you've got an idea of

0:20:03.760 --> 0:20:06.240
<v Speaker 1>what it looks like and the mood you're trying to

0:20:06.240 --> 0:20:09.840
<v Speaker 1>get across in various parts of the story, the next

0:20:09.880 --> 0:20:13.040
<v Speaker 1>step uh, and and not every project takes these steps

0:20:13.119 --> 0:20:15.720
<v Speaker 1>in this exact order, but in general, the next step

0:20:15.760 --> 0:20:19.119
<v Speaker 1>would be you get your cast together and you record

0:20:19.560 --> 0:20:25.240
<v Speaker 1>all the voice work, So it all depends on the

0:20:25.280 --> 0:20:29.560
<v Speaker 1>project of how you do this. Some some animation companies,

0:20:29.560 --> 0:20:31.080
<v Speaker 1>what they would do is they would bring in the

0:20:31.160 --> 0:20:36.720
<v Speaker 1>voice actors uh individually and they would just deliver their lines.

0:20:37.119 --> 0:20:40.040
<v Speaker 1>And they might deliver a line five six different ways,

0:20:40.080 --> 0:20:43.080
<v Speaker 1>so that the director has the choice of which line

0:20:43.200 --> 0:20:48.800
<v Speaker 1>to use, which which delivery to use. Right, So the

0:20:48.880 --> 0:20:51.600
<v Speaker 1>line might be, Chris, I need you to say this line,

0:20:52.280 --> 0:20:55.320
<v Speaker 1>don't go in there. Don't go in there now. I

0:20:55.320 --> 0:20:58.320
<v Speaker 1>need you to say it like you're scared, don't go

0:20:58.359 --> 0:21:01.000
<v Speaker 1>in there. Now. I need you to say like there's

0:21:01.000 --> 0:21:03.359
<v Speaker 1>a big surprise and you just you can't let this

0:21:03.400 --> 0:21:06.920
<v Speaker 1>person see the surprise yet, don't go in there. See.

0:21:07.200 --> 0:21:09.760
<v Speaker 1>So that's exactly what the voice actors would be doing,

0:21:09.920 --> 0:21:12.800
<v Speaker 1>and it sounds ridiculous, but that's truly the way a

0:21:12.800 --> 0:21:16.480
<v Speaker 1>lot of these studios work, unless they're casting Robin Williams,

0:21:16.520 --> 0:21:21.000
<v Speaker 1>in which case they give him a microphone like like,

0:21:21.280 --> 0:21:24.000
<v Speaker 1>here's here's your stuff, here's your queue line, here's the

0:21:24.000 --> 0:21:26.320
<v Speaker 1>line you need to give so that the next actor's

0:21:26.359 --> 0:21:30.719
<v Speaker 1>line makes sense. Go at it. Yeah. The stuff that

0:21:30.800 --> 0:21:34.920
<v Speaker 1>ended up on the cutting room floor for Aladdin is phenomenal.

0:21:35.800 --> 0:21:37.440
<v Speaker 1>I mean, the stuff that made it in was great.

0:21:37.760 --> 0:21:39.720
<v Speaker 1>The stuff that made it on that was cut was

0:21:39.760 --> 0:21:45.080
<v Speaker 1>pretty amazing too. Anyway, that's that's one way of doing it.

0:21:45.119 --> 0:21:48.480
<v Speaker 1>Another way, sometimes studios will bring in groups of actors

0:21:48.560 --> 0:21:51.679
<v Speaker 1>and they will all have headphones on. They'll be uh

0:21:51.720 --> 0:21:54.160
<v Speaker 1>in the studio and they will they will read out

0:21:54.160 --> 0:21:58.160
<v Speaker 1>lines together and you will actually have actors acting off

0:21:58.240 --> 0:22:01.760
<v Speaker 1>of one another's delivery like a group read, which which

0:22:01.800 --> 0:22:04.320
<v Speaker 1>is great. And usually there's also a group read before

0:22:04.359 --> 0:22:06.439
<v Speaker 1>they even go into the recording process so that they

0:22:06.440 --> 0:22:09.400
<v Speaker 1>can kind of get that feel. This is particularly true

0:22:09.400 --> 0:22:12.560
<v Speaker 1>for television animation, where they'll get a table read so

0:22:12.600 --> 0:22:16.040
<v Speaker 1>that the actors kind of know where they need to

0:22:16.080 --> 0:22:18.560
<v Speaker 1>go with their performance before they go into the studio.

0:22:19.000 --> 0:22:21.639
<v Speaker 1>But if they're together, it makes it easier at least,

0:22:22.080 --> 0:22:24.199
<v Speaker 1>and I have done this for me. It makes it

0:22:24.240 --> 0:22:26.760
<v Speaker 1>easier for me to act when I have someone to

0:22:26.840 --> 0:22:30.840
<v Speaker 1>act opposite of that way, we can we can judge

0:22:31.280 --> 0:22:33.560
<v Speaker 1>how to deliver the next line based upon what the

0:22:33.600 --> 0:22:36.760
<v Speaker 1>other person has said. It's a lot more challenging when

0:22:36.760 --> 0:22:38.800
<v Speaker 1>you're doing it in a void and you just hope

0:22:38.840 --> 0:22:40.840
<v Speaker 1>that the way you deliver a line matches up with

0:22:40.880 --> 0:22:46.080
<v Speaker 1>the way they delivered their line. But both approaches are used,

0:22:46.119 --> 0:22:49.640
<v Speaker 1>and there are some phenomenal animated works out there where

0:22:49.720 --> 0:22:53.640
<v Speaker 1>every single actor never ever encountered any of the other actors,

0:22:54.200 --> 0:22:57.320
<v Speaker 1>which to me blows my mind. Um, So they record

0:22:57.400 --> 0:22:59.680
<v Speaker 1>this thing and then you have what is called a

0:23:00.119 --> 0:23:04.360
<v Speaker 1>ratch track. This is the audio track of the film

0:23:04.400 --> 0:23:08.119
<v Speaker 1>that includes all the vocal acting, including songs if there

0:23:08.119 --> 0:23:10.640
<v Speaker 1>are any vocal songs that the characters are performing in there,

0:23:11.160 --> 0:23:14.600
<v Speaker 1>and usually some temp music tracks because often the music

0:23:14.640 --> 0:23:17.479
<v Speaker 1>for a film is not finished until you've got at

0:23:17.560 --> 0:23:20.080
<v Speaker 1>least something to look at so that the composer can

0:23:20.160 --> 0:23:22.720
<v Speaker 1>kind of match the mood of the music to whatever's

0:23:22.760 --> 0:23:26.520
<v Speaker 1>on screen. But they'll be temp music tracks to kind

0:23:26.520 --> 0:23:29.840
<v Speaker 1>of give the the you know, music tracks that are

0:23:29.840 --> 0:23:32.680
<v Speaker 1>selected that give sort of a similar feel to what

0:23:32.760 --> 0:23:35.399
<v Speaker 1>the filmmakers are going for, so that the animators have

0:23:35.440 --> 0:23:38.800
<v Speaker 1>something to work off of. So you've got the scratch

0:23:38.840 --> 0:23:40.960
<v Speaker 1>track done. By the way, this was not how it

0:23:41.000 --> 0:23:45.960
<v Speaker 1>was always done prior to the nineteen thirties. Animators would

0:23:46.000 --> 0:23:49.520
<v Speaker 1>create an animated film and then record the sound matching

0:23:49.560 --> 0:23:52.240
<v Speaker 1>trying to match the sound to what was already created

0:23:52.480 --> 0:23:56.040
<v Speaker 1>in film. Format, so they were going the opposite way.

0:23:56.080 --> 0:23:57.960
<v Speaker 1>They would create the film and then they would try

0:23:58.000 --> 0:24:01.600
<v Speaker 1>and essentially do Foley or whatever the animated film was.

