WEBVTT - TechStuff Classic: The Pixar Story: Part 2

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<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. Hey there,

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<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonathan Strickland.

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<v Speaker 1>I'm an executive producer with iHeartRadio and how the tech

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<v Speaker 1>are you? It is time for a tech Stuff classic episode.

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<v Speaker 1>So last Friday I brought you The Pixar Story Part one,

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<v Speaker 1>so it should come as no surprise that today we're

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<v Speaker 1>going to listen to The Pixar Story Part two. This

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<v Speaker 1>episode originally published on August third, twenty sixteen.

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<v Speaker 2>Hope you enjoy.

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<v Speaker 1>So with the last episode, I left off just before

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<v Speaker 1>Pixar was going to debut its first feature length computer

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<v Speaker 1>animated film, which of course is Toy Story, and I

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<v Speaker 1>left it off as a fake cliffhanger. Would the company succeed?

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<v Speaker 1>Of course they did. But one thing I want to

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<v Speaker 1>out is that Toy Story itself was partly made possible

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<v Speaker 1>because of another movie, not a Pixar film, but the

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<v Speaker 1>movie A Nightmare Before Christmas, And the reason I say

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<v Speaker 1>this is a Nightmare Before Christmas was a stop motion

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<v Speaker 1>animated film produced by Tim Burton, and it was the

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<v Speaker 1>first animated film that Disney agreed to distribute. Even though

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<v Speaker 1>the animation itself was not done by Walt Disney Animation Studios,

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<v Speaker 1>and that actually laid the groundwork for Pixar to follow

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<v Speaker 1>along with Toy Story. Also one other connection between the two,

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<v Speaker 1>John Lassiter of Pixar fame and Tim Burton both attended

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<v Speaker 1>cal Arts at the same time. So that's kind of cool,

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<v Speaker 1>little kind of a connection.

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<v Speaker 2>So one thing I got to get off the bat,

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<v Speaker 2>this is going.

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<v Speaker 1>To be true for all the different movies that I

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<v Speaker 1>talk about that Pixar has worked on. Each film required

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<v Speaker 1>many years to finish.

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<v Speaker 2>A team.

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<v Speaker 1>He might work on a movie for five years at

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<v Speaker 1>a time. It's not that unusual, particularly with these computer

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<v Speaker 1>animated films, and during the development of Toy Story, the

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<v Speaker 1>characters and script went through lots and lots of changes.

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<v Speaker 1>Also not unusual with Pixar. They've always said that story

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<v Speaker 1>comes first. They have to get the story right, and

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<v Speaker 1>if they don't have the story just right, people don't

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<v Speaker 1>care how good your animation is. If the story doesn't

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<v Speaker 1>hold your attention, you eventually just say, well that was

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<v Speaker 1>pretty and flashy, but I didn't really care about anything.

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<v Speaker 1>Back in the original run, when they were first drafting

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<v Speaker 1>out the story for Toy Story, buzz Light Year had

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<v Speaker 1>a totally different name. He was called Tempest, which was

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<v Speaker 1>a reference to the classic arcade machine, and Woody originally

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<v Speaker 1>wasn't a pull string toy. He was a Ventriloquists dummy.

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<v Speaker 1>But Michael Eisner, who at the time was Disney's CEO,

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<v Speaker 1>stepped in and asked Pixar to change it because he said,

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<v Speaker 1>dummies are inherently creepy, and it is difficult for me to.

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<v Speaker 2>Disagree with that.

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<v Speaker 1>I don't agree with a lot of things that Michael

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<v Speaker 1>Eisner did, but I definitely agree that ventriloquist dummies are creepy.

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<v Speaker 2>And another major change.

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<v Speaker 1>Was Buzz's whole worldview. In those early drafts, Buzz light

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<v Speaker 1>Year knew that he was a toy, and he knew

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<v Speaker 1>that there was a television show that tied in with

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<v Speaker 1>a toy. But then they had Tim Allen come in

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<v Speaker 1>to do the voiceovers the acting, and Tim Allen's take

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<v Speaker 1>on Buzz was that the character was completely oblivious. He

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<v Speaker 1>lived the role of a space ranger. That is what

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<v Speaker 1>Buzz was. He wasn't a toy of a space ranger.

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<v Speaker 1>He was a space ranger. And the writers thought, well,

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<v Speaker 1>that's way more interesting, So they actually reworked the story

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<v Speaker 1>based upon Tim Allen's performance, and they started to change things.

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<v Speaker 1>So this whole process goes on for a long time,

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<v Speaker 1>and according to people at Pixtar, those characters were really

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<v Speaker 1>tough to nail down. Disney executives found the initial characters

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<v Speaker 1>a little too wholesome and boring, which is kind of

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<v Speaker 1>interesting to think that Disney execs would say.

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<v Speaker 2>Yeah, you know, these guys, there's not a lot.

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<v Speaker 1>There's not a lot going on here. We need some

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<v Speaker 1>more conflict, We need them to not be these just

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<v Speaker 1>perfect toys. So the next iteration went a little too

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<v Speaker 1>far in the other direction, and Pixar says, yeah, we

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<v Speaker 1>kind of accidentally turned Woody into a real jerkface.

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<v Speaker 2>He became just unlikable.

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<v Speaker 1>So they had to figure out where was the balance

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<v Speaker 1>between these two extremes, and fortunately the writers were able

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<v Speaker 1>to come up with that balance, though for a while

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<v Speaker 1>it actually looked like Disney might pull the plug on

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<v Speaker 1>toy story. Keep in mind, Disney was providing the funding here.

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<v Speaker 1>Disney was giving Pixar twenty well not giving, but providing

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<v Speaker 1>twenty one million dollars for Pixar to produce three movies,

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<v Speaker 1>and they were Disney was also going to provide the

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<v Speaker 1>distribution for Pixar, and in return, Disney was taking an

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<v Speaker 1>enormous share of the revenue should these movies prove to

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<v Speaker 1>be successful. The whole project required way more resources than

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<v Speaker 1>Picks are anticipated. They had only been working on short

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<v Speaker 1>films up to that point and did not realize what

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<v Speaker 1>a different creature a feature length film can be. It's

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<v Speaker 1>not just oh, this one short we did require ten people,

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<v Speaker 1>but this movie is four times longer, so we'll need

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<v Speaker 1>forty people. It's way more complicated than that. They originally

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<v Speaker 1>thought they could get away with just using eight animators

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<v Speaker 1>for toy story, and on top of that, they would

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<v Speaker 1>have people in lighting and textures, but eight animators to

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<v Speaker 1>actually create the animation. They ended up with thirty three

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<v Speaker 1>by the end of the production, and all the other

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<v Speaker 1>departments also needed more people than they originally estimated, so

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<v Speaker 1>with each film, Pixar would typically add a few more animators.

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<v Speaker 2>By the time Monsters Inc.

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<v Speaker 1>Rolls around, for example, there were fifty animators working on

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<v Speaker 1>that movie. So it became clear that this feature link

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<v Speaker 1>game was different and not a big surprise that Pixar

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<v Speaker 1>had to learn this. It was new territory for them.

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<v Speaker 3>Now.

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<v Speaker 1>They also had to make sure that everyone who was

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<v Speaker 1>working on animation was going to animate the characters in

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<v Speaker 1>a consistent way. You couldn't have different animators manipulate characters

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<v Speaker 1>so that they have their own quirks. When one animator

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<v Speaker 1>is working on it but not on another, it's inconsistent

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<v Speaker 1>and disorienting. So typically a lead animator would be assigned

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<v Speaker 1>to every major character to create the desired performance, but

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<v Speaker 1>an individual animator might work on every single character in

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<v Speaker 1>a film at some point or another. It may just

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<v Speaker 1>be that the characters in the background for that sequence,

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<v Speaker 1>but they still have to act in character.

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<v Speaker 2>Acting is interesting because normally.

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<v Speaker 1>We think of it as a creation between an actor

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<v Speaker 1>and maybe a director, or perhaps a couple of actors

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<v Speaker 1>and a director, but in this case, it's an entire

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<v Speaker 1>department of people coming together to determine what acting is

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<v Speaker 1>for each individual character, sometimes multiple departments of people, so

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<v Speaker 1>much more complicated than a live.

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<v Speaker 2>Action sort of production.

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<v Speaker 1>The first bit that they actually animated for Toy Story

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<v Speaker 1>was the sequence in which the toy soldiers deploy to

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<v Speaker 1>see what Andy is getting for his birthday. So to

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<v Speaker 1>get an idea of how those soldiers would actually move around.

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<v Speaker 1>The animators ended up strapping their feet to boards, and

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<v Speaker 1>then they tried to move around with their feet connected

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<v Speaker 1>to each other on these solid wooden boards. Supposedly the

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<v Speaker 1>first person to try this actually was nailing their shoes

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<v Speaker 1>to the boards and did so the wrong way, in

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<v Speaker 1>other words, nailing up from the board through.

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<v Speaker 2>The shoe, which seems to be a little poorly thought

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<v Speaker 2>out in my mind.

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<v Speaker 1>But at any rate, you had these animators trying to

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<v Speaker 1>get around so that they could get a good basis

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<v Speaker 1>for how the characters should move in the actual film,

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<v Speaker 1>and apparently it was quite the scene it pisar HQ.

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<v Speaker 2>Now, computer animation.

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<v Speaker 1>Takes several steps to complete, just like traditional animation does.

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<v Speaker 1>So in computer animation, you have to build the computer

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<v Speaker 1>models for the characters, so this is the three dimensional

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<v Speaker 1>representation of your character. You have to also do that

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<v Speaker 1>for sets and props. You can't just do it for

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<v Speaker 1>just the characters, otherwise everything else is flat, and you

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<v Speaker 1>animate the sequences according to the storyboard and performances. But

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<v Speaker 1>at that point, even after you've modeled everything and you've

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<v Speaker 1>figured out the physics and you know how different parts

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<v Speaker 1>move in relation to each other. You still end up

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<v Speaker 1>with kind of a featureless and plastic figure. Everything looks

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<v Speaker 1>kind of like it's just a simple solid body plastic.

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<v Speaker 1>So then you have to overlay color textures and shading

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<v Speaker 1>to give more definition to the characters. And then you

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<v Speaker 1>have to add lighting sequences to create the mood you

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<v Speaker 1>want for that scene and the effects you need, and.

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<v Speaker 2>This gets really complicated.

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<v Speaker 1>In a physical space where you're actually shooting live action,

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<v Speaker 1>you can move lights around and see what sort of

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<v Speaker 1>effects you get. You know what happens if you light

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<v Speaker 1>the scene from the back as opposed to from the front.

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<v Speaker 1>But in computer animation you have to actually program all

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<v Speaker 1>that in, at least initially. You might eventually come up

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<v Speaker 1>with a lighting software suite that does most of this automatically,

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<v Speaker 1>and then you can make minor tweaks at that point,

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<v Speaker 1>but when you start out, you have to program how

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<v Speaker 1>the light behaves. The computer doesn't magically know that light

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<v Speaker 1>from one direction is going to create a different effect

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<v Speaker 1>than light from another direction. You have to build all

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<v Speaker 1>that in, so it's incredibly time consuming and work intensive.

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<v Speaker 1>It involves a lot of technical know how and artistic

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<v Speaker 1>know how as well, so it's not an easy job.

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<v Speaker 2>Now.

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<v Speaker 1>Originally Pixar employees thought they could render the entire film

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<v Speaker 1>in twenty months using fifty three processors. That's just the

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<v Speaker 1>rendering stage, mind you, that's not the animation, but twenty

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<v Speaker 1>months just to render the work that they had created.

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<v Speaker 1>But turned out they needed three hundred machines to do

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<v Speaker 1>the job, not fifty three processors, three hundred computers, and

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<v Speaker 1>today Pixar has more than twenty thousand processors to work

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<v Speaker 1>on render jobs, which means they could take that raw

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<v Speaker 1>footage from Toy Story and render it in real time

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<v Speaker 1>by the end of If you were to start rendering

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<v Speaker 1>all that footage and you started the DVD of Toy

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<v Speaker 1>Story at the same time, you would be done with

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<v Speaker 1>both at around the same time. Not necessarily true with

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<v Speaker 1>later Pixar films, which are more complicated than that first

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<v Speaker 1>Toy Story movie, but it does illustrate how much more

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<v Speaker 1>sophisticated things have become since then. And once again we

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<v Speaker 1>see that Moore's law has brought down the cost of

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<v Speaker 1>computing to a point where this sort of thing is possible.

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<v Speaker 1>It's not outside the reach of a production studio now.

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<v Speaker 1>At the time that would have been impossible. It would

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<v Speaker 1>have been too expensive to have twenty thousand processors, let

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<v Speaker 1>alone the idea of well, how do we power them

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<v Speaker 1>and keep them cold enough so that they work, and

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<v Speaker 1>where do we put them and all that kind of stuff.

