WEBVTT - Classic TechStuff: Industrial Light and Magic

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<v Speaker 1>Get text with technology with tech Stuff Stuff, be there

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<v Speaker 1>and welcome to tech Stuff. I'm Jonathan Strickland, and today

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<v Speaker 1>I want to bring to you a classic episode of

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<v Speaker 1>tech Stuff. It's been a while since I've dug into

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<v Speaker 1>the archives and brought up something what was recorded before,

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<v Speaker 1>and I tend to avoid that if I can. But

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<v Speaker 1>we've got a lot going on at how Stuff works.

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<v Speaker 1>As I record this, the entire editorial team is all

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<v Speaker 1>a buzz about our presence at south By Southwest. By

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<v Speaker 1>the time you hear this, we will have gone and returned.

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<v Speaker 1>But uh I in order to get everything done, I

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<v Speaker 1>needed to do a quick rerun, and that's why I'm

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<v Speaker 1>gonna look at this classic episode tech Stuff looks at

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<v Speaker 1>industrial light and magic. That means you're going to hear

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<v Speaker 1>the one and only Chris Palette, my former co host,

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<v Speaker 1>who uh phenomenal guy, great co So if you haven't

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<v Speaker 1>heard any classic episodes, prepared to be amazed at his

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<v Speaker 1>wit and humor. Also, I just want to give you

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<v Speaker 1>a quick update to the story, so I'll do that

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<v Speaker 1>when we get back at the end of the episode.

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<v Speaker 1>So please enjoy this classic episode. I'll rejoin you at

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<v Speaker 1>the end. See you in a bit. So, Yeah, we

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<v Speaker 1>wanted to talk today about a special visual effects studio

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<v Speaker 1>named Industrial Light and Magic. And the reason why we

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<v Speaker 1>decided to cover this particular topic is that, well, Industrial

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<v Speaker 1>Light and Magic is part of well, it's one of

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<v Speaker 1>the many things that George Lucas created, including things like

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<v Speaker 1>Lucas Film, And that's been the news recently, because that's

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<v Speaker 1>the recording of this podcast. It has not been that

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<v Speaker 1>long since Disney announced its intention to acquire Lucas Film

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<v Speaker 1>for the Parents Lee some of four point zero five

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<v Speaker 1>billion with a B dollars, mostly all of which apparently

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<v Speaker 1>will be donated to George Lucas's educational charity. Right, Yeah,

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<v Speaker 1>it's pretty phenomenal. George Lucas back in twos ten pledged

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<v Speaker 1>that he was going to dedicate his wealth to philanthropic endeavors,

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<v Speaker 1>mostly due uh to um more, mostly towards education, which

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<v Speaker 1>kind of it's nice and it shows that he's following

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<v Speaker 1>in the same sort of vein as other notable rich

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<v Speaker 1>people and philanthropists like Bill Gates. Yeah, and that's not

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<v Speaker 1>really what the the podcast is about. We're not talking

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<v Speaker 1>about George and and things, but I did want to

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<v Speaker 1>throw that in there simply because that was a pretty

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<v Speaker 1>amazing thing to do. Everyone would do that very cool

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<v Speaker 1>thing to do. Uh. It almost makes me not want

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<v Speaker 1>to criticize him for some of the decisions he's made. Well,

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<v Speaker 1>I think it gives us a picture of who he

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<v Speaker 1>is as a person us and although he does see himself,

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<v Speaker 1>I think as a as someone who uh is empowered

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<v Speaker 1>to revise things that were previously released and then that

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<v Speaker 1>that does infuriate a lot of people, among other things

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<v Speaker 1>that he's done. But you know, I get the sense

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<v Speaker 1>to that, Hey, he's not a bad guy. Of course,

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<v Speaker 1>that's what he wants us to think. But come on,

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<v Speaker 1>come on, how who's going to go to the extent

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<v Speaker 1>of of donating the majority of their wealth to education

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<v Speaker 1>in order to convince the world they're not a bad guy.

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<v Speaker 1>He's clearly a good guy. Yeah, I would say so,

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<v Speaker 1>so he's a better guy than I am. So so

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<v Speaker 1>well well done, Mr Lucas. But but yeah, I mean

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<v Speaker 1>he's he's also the same kind of person that is

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<v Speaker 1>driven creatively. He's he's willing to come up with complete

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<v Speaker 1>new uh businesses to support his creative habits. We we

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<v Speaker 1>might say, even though we may not necessarily agree with them,

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<v Speaker 1>I would argue, I would say personally for me that

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<v Speaker 1>you know, his heart's in the right place. He's trying

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<v Speaker 1>to create a good story and it doesn't always pan out.

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<v Speaker 1>You gotta sounds like you gotta remember back, all right.

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<v Speaker 1>So he founded Industrial Light and Magic. Yes in Yes. Now,

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<v Speaker 1>that's two years before the release of Star Wars A

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<v Speaker 1>New Hope, one of the best documentaries ever to be made. Well,

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<v Speaker 1>he um as a filmmaker and his his filmmaking career

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<v Speaker 1>began before that. Um but he you know, American Graffiti

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<v Speaker 1>wasn't exactly um A, it wasn't as it wasn't a

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<v Speaker 1>positive experience, wasn't It wasn't a special effects driven masterpiece.

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<v Speaker 1>You know, it was a very good film. I liked it,

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<v Speaker 1>but um you know, it wasn't It wasn't the kind

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<v Speaker 1>of film that that George Lucas has come to be

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<v Speaker 1>known for. He mega super effects blockbuster, which uh many

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<v Speaker 1>would argue that he is responsible for and in part

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<v Speaker 1>due to Industrial Light and Magic. Really, the the two

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<v Speaker 1>people I think who are responsible for the blockbuster special

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<v Speaker 1>effects extravaganza are Lucas and Spielberg, And of course Spielberg

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<v Speaker 1>has had quite a bit of involvement in uh several

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<v Speaker 1>of Lucas's endeavors. But anyway, yeah, he so he founded

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<v Speaker 1>this visual effects company and it was probably because Lucas

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<v Speaker 1>uh he he knew he wanted to do things a

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<v Speaker 1>certain way, and in order to do that, he wanted

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<v Speaker 1>to limit his dependence upon other companies as much as possible.