0:24:01.640 --> 0:24:04.040
<v Speaker 1>But but eventually it moved to the other way. Yeah,

0:24:04.080 --> 0:24:05.760
<v Speaker 1>if I were going to do this, it would probably

0:24:05.800 --> 0:24:09.760
<v Speaker 1>be more like that, right, that would be because I'm

0:24:09.800 --> 0:24:12.600
<v Speaker 1>not an animator. Yeah. So, because what the animators are

0:24:12.640 --> 0:24:16.000
<v Speaker 1>doing is they take that that that soundtrack, that scratch track,

0:24:16.560 --> 0:24:21.360
<v Speaker 1>and they start to create the animation. Now, sometimes there's

0:24:21.359 --> 0:24:23.720
<v Speaker 1>another step. In fact, very often there's another step called

0:24:23.720 --> 0:24:28.959
<v Speaker 1>an animatic or a pencil test. This is a very

0:24:29.000 --> 0:24:33.080
<v Speaker 1>primitive version of the film, so it goes beyond the

0:24:33.119 --> 0:24:38.640
<v Speaker 1>storyboard model where you've got some some movement usually involved

0:24:38.640 --> 0:24:41.840
<v Speaker 1>in the animatics. But it's if you think, you know,

0:24:41.960 --> 0:24:44.119
<v Speaker 1>the most primitive form of the animatic could just be

0:24:44.200 --> 0:24:47.560
<v Speaker 1>a storyboard set to the scratch track. And this again

0:24:47.640 --> 0:24:50.120
<v Speaker 1>is a reference for the animators to look at when

0:24:50.160 --> 0:24:57.280
<v Speaker 1>they start to really generate them the visuals for the film. Now,

0:24:58.040 --> 0:25:00.280
<v Speaker 1>at this point you can start to divide it up

0:25:00.320 --> 0:25:03.720
<v Speaker 1>the labor which is very useful because it means that

0:25:03.760 --> 0:25:06.840
<v Speaker 1>you can have different departments working on various stuff all

0:25:06.880 --> 0:25:11.199
<v Speaker 1>at the same time, and people can specialize in very

0:25:11.880 --> 0:25:15.480
<v Speaker 1>particular tasks, and it makes the whole project move much

0:25:15.520 --> 0:25:18.320
<v Speaker 1>more quickly. It's like a it's it's an assembly line approach.

0:25:19.359 --> 0:25:21.840
<v Speaker 1>So and it's it's kind of key to how they

0:25:21.840 --> 0:25:24.760
<v Speaker 1>started making animated motion pictures. I'm glad you said the

0:25:24.800 --> 0:25:27.760
<v Speaker 1>word key, but I'll get to that. So that you

0:25:27.800 --> 0:25:31.320
<v Speaker 1>might have a background department. This is the department's purposes

0:25:31.440 --> 0:25:34.040
<v Speaker 1>just to create the backgrounds that you're going to see

0:25:34.119 --> 0:25:36.760
<v Speaker 1>in this animated feature. We'll be back here if you

0:25:36.760 --> 0:25:39.840
<v Speaker 1>need us. So they actually are. That's that's their job

0:25:39.920 --> 0:25:42.600
<v Speaker 1>is to create the backgrounds. And these backgrounds might, like

0:25:42.640 --> 0:25:45.760
<v Speaker 1>I said, be larger than the frame is when you're

0:25:45.800 --> 0:25:49.040
<v Speaker 1>taking pictures with your film camera, so that you can

0:25:49.160 --> 0:25:52.080
<v Speaker 1>move the background around in relation to what's going on

0:25:52.240 --> 0:25:54.720
<v Speaker 1>in the foreground, so that you can have that illusion

0:25:54.720 --> 0:25:57.840
<v Speaker 1>of characters moving around a scene and you aren't you

0:25:57.880 --> 0:26:01.360
<v Speaker 1>aren't restricted to just what you can see in any

0:26:01.480 --> 0:26:05.880
<v Speaker 1>given frame. Uh. So they that department starts to work

0:26:05.920 --> 0:26:08.320
<v Speaker 1>on the backgrounds. You've got the drawing department, and what

0:26:08.359 --> 0:26:11.480
<v Speaker 1>they usually do is start on paper and they'll start

0:26:11.560 --> 0:26:15.920
<v Speaker 1>drawing out the characters. They'll they'll start creating character concepts.

0:26:16.080 --> 0:26:19.359
<v Speaker 1>This is the time where, uh, they really start to

0:26:19.400 --> 0:26:25.200
<v Speaker 1>refine the way characters look and move, and not just

0:26:25.280 --> 0:26:27.840
<v Speaker 1>the characters themselves, but anything the character happens to have

0:26:28.000 --> 0:26:31.119
<v Speaker 1>on him or her. So, for example, if you've drawn

0:26:31.640 --> 0:26:34.040
<v Speaker 1>a space marine character who's got a big gun and

0:26:34.119 --> 0:26:36.439
<v Speaker 1>big clunky armor, you would want to draw a lot

0:26:36.480 --> 0:26:39.240
<v Speaker 1>of different poses for this character to kind of define, like,

0:26:39.320 --> 0:26:43.400
<v Speaker 1>this is how this character moves. Like the armor restricts movements,

0:26:43.400 --> 0:26:45.560
<v Speaker 1>so things need to be really angular and there can't

0:26:45.560 --> 0:26:48.119
<v Speaker 1>be a lot of flexibility here. And when the character

0:26:48.240 --> 0:26:52.480
<v Speaker 1>expressed a surprise, um, his eyebrows actually go down, not up,

0:26:52.520 --> 0:26:54.080
<v Speaker 1>and that sort of stuff. And these are things that

0:26:54.119 --> 0:26:59.480
<v Speaker 1>really define acting choices in the movie. You know, it's

0:26:59.480 --> 0:27:02.679
<v Speaker 1>a weird and of the weird things that a performance

0:27:02.680 --> 0:27:05.359
<v Speaker 1>in an animated film is defined by not just the

0:27:05.359 --> 0:27:08.880
<v Speaker 1>person who's recorded the voice, but the person who has

0:27:09.000 --> 0:27:12.920
<v Speaker 1>drawn that character. And so you've got an acting performance

0:27:12.960 --> 0:27:17.280
<v Speaker 1>coming from at least two different people, and usually more

0:27:17.359 --> 0:27:21.639
<v Speaker 1>than two different people. Yeah, there there are times in uh,

0:27:21.760 --> 0:27:25.040
<v Speaker 1>for example, I know this is not a hand drawn animation,

0:27:25.080 --> 0:27:28.320
<v Speaker 1>there are times in Monsters, Inc. When I'm watching Mike

0:27:28.400 --> 0:27:31.600
<v Speaker 1>Wazowski and I'm seeing Billy Crystal in my head because

0:27:31.640 --> 0:27:37.240
<v Speaker 1>they've captured some of the same facial and that's that's

0:27:37.240 --> 0:27:41.920
<v Speaker 1>not unusual either. Often, often people will film or videotape

0:27:42.000 --> 0:27:45.720
<v Speaker 1>the cast recording sessions in order to get a look

0:27:45.760 --> 0:27:49.080
<v Speaker 1>at how the actors, uh, you know, some of the

0:27:49.160 --> 0:27:52.400
<v Speaker 1>some of the facial expressions they use, or the quirks

0:27:52.480 --> 0:27:56.000
<v Speaker 1>they have, and they'll even incorporate that into the character designs,

0:27:56.720 --> 0:27:59.640
<v Speaker 1>which is that's always fun when you see an animated

0:27:59.680 --> 0:28:03.000
<v Speaker 1>character make a movement that is something you associate with

0:28:03.040 --> 0:28:06.520
<v Speaker 1>a physical human being, that's always a fun moment. Yeah. Yeah,

0:28:06.560 --> 0:28:10.159
<v Speaker 1>And I think that's another benefit of doing it the

0:28:10.200 --> 0:28:12.000
<v Speaker 1>other way around. Not only do you have to not

0:28:12.400 --> 0:28:15.399
<v Speaker 1>match up the voice to the animation, but you actually

0:28:15.400 --> 0:28:17.680
<v Speaker 1>get to to breathe a little life into the animation

0:28:17.680 --> 0:28:20.640
<v Speaker 1>to and make it more appealing. Right. So, the next

0:28:20.680 --> 0:28:23.439
<v Speaker 1>step is, once you've got the drawings on paper, you

0:28:23.480 --> 0:28:28.320
<v Speaker 1>start to trace it onto cells. Now technically it's on

0:28:28.359 --> 0:28:31.040
<v Speaker 1>the back of the cells that you're tracing this stuff on.