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<v Speaker 1>But we've seen the chips get smaller, we've seen them

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<v Speaker 1>get more powerful, we've seen more sophisticated processors with multiple cores,

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<v Speaker 1>including graphics processors, and of course we've seen that price

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<v Speaker 1>come down over time, so now it's less of an

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<v Speaker 1>insurmountable obstacle. Still expensive, just not as expensive as it

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<v Speaker 1>would have been back then. So after making Toy Story,

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<v Speaker 1>John Lassiter realized that a feature link computer animated film

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<v Speaker 1>was way too much work for a single director. He

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<v Speaker 1>was the director for Toy Story, but he realized this

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<v Speaker 1>is too big a job for one person to head up.

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<v Speaker 1>So from that point forward, the Pixar films would have

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<v Speaker 1>multiple directors, with normally one acting as kind of the

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<v Speaker 1>primary director to steer the vision of the film, and

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<v Speaker 1>others to oversee specific aspects of the production like cinematography

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<v Speaker 1>and lighting and that sort of stuff. The movie came

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<v Speaker 1>out on November twenty second, nineteen ninety five, and it

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<v Speaker 1>was directed by John Lassiter. Several writers worked on the story,

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<v Speaker 1>including Joss Whedon, who is of course the creator of

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<v Speaker 1>Buffy the Vampire Slayer and Firefly and Angel and things

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<v Speaker 1>like that. Whedon, by the way, wrote a couple of

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<v Speaker 1>my favorite lines, including You're a sad, strange little man

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<v Speaker 1>and you have My Pity and one of my favorite

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<v Speaker 1>lines of all time, wind the Frog. This movie also

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<v Speaker 1>marked the first time Pixar worked with the musician Randy Newman,

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<v Speaker 1>who would go on to compose the music for six

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<v Speaker 1>more Pixar movies. So he hasn't worked on all of them,

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<v Speaker 1>but he worked on a lot of them. And also

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<v Speaker 1>on a personal note, Toy Story was the first movie

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<v Speaker 1>I saw while dating the woman who would later on

0:13:22.320 --> 0:13:25.839
<v Speaker 1>become my wife. It took some convincing to get her

0:13:25.840 --> 0:13:28.679
<v Speaker 1>to the theater to go and see a movie called

0:13:28.760 --> 0:13:31.640
<v Speaker 1>Toy Story, but I eventually convinced her to do so,

0:13:31.800 --> 0:13:34.280
<v Speaker 1>and afterwards she became a lifelong Pixar fan.

0:13:35.000 --> 0:13:40.640
<v Speaker 2>So I did something right. Nineteen years woo now, Toy

0:13:40.720 --> 0:13:44.120
<v Speaker 2>Story was a really big hit.

0:13:44.840 --> 0:13:48.600
<v Speaker 1>According to box office Mojo, Toy Story's global box office

0:13:48.600 --> 0:13:52.440
<v Speaker 1>amounted to three hundred and sixty two million dollars, but

0:13:52.720 --> 0:13:56.360
<v Speaker 1>Pixar's deal with Disney meant it only received a small

0:13:56.400 --> 0:13:59.760
<v Speaker 1>percentage of the profits. Between ten and fifteen percent of

0:13:59.800 --> 0:14:02.960
<v Speaker 1>the profits. Most of that money went to Disney, not

0:14:03.040 --> 0:14:06.000
<v Speaker 1>to Pixar. Some folks over at Pixar felt that this

0:14:06.200 --> 0:14:10.520
<v Speaker 1>was kind of unfair that Disney was providing the distribution

0:14:10.640 --> 0:14:14.600
<v Speaker 1>in marketing and that initial maybe seven million dollars you

0:14:14.600 --> 0:14:17.360
<v Speaker 1>could argue for the budget of the movie, but otherwise

0:14:17.440 --> 0:14:21.080
<v Speaker 1>wasn't responsible for the actual success of the movie. Disney,

0:14:21.480 --> 0:14:24.440
<v Speaker 1>apart from giving some notes, didn't determine the story. They

0:14:24.480 --> 0:14:27.040
<v Speaker 1>didn't do the animation, they didn't do the effects, they

0:14:27.040 --> 0:14:28.760
<v Speaker 1>didn't hire the voice actors.

0:14:29.520 --> 0:14:32.400
<v Speaker 2>So some folks over at Pixar were.

0:14:32.320 --> 0:14:36.000
<v Speaker 1>A little not happy with this arrangement, but that's how

0:14:36.080 --> 0:14:40.840
<v Speaker 1>things were at the time. Shortly after Toy Story premier,

0:14:41.040 --> 0:14:45.120
<v Speaker 1>like a week after Toy Story came out, Steve Jobs

0:14:45.320 --> 0:14:48.240
<v Speaker 1>made the big move and took Pixar public with an

0:14:48.280 --> 0:14:53.160
<v Speaker 1>initial public offering or IPO. It ended up being the

0:14:53.200 --> 0:14:57.720
<v Speaker 1>biggest technology IPO in nineteen ninety five, which was also

0:14:57.800 --> 0:15:01.080
<v Speaker 1>a year that saw Netscape go public. If you don't

0:15:01.080 --> 0:15:04.120
<v Speaker 1>know what Netscape is, go look it up. It used

0:15:04.120 --> 0:15:06.680
<v Speaker 1>to be the name in computer.

0:15:06.400 --> 0:15:08.480
<v Speaker 2>Browsers for the Internet back in the day.

0:15:09.720 --> 0:15:12.800
<v Speaker 1>Now before the IPO, the estimated value of a share

0:15:12.920 --> 0:15:17.480
<v Speaker 1>of Pixar stock was between twelve and fourteen dollars. That's

0:15:17.520 --> 0:15:22.040
<v Speaker 1>what analysts were predicting that Pixar shares would be between

0:15:22.080 --> 0:15:24.960
<v Speaker 1>twelve and fourteen bucks per share, But when trading opened,

0:15:24.960 --> 0:15:28.120
<v Speaker 1>the initial share price was actually twenty two dollars, and

0:15:28.680 --> 0:15:33.680
<v Speaker 1>toy Story's incredible opening was probably part of the reason

0:15:33.720 --> 0:15:37.280
<v Speaker 1>why it was higher than originally estimated. During that first

0:15:37.360 --> 0:15:40.240
<v Speaker 1>day of trading, the stock reached its highest point at

0:15:40.280 --> 0:15:42.920
<v Speaker 1>forty six dollars per share, which means it more than

0:15:43.000 --> 0:15:49.680
<v Speaker 1>doubled its value from the opening bell of the stock exchange. Now,

0:15:49.720 --> 0:15:52.920
<v Speaker 1>granted it didn't end at forty six dollars per year

0:15:52.960 --> 0:15:55.480
<v Speaker 1>on that first day. It actually settled to thirty nine

0:15:55.560 --> 0:15:59.520
<v Speaker 1>dollars per year, so still higher than what it opened at.

0:16:00.160 --> 0:16:01.880
<v Speaker 2>Because Steve Jobs.

0:16:01.520 --> 0:16:05.280
<v Speaker 1>Owned practically all the shares in the company before taking

0:16:05.280 --> 0:16:10.800
<v Speaker 1>it public, it turned him into a billionaire a billion

0:16:11.200 --> 0:16:16.280
<v Speaker 1>air overnight. He had spent fifty million dollars on this

0:16:16.400 --> 0:16:20.000
<v Speaker 1>company over time trying to keep it afloat. That gamble

0:16:20.800 --> 0:16:24.680
<v Speaker 1>paid off big time and of course, it gave Pixar

0:16:24.800 --> 0:16:25.840
<v Speaker 1>a bit more leverage.

0:16:25.880 --> 0:16:27.920
<v Speaker 2>It was a force to be reckoned with a.

0:16:27.960 --> 0:16:34.440
<v Speaker 1>One point four six billion dollar market value force. So

0:16:34.520 --> 0:16:37.680
<v Speaker 1>imagine that. Imagine that you were working for a company that,

0:16:38.840 --> 0:16:41.840
<v Speaker 1>over the course of a week, has its first feature

0:16:41.880 --> 0:16:45.720
<v Speaker 1>length film come out and then is valued at one

0:16:45.800 --> 0:16:51.560
<v Speaker 1>point four to six billion dollars. It must have been incredible. Also,

0:16:51.600 --> 0:16:55.600
<v Speaker 1>in nineteen ninety five, David di Francesco, whom we talked

0:16:55.600 --> 0:16:59.600
<v Speaker 1>about in the last episode, received an Academy Award for

0:16:59.640 --> 0:17:03.400
<v Speaker 1>the develop element of a film input scanning technique. And

0:17:03.560 --> 0:17:08.159
<v Speaker 1>Pixar was continuing to develop new technologies in the film industry,

0:17:08.680 --> 0:17:11.960
<v Speaker 1>and eventually it was also licensing those technologies out to

0:17:12.040 --> 0:17:14.480
<v Speaker 1>other companies. So it wasn't just that they were developing

0:17:14.520 --> 0:17:16.680
<v Speaker 1>tools in house to get their stuff done.

0:17:17.240 --> 0:17:18.400
<v Speaker 2>They were innovating in.

0:17:18.359 --> 0:17:21.480
<v Speaker 1>Technology and then making money through licenses so that other

0:17:21.560 --> 0:17:24.640
<v Speaker 1>production companies could take advantage of those advancements.

0:17:25.200 --> 0:17:28.440
<v Speaker 3>We'll be back with more about Pixar after this quick break.

0:17:37.760 --> 0:17:41.919
<v Speaker 1>In nineteen ninety seven, Pixar completed work on their short

0:17:41.960 --> 0:17:46.880
<v Speaker 1>animated film Jerry's Game, which would win a Best Animated

0:17:46.920 --> 0:17:49.719
<v Speaker 1>Short Film Oscar for Pixar that would be their second

0:17:50.480 --> 0:17:55.520
<v Speaker 1>best animated short film, Oscar. They would win many, many more.

0:17:56.520 --> 0:18:01.760
<v Speaker 1>And also in nineteen ninety seven, Pixar hired Randy S. Nelson,

0:18:02.480 --> 0:18:07.639
<v Speaker 1>who would become the dean of Pixar University. Now this

0:18:07.760 --> 0:18:11.359
<v Speaker 1>is not like a giant college campus somewhere akin to

0:18:11.480 --> 0:18:12.639
<v Speaker 1>Monsters University.

0:18:12.960 --> 0:18:14.480
<v Speaker 2>This is Pixar's.

0:18:13.960 --> 0:18:18.640
<v Speaker 1>Internal skills development department, which gives Pixar employees the opportunity

0:18:18.680 --> 0:18:21.600
<v Speaker 1>to take classes in all sorts of fields and disciplines,

0:18:21.640 --> 0:18:27.040
<v Speaker 1>from story development and screenwriting to drawing and sculpting. And

0:18:27.160 --> 0:18:30.640
<v Speaker 1>this Nelson guy, he sounds like someone I'd really get

0:18:30.680 --> 0:18:35.240
<v Speaker 1>along with. He was a founder of the Flying Karamtsov Brothers,

0:18:35.440 --> 0:18:38.720
<v Speaker 1>so he's a juggler, and as a juggler, if you

0:18:38.720 --> 0:18:40.520
<v Speaker 1>didn't know, I'm also a juggler.

0:18:40.600 --> 0:18:42.159
<v Speaker 2>I really respect that.

0:18:43.000 --> 0:18:45.480
<v Speaker 1>He had also worked with Steve Jobs both at Apple

0:18:45.960 --> 0:18:50.360
<v Speaker 1>and at Next. Remember Jobs had been essentially forced out

0:18:50.359 --> 0:18:53.679
<v Speaker 1>of Apple and had founded a new company called Next Computers,

0:18:53.960 --> 0:18:58.760
<v Speaker 1>eventually abandoning the hardware side of Next Computers and developing

0:18:58.800 --> 0:19:02.439
<v Speaker 1>software instead. Now, according to Nelson, if you were to

0:19:02.480 --> 0:19:06.399
<v Speaker 1>take all the courses, or to take a full suite

0:19:06.480 --> 0:19:10.520
<v Speaker 1>of courses at Pixar University, you would have the equivalent

0:19:10.680 --> 0:19:15.399
<v Speaker 1>of a bachelor's degree education in fine arts. That's how

0:19:15.560 --> 0:19:22.439
<v Speaker 1>comprehensive their internal development department was. They were dedicated to

0:19:22.560 --> 0:19:26.600
<v Speaker 1>making certain that employees had the opportunity to learn new

0:19:26.640 --> 0:19:30.399
<v Speaker 1>skills and develop ones that they had already started to

0:19:30.480 --> 0:19:36.240
<v Speaker 1>create or to build on previously. And this included all

0:19:36.280 --> 0:19:41.639
<v Speaker 1>sorts of different types of activities, including improvisational acting. So

0:19:41.760 --> 0:19:44.200
<v Speaker 1>you might end up finding yourself sitting next to the

0:19:44.240 --> 0:19:49.320
<v Speaker 1>head of the company, but you're both classmates at that class.