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<v Speaker 1>So he started to make stuff. He said, well, there's

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<v Speaker 1>no visual effects company out there that that is going

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<v Speaker 1>to do the stuff I need to have done, so

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<v Speaker 1>I'm gonna make it myself. And uh so he's kind

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<v Speaker 1>of a hacker. Yeah, it really is a lot of ways,

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<v Speaker 1>and and this was all due to necessity. You know,

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<v Speaker 1>he wanted to have as much control over the project

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<v Speaker 1>as possible in order to do that, and then that

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<v Speaker 1>he had to build all this stuff, and so he

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<v Speaker 1>set out to do it, and that's exactly what he did.

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<v Speaker 1>It's kind of amazing. Well, there's a you know, the

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<v Speaker 1>industrial line. Magic has been responsible for many different advances

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<v Speaker 1>in movie making technology over the years. Back in one

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<v Speaker 1>of the first things they developed was the Dixtra flex

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<v Speaker 1>camera system that's named after John Distra, who was actually

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<v Speaker 1>the lead designer on this camera design. Uh, and it's

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<v Speaker 1>it was made because if you've if well it's kind

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<v Speaker 1>of hard to say, like if you if you saw

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<v Speaker 1>the Star Wars and New Hope back in its cinematic

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<v Speaker 1>release version, this is pre special addition, all the effects

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<v Speaker 1>there for things like the ship battles and stuff, all

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<v Speaker 1>the all the ships, all the the Death Star stuff,

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<v Speaker 1>all that was made with practical effects, practical miniature models

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<v Speaker 1>that so, so the X Wings going through the trench

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<v Speaker 1>and Death Star that was all done with managers. So

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<v Speaker 1>this is pre computer generated special effects in that sense. Yeah.

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<v Speaker 1>And the sound to the the orchestra. Uh, would you

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<v Speaker 1>know they would put these models on the dolly and

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<v Speaker 1>then the orchestra will be on a dolly behind them

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<v Speaker 1>playing the music. No, let's go a little too far there, Chris,

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<v Speaker 1>But but this long way to go for a bad joke. This,

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<v Speaker 1>this camera, this camera was was special because in order

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<v Speaker 1>to get the effect that Lucas wanted, he wanted the

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<v Speaker 1>spaceship seems to look like uh, like dog fights, like

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<v Speaker 1>airplane dog fights from World War two movies. Yeah. And

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<v Speaker 1>and the reason that those uh that that film, uh,

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<v Speaker 1>and we're talking about existing film. The reason that that

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<v Speaker 1>film is so effective. I think is because it's been

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<v Speaker 1>It was shot by another airplane in the air at

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<v Speaker 1>the same time as a dog fight. And this this

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<v Speaker 1>motion control photography that I LM developed for this um used. Uh, basically,

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<v Speaker 1>we're using cameras that moved in with the spaceship models,

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<v Speaker 1>so it appeared that you were flying in the in

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<v Speaker 1>the dog fights between the different fighters or the Millennium

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<v Speaker 1>Falcon and the Tie fighters. Yea, so it was there

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<v Speaker 1>was a real sense of movement right right. The camera

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<v Speaker 1>was mounted on a crane, and the crane was mounted

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<v Speaker 1>on a Dolly track, so they don't do a Hello

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<v Speaker 1>Dolly joke, I didn't say, okay, so anyway, so the

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<v Speaker 1>crane could move back and forth along this track, the

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<v Speaker 1>camera could could move in various ways to adjust the

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<v Speaker 1>the pitch or the tilt of the of the camera's angle,

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<v Speaker 1>so it could follow the motions of the miniature and

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<v Speaker 1>make it you have this this really swoopy effect where

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<v Speaker 1>like Chris was saying, you're following the action very closely,

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<v Speaker 1>and uh, it was a necessity for him to achieve

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<v Speaker 1>the effect he wanted. So he builds this Actually he

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<v Speaker 1>puts John Dixtra in charge of it, and John and

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<v Speaker 1>his team built it. I call him John Smart. Uh.

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<v Speaker 1>And they shoot the movie, and in nineteen seventy seven,

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<v Speaker 1>Star Wars New Hope hits theaters and becomes an amazing success.

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<v Speaker 1>The two movies that that really launched the era of

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<v Speaker 1>blockbuster summer hits were Jaws and Star Wars. Yeah. Um

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<v Speaker 1>and uh. You know what you get when you come

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<v Speaker 1>up with a new kind of special effects technology an

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<v Speaker 1>Academy Award. Yes, they won that for Vision visual Effects

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<v Speaker 1>in nineteen seventy seven. John Steers, I think of him

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<v Speaker 1>as Dikest, John Dikester, Richard Grant, M Grant mckeun, and

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<v Speaker 1>Robert Blaock. I can't can't say any of their names.

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<v Speaker 1>I'm just gonna call him the guys. They're all John. Yeah,

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<v Speaker 1>it's a matter of fact. They also got a Special

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<v Speaker 1>Achievement Award in nineteen eighty visual Effects. Right. But before

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<v Speaker 1>we get to nineteen eight, something happens in nineteen seventy

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<v Speaker 1>nine that I want to talk about something something special.

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<v Speaker 1>There was a special division formed in nineteen seventy nine

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<v Speaker 1>and Industrial Light and Magic. That division was called the

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<v Speaker 1>Graphics Group, Uh, specializing in Computer Animation and effects. Wait,

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<v Speaker 1>I feel like I should know who these guys are.

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<v Speaker 1>When we get to nineteen eight six, it all become clear.

