1 00:00:04,440 --> 00:00:12,280 Speaker 1: Welcome to tech Stuff, a production from iHeartRadio. Hey there, 2 00:00:12,320 --> 00:00:15,320 Speaker 1: and welcome to tech Stuff. I'm your host, Jonathan Strickland. 3 00:00:15,360 --> 00:00:18,000 Speaker 1: I'm an executive producer with iHeartRadio and how the tech 4 00:00:18,040 --> 00:00:22,079 Speaker 1: are you? It is time for a tech Stuff classic episode. 5 00:00:22,120 --> 00:00:25,479 Speaker 1: So last Friday I brought you The Pixar Story Part one, 6 00:00:25,880 --> 00:00:28,480 Speaker 1: so it should come as no surprise that today we're 7 00:00:28,520 --> 00:00:32,880 Speaker 1: going to listen to The Pixar Story Part two. This 8 00:00:33,159 --> 00:00:37,480 Speaker 1: episode originally published on August third, twenty sixteen. 9 00:00:38,159 --> 00:00:38,920 Speaker 2: Hope you enjoy. 10 00:00:40,120 --> 00:00:43,479 Speaker 1: So with the last episode, I left off just before 11 00:00:44,280 --> 00:00:47,920 Speaker 1: Pixar was going to debut its first feature length computer 12 00:00:48,000 --> 00:00:51,920 Speaker 1: animated film, which of course is Toy Story, and I 13 00:00:52,000 --> 00:00:56,000 Speaker 1: left it off as a fake cliffhanger. Would the company succeed? 14 00:00:57,360 --> 00:00:59,800 Speaker 1: Of course they did. But one thing I want to 15 00:01:00,200 --> 00:01:03,120 Speaker 1: out is that Toy Story itself was partly made possible 16 00:01:03,200 --> 00:01:06,720 Speaker 1: because of another movie, not a Pixar film, but the 17 00:01:06,760 --> 00:01:10,400 Speaker 1: movie A Nightmare Before Christmas, And the reason I say 18 00:01:10,400 --> 00:01:13,720 Speaker 1: this is a Nightmare Before Christmas was a stop motion 19 00:01:13,800 --> 00:01:17,000 Speaker 1: animated film produced by Tim Burton, and it was the 20 00:01:17,040 --> 00:01:21,160 Speaker 1: first animated film that Disney agreed to distribute. Even though 21 00:01:21,720 --> 00:01:25,640 Speaker 1: the animation itself was not done by Walt Disney Animation Studios, 22 00:01:26,720 --> 00:01:30,240 Speaker 1: and that actually laid the groundwork for Pixar to follow 23 00:01:30,240 --> 00:01:34,960 Speaker 1: along with Toy Story. Also one other connection between the two, 24 00:01:35,720 --> 00:01:40,720 Speaker 1: John Lassiter of Pixar fame and Tim Burton both attended 25 00:01:40,760 --> 00:01:44,240 Speaker 1: cal Arts at the same time. So that's kind of cool, 26 00:01:44,360 --> 00:01:47,120 Speaker 1: little kind of a connection. 27 00:01:48,760 --> 00:01:51,480 Speaker 2: So one thing I got to get off the bat, 28 00:01:51,520 --> 00:01:51,920 Speaker 2: this is going. 29 00:01:51,920 --> 00:01:53,920 Speaker 1: To be true for all the different movies that I 30 00:01:54,040 --> 00:01:57,520 Speaker 1: talk about that Pixar has worked on. Each film required 31 00:01:57,840 --> 00:01:59,360 Speaker 1: many years to finish. 32 00:01:59,600 --> 00:02:00,000 Speaker 2: A team. 33 00:02:00,000 --> 00:02:02,440 Speaker 1: He might work on a movie for five years at 34 00:02:02,440 --> 00:02:05,800 Speaker 1: a time. It's not that unusual, particularly with these computer 35 00:02:05,880 --> 00:02:09,920 Speaker 1: animated films, and during the development of Toy Story, the 36 00:02:10,040 --> 00:02:13,560 Speaker 1: characters and script went through lots and lots of changes. 37 00:02:13,720 --> 00:02:17,840 Speaker 1: Also not unusual with Pixar. They've always said that story 38 00:02:17,880 --> 00:02:20,400 Speaker 1: comes first. They have to get the story right, and 39 00:02:20,840 --> 00:02:24,600 Speaker 1: if they don't have the story just right, people don't 40 00:02:24,639 --> 00:02:28,800 Speaker 1: care how good your animation is. If the story doesn't 41 00:02:28,840 --> 00:02:31,120 Speaker 1: hold your attention, you eventually just say, well that was 42 00:02:31,200 --> 00:02:33,960 Speaker 1: pretty and flashy, but I didn't really care about anything. 43 00:02:35,240 --> 00:02:38,520 Speaker 1: Back in the original run, when they were first drafting 44 00:02:38,520 --> 00:02:42,280 Speaker 1: out the story for Toy Story, buzz Light Year had 45 00:02:42,280 --> 00:02:44,799 Speaker 1: a totally different name. He was called Tempest, which was 46 00:02:44,840 --> 00:02:48,360 Speaker 1: a reference to the classic arcade machine, and Woody originally 47 00:02:48,440 --> 00:02:52,400 Speaker 1: wasn't a pull string toy. He was a Ventriloquists dummy. 48 00:02:53,200 --> 00:02:57,600 Speaker 1: But Michael Eisner, who at the time was Disney's CEO, 49 00:02:57,800 --> 00:03:00,560 Speaker 1: stepped in and asked Pixar to change it because he said, 50 00:03:00,639 --> 00:03:04,560 Speaker 1: dummies are inherently creepy, and it is difficult for me to. 51 00:03:04,600 --> 00:03:05,359 Speaker 2: Disagree with that. 52 00:03:05,440 --> 00:03:07,359 Speaker 1: I don't agree with a lot of things that Michael 53 00:03:07,400 --> 00:03:12,200 Speaker 1: Eisner did, but I definitely agree that ventriloquist dummies are creepy. 54 00:03:13,120 --> 00:03:14,800 Speaker 2: And another major change. 55 00:03:15,080 --> 00:03:18,360 Speaker 1: Was Buzz's whole worldview. In those early drafts, Buzz light 56 00:03:18,440 --> 00:03:21,240 Speaker 1: Year knew that he was a toy, and he knew 57 00:03:21,280 --> 00:03:23,480 Speaker 1: that there was a television show that tied in with 58 00:03:23,560 --> 00:03:26,200 Speaker 1: a toy. But then they had Tim Allen come in 59 00:03:26,240 --> 00:03:30,839 Speaker 1: to do the voiceovers the acting, and Tim Allen's take 60 00:03:30,880 --> 00:03:34,800 Speaker 1: on Buzz was that the character was completely oblivious. He 61 00:03:35,040 --> 00:03:38,760 Speaker 1: lived the role of a space ranger. That is what 62 00:03:38,920 --> 00:03:41,440 Speaker 1: Buzz was. He wasn't a toy of a space ranger. 63 00:03:41,480 --> 00:03:44,480 Speaker 1: He was a space ranger. And the writers thought, well, 64 00:03:44,600 --> 00:03:47,880 Speaker 1: that's way more interesting, So they actually reworked the story 65 00:03:48,040 --> 00:03:52,600 Speaker 1: based upon Tim Allen's performance, and they started to change things. 66 00:03:52,600 --> 00:03:55,840 Speaker 1: So this whole process goes on for a long time, 67 00:03:56,720 --> 00:03:59,320 Speaker 1: and according to people at Pixtar, those characters were really 68 00:03:59,320 --> 00:04:03,240 Speaker 1: tough to nail down. Disney executives found the initial characters 69 00:04:03,240 --> 00:04:05,520 Speaker 1: a little too wholesome and boring, which is kind of 70 00:04:05,560 --> 00:04:07,920 Speaker 1: interesting to think that Disney execs would say. 71 00:04:08,520 --> 00:04:10,600 Speaker 2: Yeah, you know, these guys, there's not a lot. 72 00:04:10,680 --> 00:04:12,320 Speaker 1: There's not a lot going on here. We need some 73 00:04:12,400 --> 00:04:15,760 Speaker 1: more conflict, We need them to not be these just 74 00:04:15,840 --> 00:04:19,520 Speaker 1: perfect toys. So the next iteration went a little too 75 00:04:19,560 --> 00:04:22,240 Speaker 1: far in the other direction, and Pixar says, yeah, we 76 00:04:22,320 --> 00:04:25,320 Speaker 1: kind of accidentally turned Woody into a real jerkface. 77 00:04:26,440 --> 00:04:28,680 Speaker 2: He became just unlikable. 78 00:04:29,120 --> 00:04:30,960 Speaker 1: So they had to figure out where was the balance 79 00:04:31,040 --> 00:04:33,760 Speaker 1: between these two extremes, and fortunately the writers were able 80 00:04:33,800 --> 00:04:36,279 Speaker 1: to come up with that balance, though for a while 81 00:04:36,320 --> 00:04:38,919 Speaker 1: it actually looked like Disney might pull the plug on 82 00:04:39,040 --> 00:04:43,080 Speaker 1: toy story. Keep in mind, Disney was providing the funding here. 83 00:04:43,800 --> 00:04:49,120 Speaker 1: Disney was giving Pixar twenty well not giving, but providing 84 00:04:49,160 --> 00:04:53,120 Speaker 1: twenty one million dollars for Pixar to produce three movies, 85 00:04:53,839 --> 00:04:56,599 Speaker 1: and they were Disney was also going to provide the 86 00:04:56,680 --> 00:05:00,400 Speaker 1: distribution for Pixar, and in return, Disney was taking an 87 00:05:00,680 --> 00:05:04,440 Speaker 1: enormous share of the revenue should these movies prove to 88 00:05:04,480 --> 00:05:09,040 Speaker 1: be successful. The whole project required way more resources than 89 00:05:09,120 --> 00:05:12,279 Speaker 1: Picks are anticipated. They had only been working on short 90 00:05:12,320 --> 00:05:15,640 Speaker 1: films up to that point and did not realize what 91 00:05:15,760 --> 00:05:21,040 Speaker 1: a different creature a feature length film can be. It's 92 00:05:21,080 --> 00:05:25,880 Speaker 1: not just oh, this one short we did require ten people, 93 00:05:26,279 --> 00:05:28,760 Speaker 1: but this movie is four times longer, so we'll need 94 00:05:28,839 --> 00:05:33,440 Speaker 1: forty people. It's way more complicated than that. They originally 95 00:05:33,440 --> 00:05:36,800 Speaker 1: thought they could get away with just using eight animators 96 00:05:37,200 --> 00:05:40,200 Speaker 1: for toy story, and on top of that, they would 97 00:05:40,240 --> 00:05:44,640 Speaker 1: have people in lighting and textures, but eight animators to 98 00:05:44,880 --> 00:05:47,960 Speaker 1: actually create the animation. They ended up with thirty three 99 00:05:48,160 --> 00:05:50,520 Speaker 1: by the end of the production, and all the other 100 00:05:50,560 --> 00:05:54,359 Speaker 1: departments also needed more people than they originally estimated, so 101 00:05:54,520 --> 00:05:57,960 Speaker 1: with each film, Pixar would typically add a few more animators. 102 00:05:58,160 --> 00:05:59,280 Speaker 2: By the time Monsters Inc. 103 00:05:59,360 --> 00:06:03,400 Speaker 1: Rolls around, for example, there were fifty animators working on 104 00:06:03,440 --> 00:06:07,400 Speaker 1: that movie. So it became clear that this feature link 105 00:06:07,480 --> 00:06:11,239 Speaker 1: game was different and not a big surprise that Pixar 106 00:06:11,279 --> 00:06:13,599 Speaker 1: had to learn this. It was new territory for them. 107 00:06:15,560 --> 00:06:15,839 Speaker 3: Now. 108 00:06:16,160 --> 00:06:18,720 Speaker 1: They also had to make sure that everyone who was 109 00:06:18,800 --> 00:06:22,159 Speaker 1: working on animation was going to animate the characters in 110 00:06:22,200 --> 00:06:27,520 Speaker 1: a consistent way. You couldn't have different animators manipulate characters 111 00:06:27,520 --> 00:06:30,560 Speaker 1: so that they have their own quirks. When one animator 112 00:06:30,600 --> 00:06:33,280 Speaker 1: is working on it but not on another, it's inconsistent 113 00:06:33,360 --> 00:06:37,960 Speaker 1: and disorienting. So typically a lead animator would be assigned 114 00:06:38,040 --> 00:06:41,719 Speaker 1: to every major character to create the desired performance, but 115 00:06:42,160 --> 00:06:45,359 Speaker 1: an individual animator might work on every single character in 116 00:06:45,400 --> 00:06:48,359 Speaker 1: a film at some point or another. It may just 117 00:06:48,440 --> 00:06:51,880 Speaker 1: be that the characters in the background for that sequence, 118 00:06:51,920 --> 00:06:54,120 Speaker 1: but they still have to act in character. 119 00:06:54,680 --> 00:06:57,880 Speaker 2: Acting is interesting because normally. 120 00:06:57,640 --> 00:07:00,680 Speaker 1: We think of it as a creation between an actor 121 00:07:00,720 --> 00:07:03,279 Speaker 1: and maybe a director, or perhaps a couple of actors 122 00:07:03,279 --> 00:07:06,719 Speaker 1: and a director, but in this case, it's an entire 123 00:07:06,800 --> 00:07:11,040 Speaker 1: department of people coming together to determine what acting is 124 00:07:11,400 --> 00:07:16,160 Speaker 1: for each individual character, sometimes multiple departments of people, so 125 00:07:17,160 --> 00:07:19,160 Speaker 1: much more complicated than a live. 126 00:07:19,000 --> 00:07:20,080 Speaker 2: Action sort of production. 127 00:07:22,600 --> 00:07:25,360 Speaker 1: The first bit that they actually animated for Toy Story 128 00:07:26,080 --> 00:07:29,840 Speaker 1: was the sequence in which the toy soldiers deploy to 129 00:07:29,840 --> 00:07:32,920 Speaker 1: see what Andy is getting for his birthday. So to 130 00:07:32,920 --> 00:07:35,680 Speaker 1: get an idea of how those soldiers would actually move around. 