0:19:49.560 --> 0:19:54.120
<v Speaker 1>So it also helped break down the hierarchical barriers between

0:19:54.200 --> 0:19:59.879
<v Speaker 1>bosses and employees. The motto of Pixar University is alienis not,

0:20:02.680 --> 0:20:06.960
<v Speaker 1>which I know I'm terribly mispronouncing because I have little

0:20:07.040 --> 0:20:10.639
<v Speaker 1>Latin and less Greek, just like a mister Shakespeare Shakespeare,

0:20:10.640 --> 0:20:15.119
<v Speaker 1>but the Latin phrase actually means alone no longer. And

0:20:15.200 --> 0:20:18.880
<v Speaker 1>it also is a secondary Latin inscription on the Pixar

0:20:19.000 --> 0:20:25.560
<v Speaker 1>University crest, which says tempus pecunia somnum, which means time, money, sleep.

0:20:27.240 --> 0:20:29.080
<v Speaker 1>The three of those, I think sleep is the one

0:20:29.119 --> 0:20:32.600
<v Speaker 1>that the typical Pixar employee has the least.

0:20:32.320 --> 0:20:35.800
<v Speaker 2>Of, maybe time. It's kind of hard to say.

0:20:37.320 --> 0:20:40.640
<v Speaker 1>Moving on over to talk about nineteen ninety seven a bit.

0:20:40.760 --> 0:20:44.119
<v Speaker 1>Pixar and Disney renegotiated their agreement at that time.

0:20:45.200 --> 0:20:45.640
<v Speaker 2>So if you.

0:20:45.600 --> 0:20:48.840
<v Speaker 1>Remember, they originally had come up with an I this

0:20:48.960 --> 0:20:51.440
<v Speaker 1>deal that that Pixar was going to make three movies

0:20:51.520 --> 0:20:56.040
<v Speaker 1>for Disney, after which there would be time to negotiate

0:20:56.080 --> 0:21:03.159
<v Speaker 1>a new relationship instead, and in return, Disney was going

0:21:03.200 --> 0:21:07.439
<v Speaker 1>to get the massive majority of the profits from those movies.

0:21:07.480 --> 0:21:11.840
<v Speaker 1>But the renegotiation went a little better for Pixar. They

0:21:11.880 --> 0:21:17.000
<v Speaker 1>agreed to do a ten year, five film deal and

0:21:17.440 --> 0:21:20.040
<v Speaker 1>in that deal, Pixar would receive fifty percent of the

0:21:20.080 --> 0:21:23.480
<v Speaker 1>profits from the films. The New York Times reported on

0:21:23.520 --> 0:21:25.880
<v Speaker 1>the change in agreements and revealed that the new Pixar

0:21:26.000 --> 0:21:26.880
<v Speaker 1>film was going to.

0:21:26.800 --> 0:21:28.320
<v Speaker 2>Be called Bugs.

0:21:29.560 --> 0:21:32.280
<v Speaker 1>So this was before the movie had come out. Obviously,

0:21:32.320 --> 0:21:34.280
<v Speaker 1>they were still working on it. It was still in development,

0:21:34.320 --> 0:21:37.880
<v Speaker 1>so the title had not been finalized. Now that arrangement,

0:21:38.880 --> 0:21:41.520
<v Speaker 1>with the new deal of being a ten year, five

0:21:41.640 --> 0:21:46.040
<v Speaker 1>film contract, answered some of the criticisms industry analysts had

0:21:46.119 --> 0:21:49.879
<v Speaker 1>about the Pixar IPO, because when Pixar went public, some

0:21:49.960 --> 0:21:54.920
<v Speaker 1>analysts were saying, this seems really like investors are pushing

0:21:54.960 --> 0:21:59.000
<v Speaker 1>this company beyond its actual value, because keep in mind,

0:21:59.320 --> 0:22:01.800
<v Speaker 1>while they're doing great work, and while their movies are

0:22:01.800 --> 0:22:04.600
<v Speaker 1>making huge amounts of money in the box office, that

0:22:04.640 --> 0:22:06.640
<v Speaker 1>most of that money is not going to Pixar, it's

0:22:06.680 --> 0:22:11.280
<v Speaker 1>going to Disney. So maybe you shouldn't drive the value

0:22:11.320 --> 0:22:14.000
<v Speaker 1>of this company up so high since it's really not

0:22:14.080 --> 0:22:17.960
<v Speaker 1>earning money for itself. Once this new arrangement came in,

0:22:18.000 --> 0:22:21.520
<v Speaker 1>that took some of that criticism away. Bugs of course

0:22:21.640 --> 0:22:24.040
<v Speaker 1>ended up being A Bugs Life, which would come out

0:22:24.119 --> 0:22:26.879
<v Speaker 1>in nineteen ninety eight, and it broke the record for

0:22:26.960 --> 0:22:31.439
<v Speaker 1>a Thanksgiving weekend film opening in the United States. The

0:22:31.480 --> 0:22:35.320
<v Speaker 1>movie combines a couple of famous stories you got ESOPs

0:22:35.359 --> 0:22:38.320
<v Speaker 1>the Ant and the Grasshopper as part of it, and

0:22:38.400 --> 0:22:43.919
<v Speaker 1>a very healthy dose of the Seven Samurai as the

0:22:44.119 --> 0:22:46.720
<v Speaker 1>various core story elements.

0:22:47.240 --> 0:22:51.720
<v Speaker 2>And the Pixar team said that A Bugs Life was particularly.

0:22:51.200 --> 0:22:55.280
<v Speaker 1>Challenging and rewarding. The movie called for a lot of

0:22:55.400 --> 0:22:58.640
<v Speaker 1>characters on screen at once. I mean hundreds and hundreds

0:22:58.680 --> 0:23:01.600
<v Speaker 1>of insects all on screen at the same time, which

0:23:02.040 --> 0:23:04.760
<v Speaker 1>requires a lot of processing power. You're talking about a

0:23:04.760 --> 0:23:07.119
<v Speaker 1>ton of animation. You don't want your characters all just

0:23:07.359 --> 0:23:12.320
<v Speaker 1>standing still, and that requires a lot of computer power. Also,

0:23:12.720 --> 0:23:15.240
<v Speaker 1>on top of that, the characters had lots of limbs.

0:23:15.320 --> 0:23:19.080
<v Speaker 1>I mean, insects have lots of legs, so most of

0:23:19.119 --> 0:23:21.639
<v Speaker 1>these creatures had six legs. Some of them also had

0:23:21.680 --> 0:23:25.680
<v Speaker 1>wings or also antenna. On top of that, these settings

0:23:25.680 --> 0:23:28.600
<v Speaker 1>were on uneven surfaces, and those surfaces had to have

0:23:28.640 --> 0:23:31.920
<v Speaker 1>an organic look to them. There was also fire and

0:23:32.080 --> 0:23:36.359
<v Speaker 1>smoke in the movie, which is notoriously difficult to get

0:23:36.560 --> 0:23:38.919
<v Speaker 1>just right with computer animation, or at least it was

0:23:38.960 --> 0:23:44.000
<v Speaker 1>at that time, and so it was very resource heavy.

0:23:44.640 --> 0:23:47.639
<v Speaker 1>It was a very ambitious project to take on after

0:23:47.840 --> 0:23:50.399
<v Speaker 1>toy story. Now, one of the defining looks of the

0:23:50.400 --> 0:23:54.280
<v Speaker 1>film is the translucent nature of the various leaves and flowers.

0:23:54.680 --> 0:23:57.200
<v Speaker 1>So John Laster said it was like characters were living

0:23:57.280 --> 0:24:01.359
<v Speaker 1>in a world of stained glass, and that the animators

0:24:01.400 --> 0:24:04.679
<v Speaker 1>had to create ways for light to behave properly to

0:24:04.760 --> 0:24:09.000
<v Speaker 1>shine through these surfaces. And again it meant creating new rules,

0:24:10.119 --> 0:24:14.399
<v Speaker 1>making up new rules so that things looked right. They

0:24:14.400 --> 0:24:17.399
<v Speaker 1>didn't just look pretty, but they looked natural. And the

0:24:17.440 --> 0:24:19.360
<v Speaker 1>story of a bug's life changed a lot too over

0:24:19.400 --> 0:24:21.960
<v Speaker 1>the course of its production. Originally, the main character was

0:24:22.040 --> 0:24:25.040
<v Speaker 1>the head of the circus bugs, and that was an

0:24:25.080 --> 0:24:29.200
<v Speaker 1>ant named Red. But the film didn't find a voice

0:24:29.200 --> 0:24:32.640
<v Speaker 1>with that main character in place. They couldn't figure out, well,

0:24:32.640 --> 0:24:35.480
<v Speaker 1>what's the story here, where's the character arc? Why would

0:24:35.520 --> 0:24:40.359
<v Speaker 1>this character stick with this plan of pretending to be

0:24:41.119 --> 0:24:43.879
<v Speaker 1>a group of warriors to fight off grasshoppers.

0:24:43.920 --> 0:24:46.639
<v Speaker 2>He has no steak, he could just leave.

0:24:47.440 --> 0:24:50.280
<v Speaker 1>And that's when they realized that perhaps a couple of

0:24:50.280 --> 0:24:54.359
<v Speaker 1>the ants that would be asking the circus performers for

0:24:54.400 --> 0:24:58.240
<v Speaker 1>help are the real main characters. And eventually those ants

0:24:58.320 --> 0:25:02.800
<v Speaker 1>were reduced to a single ant, Flick, and that became

0:25:02.880 --> 0:25:03.719
<v Speaker 1>the main character.

0:25:03.840 --> 0:25:08.560
<v Speaker 2>So it was interesting to see that story remained the

0:25:09.359 --> 0:25:11.440
<v Speaker 2>chief concern. These other technical.

0:25:11.040 --> 0:25:17.840
<v Speaker 1>Issues, while really fascinating, they were secondary. It wouldn't matter

0:25:17.880 --> 0:25:20.760
<v Speaker 1>how pretty the screen was. Again, if you went and

0:25:20.800 --> 0:25:24.600
<v Speaker 1>saw it, you didn't care about the characters. Now, while

0:25:24.640 --> 0:25:27.000
<v Speaker 1>A Bug's Life was in production, a team led by

0:25:27.119 --> 0:25:30.760
<v Speaker 1>David D. Francesco created a new way to transfer computer

0:25:30.800 --> 0:25:32.359
<v Speaker 1>animation onto film stock.

0:25:32.600 --> 0:25:34.160
<v Speaker 2>Now remember this.

0:25:34.040 --> 0:25:38.800
<v Speaker 1>Is before most theaters were able to have digital projectors.

0:25:38.840 --> 0:25:42.280
<v Speaker 1>There were only a few digital projectors in place in

0:25:42.359 --> 0:25:45.720
<v Speaker 1>a couple of theaters around North America. So we're still

0:25:45.760 --> 0:25:49.280
<v Speaker 1>talking about an era in which physical reels of film

0:25:49.880 --> 0:25:54.679
<v Speaker 1>are produced and projected onto screens. So Defrancesco's method was

0:25:54.800 --> 0:25:59.040
<v Speaker 1>using a laser recording system that became known as Pixar Vision.

0:26:00.119 --> 0:26:04.520
<v Speaker 1>Used solid state lasers to record images onto film. So

0:26:04.640 --> 0:26:08.199
<v Speaker 1>film is photo reactive, meaning that when light hits it,

0:26:08.520 --> 0:26:11.240
<v Speaker 1>there's a chemical change, and that's where we're able to

0:26:11.400 --> 0:26:16.920
<v Speaker 1>capture images on film. Lasers are really really precise, way

0:26:17.000 --> 0:26:20.120
<v Speaker 1>more precise than cathode ray tubes, which was the typical

0:26:20.160 --> 0:26:24.320
<v Speaker 1>way to transfer computer animation over to film. So using

0:26:24.359 --> 0:26:27.960
<v Speaker 1>lasers allowed for a much higher quality color reproduction and

0:26:28.160 --> 0:26:32.560
<v Speaker 1>sharper images on film than the earlier versions did. Plus

0:26:32.640 --> 0:26:37.399
<v Speaker 1>d Francesco's invention was faster than the cathode ray tube method.

0:26:38.000 --> 0:26:41.200
<v Speaker 1>If you wanted to use a CRT method, it would

0:26:41.200 --> 0:26:44.879
<v Speaker 1>take thirty five seconds to record a single frame of

0:26:44.920 --> 0:26:49.000
<v Speaker 1>computer animation onto film. With the laser method it took

0:26:49.080 --> 0:26:55.280
<v Speaker 1>eight seconds, so much much faster, four times faster than

0:26:55.359 --> 0:26:59.960
<v Speaker 1>the traditional method. So DeFrancesco would receive a Technical Academy

0:27:00.040 --> 0:27:02.600
<v Speaker 1>Award for this invention. He started he was starting to

0:27:02.640 --> 0:27:07.080
<v Speaker 1>rack up those those Academy awards for his technological contributions

0:27:07.359 --> 0:27:10.600
<v Speaker 1>to the film industry. Now, the big advantage of using

0:27:10.640 --> 0:27:13.520
<v Speaker 1>that laser recording system is that allowed for that much

0:27:13.600 --> 0:27:17.560
<v Speaker 1>higher quality transfer of an image onto film, and the

0:27:17.600 --> 0:27:20.440
<v Speaker 1>first time it was used was on A Bugs Life,

0:27:20.960 --> 0:27:23.800
<v Speaker 1>So the transfers that were made for A Bugs Life

0:27:23.960 --> 0:27:26.560
<v Speaker 1>relied upon the system, and it would be used on

0:27:26.600 --> 0:27:27.760
<v Speaker 1>lots of future films.