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<v Speaker 1>But yeah, in nineteen seventy nine, the division, the Graphics

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<v Speaker 1>Group forms an Industrial Light and Magic. That division will

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<v Speaker 1>become incredibly important and influential and but oddly enough, their

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<v Speaker 1>most influential days will be after they leave Lucas Film

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<v Speaker 1>and Industrial Line Magic. So moving on, UH nineteen eighty

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<v Speaker 1>that's when Empire Strikes Back, the second greatest documentary. Actually,

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<v Speaker 1>I think that people would argue that's better than Star

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<v Speaker 1>Wars most people, And you know, I actually prefer a

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<v Speaker 1>New Hope to Empire, but I really love Empire too.

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<v Speaker 1>It's just one of those things where you know, New

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<v Speaker 1>Hope really resonates with me, but Empire is great. So

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<v Speaker 1>Empire Strikes Back comes out. They do win the Special

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<v Speaker 1>Achievement Academy Award for Visual Effects for that. The Indiana

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<v Speaker 1>Jones and Raiders The Last Start comes out. Now, that

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<v Speaker 1>was another UH the project that UH had Spielberg's involvement,

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<v Speaker 1>and they won the Academy Award for Visual Effects for that.

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<v Speaker 1>They also made a movie, Did you ever see Dragon Slayer? Okay,

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<v Speaker 1>So I saw Dragon Slayer back when I was a kid.

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<v Speaker 1>Dragon Slayers a fantasy film, and it's pretty much what

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<v Speaker 1>you would think it is. It's a story about a

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<v Speaker 1>young hero who uh sets out to slay a dragon.

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<v Speaker 1>It's a little more complicated and that, but that's just yea.

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<v Speaker 1>So they designed a new kind of filmmaking for this

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<v Speaker 1>as well. They decided that there's a problem with working

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<v Speaker 1>with practical effects for monsters that are um the go beyond,

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<v Speaker 1>like some think someone in just a suit right, because

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<v Speaker 1>one of the things you could do is you could

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<v Speaker 1>do stop motion animation to create a monster effect, because

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<v Speaker 1>it's it's hard to build a giant monster so and

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<v Speaker 1>it it really it's hard to make it look right too.

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<v Speaker 1>It takes a lot of work. If I've shown my

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<v Speaker 1>kids older monster movie bits, and it's kind of easy

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<v Speaker 1>to on the one hand, when you grew up with

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<v Speaker 1>pre I l M movies and technology and and Jonathan

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<v Speaker 1>and I probably barely qualify into that. But you know,

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<v Speaker 1>you look at at some of the old monster movies

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<v Speaker 1>and you could see the zipper marks in the costumes

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<v Speaker 1>and the older stuff. You don't you're not freaked out

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<v Speaker 1>by that. Anymore. But you know, the practical effects um

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<v Speaker 1>could be done very very well, and even when they're

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<v Speaker 1>done very very well, it still doesn't have the same

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<v Speaker 1>effect that the newer ones do, and just it's it's

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<v Speaker 1>just weird to think about now. But yeah, I mean,

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<v Speaker 1>looking at the new stuff, it looks so very very real. Yeah, well,

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<v Speaker 1>back then, you know, with the practical effects, that's pretty

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<v Speaker 1>much all they had at their their disposal at this point.

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<v Speaker 1>Back they developed something called go Motion and Go Motion. Uh.

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<v Speaker 1>The way that they explain it on the Industrial Light

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<v Speaker 1>and Magic website is that it worked by fusing quote,

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<v Speaker 1>both electronic and mechanical components into a device that could

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<v Speaker 1>record the dragon in Dragon Slayers movements based on an

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<v Speaker 1>animator's design and play them back so the camera could

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<v Speaker 1>capture them as they occurred. So the reason for this

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<v Speaker 1>is because if they if they were to do it

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<v Speaker 1>in traditional stop motion, there'd be no motion blur when

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<v Speaker 1>something moves quickly, because because all you're doing is just

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<v Speaker 1>taking a bunch of individual photographs really of objects that

0:13:55.240 --> 0:13:57.439
<v Speaker 1>are not in motion, and then you're playing them back

0:13:57.480 --> 0:13:59.600
<v Speaker 1>to make it look like the object was in motion

0:14:00.440 --> 0:14:02.880
<v Speaker 1>to get motion blur. The thing actually needs to be moving.

0:14:03.360 --> 0:14:06.640
<v Speaker 1>It helps, but that's not how stop motion works because

0:14:06.720 --> 0:14:12.599
<v Speaker 1>the name stop Anyway, it was an interesting development. It

0:14:12.679 --> 0:14:18.120
<v Speaker 1>was something that they had, um uh created two again

0:14:18.120 --> 0:14:21.680
<v Speaker 1>to meet the needs of the project that without having

0:14:21.720 --> 0:14:28.120
<v Speaker 1>to you know, completely reinvent everything. Two They they got

0:14:28.160 --> 0:14:31.280
<v Speaker 1>another Academy award. Um I'm not gonna go through every

0:14:31.320 --> 0:14:34.040
<v Speaker 1>Academy award Industrial Line Magic has won because that would

0:14:34.080 --> 0:14:36.080
<v Speaker 1>be ridiculous. But they got it for one of my

0:14:36.120 --> 0:14:39.240
<v Speaker 1>favorite films as a kid growing up, which was ET

0:14:39.520 --> 0:14:44.960
<v Speaker 1>the Extraterrestrial. Yes, I loved this movie as a kid.

0:14:46.080 --> 0:14:47.960
<v Speaker 1>I think I must have seen it three or four

0:14:48.080 --> 0:14:51.760
<v Speaker 1>times the summer that it came out, and I probably

0:14:51.800 --> 0:14:54.160
<v Speaker 1>cried my eyes out every single time I watched it

0:14:54.280 --> 0:14:57.240
<v Speaker 1>because I'm a SAP. I've been a sap all my life.