131 00:07:35,720 --> 00:07:39,200 Speaker 1: The animators ended up strapping their feet to boards, and 132 00:07:39,240 --> 00:07:43,040 Speaker 1: then they tried to move around with their feet connected 133 00:07:43,080 --> 00:07:48,200 Speaker 1: to each other on these solid wooden boards. Supposedly the 134 00:07:48,240 --> 00:07:51,560 Speaker 1: first person to try this actually was nailing their shoes 135 00:07:51,600 --> 00:07:55,640 Speaker 1: to the boards and did so the wrong way, in 136 00:07:55,680 --> 00:07:58,440 Speaker 1: other words, nailing up from the board through. 137 00:07:58,280 --> 00:08:03,040 Speaker 2: The shoe, which seems to be a little poorly thought 138 00:08:03,080 --> 00:08:04,320 Speaker 2: out in my mind. 139 00:08:04,480 --> 00:08:08,800 Speaker 1: But at any rate, you had these animators trying to 140 00:08:08,800 --> 00:08:12,440 Speaker 1: get around so that they could get a good basis 141 00:08:12,480 --> 00:08:15,520 Speaker 1: for how the characters should move in the actual film, 142 00:08:15,600 --> 00:08:18,080 Speaker 1: and apparently it was quite the scene it pisar HQ. 143 00:08:19,000 --> 00:08:20,520 Speaker 2: Now, computer animation. 144 00:08:20,200 --> 00:08:24,559 Speaker 1: Takes several steps to complete, just like traditional animation does. 145 00:08:25,120 --> 00:08:28,200 Speaker 1: So in computer animation, you have to build the computer 146 00:08:28,280 --> 00:08:31,000 Speaker 1: models for the characters, so this is the three dimensional 147 00:08:31,040 --> 00:08:35,240 Speaker 1: representation of your character. You have to also do that 148 00:08:35,280 --> 00:08:37,800 Speaker 1: for sets and props. You can't just do it for 149 00:08:37,920 --> 00:08:41,240 Speaker 1: just the characters, otherwise everything else is flat, and you 150 00:08:41,280 --> 00:08:45,520 Speaker 1: animate the sequences according to the storyboard and performances. But 151 00:08:45,640 --> 00:08:48,840 Speaker 1: at that point, even after you've modeled everything and you've 152 00:08:48,960 --> 00:08:51,840 Speaker 1: figured out the physics and you know how different parts 153 00:08:51,920 --> 00:08:54,760 Speaker 1: move in relation to each other. You still end up 154 00:08:54,760 --> 00:08:59,000 Speaker 1: with kind of a featureless and plastic figure. Everything looks 155 00:08:59,080 --> 00:09:03,400 Speaker 1: kind of like it's just a simple solid body plastic. 156 00:09:04,040 --> 00:09:07,280 Speaker 1: So then you have to overlay color textures and shading 157 00:09:07,360 --> 00:09:09,480 Speaker 1: to give more definition to the characters. And then you 158 00:09:09,480 --> 00:09:12,880 Speaker 1: have to add lighting sequences to create the mood you 159 00:09:12,920 --> 00:09:16,120 Speaker 1: want for that scene and the effects you need, and. 160 00:09:16,120 --> 00:09:17,600 Speaker 2: This gets really complicated. 161 00:09:18,360 --> 00:09:23,480 Speaker 1: In a physical space where you're actually shooting live action, 162 00:09:24,600 --> 00:09:27,080 Speaker 1: you can move lights around and see what sort of 163 00:09:27,080 --> 00:09:29,520 Speaker 1: effects you get. You know what happens if you light 164 00:09:29,559 --> 00:09:31,960 Speaker 1: the scene from the back as opposed to from the front. 165 00:09:32,360 --> 00:09:35,240 Speaker 1: But in computer animation you have to actually program all 166 00:09:35,280 --> 00:09:38,520 Speaker 1: that in, at least initially. You might eventually come up 167 00:09:38,520 --> 00:09:42,600 Speaker 1: with a lighting software suite that does most of this automatically, 168 00:09:43,200 --> 00:09:45,480 Speaker 1: and then you can make minor tweaks at that point, 169 00:09:45,960 --> 00:09:50,520 Speaker 1: but when you start out, you have to program how 170 00:09:50,559 --> 00:09:54,960 Speaker 1: the light behaves. The computer doesn't magically know that light 171 00:09:55,040 --> 00:09:57,960 Speaker 1: from one direction is going to create a different effect 172 00:09:58,320 --> 00:10:00,640 Speaker 1: than light from another direction. You have to build all 173 00:10:00,640 --> 00:10:05,760 Speaker 1: that in, so it's incredibly time consuming and work intensive. 174 00:10:05,840 --> 00:10:09,520 Speaker 1: It involves a lot of technical know how and artistic 175 00:10:09,640 --> 00:10:13,040 Speaker 1: know how as well, so it's not an easy job. 176 00:10:13,840 --> 00:10:14,000 Speaker 2: Now. 177 00:10:14,000 --> 00:10:17,400 Speaker 1: Originally Pixar employees thought they could render the entire film 178 00:10:17,559 --> 00:10:21,679 Speaker 1: in twenty months using fifty three processors. That's just the 179 00:10:21,720 --> 00:10:24,880 Speaker 1: rendering stage, mind you, that's not the animation, but twenty 180 00:10:24,920 --> 00:10:27,320 Speaker 1: months just to render the work that they had created. 181 00:10:28,000 --> 00:10:30,560 Speaker 1: But turned out they needed three hundred machines to do 182 00:10:30,600 --> 00:10:34,160 Speaker 1: the job, not fifty three processors, three hundred computers, and 183 00:10:34,240 --> 00:10:38,360 Speaker 1: today Pixar has more than twenty thousand processors to work 184 00:10:38,400 --> 00:10:41,560 Speaker 1: on render jobs, which means they could take that raw 185 00:10:41,600 --> 00:10:45,280 Speaker 1: footage from Toy Story and render it in real time 186 00:10:46,520 --> 00:10:49,280 Speaker 1: by the end of If you were to start rendering 187 00:10:49,360 --> 00:10:52,960 Speaker 1: all that footage and you started the DVD of Toy 188 00:10:53,000 --> 00:10:55,400 Speaker 1: Story at the same time, you would be done with 189 00:10:55,559 --> 00:10:59,280 Speaker 1: both at around the same time. Not necessarily true with 190 00:10:59,640 --> 00:11:02,959 Speaker 1: later Pixar films, which are more complicated than that first 191 00:11:02,960 --> 00:11:05,760 Speaker 1: Toy Story movie, but it does illustrate how much more 192 00:11:05,800 --> 00:11:10,480 Speaker 1: sophisticated things have become since then. And once again we 193 00:11:10,520 --> 00:11:12,880 Speaker 1: see that Moore's law has brought down the cost of 194 00:11:12,920 --> 00:11:15,320 Speaker 1: computing to a point where this sort of thing is possible. 195 00:11:15,360 --> 00:11:20,000 Speaker 1: It's not outside the reach of a production studio now. 196 00:11:20,080 --> 00:11:21,880 Speaker 1: At the time that would have been impossible. It would 197 00:11:21,920 --> 00:11:25,880 Speaker 1: have been too expensive to have twenty thousand processors, let 198 00:11:25,920 --> 00:11:28,679 Speaker 1: alone the idea of well, how do we power them 199 00:11:28,679 --> 00:11:31,040 Speaker 1: and keep them cold enough so that they work, and 200 00:11:31,120 --> 00:11:33,400 Speaker 1: where do we put them and all that kind of stuff. 201 00:11:34,520 --> 00:11:38,720 Speaker 1: But we've seen the chips get smaller, we've seen them 202 00:11:38,880 --> 00:11:45,480 Speaker 1: get more powerful, we've seen more sophisticated processors with multiple cores, 203 00:11:45,520 --> 00:11:49,760 Speaker 1: including graphics processors, and of course we've seen that price 204 00:11:49,800 --> 00:11:53,920 Speaker 1: come down over time, so now it's less of an 205 00:11:54,080 --> 00:11:59,360 Speaker 1: insurmountable obstacle. Still expensive, just not as expensive as it 206 00:11:59,360 --> 00:12:03,160 Speaker 1: would have been back then. So after making Toy Story, 207 00:12:03,280 --> 00:12:06,960 Speaker 1: John Lassiter realized that a feature link computer animated film 208 00:12:07,360 --> 00:12:10,480 Speaker 1: was way too much work for a single director. He 209 00:12:10,559 --> 00:12:12,760 Speaker 1: was the director for Toy Story, but he realized this 210 00:12:12,840 --> 00:12:15,679 Speaker 1: is too big a job for one person to head up. 211 00:12:16,040 --> 00:12:19,160 Speaker 1: So from that point forward, the Pixar films would have 212 00:12:19,240 --> 00:12:22,439 Speaker 1: multiple directors, with normally one acting as kind of the 213 00:12:22,480 --> 00:12:24,600 Speaker 1: primary director to steer the vision of the film, and 214 00:12:24,679 --> 00:12:30,600 Speaker 1: others to oversee specific aspects of the production like cinematography 215 00:12:30,640 --> 00:12:33,560 Speaker 1: and lighting and that sort of stuff. The movie came 216 00:12:33,559 --> 00:12:37,360 Speaker 1: out on November twenty second, nineteen ninety five, and it 217 00:12:37,480 --> 00:12:41,199 Speaker 1: was directed by John Lassiter. Several writers worked on the story, 218 00:12:41,720 --> 00:12:45,320 Speaker 1: including Joss Whedon, who is of course the creator of 219 00:12:45,360 --> 00:12:48,720 Speaker 1: Buffy the Vampire Slayer and Firefly and Angel and things 220 00:12:48,800 --> 00:12:51,280 Speaker 1: like that. Whedon, by the way, wrote a couple of 221 00:12:51,280 --> 00:12:54,840 Speaker 1: my favorite lines, including You're a sad, strange little man 222 00:12:55,080 --> 00:12:57,960 Speaker 1: and you have My Pity and one of my favorite 223 00:12:57,960 --> 00:13:02,920 Speaker 1: lines of all time, wind the Frog. This movie also 224 00:13:02,960 --> 00:13:06,920 Speaker 1: marked the first time Pixar worked with the musician Randy Newman, 225 00:13:06,960 --> 00:13:09,360 Speaker 1: who would go on to compose the music for six 226 00:13:09,480 --> 00:13:13,200 Speaker 1: more Pixar movies. So he hasn't worked on all of them, 227 00:13:13,200 --> 00:13:16,000 Speaker 1: but he worked on a lot of them. And also 228 00:13:16,040 --> 00:13:19,559 Speaker 1: on a personal note, Toy Story was the first movie 229 00:13:19,640 --> 00:13:22,120 Speaker 1: I saw while dating the woman who would later on 230 00:13:22,320 --> 00:13:25,839 Speaker 1: become my wife. It took some convincing to get her 231 00:13:25,840 --> 00:13:28,679 Speaker 1: to the theater to go and see a movie called 232 00:13:28,760 --> 00:13:31,640 Speaker 1: Toy Story, but I eventually convinced her to do so, 233 00:13:31,800 --> 00:13:34,280 Speaker 1: and afterwards she became a lifelong Pixar fan. 234 00:13:35,000 --> 00:13:40,640 Speaker 2: So I did something right. Nineteen years woo now, Toy 235 00:13:40,720 --> 00:13:44,120 Speaker 2: Story was a really big hit. 236 00:13:44,840 --> 00:13:48,600 Speaker 1: According to box office Mojo, Toy Story's global box office 237 00:13:48,600 --> 00:13:52,440 Speaker 1: amounted to three hundred and sixty two million dollars, but 238 00:13:52,720 --> 00:13:56,360 Speaker 1: Pixar's deal with Disney meant it only received a small 239 00:13:56,400 --> 00:13:59,760 Speaker 1: percentage of the profits. Between ten and fifteen percent of 240 00:13:59,800 --> 00:14:02,960 Speaker 1: the profits. Most of that money went to Disney, not 241 00:14:03,040 --> 00:14:06,000 Speaker 1: to Pixar. Some folks over at Pixar felt that this 242 00:14:06,200 --> 00:14:10,520 Speaker 1: was kind of unfair that Disney was providing the distribution 243 00:14:10,640 --> 00:14:14,600 Speaker 1: in marketing and that initial maybe seven million dollars you 244 00:14:14,600 --> 00:14:17,360 Speaker 1: could argue for the budget of the movie, but otherwise 245 00:14:17,440 --> 00:14:21,080 Speaker 1: wasn't responsible for the actual success of the movie. Disney, 246 00:14:21,480 --> 00:14:24,440 Speaker 1: apart from giving some notes, didn't determine the story. They 247 00:14:24,480 --> 00:14:27,040 Speaker 1: didn't do the animation, they didn't do the effects, they 248 00:14:27,040 --> 00:14:28,760 Speaker 1: didn't hire the voice actors. 249 00:14:29,520 --> 00:14:32,400 Speaker 2: So some folks over at Pixar were. 250 00:14:32,320 --> 00:14:36,000 Speaker 1: A little not happy with this arrangement, but that's how 251 00:14:36,080 --> 00:14:40,840 Speaker 1: things were at the time. Shortly after Toy Story premier, 252 00:14:41,040 --> 00:14:45,120 Speaker 1: like a week after Toy Story came out, Steve Jobs 253 00:14:45,320 --> 00:14:48,240 Speaker 1: made the big move and took Pixar public with an 254 00:14:48,280 --> 00:14:53,160 Speaker 1: initial public offering or IPO. It ended up being the 255 00:14:53,200 --> 00:14:57,720 Speaker 1: biggest technology IPO in nineteen ninety five, which was also 256 00:14:57,800 --> 00:15:01,080 Speaker 1: a year that saw Netscape go public. If you don't 257 00:15:01,080 --> 00:15:04,120 Speaker 1: know what Netscape is, go look it up. It used 258 00:15:04,120 --> 00:15:06,680 Speaker 1: to be the name in computer. 