0:28:31.119 --> 0:28:34.639
<v Speaker 1>And after after you've drawn the line drawing, you know,

0:28:34.720 --> 0:28:38.800
<v Speaker 1>after you've inked it, it's the inking phase. It's time

0:28:38.840 --> 0:28:42.120
<v Speaker 1>to go to paint, where you have to use the

0:28:42.240 --> 0:28:46.959
<v Speaker 1>very specific colors you have designated or that character. Um,

0:28:47.000 --> 0:28:50.040
<v Speaker 1>there are you know, there are guides for every single

0:28:50.080 --> 0:28:55.200
<v Speaker 1>animated feature or television show about what color belongs to

0:28:55.400 --> 0:28:58.719
<v Speaker 1>which character. And you know, it's a very specific thing

0:28:58.760 --> 0:29:03.040
<v Speaker 1>because when it's off, it's noticeably off, particularly if it's

0:29:03.120 --> 0:29:07.920
<v Speaker 1>off within a single uh episode of a show or

0:29:07.960 --> 0:29:11.360
<v Speaker 1>a single film, but if it's something that's between episodes,

0:29:11.400 --> 0:29:15.440
<v Speaker 1>even then it can be noticeable, like Homer Simpson's pants

0:29:15.480 --> 0:29:19.160
<v Speaker 1>aren't the right color of blue. It's true, you know,

0:29:19.280 --> 0:29:21.360
<v Speaker 1>you can. In fact, there are companies that have had

0:29:21.360 --> 0:29:25.160
<v Speaker 1>problems where the paints they were using no longer existed

0:29:25.200 --> 0:29:27.240
<v Speaker 1>because the company that produced them was gone and they

0:29:27.240 --> 0:29:29.040
<v Speaker 1>had to try and figure out how to recreate that

0:29:29.160 --> 0:29:33.160
<v Speaker 1>exact color or or there are times too when um,

0:29:33.200 --> 0:29:36.120
<v Speaker 1>you know, especially for TV shows, whether they're they're creating

0:29:36.480 --> 0:29:41.920
<v Speaker 1>many episodes of a show where uh, the producing studio

0:29:42.160 --> 0:29:46.280
<v Speaker 1>farms the animation work out to other studios, so you

0:29:46.280 --> 0:29:50.560
<v Speaker 1>don't see differences sometimes in colors when one studio does

0:29:50.600 --> 0:29:53.360
<v Speaker 1>it versus another. Yeah, and that's that's not be distracting

0:29:53.360 --> 0:29:55.640
<v Speaker 1>for long time fans. That's another issue I was going

0:29:55.720 --> 0:29:57.680
<v Speaker 1>to mention, is that so you get to this point

0:29:57.680 --> 0:29:59.520
<v Speaker 1>where you're drawing the cells and you're painting the cells.

0:29:59.520 --> 0:30:02.000
<v Speaker 1>You're thinking and painting the cells. Everything is being done

0:30:02.000 --> 0:30:03.960
<v Speaker 1>on the back of the cell that also hides the

0:30:03.960 --> 0:30:07.480
<v Speaker 1>brush strokes, so that way, when you turn the cell over,

0:30:07.520 --> 0:30:11.200
<v Speaker 1>you've got this beautiful color image of a character or

0:30:11.200 --> 0:30:14.200
<v Speaker 1>an object or whatever, but you don't see the individual

0:30:14.280 --> 0:30:16.120
<v Speaker 1>brush strokes or anything because that's on the back of

0:30:16.160 --> 0:30:19.720
<v Speaker 1>the cell. Uh. Then once those cells are done, if

0:30:19.760 --> 0:30:21.960
<v Speaker 1>if you were to do all the animation yourself, you

0:30:22.000 --> 0:30:25.920
<v Speaker 1>would produce all the cells you needed two complete the

0:30:25.960 --> 0:30:29.000
<v Speaker 1>animation for the various scenes you're doing. And sometimes that

0:30:29.040 --> 0:30:30.720
<v Speaker 1>means that you're going to be using some of the

0:30:30.920 --> 0:30:34.320
<v Speaker 1>same cells again and again. Like if there are a

0:30:34.360 --> 0:30:36.320
<v Speaker 1>lot of scenes of a character walking down the road,

0:30:36.360 --> 0:30:39.760
<v Speaker 1>then you may have a certain sequence of cells that

0:30:39.880 --> 0:30:43.640
<v Speaker 1>you use several times. Uh. You don't want to rely

0:30:43.680 --> 0:30:45.959
<v Speaker 1>on it too much, of course, because otherwise it just

0:30:46.000 --> 0:30:49.520
<v Speaker 1>looks like it's the same thing through the whole picture.

0:30:50.120 --> 0:30:53.640
<v Speaker 1>But you would put those cells individually on top of

0:30:53.840 --> 0:30:59.000
<v Speaker 1>the respective backgrounds. Take a photo, make the adjustments, take

0:30:59.040 --> 0:31:02.360
<v Speaker 1>the next photo, make adjustments, take the next photo, until

0:31:02.480 --> 0:31:04.800
<v Speaker 1>you were done, and you know you do that all

0:31:04.840 --> 0:31:06.479
<v Speaker 1>the way through and you're matching it up to that

0:31:06.560 --> 0:31:09.600
<v Speaker 1>scratch track. You actually have to make sure that the

0:31:09.640 --> 0:31:13.520
<v Speaker 1>animation matches up with the soundtrack for the film. And

0:31:13.560 --> 0:31:17.160
<v Speaker 1>then uh they the final soundtrack comes through with the

0:31:17.240 --> 0:31:21.960
<v Speaker 1>music and effects and everything, and uh you master out

0:31:22.000 --> 0:31:25.160
<v Speaker 1>the film and then you've got your finished animated project. However,

0:31:25.640 --> 0:31:28.360
<v Speaker 1>like Chris was saying, a lot of television shows in

0:31:28.400 --> 0:31:34.160
<v Speaker 1>particular farm out animation to other countries, particularly Korea. Korea

0:31:34.360 --> 0:31:41.280
<v Speaker 1>is is like a known factor in animation UM and

0:31:41.440 --> 0:31:45.160
<v Speaker 1>shows like The Simsons and Futurama, they use these studios

0:31:45.160 --> 0:31:51.200
<v Speaker 1>in Korea to complete the animation. What usually happens is that, uh,

0:31:51.360 --> 0:31:55.080
<v Speaker 1>the team back in the United States will create what

0:31:55.160 --> 0:32:00.000
<v Speaker 1>are called key frames. Key frames are showing very specific

0:32:00.160 --> 0:32:04.680
<v Speaker 1>points in the animation that need to happen, and you

0:32:04.800 --> 0:32:11.000
<v Speaker 1>have these segments between the key frames that are left unfinished.

0:32:11.280 --> 0:32:14.520
<v Speaker 1>They need to be filled in, and that's called in between,

0:32:15.120 --> 0:32:17.680
<v Speaker 1>which makes sense. You're you're creating this the action that

0:32:17.760 --> 0:32:21.200
<v Speaker 1>exists in between the key frames. So if you think

0:32:21.240 --> 0:32:23.320
<v Speaker 1>about it, back when I was talking about the storyboard

0:32:23.840 --> 0:32:28.960
<v Speaker 1>with the whole football, uh example, you would probably have

0:32:29.120 --> 0:32:32.400
<v Speaker 1>more key frames than just the three or four panels

0:32:32.400 --> 0:32:34.520
<v Speaker 1>I had talked about, but that would essentially be the

0:32:34.560 --> 0:32:36.960
<v Speaker 1>same sort of thing saying this is your starting point,

0:32:37.040 --> 0:32:39.680
<v Speaker 1>this is your ending point. We need to have the

0:32:39.720 --> 0:32:43.480
<v Speaker 1>pathway connecting these two. It needs to be this many

0:32:43.560 --> 0:32:46.680
<v Speaker 1>frames long. So that's that kind of dictates how fast

0:32:46.720 --> 0:32:50.560
<v Speaker 1>the action takes UM and then once that is all done,

0:32:50.640 --> 0:32:55.680
<v Speaker 1>the the foreign for us anyway, the Foreign Studios sends

0:32:55.760 --> 0:32:59.440
<v Speaker 1>the footage back and you can incorporate into your show. Now,

0:32:59.480 --> 0:33:02.160
<v Speaker 1>often you have to do a lot of work to

0:33:02.960 --> 0:33:07.360
<v Speaker 1>match up things like vocal work in particular with UM

0:33:07.440 --> 0:33:10.440
<v Speaker 1>with the animation that's sent back, because you're talking about

0:33:10.440 --> 0:33:14.480
<v Speaker 1>a language barrier. Often you're talking about people who may

0:33:14.520 --> 0:33:17.960
<v Speaker 1>not get the gist of a joke because of either

0:33:18.040 --> 0:33:22.400
<v Speaker 1>linguistic or cultural differences. So something that makes sense and

0:33:22.520 --> 0:33:24.720
<v Speaker 1>is funny to us may not be funny to another

0:33:24.760 --> 0:33:28.640
<v Speaker 1>culture because they don't have the same cultural background or

0:33:28.760 --> 0:33:32.200
<v Speaker 1>same linguistic background, so they're there are adjustments that need

0:33:32.280 --> 0:33:36.160
<v Speaker 1>to be made at that point. But the idea is

0:33:36.200 --> 0:33:39.280
<v Speaker 1>that the bulk of the work is done, which ends

0:33:39.360 --> 0:33:42.840
<v Speaker 1>up being less expensive for the studio here in the

0:33:42.920 --> 0:33:48.080
<v Speaker 1>United States because frankly, it's the people, the animators who

0:33:48.080 --> 0:33:50.360
<v Speaker 1>are working in Korea are doing it at a much

0:33:50.560 --> 0:33:53.560
<v Speaker 1>lower cost than it would be to produce it all here.