0:27:27.800 --> 0:27:30.320
<v Speaker 2>Though by the time we get around to Monsters.

0:27:29.840 --> 0:27:34.440
<v Speaker 1>Incorporated, Pixar was really starting to push for digital projectors

0:27:34.560 --> 0:27:38.240
<v Speaker 1>in more movie theaters, saying that the digital projection is

0:27:38.440 --> 0:27:41.800
<v Speaker 1>just superior. You get more vibrant colors and sharper images

0:27:41.840 --> 0:27:44.080
<v Speaker 1>than you ever will with film. You don't have the

0:27:44.200 --> 0:27:47.000
<v Speaker 1>jitter that you would have with film, you don't have

0:27:47.119 --> 0:27:52.120
<v Speaker 1>other physical limitations of film. There, you would have pure

0:27:52.200 --> 0:27:56.280
<v Speaker 1>digital experience, which for computer animated film makes perfect sense.

0:27:56.600 --> 0:27:58.800
<v Speaker 2>If you're talking about other types of movies, you can have.

0:27:58.800 --> 0:28:02.800
<v Speaker 1>A legitimate argument that the film creates a certain sensibility

0:28:02.840 --> 0:28:07.880
<v Speaker 1>that you cannot easily replicate using digital projection. Quentin Tarantino

0:28:07.800 --> 0:28:11.440
<v Speaker 1>would go bonkers if you told him from now on

0:28:11.520 --> 0:28:14.520
<v Speaker 1>you can only do movies in digital, you cannot do

0:28:14.640 --> 0:28:18.680
<v Speaker 1>them in film, and it does have a very different effect.

0:28:18.840 --> 0:28:22.920
<v Speaker 1>But in computer animated movies, that's less of a problem

0:28:23.000 --> 0:28:27.600
<v Speaker 1>because the whole film is digital. It's only when you

0:28:27.760 --> 0:28:30.919
<v Speaker 1>put it onto film that it becomes analog. There was

0:28:31.040 --> 0:28:34.880
<v Speaker 1>never a physical object for you to shoot on film in.

0:28:34.800 --> 0:28:38.560
<v Speaker 2>The first place. Now, in nineteen ninety nine.

0:28:38.840 --> 0:28:41.719
<v Speaker 1>Toy Story two comes out that would end up being

0:28:41.800 --> 0:28:44.120
<v Speaker 1>a bit of a point of contention a little bit

0:28:44.200 --> 0:28:48.320
<v Speaker 1>later between Disney and Pixar, and this development process was

0:28:48.440 --> 0:28:52.560
<v Speaker 1>uneasy from the beginning, actually, because Disney originally wanted this

0:28:52.600 --> 0:28:54.800
<v Speaker 1>to be a direct to video sequel.

0:28:55.200 --> 0:28:56.640
<v Speaker 2>If you remember the nineties.

0:28:56.680 --> 0:29:01.200
<v Speaker 1>In the early two thousands, Disney was really into creating

0:29:01.800 --> 0:29:05.480
<v Speaker 1>directive video sequels of a lot of its very popular

0:29:05.680 --> 0:29:10.400
<v Speaker 1>feature length films, so much so that it became.

0:29:10.360 --> 0:29:12.280
<v Speaker 2>A bit of a joke in the industry.

0:29:13.360 --> 0:29:16.560
<v Speaker 1>But John Laster and his team fought for a cinematic release,

0:29:16.560 --> 0:29:19.000
<v Speaker 1>and eventually Disney agreed. They said, all right, fine, we

0:29:19.080 --> 0:29:23.200
<v Speaker 1>will make this a theatrical release film, not a directive

0:29:23.280 --> 0:29:26.680
<v Speaker 1>video sequel. Now, during the making of the movie, there

0:29:26.720 --> 0:29:31.480
<v Speaker 1>were some really huge setbacks. A terrible sequence of events happened.

0:29:32.040 --> 0:29:35.000
<v Speaker 1>So first, the files for the film were all saved

0:29:35.040 --> 0:29:39.080
<v Speaker 1>on a Linux system and someone ran the function r

0:29:39.480 --> 0:29:43.560
<v Speaker 1>M star on the hard drive holding all the Toy

0:29:43.600 --> 0:29:48.520
<v Speaker 1>Story two files. Our M stands for remove, essentially, it's

0:29:48.560 --> 0:29:53.000
<v Speaker 1>to delete stuff, and STAR pretty much means everything you find.

0:29:53.240 --> 0:29:58.520
<v Speaker 1>So someone was essentially deleting all the material off of

0:29:58.520 --> 0:30:00.239
<v Speaker 1>a hard drive, and that hard drive happened to have

0:30:01.360 --> 0:30:07.480
<v Speaker 1>all of Toy Story two's assets on it, including reference files, animation,

0:30:08.400 --> 0:30:11.120
<v Speaker 1>the completed movie. Up to that point, all of it

0:30:11.200 --> 0:30:15.880
<v Speaker 1>was on this hard drive. So when this was detected,

0:30:15.920 --> 0:30:20.360
<v Speaker 1>people saw that various assets were starting to disappear, including

0:30:20.560 --> 0:30:25.240
<v Speaker 1>entire sequences and even characters. They began to get deleted,

0:30:25.320 --> 0:30:28.480
<v Speaker 1>and to make matters worse, the official backup for the film.

0:30:29.080 --> 0:30:31.680
<v Speaker 1>They found out it hadn't been backing up for a

0:30:31.680 --> 0:30:34.120
<v Speaker 1>couple of months. There had been a failure that had

0:30:34.160 --> 0:30:38.200
<v Speaker 1>not been corrected or addressed. Instead, the team which was

0:30:38.200 --> 0:30:41.040
<v Speaker 1>working furiously to try and get this movie done on time,

0:30:41.960 --> 0:30:46.160
<v Speaker 1>was relying on the primary copy of the movie and

0:30:46.360 --> 0:30:50.640
<v Speaker 1>the backup was outdated. Now, if this is where that

0:30:50.760 --> 0:30:53.560
<v Speaker 1>story ended, things would have turned out very differently. The

0:30:53.600 --> 0:30:55.760
<v Speaker 1>whole film would have been set back a huge amount.

0:30:56.320 --> 0:31:00.880
<v Speaker 1>But the technical director for the movie happened to have

0:31:00.920 --> 0:31:04.760
<v Speaker 1>a copy of all the files on her work computer.

0:31:05.480 --> 0:31:08.800
<v Speaker 1>Her computer that she used to work from home. She

0:31:08.920 --> 0:31:13.640
<v Speaker 1>had requested that computer so that she could occasionally spend

0:31:13.640 --> 0:31:16.160
<v Speaker 1>time at home with her family and not just live

0:31:16.240 --> 0:31:21.040
<v Speaker 1>at the office, And so the team actually sent people

0:31:21.920 --> 0:31:27.320
<v Speaker 1>to her house to physically take her computer, secure it

0:31:27.360 --> 0:31:31.880
<v Speaker 1>in the backseat of her car, and then very gently

0:31:32.080 --> 0:31:35.840
<v Speaker 1>transport it back to Pixar so that they could recapture

0:31:35.920 --> 0:31:39.680
<v Speaker 1>all the assets that had been lost in the Great

0:31:39.920 --> 0:31:40.760
<v Speaker 1>file deletion.

0:31:41.640 --> 0:31:43.560
<v Speaker 2>And they were able to do it, and the.

0:31:43.520 --> 0:31:46.640
<v Speaker 1>Movie was able to continue in development and not suffer

0:31:46.680 --> 0:31:50.920
<v Speaker 1>this terrible setback. But then they had another major challenge

0:31:50.960 --> 0:31:54.080
<v Speaker 1>when Disney executive, seeing an early cut, said they didn't

0:31:54.280 --> 0:31:57.600
<v Speaker 1>like where it was headed, so the team had to

0:31:57.640 --> 0:32:02.560
<v Speaker 1>rework the film, but Disney said, we are not going

0:32:02.600 --> 0:32:07.080
<v Speaker 1>to change the release date. You still have the same

0:32:07.200 --> 0:32:10.200
<v Speaker 1>deadline to get the movie finished, even though you have

0:32:10.280 --> 0:32:11.800
<v Speaker 1>to go back and rework a lot.

0:32:11.760 --> 0:32:12.360
<v Speaker 2>Of this stuff.

0:32:13.160 --> 0:32:15.600
<v Speaker 1>So teams would start putting in as many as thirty

0:32:15.640 --> 0:32:18.640
<v Speaker 1>six to forty eight hours in a row of work,

0:32:18.800 --> 0:32:23.680
<v Speaker 1>so just working for two days non stop, like not

0:32:23.760 --> 0:32:27.560
<v Speaker 1>even to take a real night's sleep, just working on

0:32:27.640 --> 0:32:31.120
<v Speaker 1>sequences to get this movie finished in time for the deadline.

0:32:33.000 --> 0:32:37.160
<v Speaker 1>Lee Unkrich who oversaw cinematography for the film, said that

0:32:37.240 --> 0:32:42.400
<v Speaker 1>while they were technically capable of putting a camera anywhere

0:32:42.440 --> 0:32:45.040
<v Speaker 1>within a scene and have it do anything that could

0:32:45.320 --> 0:32:48.000
<v Speaker 1>disobey the laws of physics, because it's a virtual camera,

0:32:48.560 --> 0:32:50.960
<v Speaker 1>you can place the virtual camera anywhere you want.

0:32:51.080 --> 0:32:53.840
<v Speaker 2>It doesn't have to follow the rules of a real

0:32:53.880 --> 0:32:54.560
<v Speaker 2>world camera.

0:32:55.360 --> 0:32:57.800
<v Speaker 1>He said that if you did that, they found that

0:32:57.880 --> 0:33:03.320
<v Speaker 1>audiences responded as if things weren't right. If it didn't

0:33:03.320 --> 0:33:06.760
<v Speaker 1>behave the way an actual camera did, you lost the audience.

0:33:07.840 --> 0:33:10.880
<v Speaker 1>So you actually had to restrict the virtual camera, give

0:33:10.880 --> 0:33:13.880
<v Speaker 1>it the same limitations a physical camera would have, which

0:33:13.920 --> 0:33:16.040
<v Speaker 1>is pretty interesting that despite the fact you have the

0:33:16.080 --> 0:33:19.760
<v Speaker 1>technical capability, you couldn't really take advantage of it in

0:33:19.760 --> 0:33:23.680
<v Speaker 1>that way and still manage to keep your audience. Now,

0:33:23.720 --> 0:33:26.160
<v Speaker 1>Toy Story two was the first sequel to earn more

0:33:26.320 --> 0:33:30.720
<v Speaker 1>money than the original film. It broke opening weekend records

0:33:30.760 --> 0:33:33.880
<v Speaker 1>in the UK and the US and in Japan, and

0:33:33.920 --> 0:33:36.360
<v Speaker 1>it was the first film to be created, mastered, and

0:33:36.680 --> 0:33:43.400
<v Speaker 1>exhibited digitally. Now not exclusively digitally, because again at this time,

0:33:43.720 --> 0:33:46.400
<v Speaker 1>not that many theaters had digital protectors, but the ones

0:33:46.440 --> 0:33:51.560
<v Speaker 1>that did showed Toy Story two in digital format. In

0:33:51.600 --> 0:33:55.160
<v Speaker 1>two thousand, Pixar would premiere the short for the Birds,

0:33:55.480 --> 0:33:58.120
<v Speaker 1>which would of course go on to win an Oscar

0:33:58.200 --> 0:34:03.080
<v Speaker 1>for Best Short Animated Film, and Pixar would relocate to

0:34:03.160 --> 0:34:08.120
<v Speaker 1>a new headquarters in Emeryville, California. In two thousand and one,

0:34:08.480 --> 0:34:12.880
<v Speaker 1>they debuted Monsters Inc. Now, this was the first Pixar

0:34:12.960 --> 0:34:16.200
<v Speaker 1>film not directed by John Lassiter. He had worked on

0:34:16.360 --> 0:34:18.680
<v Speaker 1>Toy Story, A Bugs Life and Toy Story two, but

0:34:18.840 --> 0:34:22.600
<v Speaker 1>Pete Doctor came in as the main director and David

0:34:22.640 --> 0:34:25.480
<v Speaker 1>Silverman and Lee Unkrich co directed it.

0:34:27.280 --> 0:34:29.080
<v Speaker 2>Billy Crystal, who voiced the part.