259 00:15:06,400 --> 00:15:08,480 Speaker 2: Browsers for the Internet back in the day. 260 00:15:09,720 --> 00:15:12,800 Speaker 1: Now before the IPO, the estimated value of a share 261 00:15:12,920 --> 00:15:17,480 Speaker 1: of Pixar stock was between twelve and fourteen dollars. That's 262 00:15:17,520 --> 00:15:22,040 Speaker 1: what analysts were predicting that Pixar shares would be between 263 00:15:22,080 --> 00:15:24,960 Speaker 1: twelve and fourteen bucks per share, But when trading opened, 264 00:15:24,960 --> 00:15:28,120 Speaker 1: the initial share price was actually twenty two dollars, and 265 00:15:28,680 --> 00:15:33,680 Speaker 1: toy Story's incredible opening was probably part of the reason 266 00:15:33,720 --> 00:15:37,280 Speaker 1: why it was higher than originally estimated. During that first 267 00:15:37,360 --> 00:15:40,240 Speaker 1: day of trading, the stock reached its highest point at 268 00:15:40,280 --> 00:15:42,920 Speaker 1: forty six dollars per share, which means it more than 269 00:15:43,000 --> 00:15:49,680 Speaker 1: doubled its value from the opening bell of the stock exchange. Now, 270 00:15:49,720 --> 00:15:52,920 Speaker 1: granted it didn't end at forty six dollars per year 271 00:15:52,960 --> 00:15:55,480 Speaker 1: on that first day. It actually settled to thirty nine 272 00:15:55,560 --> 00:15:59,520 Speaker 1: dollars per year, so still higher than what it opened at. 273 00:16:00,160 --> 00:16:01,880 Speaker 2: Because Steve Jobs. 274 00:16:01,520 --> 00:16:05,280 Speaker 1: Owned practically all the shares in the company before taking 275 00:16:05,280 --> 00:16:10,800 Speaker 1: it public, it turned him into a billionaire a billion 276 00:16:11,200 --> 00:16:16,280 Speaker 1: air overnight. He had spent fifty million dollars on this 277 00:16:16,400 --> 00:16:20,000 Speaker 1: company over time trying to keep it afloat. That gamble 278 00:16:20,800 --> 00:16:24,680 Speaker 1: paid off big time and of course, it gave Pixar 279 00:16:24,800 --> 00:16:25,840 Speaker 1: a bit more leverage. 280 00:16:25,880 --> 00:16:27,920 Speaker 2: It was a force to be reckoned with a. 281 00:16:27,960 --> 00:16:34,440 Speaker 1: One point four six billion dollar market value force. So 282 00:16:34,520 --> 00:16:37,680 Speaker 1: imagine that. Imagine that you were working for a company that, 283 00:16:38,840 --> 00:16:41,840 Speaker 1: over the course of a week, has its first feature 284 00:16:41,880 --> 00:16:45,720 Speaker 1: length film come out and then is valued at one 285 00:16:45,800 --> 00:16:51,560 Speaker 1: point four to six billion dollars. It must have been incredible. Also, 286 00:16:51,600 --> 00:16:55,600 Speaker 1: in nineteen ninety five, David di Francesco, whom we talked 287 00:16:55,600 --> 00:16:59,600 Speaker 1: about in the last episode, received an Academy Award for 288 00:16:59,640 --> 00:17:03,400 Speaker 1: the develop element of a film input scanning technique. And 289 00:17:03,560 --> 00:17:08,159 Speaker 1: Pixar was continuing to develop new technologies in the film industry, 290 00:17:08,680 --> 00:17:11,960 Speaker 1: and eventually it was also licensing those technologies out to 291 00:17:12,040 --> 00:17:14,480 Speaker 1: other companies. So it wasn't just that they were developing 292 00:17:14,520 --> 00:17:16,680 Speaker 1: tools in house to get their stuff done. 293 00:17:17,240 --> 00:17:18,400 Speaker 2: They were innovating in. 294 00:17:18,359 --> 00:17:21,480 Speaker 1: Technology and then making money through licenses so that other 295 00:17:21,560 --> 00:17:24,640 Speaker 1: production companies could take advantage of those advancements. 296 00:17:25,200 --> 00:17:28,440 Speaker 3: We'll be back with more about Pixar after this quick break. 297 00:17:37,760 --> 00:17:41,919 Speaker 1: In nineteen ninety seven, Pixar completed work on their short 298 00:17:41,960 --> 00:17:46,880 Speaker 1: animated film Jerry's Game, which would win a Best Animated 299 00:17:46,920 --> 00:17:49,719 Speaker 1: Short Film Oscar for Pixar that would be their second 300 00:17:50,480 --> 00:17:55,520 Speaker 1: best animated short film, Oscar. They would win many, many more. 301 00:17:56,520 --> 00:18:01,760 Speaker 1: And also in nineteen ninety seven, Pixar hired Randy S. Nelson, 302 00:18:02,480 --> 00:18:07,639 Speaker 1: who would become the dean of Pixar University. Now this 303 00:18:07,760 --> 00:18:11,359 Speaker 1: is not like a giant college campus somewhere akin to 304 00:18:11,480 --> 00:18:12,639 Speaker 1: Monsters University. 305 00:18:12,960 --> 00:18:14,480 Speaker 2: This is Pixar's. 306 00:18:13,960 --> 00:18:18,640 Speaker 1: Internal skills development department, which gives Pixar employees the opportunity 307 00:18:18,680 --> 00:18:21,600 Speaker 1: to take classes in all sorts of fields and disciplines, 308 00:18:21,640 --> 00:18:27,040 Speaker 1: from story development and screenwriting to drawing and sculpting. And 309 00:18:27,160 --> 00:18:30,640 Speaker 1: this Nelson guy, he sounds like someone I'd really get 310 00:18:30,680 --> 00:18:35,240 Speaker 1: along with. He was a founder of the Flying Karamtsov Brothers, 311 00:18:35,440 --> 00:18:38,720 Speaker 1: so he's a juggler, and as a juggler, if you 312 00:18:38,720 --> 00:18:40,520 Speaker 1: didn't know, I'm also a juggler. 313 00:18:40,600 --> 00:18:42,159 Speaker 2: I really respect that. 314 00:18:43,000 --> 00:18:45,480 Speaker 1: He had also worked with Steve Jobs both at Apple 315 00:18:45,960 --> 00:18:50,360 Speaker 1: and at Next. Remember Jobs had been essentially forced out 316 00:18:50,359 --> 00:18:53,679 Speaker 1: of Apple and had founded a new company called Next Computers, 317 00:18:53,960 --> 00:18:58,760 Speaker 1: eventually abandoning the hardware side of Next Computers and developing 318 00:18:58,800 --> 00:19:02,439 Speaker 1: software instead. Now, according to Nelson, if you were to 319 00:19:02,480 --> 00:19:06,399 Speaker 1: take all the courses, or to take a full suite 320 00:19:06,480 --> 00:19:10,520 Speaker 1: of courses at Pixar University, you would have the equivalent 321 00:19:10,680 --> 00:19:15,399 Speaker 1: of a bachelor's degree education in fine arts. That's how 322 00:19:15,560 --> 00:19:22,439 Speaker 1: comprehensive their internal development department was. They were dedicated to 323 00:19:22,560 --> 00:19:26,600 Speaker 1: making certain that employees had the opportunity to learn new 324 00:19:26,640 --> 00:19:30,399 Speaker 1: skills and develop ones that they had already started to 325 00:19:30,480 --> 00:19:36,240 Speaker 1: create or to build on previously. And this included all 326 00:19:36,280 --> 00:19:41,639 Speaker 1: sorts of different types of activities, including improvisational acting. So 327 00:19:41,760 --> 00:19:44,200 Speaker 1: you might end up finding yourself sitting next to the 328 00:19:44,240 --> 00:19:49,320 Speaker 1: head of the company, but you're both classmates at that class. 329 00:19:49,560 --> 00:19:54,120 Speaker 1: So it also helped break down the hierarchical barriers between 330 00:19:54,200 --> 00:19:59,879 Speaker 1: bosses and employees. The motto of Pixar University is alienis not, 331 00:20:02,680 --> 00:20:06,960 Speaker 1: which I know I'm terribly mispronouncing because I have little 332 00:20:07,040 --> 00:20:10,639 Speaker 1: Latin and less Greek, just like a mister Shakespeare Shakespeare, 333 00:20:10,640 --> 00:20:15,119 Speaker 1: but the Latin phrase actually means alone no longer. And 334 00:20:15,200 --> 00:20:18,880 Speaker 1: it also is a secondary Latin inscription on the Pixar 335 00:20:19,000 --> 00:20:25,560 Speaker 1: University crest, which says tempus pecunia somnum, which means time, money, sleep. 336 00:20:27,240 --> 00:20:29,080 Speaker 1: The three of those, I think sleep is the one 337 00:20:29,119 --> 00:20:32,600 Speaker 1: that the typical Pixar employee has the least. 338 00:20:32,320 --> 00:20:35,800 Speaker 2: Of, maybe time. It's kind of hard to say. 339 00:20:37,320 --> 00:20:40,640 Speaker 1: Moving on over to talk about nineteen ninety seven a bit. 340 00:20:40,760 --> 00:20:44,119 Speaker 1: Pixar and Disney renegotiated their agreement at that time. 341 00:20:45,200 --> 00:20:45,640 Speaker 2: So if you. 342 00:20:45,600 --> 00:20:48,840 Speaker 1: Remember, they originally had come up with an I this 343 00:20:48,960 --> 00:20:51,440 Speaker 1: deal that that Pixar was going to make three movies 344 00:20:51,520 --> 00:20:56,040 Speaker 1: for Disney, after which there would be time to negotiate 345 00:20:56,080 --> 00:21:03,159 Speaker 1: a new relationship instead, and in return, Disney was going 346 00:21:03,200 --> 00:21:07,439 Speaker 1: to get the massive majority of the profits from those movies. 347 00:21:07,480 --> 00:21:11,840 Speaker 1: But the renegotiation went a little better for Pixar. They 348 00:21:11,880 --> 00:21:17,000 Speaker 1: agreed to do a ten year, five film deal and 349 00:21:17,440 --> 00:21:20,040 Speaker 1: in that deal, Pixar would receive fifty percent of the 350 00:21:20,080 --> 00:21:23,480 Speaker 1: profits from the films. The New York Times reported on 351 00:21:23,520 --> 00:21:25,880 Speaker 1: the change in agreements and revealed that the new Pixar 352 00:21:26,000 --> 00:21:26,880 Speaker 1: film was going to. 353 00:21:26,800 --> 00:21:28,320 Speaker 2: Be called Bugs. 354 00:21:29,560 --> 00:21:32,280 Speaker 1: So this was before the movie had come out. Obviously, 355 00:21:32,320 --> 00:21:34,280 Speaker 1: they were still working on it. It was still in development, 356 00:21:34,320 --> 00:21:37,880 Speaker 1: so the title had not been finalized. Now that arrangement, 357 00:21:38,880 --> 00:21:41,520 Speaker 1: with the new deal of being a ten year, five 358 00:21:41,640 --> 00:21:46,040 Speaker 1: film contract, answered some of the criticisms industry analysts had 359 00:21:46,119 --> 00:21:49,879 Speaker 1: about the Pixar IPO, because when Pixar went public, some 360 00:21:49,960 --> 00:21:54,920 Speaker 1: analysts were saying, this seems really like investors are pushing 361 00:21:54,960 --> 00:21:59,000 Speaker 1: this company beyond its actual value, because keep in mind, 362 00:21:59,320 --> 00:22:01,800 Speaker 1: while they're doing great work, and while their movies are 363 00:22:01,800 --> 00:22:04,600 Speaker 1: making huge amounts of money in the box office, that 364 00:22:04,640 --> 00:22:06,640 Speaker 1: most of that money is not going to Pixar, it's 365 00:22:06,680 --> 00:22:11,280 Speaker 1: going to Disney. So maybe you shouldn't drive the value 366 00:22:11,320 --> 00:22:14,000 Speaker 1: of this company up so high since it's really not 367 00:22:14,080 --> 00:22:17,960 Speaker 1: earning money for itself. Once this new arrangement came in, 368 00:22:18,000 --> 00:22:21,520 Speaker 1: that took some of that criticism away. Bugs of course 369 00:22:21,640 --> 00:22:24,040 Speaker 1: ended up being A Bugs Life, which would come out 370 00:22:24,119 --> 00:22:26,879 Speaker 1: in nineteen ninety eight, and it broke the record for 371 00:22:26,960 --> 00:22:31,439 Speaker 1: a Thanksgiving weekend film opening in the United States. The 372 00:22:31,480 --> 00:22:35,320 Speaker 1: movie combines a couple of famous stories you got ESOPs 373 00:22:35,359 --> 00:22:38,320 Speaker 1: the Ant and the Grasshopper as part of it, and 374 00:22:38,400 --> 00:22:43,919 Speaker 1: a very healthy dose of the Seven Samurai as the 375 00:22:44,119 --> 00:22:46,720 Speaker 1: various core story elements. 376 00:22:47,240 --> 00:22:51,720 Speaker 2: And the Pixar team said that A Bugs Life was particularly. 377 00:22:51,200 --> 00:22:55,280 Speaker 1: Challenging and rewarding. The movie called for a lot of 378 00:22:55,400 --> 00:22:58,640 Speaker 1: characters on screen at once. I mean hundreds and hundreds 379 00:22:58,680 --> 00:23:01,600 Speaker 1: of insects all on screen at the same time, which 380 00:23:02,040 --> 00:23:04,760 Speaker 1: requires a lot of processing power. You're talking about a 381 00:23:04,760 --> 00:23:07,119 Speaker 1: ton of animation. You don't want your characters all just 382 00:23:07,359 --> 00:23:12,320 Speaker 1: standing still, and that requires a lot of computer power. Also, 383 00:23:12,720 --> 00:23:15,240 Speaker 1: on top of that, the characters had lots of limbs. 