0:33:55.080 --> 0:33:58.760
<v Speaker 1>So that's the general approach. Now, we have a couple

0:33:58.800 --> 0:34:01.480
<v Speaker 1>of special things we want to talk about, one of

0:34:01.480 --> 0:34:05.560
<v Speaker 1>those being something that was invented, uh many decades ago

0:34:06.080 --> 0:34:12.120
<v Speaker 1>by Disney animators Disney engineers. Yeah, this may uh, I'm

0:34:12.160 --> 0:34:16.600
<v Speaker 1>not certain that that we're talking about the same thing. Yes,

0:34:16.640 --> 0:34:19.760
<v Speaker 1>the multiplane camera. That's exactly I'm doing the multiplane camera

0:34:19.880 --> 0:34:22.239
<v Speaker 1>gestures so that Chris would know. Yes, that's the the

0:34:22.280 --> 0:34:25.680
<v Speaker 1>international symbol for the multiplane camera, which is putting putting

0:34:25.680 --> 0:34:31.560
<v Speaker 1>your horizontal hand in five different levels. This um, this

0:34:31.640 --> 0:34:35.919
<v Speaker 1>is a little different in technique um and and it's

0:34:36.000 --> 0:34:39.560
<v Speaker 1>it's similar in other ways. Now, um, this is something

0:34:39.600 --> 0:34:41.680
<v Speaker 1>that the Disney studios there were there were several people

0:34:41.680 --> 0:34:44.439
<v Speaker 1>who worked on this. Um Disney himself did some work

0:34:44.440 --> 0:34:48.879
<v Speaker 1>on it, and the the semi famous ou By works

0:34:48.920 --> 0:34:54.560
<v Speaker 1>also worked on it as well. Um and Uh. Basically

0:34:54.640 --> 0:34:57.120
<v Speaker 1>they had noticed there's a there's an awesome film of

0:34:57.200 --> 0:35:01.040
<v Speaker 1>Disney himself introducing this and talking about it. I assume

0:35:01.120 --> 0:35:04.120
<v Speaker 1>that it looks like it came from the Disneyland uh

0:35:04.360 --> 0:35:07.719
<v Speaker 1>TV show that was out in the fifties and Stax

0:35:08.680 --> 0:35:10.800
<v Speaker 1>or or so, and I'm sure it was used in

0:35:10.840 --> 0:35:13.879
<v Speaker 1>something like The Wonderful World of Disney. You know, it's

0:35:14.200 --> 0:35:18.040
<v Speaker 1>it's He did a whole series of films where he

0:35:18.160 --> 0:35:21.600
<v Speaker 1>talked very you know, just just a matter of fatter

0:35:21.640 --> 0:35:24.080
<v Speaker 1>of fact approach about how they do what they do

0:35:24.120 --> 0:35:26.680
<v Speaker 1>and how they make Disney magic, which in my mind

0:35:26.719 --> 0:35:29.279
<v Speaker 1>made it all the more magical because you saw the

0:35:29.360 --> 0:35:34.520
<v Speaker 1>amount of thought that went into producing the stuff they made. Yeah, yeah, absolutely,

0:35:34.600 --> 0:35:36.240
<v Speaker 1>But it's been in about five minutes. I had actually

0:35:36.280 --> 0:35:38.799
<v Speaker 1>read about this in a biography of Walt Disney, but

0:35:39.400 --> 0:35:43.440
<v Speaker 1>seeing it actually explained step by step and how they

0:35:43.480 --> 0:35:47.560
<v Speaker 1>make it work. Um. Now, when you show a traditional

0:35:47.680 --> 0:35:52.240
<v Speaker 1>two D animation, UH cell being shot, a photo being

0:35:52.280 --> 0:35:56.640
<v Speaker 1>taken of the cell against the background, Basically there's a

0:35:56.719 --> 0:35:59.280
<v Speaker 1>frame that holds the cell in place over the background.

0:35:59.440 --> 0:36:02.160
<v Speaker 1>They clamped down so it's not gonna wiggle while they

0:36:02.160 --> 0:36:05.080
<v Speaker 1>take the shot, and the camera is mounted above the table,

0:36:05.160 --> 0:36:07.240
<v Speaker 1>so it is taking a picture of what is inside

0:36:07.239 --> 0:36:10.560
<v Speaker 1>the frame, the physical frame on top of the table.

0:36:11.000 --> 0:36:15.000
<v Speaker 1>So you basically have a shutter shutter release control you

0:36:15.280 --> 0:36:17.319
<v Speaker 1>mount that you put the cell in place, lock it

0:36:17.360 --> 0:36:19.640
<v Speaker 1>down in place. Uh, you know, back out so you

0:36:19.680 --> 0:36:21.200
<v Speaker 1>don't take a picture of the back of your head

0:36:22.640 --> 0:36:25.440
<v Speaker 1>and gets some weird reflection in there or something. Yeah,

0:36:25.480 --> 0:36:27.360
<v Speaker 1>and and and do the shutter release, you know, with

0:36:27.400 --> 0:36:30.480
<v Speaker 1>your with your thumb, you know, finger and uh, you know,

0:36:30.560 --> 0:36:35.600
<v Speaker 1>take your two shots if you're doing uh you know. Okay,

0:36:35.680 --> 0:36:38.280
<v Speaker 1>so you got it. But what what Disney was explaining

0:36:38.280 --> 0:36:42.120
<v Speaker 1>in this video was, uh, basically the problem of perspective.

0:36:43.160 --> 0:36:47.439
<v Speaker 1>How certain things appear larger when they're closer to you

0:36:47.640 --> 0:36:52.399
<v Speaker 1>or smaller farther away. Now you have, um something like

0:36:53.560 --> 0:36:57.319
<v Speaker 1>a barn, and that's specifically from this with a moon

0:36:57.719 --> 0:37:00.480
<v Speaker 1>hanging in the sky and the background. Yeah. Now you

0:37:00.560 --> 0:37:02.760
<v Speaker 1>as you get closer, as you walk toward the barn,

0:37:02.960 --> 0:37:05.759
<v Speaker 1>it's going to start to appear larger. But in in

0:37:05.800 --> 0:37:10.480
<v Speaker 1>traditional animation, you know, to d animation, you start basically

0:37:10.520 --> 0:37:13.680
<v Speaker 1>if you build, everything gets larger because you're basically zooming

0:37:13.719 --> 0:37:17.400
<v Speaker 1>in on your if you if you're thinking of it

0:37:17.440 --> 0:37:21.400
<v Speaker 1>in purely physical terms, you are either moving the camera

0:37:21.560 --> 0:37:24.359
<v Speaker 1>closer or focusing the lens so that the focal length

0:37:24.400 --> 0:37:27.040
<v Speaker 1>is different, but you're you're essentially moving the camera closer

0:37:27.120 --> 0:37:29.799
<v Speaker 1>to the frame, or you're moving the frame closer to

0:37:29.840 --> 0:37:33.080
<v Speaker 1>the camera. In that either case, you're decreasing the distance

0:37:33.600 --> 0:37:37.360
<v Speaker 1>between camera and frame in order to create the illusion

0:37:37.440 --> 0:37:40.719
<v Speaker 1>that you are zooming into a physical landscape. So in

0:37:40.760 --> 0:37:44.200
<v Speaker 1>a real world situation, it'd be like a cameraman holding

0:37:44.239 --> 0:37:47.600
<v Speaker 1>a camera and walking toward this barn that's on a