0:34:28.920 --> 0:34:32.200
<v Speaker 1>Of Mike Wazowski, was originally offered the role of Buzz

0:34:32.239 --> 0:34:34.280
<v Speaker 1>light Year for Toy Story, but he turned it down,

0:34:34.880 --> 0:34:37.800
<v Speaker 1>and he said that this was such a huge mistake

0:34:37.880 --> 0:34:41.040
<v Speaker 1>that he leapt at the opportunity to voice a character

0:34:41.120 --> 0:34:44.640
<v Speaker 1>in a new Pixar movie. One of the big advancements

0:34:44.680 --> 0:34:48.040
<v Speaker 1>they made in computer animation for Monsters Inc. Was building

0:34:48.200 --> 0:34:51.880
<v Speaker 1>realistic looking fur, and when you think about it, you

0:34:52.000 --> 0:34:55.520
<v Speaker 1>realize how important it was for them to develop this,

0:34:55.680 --> 0:34:59.319
<v Speaker 1>considering the types of furry creatures they had in Monsters Inc.

0:35:00.200 --> 0:35:01.480
<v Speaker 2>If you don't create a.

0:35:01.440 --> 0:35:04.239
<v Speaker 1>System to animate the fur automatically, it means that you

0:35:04.280 --> 0:35:08.400
<v Speaker 1>would have to animate every strand of fur by hand.

0:35:09.280 --> 0:35:11.000
<v Speaker 2>And if you didn't even.

0:35:10.840 --> 0:35:13.319
<v Speaker 1>Allow it, like maybe maybe you say, all right, let's

0:35:13.320 --> 0:35:18.120
<v Speaker 1>not animate every individual hair. That's ridiculous. Sully has more

0:35:18.160 --> 0:35:23.200
<v Speaker 1>than a million hairs over his entire body and animating

0:35:23.239 --> 0:35:25.600
<v Speaker 1>every single one of those individually by hand.

0:35:25.840 --> 0:35:29.600
<v Speaker 2>Is not possible. Let's group them together.

0:35:29.800 --> 0:35:31.319
<v Speaker 1>Well, if you did that, then you would end up

0:35:31.320 --> 0:35:34.760
<v Speaker 1>with this weird, matted look where hair still wouldn't seem

0:35:34.800 --> 0:35:36.919
<v Speaker 1>to move naturally. So they had to find a way

0:35:37.000 --> 0:35:39.960
<v Speaker 1>to solve that, and they did that by building a

0:35:40.080 --> 0:35:44.120
<v Speaker 1>simulator so each hair behaves according to the rules set

0:35:44.239 --> 0:35:46.480
<v Speaker 1>in this simulator. It took Home a long time to

0:35:46.480 --> 0:35:49.400
<v Speaker 1>get the simulator just right so that hairs would behave properly,

0:35:50.840 --> 0:35:53.160
<v Speaker 1>So the team had to test the program to make

0:35:53.239 --> 0:35:56.320
<v Speaker 1>sure that the fur and hair is moving in the

0:35:56.400 --> 0:35:58.600
<v Speaker 1>right way. They'd had to make tweaks whenever it didn't

0:35:58.600 --> 0:36:01.120
<v Speaker 1>look right, and I had to work very hard to

0:36:01.160 --> 0:36:05.680
<v Speaker 1>solve collision problems with the fur. And some of the

0:36:05.719 --> 0:36:08.400
<v Speaker 1>other issues were that if a character moved too quickly,

0:36:08.880 --> 0:36:12.160
<v Speaker 1>the fur would sometimes go crazy and stretch too far

0:36:12.320 --> 0:36:15.880
<v Speaker 1>like it suddenly it would act like a rubber band

0:36:15.960 --> 0:36:19.160
<v Speaker 1>and stretch across the screen, and it wasn't until later

0:36:19.200 --> 0:36:22.720
<v Speaker 1>that they figured out where that problem was coming from. Also,

0:36:22.760 --> 0:36:24.960
<v Speaker 1>they went ahead and made a decision that certain fur,

0:36:25.400 --> 0:36:29.640
<v Speaker 1>like the fur around Sully's face, wouldn't be animated by

0:36:29.680 --> 0:36:33.160
<v Speaker 1>this dynamic computer simulation.

0:36:32.800 --> 0:36:35.840
<v Speaker 2>Because they wanted to have really tight.

0:36:35.719 --> 0:36:41.680
<v Speaker 1>Control for the purposes of performance and expression. They didn't

0:36:41.680 --> 0:36:45.200
<v Speaker 1>want the fur to be distracting. So for those cases

0:36:45.719 --> 0:36:48.800
<v Speaker 1>the fur was not dynamic. It was actually static and

0:36:49.640 --> 0:36:52.520
<v Speaker 1>could be animated by hand if necessary. But the rest

0:36:52.520 --> 0:36:54.920
<v Speaker 1>of the fur, the stuff that was over Sully's body

0:36:54.920 --> 0:36:59.400
<v Speaker 1>in general, that followed the rules of the simulation they

0:36:59.440 --> 0:37:01.600
<v Speaker 1>also want to have then created a program to simulate

0:37:01.680 --> 0:37:04.960
<v Speaker 1>the natural movements of clothing. In Toy Story two, they

0:37:04.960 --> 0:37:08.320
<v Speaker 1>had to animate all of Awl of Owl's toy barn.

0:37:08.560 --> 0:37:10.920
<v Speaker 1>They had to animate all of his clothing by hand,

0:37:11.320 --> 0:37:13.359
<v Speaker 1>and according to the animators, this was a real pain

0:37:13.400 --> 0:37:16.799
<v Speaker 1>in the butt because not only did it take a

0:37:16.840 --> 0:37:19.960
<v Speaker 1>lot of time to get clothes to animate in the

0:37:20.000 --> 0:37:23.880
<v Speaker 1>way that they looked right and they behaved according to

0:37:24.400 --> 0:37:28.160
<v Speaker 1>the contours of the person wearing the clothing, and.

0:37:28.200 --> 0:37:30.239
<v Speaker 2>So the worst part is if you do your job right,

0:37:30.320 --> 0:37:33.200
<v Speaker 2>no one notices. They only notice if you don't do.

0:37:33.200 --> 0:37:38.279
<v Speaker 1>Your job right because it doesn't look right. So it's

0:37:38.320 --> 0:37:40.279
<v Speaker 1>a frustrating thing to think you spend a lot of

0:37:40.280 --> 0:37:42.960
<v Speaker 1>time to get something to work just right so that people.

0:37:42.760 --> 0:37:44.080
<v Speaker 2>Do not notice it.

0:37:44.840 --> 0:37:47.800
<v Speaker 1>And so as a result, they created this automated program

0:37:47.840 --> 0:37:50.719
<v Speaker 1>that would save time and frustration and the animators could

0:37:50.719 --> 0:37:54.920
<v Speaker 1>work on other stuff that was more important from a

0:37:54.960 --> 0:37:56.120
<v Speaker 1>performance standpoint.

0:37:56.920 --> 0:37:59.320
<v Speaker 3>We're going to take a quick break for some messages

0:37:59.360 --> 0:38:01.680
<v Speaker 3>from our sponsor and be back with more about the

0:38:01.719 --> 0:38:14.440
<v Speaker 3>Pixar story. Glenn McQueen, who was a supervising animator for

0:38:14.600 --> 0:38:17.560
<v Speaker 3>Monsters Zinc, spoke to an interview about how the increase

0:38:17.560 --> 0:38:18.600
<v Speaker 3>in computer power was.

0:38:18.600 --> 0:38:20.680
<v Speaker 2>Both good and bad.

0:38:21.080 --> 0:38:23.520
<v Speaker 1>It was good in that it gave animators more power

0:38:23.520 --> 0:38:27.440
<v Speaker 1>to create visual complexity, but with that complexity comes the

0:38:27.520 --> 0:38:30.240
<v Speaker 1>challenge of making sure all the details in the frame

0:38:30.360 --> 0:38:33.880
<v Speaker 1>are working properly. And as we've seen in all realms

0:38:33.880 --> 0:38:37.880
<v Speaker 1>of computers, not just in animation, if you add more power,

0:38:38.520 --> 0:38:42.719
<v Speaker 1>programmers or animators or directors will find ways to make

0:38:42.920 --> 0:38:46.160
<v Speaker 1>use of that power, so you're never actually ahead of

0:38:46.200 --> 0:38:46.600
<v Speaker 1>the game.

0:38:47.800 --> 0:38:47.960
<v Speaker 2>You know.

0:38:48.040 --> 0:38:52.040
<v Speaker 1>This is why when we get a new computer with

0:38:52.080 --> 0:38:55.279
<v Speaker 1>an even more powerful processor. You start to think, well,

0:38:55.320 --> 0:39:01.000
<v Speaker 1>this thing isn't isn't faster than what my old computer was, Like, well,

0:39:01.200 --> 0:39:04.400
<v Speaker 1>that's not because the processor isn't more powerful. It is

0:39:04.880 --> 0:39:08.400
<v Speaker 1>the problem is that software developers are building software to

0:39:08.440 --> 0:39:11.560
<v Speaker 1>take advantage of that power, and they may not be

0:39:11.680 --> 0:39:17.520
<v Speaker 1>taking the most efficient path to doing that. So you

0:39:18.280 --> 0:39:21.279
<v Speaker 1>have this constant issue with the fact that software is

0:39:21.320 --> 0:39:25.439
<v Speaker 1>taking up all the power that the new shiny processors

0:39:25.480 --> 0:39:29.200
<v Speaker 1>can generate, and it feels like we're kind of treading water.

0:39:29.400 --> 0:39:30.600
<v Speaker 2>Same thing's true with animation.

0:39:30.719 --> 0:39:33.440
<v Speaker 1>You can do more stuff, but once again you just

0:39:33.480 --> 0:39:36.600
<v Speaker 1>start pushing up against the boundaries of what the technology

0:39:36.640 --> 0:39:39.719
<v Speaker 1>is capable of doing. Now, the most difficult sequence for

0:39:39.800 --> 0:39:44.000
<v Speaker 1>the team to nail down, both from a story perspective

0:39:44.040 --> 0:39:48.520
<v Speaker 1>and technical challenges, was the sequence inside the Yeti's Cave,

0:39:49.080 --> 0:39:51.040
<v Speaker 1>and it was so hard for them to get that

0:39:51.120 --> 0:39:55.080
<v Speaker 1>scene right that they started using the phrase Yeti's Cave

0:39:55.840 --> 0:39:59.680
<v Speaker 1>as code for any scene in any Pixar film that

0:39:59.800 --> 0:40:04.520
<v Speaker 1>is near impossible to get right. They would say, oh,

0:40:04.760 --> 0:40:08.239
<v Speaker 1>this is turning into another Yeti's Cave, just to explain, like,

0:40:08.520 --> 0:40:11.759
<v Speaker 1>we know this isn't where it needs to be yet

0:40:12.640 --> 0:40:13.760
<v Speaker 1>and we Need to Fix.

0:40:13.560 --> 0:40:16.839
<v Speaker 2>It Monsters, Inc. Did really well.

0:40:16.880 --> 0:40:19.560
<v Speaker 1>It hit one hundred million dollars in domestic box office

0:40:19.560 --> 0:40:22.719
<v Speaker 1>in just nine days, which was faster than any other

0:40:22.880 --> 0:40:26.880
<v Speaker 1>animated film in history up to that point. Edwin Cattmull

0:40:26.960 --> 0:40:30.560
<v Speaker 1>officially became the president of Pixar again, and the company

0:40:30.800 --> 0:40:35.720
<v Speaker 1>had six hundred employees at that point. Now two thousand

0:40:35.719 --> 0:40:39.200
<v Speaker 1>and one would see ed Edwin Catmull, Lauren Carpenter, and

0:40:39.320 --> 0:40:42.640
<v Speaker 1>Rob Cook receive an Academy Award of Merit for the

0:40:42.680 --> 0:40:47.719
<v Speaker 1>Pixar in house rendering software package known as Pixar's RenderMan,

0:40:48.640 --> 0:40:50.920
<v Speaker 1>which have been used in many other films to render

0:40:51.000 --> 0:40:53.880
<v Speaker 1>CGI effects, not just Pixar's movies. They had licensed it

0:40:53.920 --> 0:40:57.320
<v Speaker 1>out to other production companies, and this would.

0:40:57.200 --> 0:41:01.520
<v Speaker 2>Represent the first OSCAR ever awarded specifically for the development

0:41:01.600 --> 0:41:05.240
<v Speaker 2>of software. In two thousand and two.

0:41:05.200 --> 0:41:08.720
<v Speaker 1>Pixar would debut a new short film called Mike's New Car,

0:41:08.920 --> 0:41:11.120
<v Speaker 1>and this was the first time Pixar had ever released

0:41:11.120 --> 0:41:13.680
<v Speaker 1>a short film starring characters from one of their feature

0:41:13.800 --> 0:41:17.000
<v Speaker 1>length films. It was nominated for an Academy Award, but

0:41:17.040 --> 0:41:19.960
<v Speaker 1>it did not win one. But that same year, the

0:41:19.960 --> 0:41:23.280
<v Speaker 1>first Disney Park attraction based off of Pixar property opens,

0:41:23.680 --> 0:41:27.320
<v Speaker 1>that would be a bugs Land at Disney California Adventure Park.