0:14:57.320 --> 0:14:59.320
<v Speaker 1>I still am a SAP. I probably could watch ET

0:14:59.440 --> 0:15:01.960
<v Speaker 1>without crying now, but back as a kid, there was

0:15:02.000 --> 0:15:06.080
<v Speaker 1>just no hope. Um But anyway, that that was another

0:15:06.440 --> 0:15:11.080
<v Speaker 1>very popular film made by h. Lucas and Spielberg. So

0:15:12.280 --> 0:15:15.200
<v Speaker 1>uh And of course we should point out uh Lucas's

0:15:15.240 --> 0:15:17.560
<v Speaker 1>involvement in some of these films is more of a

0:15:17.720 --> 0:15:21.160
<v Speaker 1>kind of advisory sort of role. Industrial line, Magic worked

0:15:21.160 --> 0:15:24.080
<v Speaker 1>on lots of projects, not just lucasfilm projects, which is

0:15:24.080 --> 0:15:27.800
<v Speaker 1>why you know et is an Amblin project, not lucasfilm. Well.

0:15:27.880 --> 0:15:30.240
<v Speaker 1>I wanted to point that out too, that it would

0:15:30.280 --> 0:15:36.200
<v Speaker 1>have been easy for George Lucas to restrict Industrial Light

0:15:36.280 --> 0:15:39.120
<v Speaker 1>and Magic to working on his films. Yeah, but then

0:15:39.160 --> 0:15:41.280
<v Speaker 1>we would have hardly any of them because he didn't

0:15:41.280 --> 0:15:43.560
<v Speaker 1>do very many. Well, I mean, that's that's part of it.

0:15:43.600 --> 0:15:47.360
<v Speaker 1>But I mean he could have. He could have done say, uh,

0:15:47.440 --> 0:15:51.600
<v Speaker 1>the Indiana Jones films and the Star Wars film stuff

0:15:51.640 --> 0:15:55.320
<v Speaker 1>that he was intimately more intimately involved with, um, you know,

0:15:55.360 --> 0:15:57.880
<v Speaker 1>the projects that he and Spielberg worked on together in

0:15:57.920 --> 0:16:02.160
<v Speaker 1>some capacity. But he you know, they decided to spend

0:16:02.600 --> 0:16:05.720
<v Speaker 1>this off into its own company, and in doing so

0:16:05.840 --> 0:16:09.360
<v Speaker 1>they made I would argue that they made film richer

0:16:09.400 --> 0:16:11.960
<v Speaker 1>for it. I mean you could say that, you know,

0:16:12.000 --> 0:16:17.280
<v Speaker 1>working on on Star Trek too, um, you know, and

0:16:17.320 --> 0:16:22.520
<v Speaker 1>one of the greatest documentaries ever made ever boy. Um,

0:16:22.760 --> 0:16:25.200
<v Speaker 1>so you might say, well, you know, Star there there's

0:16:25.200 --> 0:16:28.080
<v Speaker 1>this whole Star Wars versus Star Trek, which I think

0:16:28.120 --> 0:16:33.040
<v Speaker 1>is silly anyway, um personally, but you know, they you

0:16:33.120 --> 0:16:36.240
<v Speaker 1>might say, well, you wouldn't necessarily you might want Star

0:16:36.280 --> 0:16:40.280
<v Speaker 1>Wars to be the dominant uh science fiction space franchise.

0:16:40.880 --> 0:16:42.960
<v Speaker 1>You know, why would you let him work on Star Trek. Well,

0:16:44.040 --> 0:16:48.840
<v Speaker 1>I think, like I said, it really populated film with

0:16:49.000 --> 0:16:51.880
<v Speaker 1>the DNA of Industrial LIGHTE and Magic and made them

0:16:51.920 --> 0:16:55.080
<v Speaker 1>the powerhouse that they are now. Um and yeah, I

0:16:55.120 --> 0:16:58.560
<v Speaker 1>mean they got a nomination for that too. Um. They

0:16:58.640 --> 0:17:02.360
<v Speaker 1>did other work for other are of the Star Wars

0:17:02.360 --> 0:17:05.000
<v Speaker 1>and Star Trek films and going through you could see

0:17:05.000 --> 0:17:07.159
<v Speaker 1>this in their the timeline on the Industrial LIGHTE and

0:17:07.160 --> 0:17:11.480
<v Speaker 1>Magic website. Um. But yeah, they really and they got

0:17:11.520 --> 0:17:15.000
<v Speaker 1>involved in stuff. Now you would say, also, these films

0:17:15.000 --> 0:17:20.800
<v Speaker 1>are going to be heavily dependent on uh, special effects,

0:17:21.080 --> 0:17:23.800
<v Speaker 1>and you would expect that to be so. But um

0:17:23.880 --> 0:17:26.280
<v Speaker 1>on other stuff like um, you know you would see

0:17:26.280 --> 0:17:28.159
<v Speaker 1>it too for things like Back to the Future, the

0:17:28.240 --> 0:17:30.600
<v Speaker 1>Back to the Future franchise, But they also worked on

0:17:30.720 --> 0:17:33.400
<v Speaker 1>the Industrial line. Magic also worked on stuff like Out

0:17:33.440 --> 0:17:38.040
<v Speaker 1>of Africa and Young Sherlock Holmes, uh, stuff that had

0:17:38.080 --> 0:17:41.840
<v Speaker 1>special effects. But some of this stuff is less special

0:17:41.840 --> 0:17:44.760
<v Speaker 1>effect driven. The special effect the special and special effects

0:17:44.760 --> 0:17:49.280
<v Speaker 1>in this case is making it look photo realistic rather

0:17:49.359 --> 0:17:56.440
<v Speaker 1>than looking fantastic. Yeah, UM, yeah, I agree. The uh

0:17:56.520 --> 0:17:58.360
<v Speaker 1>and and you know there are other analogs we can

0:17:58.400 --> 0:18:01.360
<v Speaker 1>compare this to, like the wet A Workshop, which did

0:18:01.400 --> 0:18:03.440
<v Speaker 1>all the work for the Lord of the Rings movies,

0:18:03.480 --> 0:18:07.920
<v Speaker 1>and the Hobbit has also done work for other other

0:18:08.480 --> 0:18:12.600
<v Speaker 1>production companies. That's so they have done designed for lots

0:18:12.640 --> 0:18:17.080
<v Speaker 1>of stuff, not just the Peter Jackson productions, So there

0:18:17.119 --> 0:18:20.840
<v Speaker 1>are other similarities there. I'm glad you mentioned Young Sherlock Holmes.