384 00:23:15,320 --> 00:23:19,080 Speaker 1: I mean, insects have lots of legs, so most of 385 00:23:19,119 --> 00:23:21,639 Speaker 1: these creatures had six legs. Some of them also had 386 00:23:21,680 --> 00:23:25,680 Speaker 1: wings or also antenna. On top of that, these settings 387 00:23:25,680 --> 00:23:28,600 Speaker 1: were on uneven surfaces, and those surfaces had to have 388 00:23:28,640 --> 00:23:31,920 Speaker 1: an organic look to them. There was also fire and 389 00:23:32,080 --> 00:23:36,359 Speaker 1: smoke in the movie, which is notoriously difficult to get 390 00:23:36,560 --> 00:23:38,919 Speaker 1: just right with computer animation, or at least it was 391 00:23:38,960 --> 00:23:44,000 Speaker 1: at that time, and so it was very resource heavy. 392 00:23:44,640 --> 00:23:47,639 Speaker 1: It was a very ambitious project to take on after 393 00:23:47,840 --> 00:23:50,399 Speaker 1: toy story. Now, one of the defining looks of the 394 00:23:50,400 --> 00:23:54,280 Speaker 1: film is the translucent nature of the various leaves and flowers. 395 00:23:54,680 --> 00:23:57,200 Speaker 1: So John Laster said it was like characters were living 396 00:23:57,280 --> 00:24:01,359 Speaker 1: in a world of stained glass, and that the animators 397 00:24:01,400 --> 00:24:04,679 Speaker 1: had to create ways for light to behave properly to 398 00:24:04,760 --> 00:24:09,000 Speaker 1: shine through these surfaces. And again it meant creating new rules, 399 00:24:10,119 --> 00:24:14,399 Speaker 1: making up new rules so that things looked right. They 400 00:24:14,400 --> 00:24:17,399 Speaker 1: didn't just look pretty, but they looked natural. And the 401 00:24:17,440 --> 00:24:19,360 Speaker 1: story of a bug's life changed a lot too over 402 00:24:19,400 --> 00:24:21,960 Speaker 1: the course of its production. Originally, the main character was 403 00:24:22,040 --> 00:24:25,040 Speaker 1: the head of the circus bugs, and that was an 404 00:24:25,080 --> 00:24:29,200 Speaker 1: ant named Red. But the film didn't find a voice 405 00:24:29,200 --> 00:24:32,640 Speaker 1: with that main character in place. They couldn't figure out, well, 406 00:24:32,640 --> 00:24:35,480 Speaker 1: what's the story here, where's the character arc? Why would 407 00:24:35,520 --> 00:24:40,359 Speaker 1: this character stick with this plan of pretending to be 408 00:24:41,119 --> 00:24:43,879 Speaker 1: a group of warriors to fight off grasshoppers. 409 00:24:43,920 --> 00:24:46,639 Speaker 2: He has no steak, he could just leave. 410 00:24:47,440 --> 00:24:50,280 Speaker 1: And that's when they realized that perhaps a couple of 411 00:24:50,280 --> 00:24:54,359 Speaker 1: the ants that would be asking the circus performers for 412 00:24:54,400 --> 00:24:58,240 Speaker 1: help are the real main characters. And eventually those ants 413 00:24:58,320 --> 00:25:02,800 Speaker 1: were reduced to a single ant, Flick, and that became 414 00:25:02,880 --> 00:25:03,719 Speaker 1: the main character. 415 00:25:03,840 --> 00:25:08,560 Speaker 2: So it was interesting to see that story remained the 416 00:25:09,359 --> 00:25:11,440 Speaker 2: chief concern. These other technical. 417 00:25:11,040 --> 00:25:17,840 Speaker 1: Issues, while really fascinating, they were secondary. It wouldn't matter 418 00:25:17,880 --> 00:25:20,760 Speaker 1: how pretty the screen was. Again, if you went and 419 00:25:20,800 --> 00:25:24,600 Speaker 1: saw it, you didn't care about the characters. Now, while 420 00:25:24,640 --> 00:25:27,000 Speaker 1: A Bug's Life was in production, a team led by 421 00:25:27,119 --> 00:25:30,760 Speaker 1: David D. Francesco created a new way to transfer computer 422 00:25:30,800 --> 00:25:32,359 Speaker 1: animation onto film stock. 423 00:25:32,600 --> 00:25:34,160 Speaker 2: Now remember this. 424 00:25:34,040 --> 00:25:38,800 Speaker 1: Is before most theaters were able to have digital projectors. 425 00:25:38,840 --> 00:25:42,280 Speaker 1: There were only a few digital projectors in place in 426 00:25:42,359 --> 00:25:45,720 Speaker 1: a couple of theaters around North America. So we're still 427 00:25:45,760 --> 00:25:49,280 Speaker 1: talking about an era in which physical reels of film 428 00:25:49,880 --> 00:25:54,679 Speaker 1: are produced and projected onto screens. So Defrancesco's method was 429 00:25:54,800 --> 00:25:59,040 Speaker 1: using a laser recording system that became known as Pixar Vision. 430 00:26:00,119 --> 00:26:04,520 Speaker 1: Used solid state lasers to record images onto film. So 431 00:26:04,640 --> 00:26:08,199 Speaker 1: film is photo reactive, meaning that when light hits it, 432 00:26:08,520 --> 00:26:11,240 Speaker 1: there's a chemical change, and that's where we're able to 433 00:26:11,400 --> 00:26:16,920 Speaker 1: capture images on film. Lasers are really really precise, way 434 00:26:17,000 --> 00:26:20,120 Speaker 1: more precise than cathode ray tubes, which was the typical 435 00:26:20,160 --> 00:26:24,320 Speaker 1: way to transfer computer animation over to film. So using 436 00:26:24,359 --> 00:26:27,960 Speaker 1: lasers allowed for a much higher quality color reproduction and 437 00:26:28,160 --> 00:26:32,560 Speaker 1: sharper images on film than the earlier versions did. Plus 438 00:26:32,640 --> 00:26:37,399 Speaker 1: d Francesco's invention was faster than the cathode ray tube method. 439 00:26:38,000 --> 00:26:41,200 Speaker 1: If you wanted to use a CRT method, it would 440 00:26:41,200 --> 00:26:44,879 Speaker 1: take thirty five seconds to record a single frame of 441 00:26:44,920 --> 00:26:49,000 Speaker 1: computer animation onto film. With the laser method it took 442 00:26:49,080 --> 00:26:55,280 Speaker 1: eight seconds, so much much faster, four times faster than 443 00:26:55,359 --> 00:26:59,960 Speaker 1: the traditional method. So DeFrancesco would receive a Technical Academy 444 00:27:00,040 --> 00:27:02,600 Speaker 1: Award for this invention. He started he was starting to 445 00:27:02,640 --> 00:27:07,080 Speaker 1: rack up those those Academy awards for his technological contributions 446 00:27:07,359 --> 00:27:10,600 Speaker 1: to the film industry. Now, the big advantage of using 447 00:27:10,640 --> 00:27:13,520 Speaker 1: that laser recording system is that allowed for that much 448 00:27:13,600 --> 00:27:17,560 Speaker 1: higher quality transfer of an image onto film, and the 449 00:27:17,600 --> 00:27:20,440 Speaker 1: first time it was used was on A Bugs Life, 450 00:27:20,960 --> 00:27:23,800 Speaker 1: So the transfers that were made for A Bugs Life 451 00:27:23,960 --> 00:27:26,560 Speaker 1: relied upon the system, and it would be used on 452 00:27:26,600 --> 00:27:27,760 Speaker 1: lots of future films. 453 00:27:27,800 --> 00:27:30,320 Speaker 2: Though by the time we get around to Monsters. 454 00:27:29,840 --> 00:27:34,440 Speaker 1: Incorporated, Pixar was really starting to push for digital projectors 455 00:27:34,560 --> 00:27:38,240 Speaker 1: in more movie theaters, saying that the digital projection is 456 00:27:38,440 --> 00:27:41,800 Speaker 1: just superior. You get more vibrant colors and sharper images 457 00:27:41,840 --> 00:27:44,080 Speaker 1: than you ever will with film. You don't have the 458 00:27:44,200 --> 00:27:47,000 Speaker 1: jitter that you would have with film, you don't have 459 00:27:47,119 --> 00:27:52,120 Speaker 1: other physical limitations of film. There, you would have pure 460 00:27:52,200 --> 00:27:56,280 Speaker 1: digital experience, which for computer animated film makes perfect sense. 461 00:27:56,600 --> 00:27:58,800 Speaker 2: If you're talking about other types of movies, you can have. 462 00:27:58,800 --> 00:28:02,800 Speaker 1: A legitimate argument that the film creates a certain sensibility 463 00:28:02,840 --> 00:28:07,880 Speaker 1: that you cannot easily replicate using digital projection. Quentin Tarantino 464 00:28:07,800 --> 00:28:11,440 Speaker 1: would go bonkers if you told him from now on 465 00:28:11,520 --> 00:28:14,520 Speaker 1: you can only do movies in digital, you cannot do 466 00:28:14,640 --> 00:28:18,680 Speaker 1: them in film, and it does have a very different effect. 467 00:28:18,840 --> 00:28:22,920 Speaker 1: But in computer animated movies, that's less of a problem 468 00:28:23,000 --> 00:28:27,600 Speaker 1: because the whole film is digital. It's only when you 469 00:28:27,760 --> 00:28:30,919 Speaker 1: put it onto film that it becomes analog. There was 470 00:28:31,040 --> 00:28:34,880 Speaker 1: never a physical object for you to shoot on film in. 471 00:28:34,800 --> 00:28:38,560 Speaker 2: The first place. Now, in nineteen ninety nine. 472 00:28:38,840 --> 00:28:41,719 Speaker 1: Toy Story two comes out that would end up being 473 00:28:41,800 --> 00:28:44,120 Speaker 1: a bit of a point of contention a little bit 474 00:28:44,200 --> 00:28:48,320 Speaker 1: later between Disney and Pixar, and this development process was 475 00:28:48,440 --> 00:28:52,560 Speaker 1: uneasy from the beginning, actually, because Disney originally wanted this 476 00:28:52,600 --> 00:28:54,800 Speaker 1: to be a direct to video sequel. 477 00:28:55,200 --> 00:28:56,640 Speaker 2: If you remember the nineties. 478 00:28:56,680 --> 00:29:01,200 Speaker 1: In the early two thousands, Disney was really into creating 479 00:29:01,800 --> 00:29:05,480 Speaker 1: directive video sequels of a lot of its very popular 480 00:29:05,680 --> 00:29:10,400 Speaker 1: feature length films, so much so that it became. 481 00:29:10,360 --> 00:29:12,280 Speaker 2: A bit of a joke in the industry. 482 00:29:13,360 --> 00:29:16,560 Speaker 1: But John Laster and his team fought for a cinematic release, 483 00:29:16,560 --> 00:29:19,000 Speaker 1: and eventually Disney agreed. They said, all right, fine, we 484 00:29:19,080 --> 00:29:23,200 Speaker 1: will make this a theatrical release film, not a directive 485 00:29:23,280 --> 00:29:26,680 Speaker 1: video sequel. Now, during the making of the movie, there 486 00:29:26,720 --> 00:29:31,480 Speaker 1: were some really huge setbacks. A terrible sequence of events happened. 487 00:29:32,040 --> 00:29:35,000 Speaker 1: So first, the files for the film were all saved 488 00:29:35,040 --> 00:29:39,080 Speaker 1: on a Linux system and someone ran the function r 489 00:29:39,480 --> 00:29:43,560 Speaker 1: M star on the hard drive holding all the Toy 490 00:29:43,600 --> 00:29:48,520 Speaker 1: Story two files. Our M stands for remove, essentially, it's 491 00:29:48,560 --> 00:29:53,000 Speaker 1: to delete stuff, and STAR pretty much means everything you find. 492 00:29:53,240 --> 00:29:58,520 Speaker 1: So someone was essentially deleting all the material off of 493 00:29:58,520 --> 00:30:00,239 Speaker 1: a hard drive, and that hard drive happened to have 494 00:30:01,360 --> 00:30:07,480 Speaker 1: all of Toy Story two's assets on it, including reference files, animation, 495 00:30:08,400 --> 00:30:11,120 Speaker 1: the completed movie. Up to that point, all of it 496 00:30:11,200 --> 00:30:15,880 Speaker 1: was on this hard drive. So when this was detected, 497 00:30:15,920 --> 00:30:20,360 Speaker 1: people saw that various assets were starting to disappear, including 498 00:30:20,560 --> 00:30:25,240 Speaker 1: entire sequences and even characters. They began to get deleted, 499 00:30:25,320 --> 00:30:28,480 Speaker 1: and to make matters worse, the official backup for the film. 500 00:30:29,080 --> 00:30:31,680 Speaker 1: They found out it hadn't been backing up for a 501 00:30:31,680 --> 00:30:34,120 Speaker 1: couple of months. There had been a failure that had 502 00:30:34,160 --> 00:30:38,200 Speaker 1: not been corrected or addressed. Instead, the team which was 503 00:30:38,200 --> 00:30:41,040 Speaker 1: working furiously to try and get this movie done on time, 504 00:30:41,960 --> 00:30:46,160 Speaker 1: was relying on the primary copy of the movie and 505 00:30:46,360 --> 00:30:50,640 Speaker 1: the backup was outdated. Now, if this is where that 506 00:30:50,760 --> 00:30:53,560 Speaker 1: story ended, things would have turned out very differently. The 507 00:30:53,600 --> 00:30:55,760 Speaker 1: whole film would have been set back a huge amount. 508 00:30:56,320 --> 00:31:00,880 Speaker 1: But the technical director for the movie happened to have 509 00:31:00,920 --> 00:31:04,760 Speaker 1: a copy of all the files on her work computer. 510 00:31:05,480 --> 00:31:08,800 Speaker 1: Her computer that she used to work from home. She 511 00:31:08,920 --> 00:31:13,640 Speaker 1: had requested that computer so that she could occasionally spend 512 00:31:13,640 --> 00:31:16,160 Speaker 1: time at home with her family and not just live 513 00:31:16,240 --> 00:31:21,040 Speaker 1: at the office, And so the team actually sent people 514 00:31:21,920 --> 00:31:27,320 Speaker 1: to her house to physically take her computer, secure it 515 00:31:27,360 --> 00:31:31,880 Speaker 1: in the backseat of her car, and then very gently 516 00:31:32,080 --> 00:31:35,840 Speaker 1: transport it back to Pixar so that they could recapture 517 00:31:35,920 --> 00:31:39,680 Speaker 1: all the assets that had been lost in the Great 518 00:31:39,920 --> 00:31:40,760 Speaker 1: file deletion. 