0:37:47.680 --> 0:37:50.080
<v Speaker 1>hill on the moon is hanging behind it. And in

0:37:50.120 --> 0:37:55.640
<v Speaker 1>that situation, the barn would gradually start to appear larger

0:37:55.719 --> 0:37:57.959
<v Speaker 1>in the frame because you're getting closer, but the moon

0:37:58.480 --> 0:38:01.680
<v Speaker 1>would not start to it larger because the moon is

0:38:01.719 --> 0:38:04.560
<v Speaker 1>so much further away. You would have to go a

0:38:04.640 --> 0:38:07.319
<v Speaker 1>really long way before that moon started looking like it

0:38:07.360 --> 0:38:10.840
<v Speaker 1>was getting bigger. But an animation, because it's a static

0:38:10.880 --> 0:38:14.680
<v Speaker 1>background and it's drawn on a two dimensional piece of

0:38:14.719 --> 0:38:19.680
<v Speaker 1>paper or whatever, uh, when the camera gets closer, everything

0:38:19.719 --> 0:38:24.280
<v Speaker 1>gets bigger because you cannot selectively say, hey, static image

0:38:24.320 --> 0:38:26.680
<v Speaker 1>that it was drawn once that we're going to use

0:38:26.760 --> 0:38:29.120
<v Speaker 1>over and over again. Make sure the moon doesn't get

0:38:29.120 --> 0:38:31.399
<v Speaker 1>bigger when I get closer to it. It doesn't work

0:38:31.440 --> 0:38:35.520
<v Speaker 1>that way. So the way that that the Disney Studios

0:38:36.560 --> 0:38:40.759
<v Speaker 1>decided to work around this was to essentially, and it's

0:38:40.800 --> 0:38:43.640
<v Speaker 1>not exactly like this, but if you will essentially use

0:38:43.680 --> 0:38:49.000
<v Speaker 1>a stack of layered cells um mounted you know, one

0:38:49.440 --> 0:38:52.319
<v Speaker 1>over the other, over the other over the other, so

0:38:52.360 --> 0:38:55.320
<v Speaker 1>that the table underneath them still has the bottom and

0:38:55.360 --> 0:38:59.520
<v Speaker 1>the camera is still above them. But what this enables

0:39:00.040 --> 0:39:04.160
<v Speaker 1>the the animators to do is to adjust. Uh. So

0:39:04.239 --> 0:39:05.919
<v Speaker 1>the moon in this case will be on the very

0:39:05.920 --> 0:39:10.120
<v Speaker 1>bottom because it's not going to move, but there might

0:39:10.200 --> 0:39:13.879
<v Speaker 1>be a tree between you and the barn. So as

0:39:13.960 --> 0:39:17.399
<v Speaker 1>the camera gets closer to the layer with the tree

0:39:17.400 --> 0:39:20.640
<v Speaker 1>on it, it eventually goes out of sight because at

0:39:20.640 --> 0:39:23.840
<v Speaker 1>this point you uh, there, the illusion is that you

0:39:23.920 --> 0:39:27.400
<v Speaker 1>have passed the tree. The barn is still ahead of you,

0:39:27.760 --> 0:39:30.800
<v Speaker 1>and it still appears to be getting larger, but more

0:39:30.880 --> 0:39:35.160
<v Speaker 1>slowly than the bush on another layer in between. And

0:39:35.200 --> 0:39:37.560
<v Speaker 1>then you eventually don't see the bush anymore because you

0:39:37.600 --> 0:39:41.640
<v Speaker 1>have theoretically passed it. And uh as you get closer

0:39:41.680 --> 0:39:43.640
<v Speaker 1>to the barn is still appearing larger, but the moon

0:39:44.400 --> 0:39:48.120
<v Speaker 1>still appears to be the roughly the same distance away.

0:39:48.239 --> 0:39:52.040
<v Speaker 1>So as the the camera gets you know, layer by

0:39:52.080 --> 0:39:56.759
<v Speaker 1>a layer closer and closer down the stack of layers, um,

0:39:56.800 --> 0:39:59.600
<v Speaker 1>you know, you do have that illusion that you are

0:39:59.760 --> 0:40:01.680
<v Speaker 1>that the perspective is working the way it would in

0:40:01.719 --> 0:40:05.120
<v Speaker 1>real life. Um. Now it is not exactly the same

0:40:05.200 --> 0:40:07.799
<v Speaker 1>as as sell animation. In this case, they're actually using

0:40:07.800 --> 0:40:12.480
<v Speaker 1>oil paint on glass. Don't drop that layer I worked

0:40:12.480 --> 0:40:15.640
<v Speaker 1>on all day, Bill, don't don't get your filthy, smudgy

0:40:15.719 --> 0:40:17.960
<v Speaker 1>hands off the layer I just felt. So they for

0:40:18.040 --> 0:40:20.560
<v Speaker 1>every shot. Now this this again, this is an expensive

0:40:20.920 --> 0:40:26.280
<v Speaker 1>process because now they are drawing not just one frame

0:40:26.640 --> 0:40:29.560
<v Speaker 1>at a time, they are drawing several layers that you

0:40:29.600 --> 0:40:32.560
<v Speaker 1>may or may not get to reuse later. Um, but

0:40:33.239 --> 0:40:37.640
<v Speaker 1>they have to mount these in the holders for each frame.

0:40:37.719 --> 0:40:41.400
<v Speaker 1>So let's say you've got seven layers. Um, the bottom

0:40:41.400 --> 0:40:43.439
<v Speaker 1>one with the moon on it, that's gonna stay the same. Yeah,

0:40:43.480 --> 0:40:46.040
<v Speaker 1>it's just it'll be on a stationary table. Yeah, but

0:40:46.160 --> 0:40:48.880
<v Speaker 1>you might have to animate. You might have to replace

0:40:48.920 --> 0:40:52.080
<v Speaker 1>the ones on the first three more frequently, and then

0:40:52.120 --> 0:40:54.920
<v Speaker 1>the four, and then the five. So you're you're for

0:40:54.960 --> 0:40:58.560
<v Speaker 1>every shot, you're going to have to adjust the different

0:40:58.640 --> 0:41:02.160
<v Speaker 1>layers at needed. And so you've got you've got this

0:41:02.320 --> 0:41:06.600
<v Speaker 1>device that has all these platforms that can hold each layer. So,

0:41:06.960 --> 0:41:09.359
<v Speaker 1>and the platforms themselves are adjustable where you can move

0:41:09.400 --> 0:41:11.640
<v Speaker 1>them closer to or further away from the camera, the

0:41:11.680 --> 0:41:14.719
<v Speaker 1>camera remains stationary. You can also move them left to

0:41:14.840 --> 0:41:19.640
<v Speaker 1>right or up or down. Frankly genius. So yeah, again, again,

0:41:19.680 --> 0:41:22.600
<v Speaker 1>you can create a much wider scene than can be

0:41:22.680 --> 0:41:25.560
<v Speaker 1>seen on a single shot of the camera. And remember

0:41:25.600 --> 0:41:28.680
<v Speaker 1>we're still doing this this approach where we take one

0:41:28.719 --> 0:41:31.680
<v Speaker 1>picture than you adjust, take one picture, then you adjust.

0:41:31.760 --> 0:41:34.279
<v Speaker 1>You couldn't theoretically do this live if you really wanted to,

0:41:34.360 --> 0:41:37.080
<v Speaker 1>but it would look it would probably be a chaotic mess.

0:41:37.719 --> 0:41:42.680
<v Speaker 1>So um. Instead, let's say that you are doing a

0:41:42.719 --> 0:41:46.240
<v Speaker 1>panning shot through a forest. Well, the stuff that's closer

0:41:46.320 --> 0:41:49.960
<v Speaker 1>to you is going to appear to move more dramatically

0:41:50.000 --> 0:41:52.600
<v Speaker 1>than the stuff that is much further away. Well, that

0:41:52.719 --> 0:41:55.080
<v Speaker 1>was the shot that used in the video you were

0:41:55.080 --> 0:41:57.920
<v Speaker 1>talking about was from Bambi, where it was a panning

0:41:57.920 --> 0:42:01.640
<v Speaker 1>shot through the forest. And and this effect was very

0:42:01.680 --> 0:42:06.240
<v Speaker 1>impressive because you had different layers of the background moving

0:42:06.480 --> 0:42:11.880
<v Speaker 1>at different speeds relative to our perspective, and so it

0:42:11.960 --> 0:42:16.840
<v Speaker 1>creates a much more realistic feeling than just camera panning

0:42:16.880 --> 0:42:20.640
<v Speaker 1>across a static painting, which doesn't have any other layers

0:42:20.680 --> 0:42:24.680
<v Speaker 1>to it. Um. And it really did add this level

0:42:25.040 --> 0:42:29.840
<v Speaker 1>of immersion to those early animated films. Now, it was

0:42:29.840 --> 0:42:33.640
<v Speaker 1>a very kind of primitive form of three D sense

0:42:33.640 --> 0:42:35.560
<v Speaker 1>because you're not you're not having any it's it's giving

0:42:35.600 --> 0:42:38.080
<v Speaker 1>the illusion of depth. It's not coming out at you.