0:18:20.840 --> 0:18:26.119
<v Speaker 1>In five I lm achieved something no one had done before.

0:18:26.160 --> 0:18:29.560
<v Speaker 1>They created the first computer generated character in a film,

0:18:29.640 --> 0:18:34.360
<v Speaker 1>fully computer generated character. Uh, Sam glassmates Stained Glass Man

0:18:34.400 --> 0:18:37.360
<v Speaker 1>from Young Sherlock Holmes. Uh. In this case, what's happening

0:18:37.560 --> 0:18:40.399
<v Speaker 1>for those of you who have not seen Young Sherlock Holmes,

0:18:40.920 --> 0:18:44.359
<v Speaker 1>which is a pretty good movie that's slowly paced, but

0:18:44.400 --> 0:18:47.000
<v Speaker 1>it's I enjoyed it. Uh. It's It's got a lot

0:18:47.040 --> 0:18:50.600
<v Speaker 1>of cute references in it that clue you into the

0:18:51.000 --> 0:18:54.240
<v Speaker 1>man that Holmes will become and actually the man that

0:18:54.280 --> 0:18:56.679
<v Speaker 1>Watson will become as well, though it really messes up

0:18:56.680 --> 0:19:00.720
<v Speaker 1>their ages anyway. Uh. There's there's this The plot involves

0:19:00.760 --> 0:19:05.119
<v Speaker 1>this stuff, this substance that causes people to hallucinate and

0:19:05.200 --> 0:19:10.440
<v Speaker 1>they hallucinate these terrifying visions that drive them to essentially suicide.

0:19:11.240 --> 0:19:14.320
<v Speaker 1>And in this particular case, it's a character who is

0:19:14.840 --> 0:19:17.800
<v Speaker 1>looking he's in a building with stained glass windows, and

0:19:17.840 --> 0:19:21.679
<v Speaker 1>one of the stained glass figures comes to life, jumping

0:19:21.680 --> 0:19:23.760
<v Speaker 1>out of the window, and it's a night that is

0:19:23.800 --> 0:19:26.920
<v Speaker 1>made out of stained glass that stalks the guy. So

0:19:27.040 --> 0:19:29.359
<v Speaker 1>that's the scene, and that was the first use of

0:19:29.400 --> 0:19:32.200
<v Speaker 1>a computer a fully computer generated character in the film

0:19:32.600 --> 0:19:36.680
<v Speaker 1>Who's Stalking Nice. So in nine six here's where the

0:19:37.359 --> 0:19:42.040
<v Speaker 1>spinoff happens. That um that I mentioned. So back in

0:19:42.160 --> 0:19:45.960
<v Speaker 1>seventy nine they had the Graphics Group Division, and eight

0:19:46.160 --> 0:19:50.360
<v Speaker 1>six Lucasfilm spins off the Graphics Group Division as its

0:19:50.400 --> 0:19:55.320
<v Speaker 1>own company with a healthy dose of funding from a

0:19:55.359 --> 0:20:00.440
<v Speaker 1>certain Mr. Steve Jobs who had kind of lost his job.

0:20:00.840 --> 0:20:03.800
<v Speaker 1>Yeah he was he had a gig and then they

0:20:04.080 --> 0:20:06.919
<v Speaker 1>cut him loose. Yeah, he he just founded Apple and

0:20:06.960 --> 0:20:09.879
<v Speaker 1>then got pushed off to the very edges of that

0:20:09.920 --> 0:20:15.560
<v Speaker 1>company and essentially they kind of fired him without saying

0:20:15.640 --> 0:20:19.080
<v Speaker 1>he's fired. And then he said, all right, I guess

0:20:19.080 --> 0:20:21.240
<v Speaker 1>I'm going and he left. And then but yeah, he

0:20:21.800 --> 0:20:24.280
<v Speaker 1>poured in a great deal of money to the Graphics

0:20:24.280 --> 0:20:31.320
<v Speaker 1>Group which became Pixar. So Pixar at this time was

0:20:31.480 --> 0:20:36.560
<v Speaker 1>again really kind of pioneering computer graphics, computer animation. It

0:20:36.560 --> 0:20:41.800
<v Speaker 1>would of course be several years before um Pixar would

0:20:42.240 --> 0:20:49.760
<v Speaker 1>enter in it's uh, it's long and fruitful relationship with Disney. Yes, so,

0:20:50.280 --> 0:20:52.640
<v Speaker 1>but that that did have its you know, start way

0:20:52.680 --> 0:20:56.199
<v Speaker 1>back then. And yeah, they were um of course they

0:20:56.200 --> 0:20:59.320
<v Speaker 1>weren't what they are now. But you know, and you

0:20:59.400 --> 0:21:02.439
<v Speaker 1>might say, I can't believe that George Lucas allowed this

0:21:02.520 --> 0:21:05.480
<v Speaker 1>to happen, but at the time it probably wasn't so

0:21:05.680 --> 0:21:08.280
<v Speaker 1>clear cut. It was very expensive to do what they

0:21:08.280 --> 0:21:11.680
<v Speaker 1>were doing, and there there were there were no clear

0:21:11.720 --> 0:21:14.600
<v Speaker 1>indicators at that time. I mean, computer hardware wasn't what

0:21:14.640 --> 0:21:16.200
<v Speaker 1>it is now either. It would be a good long

0:21:16.280 --> 0:21:20.520
<v Speaker 1>decade before you start to see this really kind of payoff,

0:21:20.640 --> 0:21:26.320
<v Speaker 1>but boy did it. So Industrial Line Magic entered in

0:21:26.400 --> 0:21:29.760
<v Speaker 1>with a partnership with a little company called Kodak, which, uh,

0:21:29.840 --> 0:21:33.280
<v Speaker 1>of course has seen some hard times recently. But Kodak

0:21:33.280 --> 0:21:39.720
<v Speaker 1>and I LM produced the first high resolution film input scanner.