519 00:31:41,640 --> 00:31:43,560 Speaker 2: And they were able to do it, and the. 520 00:31:43,520 --> 00:31:46,640 Speaker 1: Movie was able to continue in development and not suffer 521 00:31:46,680 --> 00:31:50,920 Speaker 1: this terrible setback. But then they had another major challenge 522 00:31:50,960 --> 00:31:54,080 Speaker 1: when Disney executive, seeing an early cut, said they didn't 523 00:31:54,280 --> 00:31:57,600 Speaker 1: like where it was headed, so the team had to 524 00:31:57,640 --> 00:32:02,560 Speaker 1: rework the film, but Disney said, we are not going 525 00:32:02,600 --> 00:32:07,080 Speaker 1: to change the release date. You still have the same 526 00:32:07,200 --> 00:32:10,200 Speaker 1: deadline to get the movie finished, even though you have 527 00:32:10,280 --> 00:32:11,800 Speaker 1: to go back and rework a lot. 528 00:32:11,760 --> 00:32:12,360 Speaker 2: Of this stuff. 529 00:32:13,160 --> 00:32:15,600 Speaker 1: So teams would start putting in as many as thirty 530 00:32:15,640 --> 00:32:18,640 Speaker 1: six to forty eight hours in a row of work, 531 00:32:18,800 --> 00:32:23,680 Speaker 1: so just working for two days non stop, like not 532 00:32:23,760 --> 00:32:27,560 Speaker 1: even to take a real night's sleep, just working on 533 00:32:27,640 --> 00:32:31,120 Speaker 1: sequences to get this movie finished in time for the deadline. 534 00:32:33,000 --> 00:32:37,160 Speaker 1: Lee Unkrich who oversaw cinematography for the film, said that 535 00:32:37,240 --> 00:32:42,400 Speaker 1: while they were technically capable of putting a camera anywhere 536 00:32:42,440 --> 00:32:45,040 Speaker 1: within a scene and have it do anything that could 537 00:32:45,320 --> 00:32:48,000 Speaker 1: disobey the laws of physics, because it's a virtual camera, 538 00:32:48,560 --> 00:32:50,960 Speaker 1: you can place the virtual camera anywhere you want. 539 00:32:51,080 --> 00:32:53,840 Speaker 2: It doesn't have to follow the rules of a real 540 00:32:53,880 --> 00:32:54,560 Speaker 2: world camera. 541 00:32:55,360 --> 00:32:57,800 Speaker 1: He said that if you did that, they found that 542 00:32:57,880 --> 00:33:03,320 Speaker 1: audiences responded as if things weren't right. If it didn't 543 00:33:03,320 --> 00:33:06,760 Speaker 1: behave the way an actual camera did, you lost the audience. 544 00:33:07,840 --> 00:33:10,880 Speaker 1: So you actually had to restrict the virtual camera, give 545 00:33:10,880 --> 00:33:13,880 Speaker 1: it the same limitations a physical camera would have, which 546 00:33:13,920 --> 00:33:16,040 Speaker 1: is pretty interesting that despite the fact you have the 547 00:33:16,080 --> 00:33:19,760 Speaker 1: technical capability, you couldn't really take advantage of it in 548 00:33:19,760 --> 00:33:23,680 Speaker 1: that way and still manage to keep your audience. Now, 549 00:33:23,720 --> 00:33:26,160 Speaker 1: Toy Story two was the first sequel to earn more 550 00:33:26,320 --> 00:33:30,720 Speaker 1: money than the original film. It broke opening weekend records 551 00:33:30,760 --> 00:33:33,880 Speaker 1: in the UK and the US and in Japan, and 552 00:33:33,920 --> 00:33:36,360 Speaker 1: it was the first film to be created, mastered, and 553 00:33:36,680 --> 00:33:43,400 Speaker 1: exhibited digitally. Now not exclusively digitally, because again at this time, 554 00:33:43,720 --> 00:33:46,400 Speaker 1: not that many theaters had digital protectors, but the ones 555 00:33:46,440 --> 00:33:51,560 Speaker 1: that did showed Toy Story two in digital format. In 556 00:33:51,600 --> 00:33:55,160 Speaker 1: two thousand, Pixar would premiere the short for the Birds, 557 00:33:55,480 --> 00:33:58,120 Speaker 1: which would of course go on to win an Oscar 558 00:33:58,200 --> 00:34:03,080 Speaker 1: for Best Short Animated Film, and Pixar would relocate to 559 00:34:03,160 --> 00:34:08,120 Speaker 1: a new headquarters in Emeryville, California. In two thousand and one, 560 00:34:08,480 --> 00:34:12,880 Speaker 1: they debuted Monsters Inc. Now, this was the first Pixar 561 00:34:12,960 --> 00:34:16,200 Speaker 1: film not directed by John Lassiter. He had worked on 562 00:34:16,360 --> 00:34:18,680 Speaker 1: Toy Story, A Bugs Life and Toy Story two, but 563 00:34:18,840 --> 00:34:22,600 Speaker 1: Pete Doctor came in as the main director and David 564 00:34:22,640 --> 00:34:25,480 Speaker 1: Silverman and Lee Unkrich co directed it. 565 00:34:27,280 --> 00:34:29,080 Speaker 2: Billy Crystal, who voiced the part. 566 00:34:28,920 --> 00:34:32,200 Speaker 1: Of Mike Wazowski, was originally offered the role of Buzz 567 00:34:32,239 --> 00:34:34,280 Speaker 1: light Year for Toy Story, but he turned it down, 568 00:34:34,880 --> 00:34:37,800 Speaker 1: and he said that this was such a huge mistake 569 00:34:37,880 --> 00:34:41,040 Speaker 1: that he leapt at the opportunity to voice a character 570 00:34:41,120 --> 00:34:44,640 Speaker 1: in a new Pixar movie. One of the big advancements 571 00:34:44,680 --> 00:34:48,040 Speaker 1: they made in computer animation for Monsters Inc. Was building 572 00:34:48,200 --> 00:34:51,880 Speaker 1: realistic looking fur, and when you think about it, you 573 00:34:52,000 --> 00:34:55,520 Speaker 1: realize how important it was for them to develop this, 574 00:34:55,680 --> 00:34:59,319 Speaker 1: considering the types of furry creatures they had in Monsters Inc. 575 00:35:00,200 --> 00:35:01,480 Speaker 2: If you don't create a. 576 00:35:01,440 --> 00:35:04,239 Speaker 1: System to animate the fur automatically, it means that you 577 00:35:04,280 --> 00:35:08,400 Speaker 1: would have to animate every strand of fur by hand. 578 00:35:09,280 --> 00:35:11,000 Speaker 2: And if you didn't even. 579 00:35:10,840 --> 00:35:13,319 Speaker 1: Allow it, like maybe maybe you say, all right, let's 580 00:35:13,320 --> 00:35:18,120 Speaker 1: not animate every individual hair. That's ridiculous. Sully has more 581 00:35:18,160 --> 00:35:23,200 Speaker 1: than a million hairs over his entire body and animating 582 00:35:23,239 --> 00:35:25,600 Speaker 1: every single one of those individually by hand. 583 00:35:25,840 --> 00:35:29,600 Speaker 2: Is not possible. Let's group them together. 584 00:35:29,800 --> 00:35:31,319 Speaker 1: Well, if you did that, then you would end up 585 00:35:31,320 --> 00:35:34,760 Speaker 1: with this weird, matted look where hair still wouldn't seem 586 00:35:34,800 --> 00:35:36,919 Speaker 1: to move naturally. So they had to find a way 587 00:35:37,000 --> 00:35:39,960 Speaker 1: to solve that, and they did that by building a 588 00:35:40,080 --> 00:35:44,120 Speaker 1: simulator so each hair behaves according to the rules set 589 00:35:44,239 --> 00:35:46,480 Speaker 1: in this simulator. It took Home a long time to 590 00:35:46,480 --> 00:35:49,400 Speaker 1: get the simulator just right so that hairs would behave properly, 591 00:35:50,840 --> 00:35:53,160 Speaker 1: So the team had to test the program to make 592 00:35:53,239 --> 00:35:56,320 Speaker 1: sure that the fur and hair is moving in the 593 00:35:56,400 --> 00:35:58,600 Speaker 1: right way. They'd had to make tweaks whenever it didn't 594 00:35:58,600 --> 00:36:01,120 Speaker 1: look right, and I had to work very hard to 595 00:36:01,160 --> 00:36:05,680 Speaker 1: solve collision problems with the fur. And some of the 596 00:36:05,719 --> 00:36:08,400 Speaker 1: other issues were that if a character moved too quickly, 597 00:36:08,880 --> 00:36:12,160 Speaker 1: the fur would sometimes go crazy and stretch too far 598 00:36:12,320 --> 00:36:15,880 Speaker 1: like it suddenly it would act like a rubber band 599 00:36:15,960 --> 00:36:19,160 Speaker 1: and stretch across the screen, and it wasn't until later 600 00:36:19,200 --> 00:36:22,720 Speaker 1: that they figured out where that problem was coming from. Also, 601 00:36:22,760 --> 00:36:24,960 Speaker 1: they went ahead and made a decision that certain fur, 602 00:36:25,400 --> 00:36:29,640 Speaker 1: like the fur around Sully's face, wouldn't be animated by 603 00:36:29,680 --> 00:36:33,160 Speaker 1: this dynamic computer simulation. 604 00:36:32,800 --> 00:36:35,840 Speaker 2: Because they wanted to have really tight. 605 00:36:35,719 --> 00:36:41,680 Speaker 1: Control for the purposes of performance and expression. They didn't 606 00:36:41,680 --> 00:36:45,200 Speaker 1: want the fur to be distracting. So for those cases 607 00:36:45,719 --> 00:36:48,800 Speaker 1: the fur was not dynamic. It was actually static and 608 00:36:49,640 --> 00:36:52,520 Speaker 1: could be animated by hand if necessary. But the rest 609 00:36:52,520 --> 00:36:54,920 Speaker 1: of the fur, the stuff that was over Sully's body 610 00:36:54,920 --> 00:36:59,400 Speaker 1: in general, that followed the rules of the simulation they 611 00:36:59,440 --> 00:37:01,600 Speaker 1: also want to have then created a program to simulate 612 00:37:01,680 --> 00:37:04,960 Speaker 1: the natural movements of clothing. In Toy Story two, they 613 00:37:04,960 --> 00:37:08,320 Speaker 1: had to animate all of Awl of Owl's toy barn. 614 00:37:08,560 --> 00:37:10,920 Speaker 1: They had to animate all of his clothing by hand, 615 00:37:11,320 --> 00:37:13,359 Speaker 1: and according to the animators, this was a real pain 616 00:37:13,400 --> 00:37:16,799 Speaker 1: in the butt because not only did it take a 617 00:37:16,840 --> 00:37:19,960 Speaker 1: lot of time to get clothes to animate in the 618 00:37:20,000 --> 00:37:23,880 Speaker 1: way that they looked right and they behaved according to 619 00:37:24,400 --> 00:37:28,160 Speaker 1: the contours of the person wearing the clothing, and. 620 00:37:28,200 --> 00:37:30,239 Speaker 2: So the worst part is if you do your job right, 621 00:37:30,320 --> 00:37:33,200 Speaker 2: no one notices. They only notice if you don't do. 622 00:37:33,200 --> 00:37:38,279 Speaker 1: Your job right because it doesn't look right. So it's 623 00:37:38,320 --> 00:37:40,279 Speaker 1: a frustrating thing to think you spend a lot of 624 00:37:40,280 --> 00:37:42,960 Speaker 1: time to get something to work just right so that people. 625 00:37:42,760 --> 00:37:44,080 Speaker 2: Do not notice it. 626 00:37:44,840 --> 00:37:47,800 Speaker 1: And so as a result, they created this automated program 627 00:37:47,840 --> 00:37:50,719 Speaker 1: that would save time and frustration and the animators could 628 00:37:50,719 --> 00:37:54,920 Speaker 1: work on other stuff that was more important from a 629 00:37:54,960 --> 00:37:56,120 Speaker 1: performance standpoint. 630 00:37:56,920 --> 00:37:59,320 Speaker 3: We're going to take a quick break for some messages 631 00:37:59,360 --> 00:38:01,680 Speaker 3: from our sponsor and be back with more about the 632 00:38:01,719 --> 00:38:14,440 Speaker 3: Pixar story. Glenn McQueen, who was a supervising animator for 633 00:38:14,600 --> 00:38:17,560 Speaker 3: Monsters Zinc, spoke to an interview about how the increase 634 00:38:17,560 --> 00:38:18,600 Speaker 3: in computer power was. 635 00:38:18,600 --> 00:38:20,680 Speaker 2: Both good and bad. 636 00:38:21,080 --> 00:38:23,520 Speaker 1: It was good in that it gave animators more power 637 00:38:23,520 --> 00:38:27,440 Speaker 1: to create visual complexity, but with that complexity comes the 638 00:38:27,520 --> 00:38:30,240 Speaker 1: challenge of making sure all the details in the frame 639 00:38:30,360 --> 00:38:33,880 Speaker 1: are working properly. And as we've seen in all realms 640 00:38:33,880 --> 00:38:37,880 Speaker 1: of computers, not just in animation, if you add more power, 641 00:38:38,520 --> 00:38:42,719 Speaker 1: programmers or animators or directors will find ways to make 642 00:38:42,920 --> 00:38:46,160 Speaker 1: use of that power, so you're never actually ahead of 643 00:38:46,200 --> 00:38:46,600 Speaker 1: the game. 644 00:38:47,800 --> 00:38:47,960 Speaker 2: You know. 645 00:38:48,040 --> 00:38:52,040 Speaker 1: This is why when we get a new computer with 646 00:38:52,080 --> 00:38:55,279 Speaker 1: an even more powerful processor. You start to think, well, 647 00:38:55,320 --> 00:39:01,000 Speaker 1: this thing isn't isn't faster than what my old computer was, Like, well, 648 00:39:01,200 --> 00:39:04,400 Speaker 1: that's not because the processor isn't more powerful. It is 649 00:39:04,880 --> 00:39:08,400 Speaker 1: the problem is that software developers are building software to 650 00:39:08,440 --> 00:39:11,560 Speaker 1: take advantage of that power, and they may not be 651 00:39:11,680 --> 00:39:17,520 Speaker 1: taking the most efficient path to doing that. So you 652 00:39:18,280 --> 00:39:21,279 Speaker 1: have this constant issue with the fact that software is 653 00:39:21,320 --> 00:39:25,439 Speaker 1: taking up all the power that the new shiny processors 654 00:39:25,480 --> 00:39:29,200 Speaker 1: can generate, and it feels like we're kind of treading water. 