0:42:38.400 --> 0:42:41.799
<v Speaker 1>And also ultimately it's the illusion of depth of a

0:42:41.960 --> 0:42:47.640
<v Speaker 1>series of two dimensional paintings. Right, So it's almost like, uh,

0:42:47.640 --> 0:42:50.480
<v Speaker 1>And I've seen this with televisions that do three D

0:42:50.560 --> 0:42:53.640
<v Speaker 1>conversion two D to three D conversion. The problem I

0:42:53.680 --> 0:42:55.799
<v Speaker 1>have with two D to three D conversion is that

0:42:55.920 --> 0:42:59.279
<v Speaker 1>it always gives the appearance of a bunch of cardboard

0:42:59.320 --> 0:43:03.080
<v Speaker 1>cutouts that are at different depth levels. So if you

0:43:03.160 --> 0:43:05.719
<v Speaker 1>had if you took a photo with a two D

0:43:05.880 --> 0:43:10.080
<v Speaker 1>camera of a bunch of people lined up so that

0:43:10.200 --> 0:43:12.880
<v Speaker 1>they are like, like, there's one guy who's really close

0:43:12.920 --> 0:43:15.680
<v Speaker 1>to fairly close to you, another person who's a little

0:43:15.680 --> 0:43:17.560
<v Speaker 1>further back, another one a little further back, and another

0:43:17.600 --> 0:43:19.520
<v Speaker 1>one at the very back of the picture. And you've

0:43:19.560 --> 0:43:22.120
<v Speaker 1>adjusted the focus so that everyone's more or less in focus,

0:43:22.320 --> 0:43:24.360
<v Speaker 1>and you take the photo and then you converted to

0:43:24.440 --> 0:43:27.280
<v Speaker 1>three D. Well, now it looks like a cardboard cutout

0:43:27.360 --> 0:43:29.920
<v Speaker 1>of your friend is really close, and a cardboard cutout

0:43:29.960 --> 0:43:31.680
<v Speaker 1>of your other friend is in the middle, it doesn't.

0:43:31.719 --> 0:43:33.960
<v Speaker 1>That doesn't they don't appear to be three dimensional objects.

0:43:34.440 --> 0:43:37.080
<v Speaker 1>The same thing is true with this multiplane camera approach

0:43:37.160 --> 0:43:40.160
<v Speaker 1>is that the backgrounds all look like two dimensional paintings

0:43:40.160 --> 0:43:43.319
<v Speaker 1>because that's what they were, but that there were some

0:43:43.400 --> 0:43:45.680
<v Speaker 1>that were closer to the camera than others. So it

0:43:45.719 --> 0:43:48.920
<v Speaker 1>created a very interesting effect and it was immersive, but

0:43:49.040 --> 0:43:54.800
<v Speaker 1>it was not so immersive as a true three dimensional background. Yeah. Um. Nonetheless,

0:43:54.840 --> 0:43:57.840
<v Speaker 1>I think it was a very clever way to to

0:43:58.200 --> 0:44:03.200
<v Speaker 1>work around the limitations of two D and uh, you know,

0:44:03.320 --> 0:44:05.920
<v Speaker 1>in thinking about it just now, I think in a

0:44:05.960 --> 0:44:11.399
<v Speaker 1>way it inadvertently forced the ken Burns effect because when

0:44:11.400 --> 0:44:14.759
<v Speaker 1>you're when you're shooting documentaries as as he has, and

0:44:14.800 --> 0:44:18.200
<v Speaker 1>he's showing still images and they're you know, they they're

0:44:18.239 --> 0:44:22.160
<v Speaker 1>interviewing somebody, they're talking and basically you're watching a photo

0:44:22.239 --> 0:44:25.400
<v Speaker 1>that was taken a hundred years ago. There's it's it's

0:44:26.160 --> 0:44:30.880
<v Speaker 1>a static photo of a real person, and it's what

0:44:30.880 --> 0:44:33.120
<v Speaker 1>are you gonna do. You're gonna sit there and stare

0:44:33.160 --> 0:44:36.319
<v Speaker 1>at the photo of Abraham Lincoln for two minutes while

0:44:36.320 --> 0:44:38.560
<v Speaker 1>this guy is talking about him. No, you gotta do

0:44:38.640 --> 0:44:41.200
<v Speaker 1>something to make it more. I think it's sort of

0:44:41.200 --> 0:44:44.080
<v Speaker 1>set an expectation that when you're watching a video, it

0:44:44.080 --> 0:44:48.080
<v Speaker 1>should be moving yea, and it should appear realistic. So UM,

0:44:48.120 --> 0:44:49.680
<v Speaker 1>I started thinking about it one. You know, I bet

0:44:49.760 --> 0:44:52.600
<v Speaker 1>that's why we have the ken Burns effect, because you know,

0:44:52.680 --> 0:44:55.800
<v Speaker 1>we we came in with that perspective of moving in

0:44:55.840 --> 0:45:00.000
<v Speaker 1>to the photo or panning across a still photo. Um.

0:45:00.000 --> 0:45:01.799
<v Speaker 1>And that's exactly actually what I was thinking when I

0:45:02.000 --> 0:45:04.959
<v Speaker 1>he was when Disney was narrating this. This thing is like, well,

0:45:04.960 --> 0:45:07.000
<v Speaker 1>you know, you can zoom in if you want to,

0:45:07.080 --> 0:45:09.000
<v Speaker 1>and it sort of seems like you're getting closer, but

0:45:09.040 --> 0:45:11.359
<v Speaker 1>it does it's not as realistic as if you had

0:45:11.400 --> 0:45:13.880
<v Speaker 1>this sense of perspective as we will create with the

0:45:13.960 --> 0:45:17.520
<v Speaker 1>multiplane camera. So I just kind of thought about that now.

0:45:17.840 --> 0:45:20.040
<v Speaker 1>The other thing I wanted to talk about is another

0:45:20.080 --> 0:45:23.880
<v Speaker 1>development that has dramatically changed the way hand drawn animation

0:45:23.920 --> 0:45:29.040
<v Speaker 1>works today, and that is using a digital platform to

0:45:29.080 --> 0:45:32.279
<v Speaker 1>create hand drawn animation. So it's not computer animation. You

0:45:32.280 --> 0:45:35.640
<v Speaker 1>are not building computer models. You're still drawing stuff by hand,

0:45:36.160 --> 0:45:38.560
<v Speaker 1>You're just doing it with a computer right to assist

0:45:38.560 --> 0:45:41.600
<v Speaker 1>to you and tip. Typically this is through the use

0:45:41.640 --> 0:45:45.239
<v Speaker 1>of things like Wacom tablets, specifically centreat tablets tend to

0:45:45.239 --> 0:45:48.439
<v Speaker 1>be favored by a lot of the artists sign note

0:45:48.640 --> 0:45:51.200
<v Speaker 1>mainly because you can with the right tablet, you can

0:45:51.239 --> 0:45:55.319
<v Speaker 1>actually still look down and see as you're drawing. That's

0:45:55.320 --> 0:45:57.319
<v Speaker 1>a that's a something that I've I've got a friend

0:45:57.320 --> 0:45:59.160
<v Speaker 1>who does animation, actually got a couple of friends to

0:45:59.160 --> 0:46:02.360
<v Speaker 1>do animation. My buddy Lucas Ryan was talking to me

0:46:02.400 --> 0:46:03.880
<v Speaker 1>about this because I said, we're going to do an

0:46:03.880 --> 0:46:06.719
<v Speaker 1>episode about hand drawn animation. What would you suggest we

0:46:06.760 --> 0:46:08.640
<v Speaker 1>talked about? And he says, well, you know you're going