0:41:27.960 --> 0:41:31.440
<v Speaker 1>Of course, Disney's California Adventure would eventually become home for

0:41:31.800 --> 0:41:35.520
<v Speaker 1>the Car's Ride, which if you've not had the chance

0:41:35.560 --> 0:41:38.520
<v Speaker 1>to go on it, if you ever do go to Disneyland,

0:41:39.600 --> 0:41:42.200
<v Speaker 1>I would say that a trip over to California Adventure

0:41:42.239 --> 0:41:44.560
<v Speaker 1>is completely worth it just for the Car's Ride. It

0:41:44.640 --> 0:41:48.080
<v Speaker 1>is really really well done. In two thousand and three,

0:41:48.200 --> 0:41:51.960
<v Speaker 1>Finding Nemo premieres with a remastered version of the classic

0:41:52.040 --> 0:41:55.120
<v Speaker 1>Pixar short Nick Knack. That was one of the ones

0:41:55.160 --> 0:41:57.400
<v Speaker 1>that they had made back when they were trying to

0:41:57.480 --> 0:42:01.759
<v Speaker 1>sell hardware. Nick Knack was kind of their demo for saying, hey,

0:42:02.160 --> 0:42:04.520
<v Speaker 1>look at the kind of stuff we can do. So

0:42:04.560 --> 0:42:07.440
<v Speaker 1>this time a remaster version comes out with Finding Nemo,

0:42:07.640 --> 0:42:10.880
<v Speaker 1>and Finding Nemo would break more opening weekend box office

0:42:10.880 --> 0:42:13.720
<v Speaker 1>records for an animated film and would win an Oscar

0:42:13.800 --> 0:42:15.120
<v Speaker 1>for Best Animated Feature.

0:42:16.120 --> 0:42:17.440
<v Speaker 2>And back in Monsters, Inc.

0:42:17.719 --> 0:42:21.239
<v Speaker 1>Where the fur effects were the big challenge with Finding Nemo, obviously,

0:42:21.440 --> 0:42:24.919
<v Speaker 1>the big challenge was getting those underwater effects just right.

0:42:26.440 --> 0:42:28.200
<v Speaker 1>All sorts of stuff need to be right. The way

0:42:28.200 --> 0:42:31.840
<v Speaker 1>that particulates floated in the water had to be modeled correctly.

0:42:31.960 --> 0:42:35.759
<v Speaker 1>The light had to be just right for each of

0:42:35.800 --> 0:42:40.719
<v Speaker 1>the different water environments they were in the colors, how

0:42:40.719 --> 0:42:44.840
<v Speaker 1>those colors and light would affect the way characters appear

0:42:44.920 --> 0:42:48.759
<v Speaker 1>on screen. All of that had to be researched and developed,

0:42:49.200 --> 0:42:53.640
<v Speaker 1>and it was pretty incredible. They were eventually able to

0:42:53.800 --> 0:42:57.960
<v Speaker 1>create underwater scenes so convincingly. They would take some reference

0:42:58.040 --> 0:43:02.440
<v Speaker 1>material some actual film shot underwater an attempt to recreate

0:43:02.480 --> 0:43:06.279
<v Speaker 1>that film using computer generated imagery. They got so good

0:43:06.280 --> 0:43:09.480
<v Speaker 1>at it that you couldn't tell the difference between the

0:43:09.520 --> 0:43:11.799
<v Speaker 1>two if you showed them side by side. It would

0:43:11.800 --> 0:43:15.840
<v Speaker 1>be very difficult to say, this one's the real footage

0:43:16.120 --> 0:43:19.680
<v Speaker 1>and this one's the computer animated footage. At that point,

0:43:19.719 --> 0:43:23.560
<v Speaker 1>they then had to dial back the realism because in

0:43:23.600 --> 0:43:25.719
<v Speaker 1>the world of Fighting Nemo, they wanted it to be

0:43:26.880 --> 0:43:31.000
<v Speaker 1>somewhat like a make believe world, but based in the

0:43:31.120 --> 0:43:34.359
<v Speaker 1>underwater world we know of, so it had to be

0:43:35.040 --> 0:43:37.960
<v Speaker 1>It couldn't be too realistic or it would lose the audience,

0:43:37.960 --> 0:43:40.160
<v Speaker 1>and it couldn't be too cartoony or it wouldn't be

0:43:40.160 --> 0:43:43.719
<v Speaker 1>what they wanted. And they also had to study how

0:43:43.760 --> 0:43:46.320
<v Speaker 1>fish moved through water to make sure that the animation

0:43:46.480 --> 0:43:50.480
<v Speaker 1>made sense. They had to research aquatic life to understand

0:43:50.520 --> 0:43:54.800
<v Speaker 1>their anatomy, and every animator was required by John Lassiter

0:43:55.520 --> 0:43:58.880
<v Speaker 1>to get certified in scuba and to take several dives

0:43:58.920 --> 0:44:03.080
<v Speaker 1>to have first hand ex experience underwater around these environments.

0:44:03.600 --> 0:44:06.320
<v Speaker 1>They also had to develop the color palette that particulate

0:44:06.360 --> 0:44:11.480
<v Speaker 1>movement all of that stuff, and this was a huge undertaking.

0:44:12.160 --> 0:44:13.960
<v Speaker 1>Oh and they also had to figure out how can

0:44:14.040 --> 0:44:18.200
<v Speaker 1>you make a compelling character out of a fish because

0:44:18.480 --> 0:44:23.359
<v Speaker 1>traditionally fish have very limited abilities to emote. They don't

0:44:23.440 --> 0:44:26.359
<v Speaker 1>do a lot of emoting, so they had to cheat

0:44:26.360 --> 0:44:28.240
<v Speaker 1>a bit on that one. They had to give fish

0:44:28.320 --> 0:44:32.080
<v Speaker 1>things like eyelids, which fish do not have, and to

0:44:32.200 --> 0:44:34.600
<v Speaker 1>give them more expressive faces and be able to move

0:44:34.640 --> 0:44:38.040
<v Speaker 1>their brows and things like that so that they could

0:44:38.080 --> 0:44:40.800
<v Speaker 1>have characters have expressions on screen.

0:44:41.960 --> 0:44:43.520
<v Speaker 2>That was a bit of a challenge too to get

0:44:43.520 --> 0:44:46.680
<v Speaker 2>that just right. And of course developing the story was

0:44:46.880 --> 0:44:49.920
<v Speaker 2>a big tough thing to do. It's a story that.

0:44:49.880 --> 0:44:52.600
<v Speaker 1>Begins with a character losing his wife and most of

0:44:52.640 --> 0:44:55.640
<v Speaker 1>his children. Of course, that's not the only time that

0:44:55.719 --> 0:44:58.200
<v Speaker 1>happens in Pixar, and it's not the only time you

0:44:58.239 --> 0:45:00.040
<v Speaker 1>see it in Disney, But you have to be a

0:45:00.160 --> 0:45:02.000
<v Speaker 1>to treat that just right so that it has an

0:45:02.000 --> 0:45:06.600
<v Speaker 1>emotional impact but doesn't become so overpowering that people you

0:45:06.719 --> 0:45:09.160
<v Speaker 1>lose everybody at the very opening of your movie.

0:45:10.000 --> 0:45:11.640
<v Speaker 2>It's a delicate thing.

0:45:12.560 --> 0:45:15.640
<v Speaker 1>Also, in two thousand and three, Pixar debuted the short Bounden,

0:45:16.640 --> 0:45:20.680
<v Speaker 1>and in two thousand and four, Pixar would release The Incredibles,

0:45:21.320 --> 0:45:24.440
<v Speaker 1>which I would say is arguably one of the best

0:45:24.600 --> 0:45:30.440
<v Speaker 1>superhero films ever made. I'm including all the live action films,

0:45:31.000 --> 0:45:34.360
<v Speaker 1>and The Incredibles broke all of Pixar's box office records

0:45:34.360 --> 0:45:37.520
<v Speaker 1>for opening weekend up to that point. It also would

0:45:37.600 --> 0:45:41.760
<v Speaker 1>eventually win the Best Animated Film Oscar. Now, this movie

0:45:41.800 --> 0:45:44.360
<v Speaker 1>was a little bit different from earlier ones. Pixar brought

0:45:44.400 --> 0:45:48.880
<v Speaker 1>on brad Bird. He actually ended up joining Pixar becoming

0:45:48.920 --> 0:45:51.680
<v Speaker 1>part of the company. But when brad Bird came on board,

0:45:51.719 --> 0:45:54.240
<v Speaker 1>he also brought some folks that he had been working

0:45:54.280 --> 0:45:58.960
<v Speaker 1>with in previous productions, and so at first there was

0:45:59.000 --> 0:46:02.759
<v Speaker 1>kind of a Pixar versus brad Bird and his guys

0:46:02.800 --> 0:46:04.719
<v Speaker 1>sort of feeling. It took a while for the two

0:46:04.760 --> 0:46:08.640
<v Speaker 1>groups to meld together and work together effectively, and brad

0:46:08.680 --> 0:46:16.280
<v Speaker 1>Bird was apparently something of a and abrasive is probably

0:46:16.280 --> 0:46:20.440
<v Speaker 1>the wrong word, but he definitely seemed to come across

0:46:20.520 --> 0:46:24.800
<v Speaker 1>as a bit aggressive because in various drawings of brad

0:46:24.800 --> 0:46:28.080
<v Speaker 1>Bird that were made around the time, it always looks

0:46:28.080 --> 0:46:31.920
<v Speaker 1>like he's screaming at everybody, which in the behind the

0:46:31.960 --> 0:46:34.680
<v Speaker 1>scenes footage for The Incredibles, brad Bird seems to take

0:46:34.680 --> 0:46:37.320
<v Speaker 1>a little bit of an exception to He's mostly amused

0:46:37.360 --> 0:46:38.760
<v Speaker 1>by it, but he's like, come on, guys.

0:46:40.120 --> 0:46:42.040
<v Speaker 2>Eisner reportedly didn't.

0:46:41.920 --> 0:46:45.160
<v Speaker 1>Like the pitch for The Incredibles at all and thought

0:46:45.200 --> 0:46:47.520
<v Speaker 1>the film would have to be a live action picture.

0:46:47.600 --> 0:46:50.600
<v Speaker 1>He would just essentially dismiss the idea that this should

0:46:50.640 --> 0:46:54.680
<v Speaker 1>be animated, but Lasser was able to change Eisner's mind

0:46:54.760 --> 0:46:56.120
<v Speaker 1>and get the film greenlit.

0:46:56.920 --> 0:46:57.080
<v Speaker 2>Now.

0:46:57.120 --> 0:47:00.000
<v Speaker 1>Early ideas had a slightly different take on a story

0:47:00.400 --> 0:47:02.680
<v Speaker 1>than what we saw in the finished film. For example,

0:47:03.000 --> 0:47:06.200
<v Speaker 1>originally everyone in the family could fly except for the

0:47:06.280 --> 0:47:10.880
<v Speaker 1>dad Bob, which meant that he would end up behind

0:47:10.920 --> 0:47:13.680
<v Speaker 1>the wheel of the family station wagon trying to keep

0:47:13.760 --> 0:47:15.719
<v Speaker 1>up with all the rest of his members who are

0:47:15.840 --> 0:47:20.320
<v Speaker 1>flying away. Brad Bird decided that that didn't make a

0:47:20.320 --> 0:47:22.040
<v Speaker 1>whole lot of sense, and he didn't want any of

0:47:22.040 --> 0:47:25.600
<v Speaker 1>his characters to have unlimited superpowers. He didn't want any

0:47:25.719 --> 0:47:29.080
<v Speaker 1>character to be like Superman because he wanted those characters

0:47:29.120 --> 0:47:31.400
<v Speaker 1>to get into situations that were difficult to get out of.