655 00:39:29,400 --> 00:39:30,600 Speaker 2: Same thing's true with animation. 656 00:39:30,719 --> 00:39:33,440 Speaker 1: You can do more stuff, but once again you just 657 00:39:33,480 --> 00:39:36,600 Speaker 1: start pushing up against the boundaries of what the technology 658 00:39:36,640 --> 00:39:39,719 Speaker 1: is capable of doing. Now, the most difficult sequence for 659 00:39:39,800 --> 00:39:44,000 Speaker 1: the team to nail down, both from a story perspective 660 00:39:44,040 --> 00:39:48,520 Speaker 1: and technical challenges, was the sequence inside the Yeti's Cave, 661 00:39:49,080 --> 00:39:51,040 Speaker 1: and it was so hard for them to get that 662 00:39:51,120 --> 00:39:55,080 Speaker 1: scene right that they started using the phrase Yeti's Cave 663 00:39:55,840 --> 00:39:59,680 Speaker 1: as code for any scene in any Pixar film that 664 00:39:59,800 --> 00:40:04,520 Speaker 1: is near impossible to get right. They would say, oh, 665 00:40:04,760 --> 00:40:08,239 Speaker 1: this is turning into another Yeti's Cave, just to explain, like, 666 00:40:08,520 --> 00:40:11,759 Speaker 1: we know this isn't where it needs to be yet 667 00:40:12,640 --> 00:40:13,760 Speaker 1: and we Need to Fix. 668 00:40:13,560 --> 00:40:16,839 Speaker 2: It Monsters, Inc. Did really well. 669 00:40:16,880 --> 00:40:19,560 Speaker 1: It hit one hundred million dollars in domestic box office 670 00:40:19,560 --> 00:40:22,719 Speaker 1: in just nine days, which was faster than any other 671 00:40:22,880 --> 00:40:26,880 Speaker 1: animated film in history up to that point. Edwin Cattmull 672 00:40:26,960 --> 00:40:30,560 Speaker 1: officially became the president of Pixar again, and the company 673 00:40:30,800 --> 00:40:35,720 Speaker 1: had six hundred employees at that point. Now two thousand 674 00:40:35,719 --> 00:40:39,200 Speaker 1: and one would see ed Edwin Catmull, Lauren Carpenter, and 675 00:40:39,320 --> 00:40:42,640 Speaker 1: Rob Cook receive an Academy Award of Merit for the 676 00:40:42,680 --> 00:40:47,719 Speaker 1: Pixar in house rendering software package known as Pixar's RenderMan, 677 00:40:48,640 --> 00:40:50,920 Speaker 1: which have been used in many other films to render 678 00:40:51,000 --> 00:40:53,880 Speaker 1: CGI effects, not just Pixar's movies. They had licensed it 679 00:40:53,920 --> 00:40:57,320 Speaker 1: out to other production companies, and this would. 680 00:40:57,200 --> 00:41:01,520 Speaker 2: Represent the first OSCAR ever awarded specifically for the development 681 00:41:01,600 --> 00:41:05,240 Speaker 2: of software. In two thousand and two. 682 00:41:05,200 --> 00:41:08,720 Speaker 1: Pixar would debut a new short film called Mike's New Car, 683 00:41:08,920 --> 00:41:11,120 Speaker 1: and this was the first time Pixar had ever released 684 00:41:11,120 --> 00:41:13,680 Speaker 1: a short film starring characters from one of their feature 685 00:41:13,800 --> 00:41:17,000 Speaker 1: length films. It was nominated for an Academy Award, but 686 00:41:17,040 --> 00:41:19,960 Speaker 1: it did not win one. But that same year, the 687 00:41:19,960 --> 00:41:23,280 Speaker 1: first Disney Park attraction based off of Pixar property opens, 688 00:41:23,680 --> 00:41:27,320 Speaker 1: that would be a bugs Land at Disney California Adventure Park. 689 00:41:27,960 --> 00:41:31,440 Speaker 1: Of course, Disney's California Adventure would eventually become home for 690 00:41:31,800 --> 00:41:35,520 Speaker 1: the Car's Ride, which if you've not had the chance 691 00:41:35,560 --> 00:41:38,520 Speaker 1: to go on it, if you ever do go to Disneyland, 692 00:41:39,600 --> 00:41:42,200 Speaker 1: I would say that a trip over to California Adventure 693 00:41:42,239 --> 00:41:44,560 Speaker 1: is completely worth it just for the Car's Ride. It 694 00:41:44,640 --> 00:41:48,080 Speaker 1: is really really well done. In two thousand and three, 695 00:41:48,200 --> 00:41:51,960 Speaker 1: Finding Nemo premieres with a remastered version of the classic 696 00:41:52,040 --> 00:41:55,120 Speaker 1: Pixar short Nick Knack. That was one of the ones 697 00:41:55,160 --> 00:41:57,400 Speaker 1: that they had made back when they were trying to 698 00:41:57,480 --> 00:42:01,759 Speaker 1: sell hardware. Nick Knack was kind of their demo for saying, hey, 699 00:42:02,160 --> 00:42:04,520 Speaker 1: look at the kind of stuff we can do. So 700 00:42:04,560 --> 00:42:07,440 Speaker 1: this time a remaster version comes out with Finding Nemo, 701 00:42:07,640 --> 00:42:10,880 Speaker 1: and Finding Nemo would break more opening weekend box office 702 00:42:10,880 --> 00:42:13,720 Speaker 1: records for an animated film and would win an Oscar 703 00:42:13,800 --> 00:42:15,120 Speaker 1: for Best Animated Feature. 704 00:42:16,120 --> 00:42:17,440 Speaker 2: And back in Monsters, Inc. 705 00:42:17,719 --> 00:42:21,239 Speaker 1: Where the fur effects were the big challenge with Finding Nemo, obviously, 706 00:42:21,440 --> 00:42:24,919 Speaker 1: the big challenge was getting those underwater effects just right. 707 00:42:26,440 --> 00:42:28,200 Speaker 1: All sorts of stuff need to be right. The way 708 00:42:28,200 --> 00:42:31,840 Speaker 1: that particulates floated in the water had to be modeled correctly. 709 00:42:31,960 --> 00:42:35,759 Speaker 1: The light had to be just right for each of 710 00:42:35,800 --> 00:42:40,719 Speaker 1: the different water environments they were in the colors, how 711 00:42:40,719 --> 00:42:44,840 Speaker 1: those colors and light would affect the way characters appear 712 00:42:44,920 --> 00:42:48,759 Speaker 1: on screen. All of that had to be researched and developed, 713 00:42:49,200 --> 00:42:53,640 Speaker 1: and it was pretty incredible. They were eventually able to 714 00:42:53,800 --> 00:42:57,960 Speaker 1: create underwater scenes so convincingly. They would take some reference 715 00:42:58,040 --> 00:43:02,440 Speaker 1: material some actual film shot underwater an attempt to recreate 716 00:43:02,480 --> 00:43:06,279 Speaker 1: that film using computer generated imagery. They got so good 717 00:43:06,280 --> 00:43:09,480 Speaker 1: at it that you couldn't tell the difference between the 718 00:43:09,520 --> 00:43:11,799 Speaker 1: two if you showed them side by side. It would 719 00:43:11,800 --> 00:43:15,840 Speaker 1: be very difficult to say, this one's the real footage 720 00:43:16,120 --> 00:43:19,680 Speaker 1: and this one's the computer animated footage. At that point, 721 00:43:19,719 --> 00:43:23,560 Speaker 1: they then had to dial back the realism because in 722 00:43:23,600 --> 00:43:25,719 Speaker 1: the world of Fighting Nemo, they wanted it to be 723 00:43:26,880 --> 00:43:31,000 Speaker 1: somewhat like a make believe world, but based in the 724 00:43:31,120 --> 00:43:34,359 Speaker 1: underwater world we know of, so it had to be 725 00:43:35,040 --> 00:43:37,960 Speaker 1: It couldn't be too realistic or it would lose the audience, 726 00:43:37,960 --> 00:43:40,160 Speaker 1: and it couldn't be too cartoony or it wouldn't be 727 00:43:40,160 --> 00:43:43,719 Speaker 1: what they wanted. And they also had to study how 728 00:43:43,760 --> 00:43:46,320 Speaker 1: fish moved through water to make sure that the animation 729 00:43:46,480 --> 00:43:50,480 Speaker 1: made sense. They had to research aquatic life to understand 730 00:43:50,520 --> 00:43:54,800 Speaker 1: their anatomy, and every animator was required by John Lassiter 731 00:43:55,520 --> 00:43:58,880 Speaker 1: to get certified in scuba and to take several dives 732 00:43:58,920 --> 00:44:03,080 Speaker 1: to have first hand ex experience underwater around these environments. 733 00:44:03,600 --> 00:44:06,320 Speaker 1: They also had to develop the color palette that particulate 734 00:44:06,360 --> 00:44:11,480 Speaker 1: movement all of that stuff, and this was a huge undertaking. 735 00:44:12,160 --> 00:44:13,960 Speaker 1: Oh and they also had to figure out how can 736 00:44:14,040 --> 00:44:18,200 Speaker 1: you make a compelling character out of a fish because 737 00:44:18,480 --> 00:44:23,359 Speaker 1: traditionally fish have very limited abilities to emote. They don't 738 00:44:23,440 --> 00:44:26,359 Speaker 1: do a lot of emoting, so they had to cheat 739 00:44:26,360 --> 00:44:28,240 Speaker 1: a bit on that one. They had to give fish 740 00:44:28,320 --> 00:44:32,080 Speaker 1: things like eyelids, which fish do not have, and to 741 00:44:32,200 --> 00:44:34,600 Speaker 1: give them more expressive faces and be able to move 742 00:44:34,640 --> 00:44:38,040 Speaker 1: their brows and things like that so that they could 743 00:44:38,080 --> 00:44:40,800 Speaker 1: have characters have expressions on screen. 744 00:44:41,960 --> 00:44:43,520 Speaker 2: That was a bit of a challenge too to get 745 00:44:43,520 --> 00:44:46,680 Speaker 2: that just right. And of course developing the story was 746 00:44:46,880 --> 00:44:49,920 Speaker 2: a big tough thing to do. It's a story that. 747 00:44:49,880 --> 00:44:52,600 Speaker 1: Begins with a character losing his wife and most of 748 00:44:52,640 --> 00:44:55,640 Speaker 1: his children. Of course, that's not the only time that 749 00:44:55,719 --> 00:44:58,200 Speaker 1: happens in Pixar, and it's not the only time you 750 00:44:58,239 --> 00:45:00,040 Speaker 1: see it in Disney, But you have to be a 751 00:45:00,160 --> 00:45:02,000 Speaker 1: to treat that just right so that it has an 752 00:45:02,000 --> 00:45:06,600 Speaker 1: emotional impact but doesn't become so overpowering that people you 753 00:45:06,719 --> 00:45:09,160 Speaker 1: lose everybody at the very opening of your movie. 754 00:45:10,000 --> 00:45:11,640 Speaker 2: It's a delicate thing. 755 00:45:12,560 --> 00:45:15,640 Speaker 1: Also, in two thousand and three, Pixar debuted the short Bounden, 756 00:45:16,640 --> 00:45:20,680 Speaker 1: and in two thousand and four, Pixar would release The Incredibles, 757 00:45:21,320 --> 00:45:24,440 Speaker 1: which I would say is arguably one of the best 758 00:45:24,600 --> 00:45:30,440 Speaker 1: superhero films ever made. I'm including all the live action films, 759 00:45:31,000 --> 00:45:34,360 Speaker 1: and The Incredibles broke all of Pixar's box office records 760 00:45:34,360 --> 00:45:37,520 Speaker 1: for opening weekend up to that point. It also would 761 00:45:37,600 --> 00:45:41,760 Speaker 1: eventually win the Best Animated Film Oscar. Now, this movie 762 00:45:41,800 --> 00:45:44,360 Speaker 1: was a little bit different from earlier ones. Pixar brought 763 00:45:44,400 --> 00:45:48,880 Speaker 1: on brad Bird. He actually ended up joining Pixar becoming 764 00:45:48,920 --> 00:45:51,680 Speaker 1: part of the company. But when brad Bird came on board, 765 00:45:51,719 --> 00:45:54,240 Speaker 1: he also brought some folks that he had been working 766 00:45:54,280 --> 00:45:58,960 Speaker 1: with in previous productions, and so at first there was 767 00:45:59,000 --> 00:46:02,759 Speaker 1: kind of a Pixar versus brad Bird and his guys 768 00:46:02,800 --> 00:46:04,719 Speaker 1: sort of feeling. It took a while for the two 769 00:46:04,760 --> 00:46:08,640 Speaker 1: groups to meld together and work together effectively, and brad 770 00:46:08,680 --> 00:46:16,280 Speaker 1: Bird was apparently something of a and abrasive is probably 771 00:46:16,280 --> 00:46:20,440 Speaker 1: the wrong word, but he definitely seemed to come across 772 00:46:20,520 --> 00:46:24,800 Speaker 1: as a bit aggressive because in various drawings of brad 773 00:46:24,800 --> 00:46:28,080 Speaker 1: Bird that were made around the time, it always looks 774 00:46:28,080 --> 00:46:31,920 Speaker 1: like he's screaming at everybody, which in the behind the 775 00:46:31,960 --> 00:46:34,680 Speaker 1: scenes footage for The Incredibles, brad Bird seems to take 776 00:46:34,680 --> 00:46:37,320 Speaker 1: a little bit of an exception to He's mostly amused 777 00:46:37,360 --> 00:46:38,760 Speaker 1: by it, but he's like, come on, guys. 778 00:46:40,120 --> 00:46:42,040 Speaker 2: Eisner reportedly didn't. 779 00:46:41,920 --> 00:46:45,160 Speaker 1: Like the pitch for The Incredibles at all and thought 780 00:46:45,200 --> 00:46:47,520 Speaker 1: the film would have to be a live action picture. 