0:21:40.680 --> 0:21:43.399
<v Speaker 1>Now this was important because what I could let you

0:21:43.440 --> 0:21:48.040
<v Speaker 1>do is digitally scan film. Then you could edit it

0:21:48.119 --> 0:21:51.240
<v Speaker 1>with a computer and then you would print it back

0:21:51.280 --> 0:21:55.800
<v Speaker 1>out onto film, and uh, you wouldn't have to do

0:21:55.840 --> 0:22:00.240
<v Speaker 1>all those edits manually using the traditional methods of of

0:22:00.640 --> 0:22:04.040
<v Speaker 1>cutting film and editing that way, So it gave a

0:22:04.040 --> 0:22:07.880
<v Speaker 1>lot more versatility to the editing process. And you guys

0:22:07.960 --> 0:22:10.280
<v Speaker 1>may not be aware of this, but it really is

0:22:10.320 --> 0:22:14.520
<v Speaker 1>true that films are made in the editing booth. That

0:22:14.560 --> 0:22:18.680
<v Speaker 1>you can shoot hours and hours and hours of footage

0:22:19.240 --> 0:22:23.360
<v Speaker 1>of actors doing lines and and uh and running around

0:22:23.440 --> 0:22:26.879
<v Speaker 1>and explosions and whatever. But until you get into the

0:22:26.960 --> 0:22:28.760
<v Speaker 1>editing booth and put it all together, you do not

0:22:28.880 --> 0:22:31.879
<v Speaker 1>have a movie. And in fact, I have seen evidence

0:22:32.720 --> 0:22:37.760
<v Speaker 1>of amazing films coming from what you would imagine to

0:22:37.800 --> 0:22:43.320
<v Speaker 1>be um worthless footage, and it's all due to a

0:22:43.440 --> 0:22:47.880
<v Speaker 1>really creative editor finding ways to make something interesting when before,

0:22:48.000 --> 0:22:50.800
<v Speaker 1>like you might watch a sequence that originally was twelve

0:22:50.800 --> 0:22:55.040
<v Speaker 1>minutes long and you think, wow, this is unusable, and

0:22:55.040 --> 0:22:57.200
<v Speaker 1>then an editor gets ahold of it and cuts it

0:22:57.240 --> 0:22:59.160
<v Speaker 1>down to like seven and a half minutes, and suddenly

0:22:59.640 --> 0:23:03.920
<v Speaker 1>it's phenomenal. And so uh, this is one of those

0:23:03.960 --> 0:23:07.400
<v Speaker 1>important developments in the industry. Now, granted, this is only

0:23:07.440 --> 0:23:10.600
<v Speaker 1>important as long as film remains a factor, and of

0:23:10.600 --> 0:23:13.320
<v Speaker 1>course that doesn't always hold true. We've done a lot

0:23:13.359 --> 0:23:15.480
<v Speaker 1>of digital productions out there. In fact, almost everything is

0:23:15.520 --> 0:23:18.800
<v Speaker 1>digital now yeah and now of course, uh thanks to

0:23:18.880 --> 0:23:23.760
<v Speaker 1>who was that anyway? Um foreshadowing? Uh yeah, although this

0:23:23.800 --> 0:23:28.280
<v Speaker 1>device used charged couple device, uh image sensor, it was

0:23:28.359 --> 0:23:31.400
<v Speaker 1>not a digital camera in the way that we think

0:23:31.400 --> 0:23:34.719
<v Speaker 1>of now. You know, this was a scanner, so it

0:23:34.760 --> 0:23:36.840
<v Speaker 1>was you know, you you you, you did use a

0:23:36.840 --> 0:23:40.080
<v Speaker 1>film camera first and then use the scanner and then

0:23:40.200 --> 0:23:42.679
<v Speaker 1>it would again put film out, so that you know,

0:23:42.760 --> 0:23:45.679
<v Speaker 1>the projectors, the projectors we use were film projectors. They

0:23:45.680 --> 0:23:49.119
<v Speaker 1>weren't digital yet, so uh yeah, going fully digital was

0:23:49.160 --> 0:23:53.080
<v Speaker 1>not a viable option at this point. Um nine nine.

0:23:53.200 --> 0:23:58.439
<v Speaker 1>They created the first computer generated three dimensional fluid based character.

0:23:58.520 --> 0:24:03.120
<v Speaker 1>And boy, how many fluid base characters I have loved

0:24:03.119 --> 0:24:06.600
<v Speaker 1>in the cinema over the years. I can't think of

0:24:06.640 --> 0:24:11.239
<v Speaker 1>any right now, apart from the alien water creature from

0:24:11.280 --> 0:24:13.960
<v Speaker 1>the Abyss, which is what this is talking about. Yes, now,

0:24:14.000 --> 0:24:16.399
<v Speaker 1>I saw, well, I don't know if you if you

0:24:16.520 --> 0:24:19.840
<v Speaker 1>argue that the terminators being sort of liquid and we'll

0:24:19.840 --> 0:24:22.200
<v Speaker 1>get to the terminators as well, but yeah, I guess so.

0:24:22.200 --> 0:24:26.760
<v Speaker 1>So the T one thousands that's really higher a liquid metal,

0:24:26.960 --> 0:24:30.480
<v Speaker 1>you know, No, it was. I remember I saw the

0:24:30.480 --> 0:24:34.040
<v Speaker 1>Abyss in the theater, and I remember not thinking as

0:24:34.119 --> 0:24:36.040
<v Speaker 1>much of the plot as I would have liked to have.