0:46:08.680 --> 0:46:10.239
<v Speaker 1>to cover the whole history and that's great, but I

0:46:10.320 --> 0:46:13.160
<v Speaker 1>want you to talk about what it's like for an

0:46:13.200 --> 0:46:16.000
<v Speaker 1>animator today to use one of these digital tablets. And

0:46:16.040 --> 0:46:18.359
<v Speaker 1>he talked about, you know, there's a disconnect. There are

0:46:18.400 --> 0:46:22.080
<v Speaker 1>some tablets where it's like a giant touch pad, right,

0:46:22.520 --> 0:46:25.319
<v Speaker 1>and you've got a stylistic use a pen that you

0:46:25.440 --> 0:46:27.319
<v Speaker 1>use and you draw on the touch pad, and the

0:46:27.320 --> 0:46:31.120
<v Speaker 1>touch pad itself doesn't display anything. You have to look

0:46:31.160 --> 0:46:34.839
<v Speaker 1>at a screen. He says, there's some people who they

0:46:34.920 --> 0:46:37.200
<v Speaker 1>just can't get past that. They can't get past the

0:46:37.239 --> 0:46:39.640
<v Speaker 1>fact that they are looking at a screen but they're drawing,

0:46:40.200 --> 0:46:42.000
<v Speaker 1>you know, on a on a surface that they are

0:46:42.080 --> 0:46:45.279
<v Speaker 1>not looking at, and that that's kind of understandable. I

0:46:45.280 --> 0:46:48.960
<v Speaker 1>mean someone who's just learning to touch type. It's pretty

0:46:49.040 --> 0:46:51.920
<v Speaker 1>intimidating because you have to you have to really teach

0:46:51.960 --> 0:46:55.799
<v Speaker 1>yourself the layout and everything. So there are a lot

0:46:55.840 --> 0:46:59.360
<v Speaker 1>of tablets out there now where there's also a display

0:46:59.400 --> 0:47:02.880
<v Speaker 1>built into the tablet itself, so you're drawing on the tablet,

0:47:02.960 --> 0:47:05.640
<v Speaker 1>it's also being reflected on a display on a computer,

0:47:05.680 --> 0:47:07.520
<v Speaker 1>but you can look down and see what you're doing,

0:47:08.000 --> 0:47:10.799
<v Speaker 1>so that way you can make these adjustments. Also, Uh,

0:47:11.000 --> 0:47:15.880
<v Speaker 1>you talked about the the benefit of moving from a

0:47:16.000 --> 0:47:19.480
<v Speaker 1>raster based system to a vector based system. We've talked

0:47:19.480 --> 0:47:22.839
<v Speaker 1>about this before. Where raster is all pixel based, right, well,

0:47:22.920 --> 0:47:26.200
<v Speaker 1>vector is math based. Yeah, it's a line art, line art,

0:47:26.200 --> 0:47:29.320
<v Speaker 1>which is yeah, And and the nice thing about vector

0:47:29.400 --> 0:47:33.800
<v Speaker 1>graphics is that it's it's relatively easy to adjust lines

0:47:34.080 --> 0:47:37.360
<v Speaker 1>after you draw them, So you can reshape a line

0:47:37.880 --> 0:47:40.600
<v Speaker 1>much more simply with a vector based drawing than you

0:47:40.600 --> 0:47:43.120
<v Speaker 1>could with raster, where you would essentially have to erase

0:47:43.200 --> 0:47:45.480
<v Speaker 1>what you did and draw it again. So there's some

0:47:45.880 --> 0:47:50.200
<v Speaker 1>illustrators and animators out there who they're just used to it.

0:47:50.239 --> 0:47:52.319
<v Speaker 1>They'll be they'll draw a line and say, no, that's

0:47:52.360 --> 0:47:54.000
<v Speaker 1>that curves not right, and a racing they'll draw a

0:47:54.000 --> 0:47:55.560
<v Speaker 1>line some well it's closer, but that's not what I want,

0:47:55.560 --> 0:47:57.719
<v Speaker 1>and they'll erase it and they'll draw another line. But

0:47:57.800 --> 0:47:59.880
<v Speaker 1>then with the vector based ones, you can draw a

0:47:59.880 --> 0:48:01.239
<v Speaker 1>lot and and say, oh, you know what, I just

0:48:01.239 --> 0:48:02.719
<v Speaker 1>need to tweet this a little bit and it's going

0:48:02.760 --> 0:48:06.560
<v Speaker 1>to be exactly why I need UM. So that helps

0:48:06.600 --> 0:48:10.520
<v Speaker 1>cut down on on a lot of stop and start work,

0:48:10.600 --> 0:48:16.120
<v Speaker 1>and also the inking and painting part is much more

0:48:17.040 --> 0:48:21.000
<v Speaker 1>much simpler. Now you have a huge variety of colors

0:48:21.000 --> 0:48:23.240
<v Speaker 1>you can choose from depending upon what sort of programs

0:48:23.280 --> 0:48:26.239
<v Speaker 1>you're using. You don't have to worry about it not

0:48:26.320 --> 0:48:29.040
<v Speaker 1>being consistent from one shot to the next because it's

0:48:29.040 --> 0:48:32.799
<v Speaker 1>all digital, so that that code of color is going

0:48:32.840 --> 0:48:35.680
<v Speaker 1>to remain the same no matter what UM. And you

0:48:35.719 --> 0:48:39.480
<v Speaker 1>might even be able to use some effects in some

0:48:39.560 --> 0:48:43.000
<v Speaker 1>software to create lighting effects that you don't have to

0:48:43.080 --> 0:48:47.480
<v Speaker 1>necessarily do yourself, so it would know that, all right,

0:48:47.560 --> 0:48:49.959
<v Speaker 1>if you're going to put a shadow of this intensity

0:48:50.000 --> 0:48:53.120
<v Speaker 1>over this particular picture, it needs to adjust the color

0:48:53.600 --> 0:48:56.640
<v Speaker 1>to look like that, so that you know, so that

0:48:56.719 --> 0:49:02.239
<v Speaker 1>it's natural to the viewer. So that's really changed the

0:49:02.280 --> 0:49:06.040
<v Speaker 1>way illustrators and animators have created artwork. I know there

0:49:06.040 --> 0:49:08.439
<v Speaker 1>are a lot of people who create web comics who

0:49:08.640 --> 0:49:11.880
<v Speaker 1>exclusively use tablets. Now. For the longest time, they would

0:49:11.920 --> 0:49:14.280
<v Speaker 1>do all their art on paper, and then they would

0:49:14.280 --> 0:49:17.000
<v Speaker 1>scan the paper and they would upload the art that way,

0:49:17.040 --> 0:49:18.640
<v Speaker 1>so that Kurts used to do it that way, the

0:49:18.680 --> 0:49:21.080
<v Speaker 1>guy's at Penny Arcade used to do it that way,

0:49:21.160 --> 0:49:25.800
<v Speaker 1>and then they all began to switch over using digital tablets.

0:49:26.120 --> 0:49:29.399
<v Speaker 1>And almost every single one I hear the animator or

0:49:29.520 --> 0:49:32.440
<v Speaker 1>or the artists talking either on a blog or on

0:49:32.480 --> 0:49:37.640
<v Speaker 1>a podcast or whatever about how the initial transition period

0:49:37.719 --> 0:49:41.320
<v Speaker 1>is incredibly painful and frustrating, and then after they get

0:49:41.480 --> 0:49:44.239
<v Speaker 1>past the learning curve, they're like, I don't know why

0:49:44.400 --> 0:49:47.560
<v Speaker 1>I didn't do this earlier, because it makes things so

0:49:47.640 --> 0:49:51.759
<v Speaker 1>much easier. And so that's that's become sort of the

0:49:51.760 --> 0:49:55.200
<v Speaker 1>new standard is using these this digital format to do

0:49:55.280 --> 0:49:59.120
<v Speaker 1>hand drawn animation. And we also have seen some combinations

0:49:59.400 --> 0:50:04.680
<v Speaker 1>of hand drawn animation paired with computer generated backgrounds. So,

0:50:05.160 --> 0:50:07.439
<v Speaker 1>I know Beauty and the Beast did that the Big

0:50:07.480 --> 0:50:12.080
<v Speaker 1>Ballroom sequence with the dance and Angela Lansbury singing and

0:50:12.719 --> 0:50:18.600
<v Speaker 1>um and stuff that had a computer generated background. Uh. So,