781 00:46:47,600 --> 00:46:50,600 Speaker 1: He would just essentially dismiss the idea that this should 782 00:46:50,640 --> 00:46:54,680 Speaker 1: be animated, but Lasser was able to change Eisner's mind 783 00:46:54,760 --> 00:46:56,120 Speaker 1: and get the film greenlit. 784 00:46:56,920 --> 00:46:57,080 Speaker 2: Now. 785 00:46:57,120 --> 00:47:00,000 Speaker 1: Early ideas had a slightly different take on a story 786 00:47:00,400 --> 00:47:02,680 Speaker 1: than what we saw in the finished film. For example, 787 00:47:03,000 --> 00:47:06,200 Speaker 1: originally everyone in the family could fly except for the 788 00:47:06,280 --> 00:47:10,880 Speaker 1: dad Bob, which meant that he would end up behind 789 00:47:10,920 --> 00:47:13,680 Speaker 1: the wheel of the family station wagon trying to keep 790 00:47:13,760 --> 00:47:15,719 Speaker 1: up with all the rest of his members who are 791 00:47:15,840 --> 00:47:20,320 Speaker 1: flying away. Brad Bird decided that that didn't make a 792 00:47:20,320 --> 00:47:22,040 Speaker 1: whole lot of sense, and he didn't want any of 793 00:47:22,040 --> 00:47:25,600 Speaker 1: his characters to have unlimited superpowers. He didn't want any 794 00:47:25,719 --> 00:47:29,080 Speaker 1: character to be like Superman because he wanted those characters 795 00:47:29,120 --> 00:47:31,400 Speaker 1: to get into situations that were difficult to get out of. 796 00:47:31,480 --> 00:47:34,720 Speaker 1: And if you make a characters too powerful, it's really 797 00:47:34,800 --> 00:47:40,200 Speaker 1: really tricky to come up with complications that that character 798 00:47:40,239 --> 00:47:44,760 Speaker 1: can't just immediately fix, right. I mean, that's the problem 799 00:47:44,960 --> 00:47:47,120 Speaker 1: with a lot of Superman stories is how do you 800 00:47:47,200 --> 00:47:52,000 Speaker 1: create a situation for Superman that he can't just fix 801 00:47:52,560 --> 00:47:55,160 Speaker 1: right away? And it tends to mean you have to 802 00:47:55,280 --> 00:47:59,160 Speaker 1: escalate everything. So instead of escalating everything to a ridiculous level, 803 00:47:59,440 --> 00:48:02,920 Speaker 1: Brad Bird's and let's make certain that the powers, while 804 00:48:03,239 --> 00:48:08,640 Speaker 1: cool and beyond the capabilities of your typical human, don't 805 00:48:08,640 --> 00:48:14,920 Speaker 1: get to the point where any one character is invincible. Now, 806 00:48:14,960 --> 00:48:18,760 Speaker 1: the animators had the challenge of making unrealistically proportioned characters 807 00:48:18,800 --> 00:48:21,239 Speaker 1: move in a believable way. If you've seen the Incredibles, 808 00:48:21,239 --> 00:48:25,680 Speaker 1: you know, while they're unmistakably human, they don't have the 809 00:48:25,719 --> 00:48:29,319 Speaker 1: proportions of humans. Bob, for example, has these tiny little 810 00:48:29,360 --> 00:48:34,759 Speaker 1: feet and legs compared to a massive, massive Torso it's 811 00:48:34,800 --> 00:48:38,839 Speaker 1: not realistic. It's a stylized version of a human being. 812 00:48:39,239 --> 00:48:42,200 Speaker 1: So animating a character like that so that the character 813 00:48:42,239 --> 00:48:44,600 Speaker 1: appears to move in a natural way when the character 814 00:48:44,680 --> 00:48:48,840 Speaker 1: itself is an unnatural shape is a pretty tough problem. 815 00:48:49,480 --> 00:48:52,759 Speaker 1: And also they had to create a look to the 816 00:48:52,840 --> 00:48:54,680 Speaker 1: character so that they didn't look like toys. 817 00:48:55,400 --> 00:48:57,279 Speaker 2: You know, that was the issue with Toy Story. 818 00:48:57,280 --> 00:49:01,720 Speaker 1: In fact, some people pointed out that in Toy Story 819 00:49:01,760 --> 00:49:04,279 Speaker 1: and Toy Story two kind of toy like himself, he 820 00:49:04,320 --> 00:49:07,319 Speaker 1: didn't look very much like a human. So they had 821 00:49:07,360 --> 00:49:09,319 Speaker 1: those challenges ahead of them. They needed to get that 822 00:49:09,480 --> 00:49:13,839 Speaker 1: just right. But you could argue that maybe by going 823 00:49:13,880 --> 00:49:17,760 Speaker 1: the stylized route they didn't really nail it. I think 824 00:49:17,880 --> 00:49:21,280 Speaker 1: it's perfect for the way the movie is. Two thousand 825 00:49:21,280 --> 00:49:23,520 Speaker 1: and four, Finding Nemo would go on to become the 826 00:49:23,560 --> 00:49:28,480 Speaker 1: best selling DVD of all time, with twenty four million 827 00:49:28,520 --> 00:49:32,399 Speaker 1: copies in North America alone. Also in two thousand and four, 828 00:49:32,560 --> 00:49:35,960 Speaker 1: over at Epcot Walt Disney World, there was a new 829 00:49:36,000 --> 00:49:40,000 Speaker 1: attraction that opened called Turtle Talk with Crush, which was 830 00:49:40,040 --> 00:49:41,560 Speaker 1: part of the Living Seas Pavilion. 831 00:49:42,080 --> 00:49:44,800 Speaker 2: So Turtle Talk with Crush is really cool. 832 00:49:45,160 --> 00:49:47,600 Speaker 1: The basic premise is you go into a little theater 833 00:49:48,239 --> 00:49:51,800 Speaker 1: and Crush from Finding Nemo. That's the sea Turtle shows 834 00:49:51,880 --> 00:49:55,640 Speaker 1: up and he has a conversation with audience, an actual conversation. 835 00:49:55,760 --> 00:49:59,719 Speaker 1: He can talk to specific people in the audience, ask 836 00:49:59,800 --> 00:50:03,880 Speaker 1: them questions and tell jokes and that sort of stuff. 837 00:50:04,960 --> 00:50:10,319 Speaker 1: So it's an incredible thing to see, and it's it 838 00:50:10,360 --> 00:50:11,919 Speaker 1: can at least be It can be a little mind 839 00:50:11,920 --> 00:50:14,319 Speaker 1: blowing at first because it looks like they're doing three 840 00:50:14,400 --> 00:50:16,640 Speaker 1: D computer animation in real time. 841 00:50:17,400 --> 00:50:20,720 Speaker 2: That's not exactly what's happening. It's more like a video game. 842 00:50:21,040 --> 00:50:22,800 Speaker 1: Like think of a video game where you're able to 843 00:50:22,840 --> 00:50:26,680 Speaker 1: control the characters make the move around, and it's similar 844 00:50:26,680 --> 00:50:29,000 Speaker 1: to that. So there's a performer who's behind the scenes 845 00:50:29,000 --> 00:50:33,719 Speaker 1: who can control Crush. They can make the turtle move 846 00:50:33,760 --> 00:50:37,600 Speaker 1: around and do tricks and move his mouth, and then 847 00:50:37,719 --> 00:50:39,680 Speaker 1: the performer actually provides the voice. 848 00:50:40,760 --> 00:50:43,160 Speaker 2: So they always have to have someone on staff. 849 00:50:43,400 --> 00:50:45,920 Speaker 1: Usually a couple of people who could do the Crush 850 00:50:46,000 --> 00:50:49,720 Speaker 1: voice really really well. You need to have a couple 851 00:50:49,800 --> 00:50:52,440 Speaker 1: because sometimes the person's voice isn't up to snuff and you. 852 00:50:52,400 --> 00:50:54,000 Speaker 2: Have to call in the backup. 853 00:50:54,480 --> 00:50:58,319 Speaker 1: So it's kind of interesting that that's become an actual job. 854 00:50:58,400 --> 00:51:00,480 Speaker 1: Like if you can do a good crush voice and 855 00:51:00,520 --> 00:51:03,520 Speaker 1: you can learn this system. You got a good you 856 00:51:03,640 --> 00:51:06,799 Speaker 1: got some good job security there. So this is really 857 00:51:06,920 --> 00:51:09,640 Speaker 1: kind of a type of machinema. That's machinema with a 858 00:51:09,719 --> 00:51:13,440 Speaker 1: lowercase M, and that's machine animation, the idea of using 859 00:51:13,840 --> 00:51:18,360 Speaker 1: a pre existing three D virtual environment in order to 860 00:51:18,440 --> 00:51:22,319 Speaker 1: render animation in real time. In this case, this was 861 00:51:22,520 --> 00:51:28,400 Speaker 1: a custom built system meant just for this this attraction. 862 00:51:28,960 --> 00:51:31,319 Speaker 1: It's not like they bought a video game off the 863 00:51:31,320 --> 00:51:33,680 Speaker 1: shelf and they're using it for that purpose. They developed 864 00:51:33,719 --> 00:51:36,440 Speaker 1: it from the ground up. But it's the same basic principle, 865 00:51:37,160 --> 00:51:39,520 Speaker 1: and the performer can hear audio thanks to a handheld 866 00:51:39,560 --> 00:51:42,920 Speaker 1: mic and possibly some other mics that might be positioned 867 00:51:42,960 --> 00:51:46,120 Speaker 1: around the room, and also can see people through a 868 00:51:46,200 --> 00:51:50,719 Speaker 1: camera system, so that's where that interactivity can come in. 869 00:51:50,719 --> 00:51:53,600 Speaker 1: In two thousand and five, another Pixar short film debuts. 870 00:51:53,640 --> 00:51:56,440 Speaker 1: This one is called One Man Band, and the New 871 00:51:56,520 --> 00:51:59,359 Speaker 1: York Museum of Modern Art would host an exhibition called 872 00:51:59,440 --> 00:52:03,480 Speaker 1: Pixart Twenty Years of Animation in December of two thousand 873 00:52:03,480 --> 00:52:06,080 Speaker 1: and five, though to be fair, the actual twentieth anniversary 874 00:52:06,160 --> 00:52:09,760 Speaker 1: happens in two thousand and six, so the exhibition opened 875 00:52:09,760 --> 00:52:12,799 Speaker 1: a little early, but yeah, Pixar was coming up on 876 00:52:12,920 --> 00:52:17,520 Speaker 1: twenty years as an entity, although it only had been 877 00:52:17,520 --> 00:52:21,080 Speaker 1: making feature length films for about ten years. In a 878 00:52:21,160 --> 00:52:24,560 Speaker 1: sad piece of news from two thousand and five, Joe Raft, 879 00:52:24,640 --> 00:52:28,040 Speaker 1: who had worked both with Disney Animation and with Pixar, 880 00:52:29,040 --> 00:52:33,120 Speaker 1: died in a car accident. Raft had worked on Disney 881 00:52:33,120 --> 00:52:37,120 Speaker 1: films like Who Framed Roger, Rabbit, The Little Mermaid, Beauty 882 00:52:37,120 --> 00:52:40,400 Speaker 1: and the Beast, Aladdin, The Nightmare Before Christmas, and The 883 00:52:40,480 --> 00:52:44,759 Speaker 1: Lion King as a story artist, a storyboard supervisor, and 884 00:52:44,800 --> 00:52:49,799 Speaker 1: occasionally as a voice actor, his specialty being cartoon screams. 885 00:52:50,560 --> 00:52:52,759 Speaker 1: He would go on to work on Toy Story as 886 00:52:52,760 --> 00:52:55,960 Speaker 1: a story supervisor. He provided the voice of Heimlich in 887 00:52:56,040 --> 00:52:59,239 Speaker 1: A Bugs Life, and he also served as story supervisor 888 00:52:59,280 --> 00:53:02,399 Speaker 1: for that movie. He voiced Wheezy the Penguin in Toy 889 00:53:02,440 --> 00:53:05,600 Speaker 1: Story two. He worked on Monsters, Inc. And he voiced 890 00:53:05,760 --> 00:53:09,440 Speaker 1: Jacques the Shrimp in Finding Nemo, and he co directed Cars. 891 00:53:11,080 --> 00:53:14,760 Speaker 1: So it was very tragic Pixar was lost a real 892 00:53:15,760 --> 00:53:20,480 Speaker 1: superstar in Joe Raft when he passed away. Now, that 893 00:53:20,560 --> 00:53:24,239 Speaker 1: same year, Disney did something pretty controversial, at least in 894 00:53:24,280 --> 00:53:27,320 Speaker 1: the eyes of some Pixar employees. So in two thousand 895 00:53:27,360 --> 00:53:31,640 Speaker 1: and five, Disney created a new division of Walt Disney 896 00:53:31,680 --> 00:53:37,480 Speaker 1: Animation called Circle seven Animation. The entire purpose for Circle 897 00:53:37,520 --> 00:53:42,320 Speaker 1: seven Animation was to focus exclusively on developing computer animation 898 00:53:42,440 --> 00:53:46,000 Speaker 1: for Disney, with a primary goal of creating sequels to 899 00:53:46,160 --> 00:53:50,440 Speaker 1: Disney owned Pixar films. Now, that led some folks to 900 00:53:50,520 --> 00:53:55,040 Speaker 1: dismiss Circle seven, calling it picks Aren't instead of Pixar 901 00:53:55,120 --> 00:53:55,880 Speaker 1: It's picks aren't. 902 00:53:56,880 --> 00:53:59,759 Speaker 2: But the studio never actually produced a single film, nor 903 00:53:59,800 --> 00:54:00,600 Speaker 2: were any of. 904 00:54:00,560 --> 00:54:03,600 Speaker 1: The scripts that they wrote at while they were still 905 00:54:03,640 --> 00:54:07,360 Speaker 1: a thing, ever used by Pixar in any of their movies. 