0:24:36.600 --> 0:24:40.040
<v Speaker 1>But the effects were amazing. The effects were amazing, And

0:24:40.080 --> 0:24:44.879
<v Speaker 1>I still remember watching, Um, well, I shouldn't I suppose

0:24:44.920 --> 0:24:48.520
<v Speaker 1>I shouldn't give away one spoiler, but the pseudopod actually

0:24:48.560 --> 0:24:52.520
<v Speaker 1>gets um it's it's a movie that came out in Okay,

0:24:52.560 --> 0:24:55.879
<v Speaker 1>spoilers don't apply anymore. When the door shuts and cuts

0:24:55.880 --> 0:24:59.600
<v Speaker 1>the Pseudopod's got at that point. Yet, I I just

0:24:59.640 --> 0:25:01.800
<v Speaker 1>got the why where the doors open and the pseudopods

0:25:01.880 --> 0:25:03.359
<v Speaker 1>right there and it's friends and I thought they were

0:25:03.359 --> 0:25:08.280
<v Speaker 1>all gonna have a picnic. And so when it gets cut,

0:25:08.320 --> 0:25:12.600
<v Speaker 1>turns into real water and lash four four. Um, just

0:25:13.760 --> 0:25:15.960
<v Speaker 1>it was amazing, It was fantastic. Well, yeah, and that

0:25:16.119 --> 0:25:17.719
<v Speaker 1>that was one of those challenges. I mean, there are

0:25:17.760 --> 0:25:21.960
<v Speaker 1>several things that have been challenges for computer graphics artists

0:25:22.000 --> 0:25:25.920
<v Speaker 1>to recreate in a photo realistic way. Water was one

0:25:25.960 --> 0:25:29.520
<v Speaker 1>of them. Fire is another one. Hair is a big one.

0:25:30.040 --> 0:25:33.560
<v Speaker 1>So there are a lot of fire, a lot of

0:25:33.680 --> 0:25:38.800
<v Speaker 1>challenges that that that various people working on computer graphics.

0:25:38.840 --> 0:25:41.359
<v Speaker 1>I've had to try and find a way of of

0:25:41.400 --> 0:25:44.439
<v Speaker 1>designing so that it has that realistic feel on camera.

0:25:44.960 --> 0:25:46.480
<v Speaker 1>And of course Pixar was doing a lot of this

0:25:46.520 --> 0:25:50.680
<v Speaker 1>too around the same time. So in ninety one they

0:25:50.720 --> 0:25:54.199
<v Speaker 1>created the first computer graphics main character. This is the

0:25:54.200 --> 0:25:56.560
<v Speaker 1>one you were referring to, the T one. Yes, that

0:25:56.640 --> 0:25:59.280
<v Speaker 1>was in ninety one and in Terminator two Judgment Day,

0:26:00.040 --> 0:26:04.000
<v Speaker 1>which I remember. I liked it a lot when it

0:26:04.040 --> 0:26:06.680
<v Speaker 1>came out, and as the years go on, I start

0:26:06.800 --> 0:26:10.080
<v Speaker 1>to change my opinion on that, mainly because of my

0:26:10.200 --> 0:26:13.080
<v Speaker 1>love for the first film, even as schlocky and goofy

0:26:13.119 --> 0:26:16.520
<v Speaker 1>as it is, because they kind of totally changed the

0:26:16.560 --> 0:26:19.560
<v Speaker 1>Tea character terminated character in that one. Anyway, now you two.

0:26:20.520 --> 0:26:25.480
<v Speaker 1>They won their twelve Academy Award for Computer Graphics Work,

0:26:25.960 --> 0:26:30.000
<v Speaker 1>which is pretty amazing. They also had the first time

0:26:30.160 --> 0:26:35.359
<v Speaker 1>they with human skin texture computer generated human skin texture.

0:26:35.400 --> 0:26:38.359
<v Speaker 1>This was for the movie Death Becomes Her. Did you

0:26:38.359 --> 0:26:43.560
<v Speaker 1>see that one? No? I haven't. I have great effects

0:26:43.880 --> 0:26:46.879
<v Speaker 1>and it's an interesting concept, but I don't know, I

0:26:47.040 --> 0:26:50.400
<v Speaker 1>just did not click with me. But but again, people,

0:26:50.440 --> 0:26:54.639
<v Speaker 1>the effects were amazing, so that's undeniable. The actual film however,

0:26:55.119 --> 0:27:01.520
<v Speaker 1>left me a little cold. Death becomes her. It's been stiff. Yeah,

0:27:01.520 --> 0:27:03.880
<v Speaker 1>there wasn't. That was a short time later when they

0:27:04.160 --> 0:27:09.120
<v Speaker 1>actually created a character that seemed to breathe with skin,

0:27:09.280 --> 0:27:13.600
<v Speaker 1>muscles and texture. This is a Jurassic Park. Now. Jurassic

0:27:13.640 --> 0:27:15.800
<v Speaker 1>Park was one of those movies again that when it

0:27:15.840 --> 0:27:19.959
<v Speaker 1>first came out, I remember that people were just completely

0:27:20.080 --> 0:27:24.320
<v Speaker 1>stunned with the quality of the of the digital dinosaurs,

0:27:24.400 --> 0:27:28.600
<v Speaker 1>and that those movies you would watch scenes and you'd think, okay,

0:27:28.640 --> 0:27:31.760
<v Speaker 1>that had to be practical. They must have built a

0:27:31.960 --> 0:27:35.879
<v Speaker 1>giant robot dinosaur for this scene. And then most times

0:27:35.920 --> 0:27:39.520
<v Speaker 1>that was not the case. It was all computer generated. Uh.

0:27:39.800 --> 0:27:41.919
<v Speaker 1>From today's standards. If you were to go back and

0:27:41.920 --> 0:27:45.760
<v Speaker 1>watch Jurassic Park, I say, it largely holds up. But

0:27:45.920 --> 0:27:48.840
<v Speaker 1>there are definitely bits where you'll think, Okay, I can

0:27:48.960 --> 0:27:51.800
<v Speaker 1>kind of tell that's computer generated. Apart from the fact that, yes,

0:27:51.840 --> 0:27:55.320
<v Speaker 1>we know that dinosaurs aren't walking around right now, beyond that,

0:27:55.520 --> 0:27:58.439
<v Speaker 1>I can tell its computer generated. Uh. And there are

0:27:58.440 --> 0:28:02.000
<v Speaker 1>a couple of scenes that are more obvious than others.