0:47:31.480 --> 0:47:34.720
<v Speaker 1>And if you make a characters too powerful, it's really

0:47:34.800 --> 0:47:40.200
<v Speaker 1>really tricky to come up with complications that that character

0:47:40.239 --> 0:47:44.760
<v Speaker 1>can't just immediately fix, right. I mean, that's the problem

0:47:44.960 --> 0:47:47.120
<v Speaker 1>with a lot of Superman stories is how do you

0:47:47.200 --> 0:47:52.000
<v Speaker 1>create a situation for Superman that he can't just fix

0:47:52.560 --> 0:47:55.160
<v Speaker 1>right away? And it tends to mean you have to

0:47:55.280 --> 0:47:59.160
<v Speaker 1>escalate everything. So instead of escalating everything to a ridiculous level,

0:47:59.440 --> 0:48:02.920
<v Speaker 1>Brad Bird's and let's make certain that the powers, while

0:48:03.239 --> 0:48:08.640
<v Speaker 1>cool and beyond the capabilities of your typical human, don't

0:48:08.640 --> 0:48:14.920
<v Speaker 1>get to the point where any one character is invincible. Now,

0:48:14.960 --> 0:48:18.760
<v Speaker 1>the animators had the challenge of making unrealistically proportioned characters

0:48:18.800 --> 0:48:21.239
<v Speaker 1>move in a believable way. If you've seen the Incredibles,

0:48:21.239 --> 0:48:25.680
<v Speaker 1>you know, while they're unmistakably human, they don't have the

0:48:25.719 --> 0:48:29.319
<v Speaker 1>proportions of humans. Bob, for example, has these tiny little

0:48:29.360 --> 0:48:34.759
<v Speaker 1>feet and legs compared to a massive, massive Torso it's

0:48:34.800 --> 0:48:38.839
<v Speaker 1>not realistic. It's a stylized version of a human being.

0:48:39.239 --> 0:48:42.200
<v Speaker 1>So animating a character like that so that the character

0:48:42.239 --> 0:48:44.600
<v Speaker 1>appears to move in a natural way when the character

0:48:44.680 --> 0:48:48.840
<v Speaker 1>itself is an unnatural shape is a pretty tough problem.

0:48:49.480 --> 0:48:52.759
<v Speaker 1>And also they had to create a look to the

0:48:52.840 --> 0:48:54.680
<v Speaker 1>character so that they didn't look like toys.

0:48:55.400 --> 0:48:57.279
<v Speaker 2>You know, that was the issue with Toy Story.

0:48:57.280 --> 0:49:01.720
<v Speaker 1>In fact, some people pointed out that in Toy Story

0:49:01.760 --> 0:49:04.279
<v Speaker 1>and Toy Story two kind of toy like himself, he

0:49:04.320 --> 0:49:07.319
<v Speaker 1>didn't look very much like a human. So they had

0:49:07.360 --> 0:49:09.319
<v Speaker 1>those challenges ahead of them. They needed to get that

0:49:09.480 --> 0:49:13.839
<v Speaker 1>just right. But you could argue that maybe by going

0:49:13.880 --> 0:49:17.760
<v Speaker 1>the stylized route they didn't really nail it. I think

0:49:17.880 --> 0:49:21.280
<v Speaker 1>it's perfect for the way the movie is. Two thousand

0:49:21.280 --> 0:49:23.520
<v Speaker 1>and four, Finding Nemo would go on to become the

0:49:23.560 --> 0:49:28.480
<v Speaker 1>best selling DVD of all time, with twenty four million

0:49:28.520 --> 0:49:32.399
<v Speaker 1>copies in North America alone. Also in two thousand and four,

0:49:32.560 --> 0:49:35.960
<v Speaker 1>over at Epcot Walt Disney World, there was a new

0:49:36.000 --> 0:49:40.000
<v Speaker 1>attraction that opened called Turtle Talk with Crush, which was

0:49:40.040 --> 0:49:41.560
<v Speaker 1>part of the Living Seas Pavilion.

0:49:42.080 --> 0:49:44.800
<v Speaker 2>So Turtle Talk with Crush is really cool.

0:49:45.160 --> 0:49:47.600
<v Speaker 1>The basic premise is you go into a little theater

0:49:48.239 --> 0:49:51.800
<v Speaker 1>and Crush from Finding Nemo. That's the sea Turtle shows

0:49:51.880 --> 0:49:55.640
<v Speaker 1>up and he has a conversation with audience, an actual conversation.

0:49:55.760 --> 0:49:59.719
<v Speaker 1>He can talk to specific people in the audience, ask

0:49:59.800 --> 0:50:03.880
<v Speaker 1>them questions and tell jokes and that sort of stuff.

0:50:04.960 --> 0:50:10.319
<v Speaker 1>So it's an incredible thing to see, and it's it

0:50:10.360 --> 0:50:11.919
<v Speaker 1>can at least be It can be a little mind

0:50:11.920 --> 0:50:14.319
<v Speaker 1>blowing at first because it looks like they're doing three

0:50:14.400 --> 0:50:16.640
<v Speaker 1>D computer animation in real time.

0:50:17.400 --> 0:50:20.720
<v Speaker 2>That's not exactly what's happening. It's more like a video game.

0:50:21.040 --> 0:50:22.800
<v Speaker 1>Like think of a video game where you're able to

0:50:22.840 --> 0:50:26.680
<v Speaker 1>control the characters make the move around, and it's similar

0:50:26.680 --> 0:50:29.000
<v Speaker 1>to that. So there's a performer who's behind the scenes

0:50:29.000 --> 0:50:33.719
<v Speaker 1>who can control Crush. They can make the turtle move

0:50:33.760 --> 0:50:37.600
<v Speaker 1>around and do tricks and move his mouth, and then

0:50:37.719 --> 0:50:39.680
<v Speaker 1>the performer actually provides the voice.

0:50:40.760 --> 0:50:43.160
<v Speaker 2>So they always have to have someone on staff.

0:50:43.400 --> 0:50:45.920
<v Speaker 1>Usually a couple of people who could do the Crush

0:50:46.000 --> 0:50:49.720
<v Speaker 1>voice really really well. You need to have a couple

0:50:49.800 --> 0:50:52.440
<v Speaker 1>because sometimes the person's voice isn't up to snuff and you.

0:50:52.400 --> 0:50:54.000
<v Speaker 2>Have to call in the backup.

0:50:54.480 --> 0:50:58.319
<v Speaker 1>So it's kind of interesting that that's become an actual job.

0:50:58.400 --> 0:51:00.480
<v Speaker 1>Like if you can do a good crush voice and

0:51:00.520 --> 0:51:03.520
<v Speaker 1>you can learn this system. You got a good you

0:51:03.640 --> 0:51:06.799
<v Speaker 1>got some good job security there. So this is really

0:51:06.920 --> 0:51:09.640
<v Speaker 1>kind of a type of machinema. That's machinema with a

0:51:09.719 --> 0:51:13.440
<v Speaker 1>lowercase M, and that's machine animation, the idea of using

0:51:13.840 --> 0:51:18.360
<v Speaker 1>a pre existing three D virtual environment in order to

0:51:18.440 --> 0:51:22.319
<v Speaker 1>render animation in real time. In this case, this was

0:51:22.520 --> 0:51:28.400
<v Speaker 1>a custom built system meant just for this this attraction.

0:51:28.960 --> 0:51:31.319
<v Speaker 1>It's not like they bought a video game off the

0:51:31.320 --> 0:51:33.680
<v Speaker 1>shelf and they're using it for that purpose. They developed

0:51:33.719 --> 0:51:36.440
<v Speaker 1>it from the ground up. But it's the same basic principle,

0:51:37.160 --> 0:51:39.520
<v Speaker 1>and the performer can hear audio thanks to a handheld

0:51:39.560 --> 0:51:42.920
<v Speaker 1>mic and possibly some other mics that might be positioned

0:51:42.960 --> 0:51:46.120
<v Speaker 1>around the room, and also can see people through a

0:51:46.200 --> 0:51:50.719
<v Speaker 1>camera system, so that's where that interactivity can come in.

0:51:50.719 --> 0:51:53.600
<v Speaker 1>In two thousand and five, another Pixar short film debuts.

0:51:53.640 --> 0:51:56.440
<v Speaker 1>This one is called One Man Band, and the New

0:51:56.520 --> 0:51:59.359
<v Speaker 1>York Museum of Modern Art would host an exhibition called

0:51:59.440 --> 0:52:03.480
<v Speaker 1>Pixart Twenty Years of Animation in December of two thousand

0:52:03.480 --> 0:52:06.080
<v Speaker 1>and five, though to be fair, the actual twentieth anniversary

0:52:06.160 --> 0:52:09.760
<v Speaker 1>happens in two thousand and six, so the exhibition opened

0:52:09.760 --> 0:52:12.799
<v Speaker 1>a little early, but yeah, Pixar was coming up on

0:52:12.920 --> 0:52:17.520
<v Speaker 1>twenty years as an entity, although it only had been

0:52:17.520 --> 0:52:21.080
<v Speaker 1>making feature length films for about ten years. In a

0:52:21.160 --> 0:52:24.560
<v Speaker 1>sad piece of news from two thousand and five, Joe Raft,

0:52:24.640 --> 0:52:28.040
<v Speaker 1>who had worked both with Disney Animation and with Pixar,

0:52:29.040 --> 0:52:33.120
<v Speaker 1>died in a car accident. Raft had worked on Disney

0:52:33.120 --> 0:52:37.120
<v Speaker 1>films like Who Framed Roger, Rabbit, The Little Mermaid, Beauty

0:52:37.120 --> 0:52:40.400
<v Speaker 1>and the Beast, Aladdin, The Nightmare Before Christmas, and The

0:52:40.480 --> 0:52:44.759
<v Speaker 1>Lion King as a story artist, a storyboard supervisor, and

0:52:44.800 --> 0:52:49.799
<v Speaker 1>occasionally as a voice actor, his specialty being cartoon screams.

0:52:50.560 --> 0:52:52.759
<v Speaker 1>He would go on to work on Toy Story as

0:52:52.760 --> 0:52:55.960
<v Speaker 1>a story supervisor. He provided the voice of Heimlich in

0:52:56.040 --> 0:52:59.239
<v Speaker 1>A Bugs Life, and he also served as story supervisor

0:52:59.280 --> 0:53:02.399
<v Speaker 1>for that movie. He voiced Wheezy the Penguin in Toy

0:53:02.440 --> 0:53:05.600
<v Speaker 1>Story two. He worked on Monsters, Inc. And he voiced

0:53:05.760 --> 0:53:09.440
<v Speaker 1>Jacques the Shrimp in Finding Nemo, and he co directed Cars.

0:53:11.080 --> 0:53:14.760
<v Speaker 1>So it was very tragic Pixar was lost a real

0:53:15.760 --> 0:53:20.480
<v Speaker 1>superstar in Joe Raft when he passed away. Now, that

0:53:20.560 --> 0:53:24.239
<v Speaker 1>same year, Disney did something pretty controversial, at least in

0:53:24.280 --> 0:53:27.320
<v Speaker 1>the eyes of some Pixar employees. So in two thousand

0:53:27.360 --> 0:53:31.640
<v Speaker 1>and five, Disney created a new division of Walt Disney

0:53:31.680 --> 0:53:37.480
<v Speaker 1>Animation called Circle seven Animation. The entire purpose for Circle

0:53:37.520 --> 0:53:42.320
<v Speaker 1>seven Animation was to focus exclusively on developing computer animation

0:53:42.440 --> 0:53:46.000
<v Speaker 1>for Disney, with a primary goal of creating sequels to

0:53:46.160 --> 0:53:50.440
<v Speaker 1>Disney owned Pixar films. Now, that led some folks to

0:53:50.520 --> 0:53:55.040
<v Speaker 1>dismiss Circle seven, calling it picks Aren't instead of Pixar

0:53:55.120 --> 0:53:55.880
<v Speaker 1>It's picks aren't.

0:53:56.880 --> 0:53:59.759
<v Speaker 2>But the studio never actually produced a single film, nor

0:53:59.800 --> 0:54:00.600
<v Speaker 2>were any of.

0:54:00.560 --> 0:54:03.600
<v Speaker 1>The scripts that they wrote at while they were still

0:54:03.640 --> 0:54:07.360
<v Speaker 1>a thing, ever used by Pixar in any of their movies.

0:54:08.360 --> 0:54:10.680
<v Speaker 1>This was really Disney's move to try and leverage the

0:54:10.680 --> 0:54:15.400
<v Speaker 1>intellectual property that Pixar had created under that agreement for

0:54:15.520 --> 0:54:19.200
<v Speaker 1>those five films, and specifically they wanted it so that

0:54:19.280 --> 0:54:22.920
<v Speaker 1>if Pixar left Disney, Disney could continue to make money

0:54:23.520 --> 0:54:26.520
<v Speaker 1>off of those properties by creating sequels, even though those

0:54:26.520 --> 0:54:29.160
<v Speaker 1>sequels would be made by people not connected to the

0:54:29.200 --> 0:54:35.160
<v Speaker 1>original film. Now, there wasn't really any hard feelings between

0:54:35.600 --> 0:54:38.600
<v Speaker 1>or there weren't, I guess any hard feelings between Pixar

0:54:39.120 --> 0:54:43.560
<v Speaker 1>executives and the folks who were working for Circle seven Animation.