906 00:54:08,360 --> 00:54:10,680 Speaker 1: This was really Disney's move to try and leverage the 907 00:54:10,680 --> 00:54:15,400 Speaker 1: intellectual property that Pixar had created under that agreement for 908 00:54:15,520 --> 00:54:19,200 Speaker 1: those five films, and specifically they wanted it so that 909 00:54:19,280 --> 00:54:22,920 Speaker 1: if Pixar left Disney, Disney could continue to make money 910 00:54:23,520 --> 00:54:26,520 Speaker 1: off of those properties by creating sequels, even though those 911 00:54:26,520 --> 00:54:29,160 Speaker 1: sequels would be made by people not connected to the 912 00:54:29,200 --> 00:54:35,160 Speaker 1: original film. Now, there wasn't really any hard feelings between 913 00:54:35,600 --> 00:54:38,600 Speaker 1: or there weren't, I guess any hard feelings between Pixar 914 00:54:39,120 --> 00:54:43,560 Speaker 1: executives and the folks who were working for Circle seven Animation. 915 00:54:45,400 --> 00:54:48,920 Speaker 1: They I'm guessing that John Lassen wasn't thrilled that Circle 916 00:54:48,960 --> 00:54:52,160 Speaker 1: seven Animation became a thing. He was probably very torn 917 00:54:52,239 --> 00:54:54,719 Speaker 1: up about it, but he didn't hold it against the 918 00:54:54,719 --> 00:54:57,520 Speaker 1: people who had been hired by Disney. It was more 919 00:54:57,640 --> 00:55:00,560 Speaker 1: of a problem with Disney's move in the first and 920 00:55:00,600 --> 00:55:04,239 Speaker 1: in fact, when Circle seven ended up dissolving later on, 921 00:55:06,200 --> 00:55:09,520 Speaker 1: Lasseter would actually bring on a lot of that staff 922 00:55:10,000 --> 00:55:13,320 Speaker 1: and bring them into Walt Disney Animation Studios. 923 00:55:13,840 --> 00:55:15,399 Speaker 2: In fact, Andrew. 924 00:55:15,040 --> 00:55:18,480 Speaker 1: Milstein, who had been the head of Circle seven, became 925 00:55:18,560 --> 00:55:21,480 Speaker 1: the general manager of Walt Disney Animation Studios. 926 00:55:21,960 --> 00:55:25,040 Speaker 2: So there weren't any hard feelings, but it definitely was. 927 00:55:26,640 --> 00:55:29,759 Speaker 1: A tense move, and there were some battles going on 928 00:55:29,840 --> 00:55:32,200 Speaker 1: at the top levels of Disney and Pixar. 929 00:55:32,239 --> 00:55:32,800 Speaker 2: At this time. 930 00:55:34,000 --> 00:55:38,520 Speaker 1: Steve Jobs and Michael Eisner were having some pretty nasty 931 00:55:38,560 --> 00:55:42,279 Speaker 1: fights over which movies were counting toward the deal that 932 00:55:42,320 --> 00:55:46,799 Speaker 1: they had made. Eisner was arguing that Toy Story two 933 00:55:47,280 --> 00:55:48,280 Speaker 1: should not count. 934 00:55:48,600 --> 00:55:50,320 Speaker 2: That is not one of those five. 935 00:55:50,160 --> 00:55:52,759 Speaker 1: Movies that we agreed on because it's a sequel and 936 00:55:52,840 --> 00:55:57,600 Speaker 1: sequels don't count. Jobs said, what are you talking about. 937 00:55:57,640 --> 00:56:00,800 Speaker 1: Of course it counts. It's a full length feature film, 938 00:56:01,520 --> 00:56:03,719 Speaker 1: and ISA are saying, well, it was meant to be 939 00:56:03,760 --> 00:56:07,400 Speaker 1: a direct to video sequel, so it doesn't count. And 940 00:56:07,600 --> 00:56:10,839 Speaker 1: there was this back and forth arguing, and Jobs was 941 00:56:11,239 --> 00:56:17,960 Speaker 1: very visibly looking at other potential partners for Pixar once 942 00:56:18,120 --> 00:56:23,000 Speaker 1: the Disney deal was done. So tension was high at 943 00:56:23,000 --> 00:56:24,720 Speaker 1: this point between Disney and Pixar. 944 00:56:25,560 --> 00:56:29,160 Speaker 3: We'll be back with more about Pixar after this quick break. 945 00:56:38,120 --> 00:56:40,520 Speaker 2: Now. Two thousand and six Rolls Around and Cars. 946 00:56:40,760 --> 00:56:42,319 Speaker 1: It's a film that a lot of kids love, but 947 00:56:42,520 --> 00:56:45,279 Speaker 1: I think it's really just okay. It's not at the 948 00:56:45,320 --> 00:56:47,920 Speaker 1: top of my list for my favorites among Pixar's films. 949 00:56:48,000 --> 00:56:49,279 Speaker 2: It comes out in two thousand. 950 00:56:49,000 --> 00:56:52,200 Speaker 1: And six, it does really well. It actually does very 951 00:56:52,239 --> 00:56:55,200 Speaker 1: well at the box office. But the reason that the 952 00:56:55,200 --> 00:56:57,680 Speaker 1: movie exists in the first place is because John Lassiter 953 00:56:57,880 --> 00:56:58,600 Speaker 1: loves cars. 954 00:56:59,280 --> 00:57:00,880 Speaker 2: And maybe I'm not into. 955 00:57:00,719 --> 00:57:03,040 Speaker 1: The movie so much because I don't like driving. So 956 00:57:03,480 --> 00:57:07,160 Speaker 1: that's perhaps the problem. The whole romanticism of driving doesn't 957 00:57:07,200 --> 00:57:09,719 Speaker 1: do anything for me, and that's on me. That's not 958 00:57:09,760 --> 00:57:13,120 Speaker 1: the fall of the movie. So Bugs Life was a 959 00:57:13,160 --> 00:57:17,680 Speaker 1: new take on Esop's Fables and the seventh Samurai Cars 960 00:57:17,800 --> 00:57:20,760 Speaker 1: is kind of a new take on Doc Hollywood. It's 961 00:57:20,880 --> 00:57:25,680 Speaker 1: really very similar story. So, while Finding Nemo made it 962 00:57:25,800 --> 00:57:29,320 Speaker 1: challenging to create characters from fish, cars presented a new challenge. 963 00:57:29,320 --> 00:57:33,240 Speaker 1: How do you create a character that's a believable entity 964 00:57:33,760 --> 00:57:37,680 Speaker 1: and still recognizably a car like You can't change it 965 00:57:37,720 --> 00:57:40,200 Speaker 1: so much that it doesn't like a car anymore, but 966 00:57:40,280 --> 00:57:41,800 Speaker 1: you have to change it enough so that you can 967 00:57:41,840 --> 00:57:45,360 Speaker 1: have a character there where that can express him or herself, 968 00:57:45,880 --> 00:57:49,360 Speaker 1: that can move around in his or her environment and 969 00:57:49,400 --> 00:57:53,040 Speaker 1: manipulate it. How do they carry and hold things? This 970 00:57:53,160 --> 00:57:56,800 Speaker 1: was actually a really big deal. The animators were saying, well, 971 00:57:57,920 --> 00:58:03,680 Speaker 1: how does a car pick something up? How do they 972 00:58:03,720 --> 00:58:07,880 Speaker 1: carry things around? Apart from Mater who could tow things 973 00:58:07,920 --> 00:58:11,280 Speaker 1: by using the hook on the end of his cable, 974 00:58:12,240 --> 00:58:14,040 Speaker 1: how do you have these characters move things around? 975 00:58:14,200 --> 00:58:16,520 Speaker 2: And they experimented with that a lot, with. 976 00:58:16,440 --> 00:58:24,280 Speaker 1: Things like prehensile antenna or windshield wipers, or the ability 977 00:58:24,320 --> 00:58:27,400 Speaker 1: to hold onto things with a car door, and eventually 978 00:58:27,480 --> 00:58:32,360 Speaker 1: they just decided it wasn't important and they dropped all that. So, 979 00:58:32,520 --> 00:58:34,800 Speaker 1: like Finding Nemo, the acting had to be focused in 980 00:58:34,840 --> 00:58:38,440 Speaker 1: the face, even more so since, with a few exceptions, 981 00:58:38,480 --> 00:58:40,160 Speaker 1: most of the characters didn't have a lot of ways 982 00:58:40,160 --> 00:58:44,000 Speaker 1: to communicate. They couldn't do big gestures with their tires. 983 00:58:44,000 --> 00:58:46,600 Speaker 1: They could do little ones, you know. They took a 984 00:58:46,640 --> 00:58:49,560 Speaker 1: lot of liberties with the way stuff moves, but mostly 985 00:58:49,600 --> 00:58:53,600 Speaker 1: it had to be the acting had to be concentrated 986 00:58:53,600 --> 00:58:55,800 Speaker 1: in the face, and the team had to figure out 987 00:58:55,840 --> 00:59:00,880 Speaker 1: how to make chrome look realistic. Chrome's very which means 988 00:59:01,240 --> 00:59:03,520 Speaker 1: it's reflective, so that means you should be able to 989 00:59:03,520 --> 00:59:06,200 Speaker 1: see reflections in the chrome, and that actually was a 990 00:59:06,240 --> 00:59:08,800 Speaker 1: big technical challenge for the crew, but they were able 991 00:59:08,840 --> 00:59:11,040 Speaker 1: to figure that all of that out and they were 992 00:59:11,120 --> 00:59:14,280 Speaker 1: able to get the movie together and release it. And 993 00:59:14,440 --> 00:59:17,040 Speaker 1: two thousand and six, when the movie came out, ended 994 00:59:17,120 --> 00:59:20,360 Speaker 1: up being a huge year for Pixar. It wasn't just 995 00:59:20,440 --> 00:59:24,680 Speaker 1: when Cars debuted, it was also when Pixar and Disney 996 00:59:24,680 --> 00:59:28,280 Speaker 1: were able to come to an agreement. Disney announced that 997 00:59:28,360 --> 00:59:32,360 Speaker 1: it intended to purchase Pixar, and under this new arrangement, 998 00:59:33,040 --> 00:59:35,880 Speaker 1: Edwin Capmoll would become the president of Pixar and John 999 00:59:36,000 --> 00:59:39,760 Speaker 1: Lassiter would become the chief creative officer of Disney and 1000 00:59:39,800 --> 00:59:41,560 Speaker 1: Pixar Animation Studios. 1001 00:59:42,200 --> 00:59:43,680 Speaker 2: So a huge change. 1002 00:59:43,360 --> 00:59:47,680 Speaker 1: Here where Lassiter the man who had been fired from 1003 00:59:47,800 --> 00:59:53,320 Speaker 1: Disney because he had been too enthusiastic about computer animation, 1004 00:59:54,800 --> 00:59:58,200 Speaker 1: was going to become the chief creative officer of that 1005 00:59:58,320 --> 01:00:03,840 Speaker 1: animation department. Huge Turnaround, Crazy Story, And in September of 1006 01:00:03,880 --> 01:00:07,520 Speaker 1: two thousand and six, Pixar debuted the short film Lifted, 1007 01:00:08,280 --> 01:00:10,880 Speaker 1: just one of my favorite short films Pixar has ever done, 1008 01:00:11,800 --> 01:00:16,000 Speaker 1: and Pixar employee and story artist Joe Raft would be 1009 01:00:16,160 --> 01:00:20,640 Speaker 1: named a Disney Legend, which is an actual designation within Disney. 1010 01:00:20,680 --> 01:00:24,520 Speaker 1: It's not just it's not just a term. It actually 1011 01:00:24,560 --> 01:00:27,960 Speaker 1: really means something. It's like a hull of fame within Disney, 1012 01:00:28,440 --> 01:00:31,919 Speaker 1: and they induct only a few people every year, and 1013 01:00:32,720 --> 01:00:33,800 Speaker 1: he joined that. 1014 01:00:33,800 --> 01:00:34,600 Speaker 2: List that year. 1015 01:00:35,200 --> 01:00:37,400 Speaker 1: Well, guys, I've got a lot more to talk about 1016 01:00:38,080 --> 01:00:40,240 Speaker 1: with Pixar, but I figured this is a good place 1017 01:00:40,240 --> 01:00:42,240 Speaker 1: to end in two thousand and six. End of two 1018 01:00:42,280 --> 01:00:46,520 Speaker 1: thousand and six, when Disney and Pixar joined forces, and 1019 01:00:46,600 --> 01:00:52,520 Speaker 1: Pixar becomes an integrated part of Disney, still largely independent 1020 01:00:52,680 --> 01:00:56,760 Speaker 1: in the sense that it can develop its own movies internally, 1021 01:00:58,120 --> 01:01:00,760 Speaker 1: but now officially part of this company, no longer a 1022 01:01:00,880 --> 01:01:04,400 Speaker 1: separate thing. So we'll pick up in two thousand and 1023 01:01:04,440 --> 01:01:06,560 Speaker 1: seven for our next episode. 1024 01:01:08,040 --> 01:01:12,160 Speaker 3: All right, that wraps up the Pixar Story Part two. 1025 01:01:12,280 --> 01:01:18,040 Speaker 3: Next week we will conclude this retroactive classic series about 1026 01:01:18,080 --> 01:01:21,919 Speaker 3: Pixar with the Pixar Story Part three. And as I said, 1027 01:01:21,960 --> 01:01:25,360 Speaker 3: maybe I'll do a part four now because enough time 1028 01:01:25,400 --> 01:01:29,040 Speaker 3: has gone by that there's other stuff to chat about. 1029 01:01:29,080 --> 01:01:31,080 Speaker 3: So if you want me to talk about Pixar some more, 1030 01:01:31,200 --> 01:01:33,880 Speaker 3: let me know and I'll do a follow up to 1031 01:01:33,880 --> 01:01:37,120 Speaker 3: talk about what's been going on since twenty sixteen. In 1032 01:01:37,160 --> 01:01:39,520 Speaker 3: the meantime, I hope you are all well and I'll 1033 01:01:39,520 --> 01:01:48,560 Speaker 3: talk to you again really soon. Tech Stuff is an 1034 01:01:48,560 --> 01:01:54,120 Speaker 3: iHeartRadio production. For more podcasts from iHeartRadio, visit the iHeartRadio app, 1035 01:01:54,240 --> 01:01:59,280 Speaker 3: Apple Podcasts, or wherever you listen to your favorite shows. 1036 01:02:00,240 --> 01:02:00,280 Speaker 1: No