0:50:18.960 --> 0:50:22.160
<v Speaker 1>you know, we were seeing some marriage of computer generated

0:50:22.360 --> 0:50:26.520
<v Speaker 1>animation and hand drawn animation, uh happening, and it's been

0:50:26.560 --> 0:50:28.120
<v Speaker 1>going on for a while. It's not like Beauty and

0:50:28.120 --> 0:50:30.640
<v Speaker 1>the Beast was the first and only example. It's just

0:50:30.840 --> 0:50:34.480
<v Speaker 1>one example. Uh So, you know, I'm sure we'll see

0:50:34.480 --> 0:50:37.520
<v Speaker 1>more of that. I'm glad to say that there are

0:50:37.600 --> 0:50:41.000
<v Speaker 1>plenty of artists and studios out there that still support

0:50:41.080 --> 0:50:43.800
<v Speaker 1>hand drawn animation because I think that there is something

0:50:43.920 --> 0:50:47.960
<v Speaker 1>special to that. There's a feel hand drawn animation has

0:50:48.000 --> 0:50:51.840
<v Speaker 1>that's its own thing, and I like that. Yeah, and

0:50:52.000 --> 0:50:54.640
<v Speaker 1>it seems like, well, at least in my opinion, it

0:50:54.640 --> 0:50:57.640
<v Speaker 1>seems like there's a warmth to it. Um. But you

0:50:57.719 --> 0:51:02.120
<v Speaker 1>don't necessarily get Yeah, there's an asteriscreener you can't. Yeah.

0:51:02.360 --> 0:51:04.520
<v Speaker 1>And there are companies. There are companies out there like

0:51:04.560 --> 0:51:08.839
<v Speaker 1>Pixar that can make you sob like a little baby

0:51:09.040 --> 0:51:14.319
<v Speaker 1>with some computer generated graphics. Yeah, yeah, and I you can.

0:51:15.000 --> 0:51:16.800
<v Speaker 1>You can ask my wife. There is not a Pixar

0:51:16.920 --> 0:51:20.000
<v Speaker 1>movie that I see without me going look at the

0:51:20.000 --> 0:51:22.560
<v Speaker 1>fill in the blank here, like The Water and Finding

0:51:22.600 --> 0:51:25.840
<v Speaker 1>Nemo or the hair the fur un Sully in Monsters

0:51:25.880 --> 0:51:28.920
<v Speaker 1>and absolutely blows my mind. The the the story of

0:51:28.960 --> 0:51:31.880
<v Speaker 1>the the balloons and up where they did the computer

0:51:32.000 --> 0:51:36.279
<v Speaker 1>modeling to determine how balloons would actually behave. Yeah, it

0:51:36.360 --> 0:51:39.320
<v Speaker 1>kind of made me think of the engine that what

0:51:39.480 --> 0:51:43.040
<v Speaker 1>I've built for um, the Armies, for Lord of the Rings.

0:51:43.080 --> 0:51:45.279
<v Speaker 1>It's like, let's why don't we take that technology and

0:51:45.280 --> 0:51:50.319
<v Speaker 1>convert it for helium balloons. It's essentially what they did. Uh,

0:51:50.800 --> 0:51:54.319
<v Speaker 1>that's fascinating stuff. But there is there's a um I

0:51:54.360 --> 0:51:57.600
<v Speaker 1>agree with Jonathan, there's a feeling that you get when

0:51:57.600 --> 0:52:00.560
<v Speaker 1>watching hand drawn animation that is different than the that

0:52:00.719 --> 0:52:03.160
<v Speaker 1>you get when you're watching a computer It doesn't doesn't

0:52:03.200 --> 0:52:05.960
<v Speaker 1>mean better or it's just different. It's just different. And

0:52:06.080 --> 0:52:09.680
<v Speaker 1>and you know Lasseter of Pixar, he would argue the

0:52:09.719 --> 0:52:13.400
<v Speaker 1>same thing. He says, you know, it's we use at Pixar,

0:52:13.480 --> 0:52:16.960
<v Speaker 1>we use computer animation because that's the tool we use.

0:52:17.480 --> 0:52:20.880
<v Speaker 1>But to us, the most important part of any film

0:52:21.120 --> 0:52:25.600
<v Speaker 1>is the story, and that ultimately the tool you use

0:52:26.200 --> 0:52:29.640
<v Speaker 1>is nowhere near as important as the story is. So

0:52:29.680 --> 0:52:33.040
<v Speaker 1>if your story is solid, then as long as you

0:52:33.080 --> 0:52:37.440
<v Speaker 1>are good at using whatever tools you have, you should

0:52:37.440 --> 0:52:40.400
<v Speaker 1>be able to tell that story effectively. Now that if

0:52:40.440 --> 0:52:42.880
<v Speaker 1>those tools are hand drawn animation, that's great, and if

0:52:42.880 --> 0:52:46.560
<v Speaker 1>it's computer animation, that's great. There's no there's nothing wrong

0:52:46.600 --> 0:52:49.080
<v Speaker 1>with either choice. You're going to get a different experience

0:52:49.080 --> 0:52:51.560
<v Speaker 1>depending on which one needs to use, but it doesn't

0:52:51.600 --> 0:52:55.640
<v Speaker 1>mean that one experience is superior or inferior to the other. Uh.

0:52:55.760 --> 0:52:58.120
<v Speaker 1>And So I think I think it's a good discussion

0:52:58.160 --> 0:53:01.360
<v Speaker 1>about the traditional hand drawn innivation and how it's evolved

0:53:01.400 --> 0:53:05.399
<v Speaker 1>over time. It's a really neat thing. If you guys

0:53:05.440 --> 0:53:07.440
<v Speaker 1>have never watched any documentaries about it, I mean there

0:53:07.480 --> 0:53:09.920
<v Speaker 1>are plenty there, even things like I remember there was

0:53:09.960 --> 0:53:12.640
<v Speaker 1>one of their an episode of Tiny Tunes where Plucky

0:53:12.800 --> 0:53:16.960
<v Speaker 1>learns about the process of animation, uh in a tortuous

0:53:17.160 --> 0:53:20.279
<v Speaker 1>but effective way. UH say, there are a lot of

0:53:20.280 --> 0:53:23.720
<v Speaker 1>different videos out there in movies that cover this, and

0:53:23.719 --> 0:53:27.160
<v Speaker 1>and I love watching all of them. I've always found

0:53:27.200 --> 0:53:31.560
<v Speaker 1>them interesting and uh um, anyone who has that level

0:53:31.560 --> 0:53:36.800
<v Speaker 1>of patience and attention to detail gets my admiration because

0:53:38.120 --> 0:53:41.120
<v Speaker 1>when you look at that and you think, Okay, if

0:53:41.120 --> 0:53:45.000
<v Speaker 1>you're talking about a film, even a seventy seventy minute film,

0:53:45.120 --> 0:53:47.279
<v Speaker 1>and you think all right, Well, that means at bare

0:53:47.360 --> 0:53:55.359
<v Speaker 1>minimum twelve drawings per second. That's a lot of drawing. Yes,

0:53:55.440 --> 0:53:59.120
<v Speaker 1>it is. It's it's hard to imagine. So hats off

0:53:59.160 --> 0:54:02.120
<v Speaker 1>to any animator out there. You guys are doing some

0:54:02.120 --> 0:54:06.840
<v Speaker 1>some great work and I really admire the discipline that

0:54:07.000 --> 0:54:10.759
<v Speaker 1>takes to pursue a career in animation. Uh. If you

0:54:10.760 --> 0:54:14.480
<v Speaker 1>guys have any suggestions for future topics of tech stuff,

0:54:14.560 --> 0:54:17.880
<v Speaker 1>please let us know. Send us a message via email

0:54:18.040 --> 0:54:21.239
<v Speaker 1>or at just this tech Stuff at Discovery dot com,

0:54:21.360 --> 0:54:23.360
<v Speaker 1>or drop us a line on Facebook or Twitter. You

0:54:23.400 --> 0:54:26.480
<v Speaker 1>can find us there with the handle of text stuff. H.

0:54:26.680 --> 0:54:29.040
<v Speaker 1>S W and Chris and I will taught to you

0:54:29.080 --> 0:54:35.640
<v Speaker 1>again soon. The that's all, folks. For more on this

0:54:35.800 --> 0:54:38.279
<v Speaker 1>and thousands of other topics, is that house staff Works

0:54:38.320 --> 0:54:42.560
<v Speaker 1>dot com.