0:54:45.400 --> 0:54:48.920
<v Speaker 1>They I'm guessing that John Lassen wasn't thrilled that Circle

0:54:48.960 --> 0:54:52.160
<v Speaker 1>seven Animation became a thing. He was probably very torn

0:54:52.239 --> 0:54:54.719
<v Speaker 1>up about it, but he didn't hold it against the

0:54:54.719 --> 0:54:57.520
<v Speaker 1>people who had been hired by Disney. It was more

0:54:57.640 --> 0:55:00.560
<v Speaker 1>of a problem with Disney's move in the first and

0:55:00.600 --> 0:55:04.239
<v Speaker 1>in fact, when Circle seven ended up dissolving later on,

0:55:06.200 --> 0:55:09.520
<v Speaker 1>Lasseter would actually bring on a lot of that staff

0:55:10.000 --> 0:55:13.320
<v Speaker 1>and bring them into Walt Disney Animation Studios.

0:55:13.840 --> 0:55:15.399
<v Speaker 2>In fact, Andrew.

0:55:15.040 --> 0:55:18.480
<v Speaker 1>Milstein, who had been the head of Circle seven, became

0:55:18.560 --> 0:55:21.480
<v Speaker 1>the general manager of Walt Disney Animation Studios.

0:55:21.960 --> 0:55:25.040
<v Speaker 2>So there weren't any hard feelings, but it definitely was.

0:55:26.640 --> 0:55:29.759
<v Speaker 1>A tense move, and there were some battles going on

0:55:29.840 --> 0:55:32.200
<v Speaker 1>at the top levels of Disney and Pixar.

0:55:32.239 --> 0:55:32.800
<v Speaker 2>At this time.

0:55:34.000 --> 0:55:38.520
<v Speaker 1>Steve Jobs and Michael Eisner were having some pretty nasty

0:55:38.560 --> 0:55:42.279
<v Speaker 1>fights over which movies were counting toward the deal that

0:55:42.320 --> 0:55:46.799
<v Speaker 1>they had made. Eisner was arguing that Toy Story two

0:55:47.280 --> 0:55:48.280
<v Speaker 1>should not count.

0:55:48.600 --> 0:55:50.320
<v Speaker 2>That is not one of those five.

0:55:50.160 --> 0:55:52.759
<v Speaker 1>Movies that we agreed on because it's a sequel and

0:55:52.840 --> 0:55:57.600
<v Speaker 1>sequels don't count. Jobs said, what are you talking about.

0:55:57.640 --> 0:56:00.800
<v Speaker 1>Of course it counts. It's a full length feature film,

0:56:01.520 --> 0:56:03.719
<v Speaker 1>and ISA are saying, well, it was meant to be

0:56:03.760 --> 0:56:07.400
<v Speaker 1>a direct to video sequel, so it doesn't count. And

0:56:07.600 --> 0:56:10.839
<v Speaker 1>there was this back and forth arguing, and Jobs was

0:56:11.239 --> 0:56:17.960
<v Speaker 1>very visibly looking at other potential partners for Pixar once

0:56:18.120 --> 0:56:23.000
<v Speaker 1>the Disney deal was done. So tension was high at

0:56:23.000 --> 0:56:24.720
<v Speaker 1>this point between Disney and Pixar.

0:56:25.560 --> 0:56:29.160
<v Speaker 3>We'll be back with more about Pixar after this quick break.

0:56:38.120 --> 0:56:40.520
<v Speaker 2>Now. Two thousand and six Rolls Around and Cars.

0:56:40.760 --> 0:56:42.319
<v Speaker 1>It's a film that a lot of kids love, but

0:56:42.520 --> 0:56:45.279
<v Speaker 1>I think it's really just okay. It's not at the

0:56:45.320 --> 0:56:47.920
<v Speaker 1>top of my list for my favorites among Pixar's films.

0:56:48.000 --> 0:56:49.279
<v Speaker 2>It comes out in two thousand.

0:56:49.000 --> 0:56:52.200
<v Speaker 1>And six, it does really well. It actually does very

0:56:52.239 --> 0:56:55.200
<v Speaker 1>well at the box office. But the reason that the

0:56:55.200 --> 0:56:57.680
<v Speaker 1>movie exists in the first place is because John Lassiter

0:56:57.880 --> 0:56:58.600
<v Speaker 1>loves cars.

0:56:59.280 --> 0:57:00.880
<v Speaker 2>And maybe I'm not into.

0:57:00.719 --> 0:57:03.040
<v Speaker 1>The movie so much because I don't like driving. So

0:57:03.480 --> 0:57:07.160
<v Speaker 1>that's perhaps the problem. The whole romanticism of driving doesn't

0:57:07.200 --> 0:57:09.719
<v Speaker 1>do anything for me, and that's on me. That's not

0:57:09.760 --> 0:57:13.120
<v Speaker 1>the fall of the movie. So Bugs Life was a

0:57:13.160 --> 0:57:17.680
<v Speaker 1>new take on Esop's Fables and the seventh Samurai Cars

0:57:17.800 --> 0:57:20.760
<v Speaker 1>is kind of a new take on Doc Hollywood. It's

0:57:20.880 --> 0:57:25.680
<v Speaker 1>really very similar story. So, while Finding Nemo made it

0:57:25.800 --> 0:57:29.320
<v Speaker 1>challenging to create characters from fish, cars presented a new challenge.

0:57:29.320 --> 0:57:33.240
<v Speaker 1>How do you create a character that's a believable entity

0:57:33.760 --> 0:57:37.680
<v Speaker 1>and still recognizably a car like You can't change it

0:57:37.720 --> 0:57:40.200
<v Speaker 1>so much that it doesn't like a car anymore, but

0:57:40.280 --> 0:57:41.800
<v Speaker 1>you have to change it enough so that you can

0:57:41.840 --> 0:57:45.360
<v Speaker 1>have a character there where that can express him or herself,

0:57:45.880 --> 0:57:49.360
<v Speaker 1>that can move around in his or her environment and

0:57:49.400 --> 0:57:53.040
<v Speaker 1>manipulate it. How do they carry and hold things? This

0:57:53.160 --> 0:57:56.800
<v Speaker 1>was actually a really big deal. The animators were saying, well,

0:57:57.920 --> 0:58:03.680
<v Speaker 1>how does a car pick something up? How do they

0:58:03.720 --> 0:58:07.880
<v Speaker 1>carry things around? Apart from Mater who could tow things

0:58:07.920 --> 0:58:11.280
<v Speaker 1>by using the hook on the end of his cable,

0:58:12.240 --> 0:58:14.040
<v Speaker 1>how do you have these characters move things around?

0:58:14.200 --> 0:58:16.520
<v Speaker 2>And they experimented with that a lot, with.

0:58:16.440 --> 0:58:24.280
<v Speaker 1>Things like prehensile antenna or windshield wipers, or the ability

0:58:24.320 --> 0:58:27.400
<v Speaker 1>to hold onto things with a car door, and eventually

0:58:27.480 --> 0:58:32.360
<v Speaker 1>they just decided it wasn't important and they dropped all that. So,

0:58:32.520 --> 0:58:34.800
<v Speaker 1>like Finding Nemo, the acting had to be focused in

0:58:34.840 --> 0:58:38.440
<v Speaker 1>the face, even more so since, with a few exceptions,

0:58:38.480 --> 0:58:40.160
<v Speaker 1>most of the characters didn't have a lot of ways

0:58:40.160 --> 0:58:44.000
<v Speaker 1>to communicate. They couldn't do big gestures with their tires.

0:58:44.000 --> 0:58:46.600
<v Speaker 1>They could do little ones, you know. They took a

0:58:46.640 --> 0:58:49.560
<v Speaker 1>lot of liberties with the way stuff moves, but mostly

0:58:49.600 --> 0:58:53.600
<v Speaker 1>it had to be the acting had to be concentrated

0:58:53.600 --> 0:58:55.800
<v Speaker 1>in the face, and the team had to figure out

0:58:55.840 --> 0:59:00.880
<v Speaker 1>how to make chrome look realistic. Chrome's very which means

0:59:01.240 --> 0:59:03.520
<v Speaker 1>it's reflective, so that means you should be able to

0:59:03.520 --> 0:59:06.200
<v Speaker 1>see reflections in the chrome, and that actually was a

0:59:06.240 --> 0:59:08.800
<v Speaker 1>big technical challenge for the crew, but they were able

0:59:08.840 --> 0:59:11.040
<v Speaker 1>to figure that all of that out and they were

0:59:11.120 --> 0:59:14.280
<v Speaker 1>able to get the movie together and release it. And

0:59:14.440 --> 0:59:17.040
<v Speaker 1>two thousand and six, when the movie came out, ended

0:59:17.120 --> 0:59:20.360
<v Speaker 1>up being a huge year for Pixar. It wasn't just

0:59:20.440 --> 0:59:24.680
<v Speaker 1>when Cars debuted, it was also when Pixar and Disney

0:59:24.680 --> 0:59:28.280
<v Speaker 1>were able to come to an agreement. Disney announced that

0:59:28.360 --> 0:59:32.360
<v Speaker 1>it intended to purchase Pixar, and under this new arrangement,

0:59:33.040 --> 0:59:35.880
<v Speaker 1>Edwin Capmoll would become the president of Pixar and John

0:59:36.000 --> 0:59:39.760
<v Speaker 1>Lassiter would become the chief creative officer of Disney and

0:59:39.800 --> 0:59:41.560
<v Speaker 1>Pixar Animation Studios.

0:59:42.200 --> 0:59:43.680
<v Speaker 2>So a huge change.

0:59:43.360 --> 0:59:47.680
<v Speaker 1>Here where Lassiter the man who had been fired from

0:59:47.800 --> 0:59:53.320
<v Speaker 1>Disney because he had been too enthusiastic about computer animation,

0:59:54.800 --> 0:59:58.200
<v Speaker 1>was going to become the chief creative officer of that

0:59:58.320 --> 1:00:03.840
<v Speaker 1>animation department. Huge Turnaround, Crazy Story, And in September of

1:00:03.880 --> 1:00:07.520
<v Speaker 1>two thousand and six, Pixar debuted the short film Lifted,

1:00:08.280 --> 1:00:10.880
<v Speaker 1>just one of my favorite short films Pixar has ever done,

1:00:11.800 --> 1:00:16.000
<v Speaker 1>and Pixar employee and story artist Joe Raft would be

1:00:16.160 --> 1:00:20.640
<v Speaker 1>named a Disney Legend, which is an actual designation within Disney.

1:00:20.680 --> 1:00:24.520
<v Speaker 1>It's not just it's not just a term. It actually

1:00:24.560 --> 1:00:27.960
<v Speaker 1>really means something. It's like a hull of fame within Disney,

1:00:28.440 --> 1:00:31.919
<v Speaker 1>and they induct only a few people every year, and

1:00:32.720 --> 1:00:33.800
<v Speaker 1>he joined that.

1:00:33.800 --> 1:00:34.600
<v Speaker 2>List that year.

1:00:35.200 --> 1:00:37.400
<v Speaker 1>Well, guys, I've got a lot more to talk about

1:00:38.080 --> 1:00:40.240
<v Speaker 1>with Pixar, but I figured this is a good place

1:00:40.240 --> 1:00:42.240
<v Speaker 1>to end in two thousand and six. End of two

1:00:42.280 --> 1:00:46.520
<v Speaker 1>thousand and six, when Disney and Pixar joined forces, and

1:00:46.600 --> 1:00:52.520
<v Speaker 1>Pixar becomes an integrated part of Disney, still largely independent

1:00:52.680 --> 1:00:56.760
<v Speaker 1>in the sense that it can develop its own movies internally,

1:00:58.120 --> 1:01:00.760
<v Speaker 1>but now officially part of this company, no longer a

1:01:00.880 --> 1:01:04.400
<v Speaker 1>separate thing. So we'll pick up in two thousand and

1:01:04.440 --> 1:01:06.560
<v Speaker 1>seven for our next episode.

1:01:08.040 --> 1:01:12.160
<v Speaker 3>All right, that wraps up the Pixar Story Part two.

1:01:12.280 --> 1:01:18.040
<v Speaker 3>Next week we will conclude this retroactive classic series about

1:01:18.080 --> 1:01:21.919
<v Speaker 3>Pixar with the Pixar Story Part three. And as I said,

1:01:21.960 --> 1:01:25.360
<v Speaker 3>maybe I'll do a part four now because enough time

1:01:25.400 --> 1:01:29.040
<v Speaker 3>has gone by that there's other stuff to chat about.

1:01:29.080 --> 1:01:31.080
<v Speaker 3>So if you want me to talk about Pixar some more,

1:01:31.200 --> 1:01:33.880
<v Speaker 3>let me know and I'll do a follow up to

1:01:33.880 --> 1:01:37.120
<v Speaker 3>talk about what's been going on since twenty sixteen. In

1:01:37.160 --> 1:01:39.520
<v Speaker 3>the meantime, I hope you are all well and I'll

1:01:39.520 --> 1:01:48.560
<v Speaker 3>talk to you again really soon. Tech Stuff is an

1:01:48.560 --> 1:01:54.120
<v Speaker 3>iHeartRadio production. For more podcasts from iHeartRadio, visit the iHeartRadio app,

1:01:54.240 --> 1:01:59.280
<v Speaker 3>Apple Podcasts, or wherever you listen to your favorite shows.

1:02:00.240 --> 1:02:00.280
<v Speaker 1>No