0:28:02.320 --> 0:28:05.199
<v Speaker 1>But you gotta thank you know, for nine it was

0:28:05.400 --> 0:28:08.400
<v Speaker 1>a pretty phenomenal achievement. And like I said it more.

0:28:08.960 --> 0:28:13.000
<v Speaker 1>It holds up more than it doesn't. Right now, again,

0:28:13.200 --> 0:28:17.280
<v Speaker 1>another short jump to a film where they did their

0:28:17.320 --> 0:28:24.640
<v Speaker 1>first computer graphic photo realistic hair and fur. Yeah, and uh,

0:28:24.720 --> 0:28:27.680
<v Speaker 1>it's interesting because they had a great model to work

0:28:27.720 --> 0:28:31.240
<v Speaker 1>from with Robin Williams, who is probably the hairyest, furiest

0:28:31.280 --> 0:28:35.080
<v Speaker 1>man on the planet. You're looking at me, funny, Uh,

0:28:35.200 --> 0:28:37.879
<v Speaker 1>that was a that was a joke. That was a joke.

0:28:38.480 --> 0:28:40.760
<v Speaker 1>He was a hairy man. But does a joke make

0:28:40.840 --> 0:28:44.800
<v Speaker 1>jokes about that? They created the effects for all these

0:28:45.040 --> 0:28:48.080
<v Speaker 1>computer generated animals, and these animals were supposed to look

0:28:48.920 --> 0:28:53.680
<v Speaker 1>not They're supposed to like almost a slight fantasy version

0:28:53.880 --> 0:28:55.760
<v Speaker 1>of the real animal, because the idea was these were

0:28:55.800 --> 0:29:00.400
<v Speaker 1>all generated from this magical board game and so it wasn't.

0:29:00.680 --> 0:29:04.080
<v Speaker 1>They didn't need to look exactly like the real world

0:29:04.400 --> 0:29:06.479
<v Speaker 1>version of those animals. They need to look a little

0:29:06.560 --> 0:29:10.160
<v Speaker 1>hyper realistic, but not so much as to be distracting.

0:29:10.280 --> 0:29:13.840
<v Speaker 1>So that was the goal they had for that film. Um.

0:29:13.960 --> 0:29:19.200
<v Speaker 1>They also created, uh, the first synthetic speaking character with

0:29:19.320 --> 0:29:22.840
<v Speaker 1>distinct personality, so how they word it on their timeline,

0:29:22.840 --> 0:29:26.880
<v Speaker 1>That would be Casper from Casper the Ghost which uh

0:29:27.400 --> 0:29:31.760
<v Speaker 1>ghosts I did not watch. But now these were This

0:29:31.800 --> 0:29:33.680
<v Speaker 1>was a case where you're talking about a computer generated

0:29:33.760 --> 0:29:37.479
<v Speaker 1>character that not only appears on screen, but has a

0:29:37.600 --> 0:29:40.800
<v Speaker 1>large an important presence in the film and has to

0:29:40.800 --> 0:29:45.120
<v Speaker 1>be able to convey emotion and meeting and motive. Uh.

0:29:45.200 --> 0:29:49.120
<v Speaker 1>And so that's, you know, that's more challenging than creating

0:29:49.200 --> 0:29:51.400
<v Speaker 1>something that looks real. You have to have something that's

0:29:51.520 --> 0:29:54.640
<v Speaker 1>behaving in a realistic way and a believable way so

0:29:54.720 --> 0:29:58.200
<v Speaker 1>that the audience has an emotional connection with that character,

0:29:58.800 --> 0:30:01.560
<v Speaker 1>and that that it's not easy to do. I mean,

0:30:01.800 --> 0:30:05.840
<v Speaker 1>computer animators and animators in general will tell you, you know,

0:30:06.080 --> 0:30:08.280
<v Speaker 1>once you develop that kind of style where you can

0:30:08.320 --> 0:30:12.960
<v Speaker 1>create that on a reliable basis, it's an amazingly effective

0:30:12.960 --> 0:30:15.840
<v Speaker 1>and useful tool. And before you get there, it is

0:30:15.920 --> 0:30:20.719
<v Speaker 1>just a painstaking process thinking, well, you know, I created

0:30:20.720 --> 0:30:23.120
<v Speaker 1>this character and the sad thing happens to this character,

0:30:23.160 --> 0:30:25.560
<v Speaker 1>but no one seems to care. It's I mean, it's

0:30:25.600 --> 0:30:28.920
<v Speaker 1>a tricky thing to to be able to invoke empathy

0:30:29.080 --> 0:30:35.080
<v Speaker 1>in your audience. Ninety eight they were awarded to I

0:30:35.320 --> 0:30:37.960
<v Speaker 1>l M was awarded two patents for some techniques. One

0:30:38.040 --> 0:30:42.040
<v Speaker 1>was for hair, fur and feathers. Uh. In this case,

0:30:42.440 --> 0:30:45.280
<v Speaker 1>it was the hair, fur and feathers effects they made

0:30:45.320 --> 0:30:48.200
<v Speaker 1>for another movie, Mighty Joe Young, which was a remake.

0:30:49.400 --> 0:30:52.800
<v Speaker 1>I saw the original Mighty Joe Young way back when

0:30:52.840 --> 0:30:56.240
<v Speaker 1>I didn't see the remake. Um, this one was hair raising,

0:30:56.520 --> 0:30:58.080
<v Speaker 1>I'm sure it was. And the other one was for

0:30:58.200 --> 0:31:03.520
<v Speaker 1>facial animation, which was again created originally for the film Casper,

0:31:03.760 --> 0:31:07.120
<v Speaker 1>but was also used on other movies like Men in Black.

0:31:09.400 --> 0:31:14.320
<v Speaker 1>They created the most realistic digital human character ever seen

0:31:14.400 --> 0:31:20.480
<v Speaker 1>in film, which was not the Daddy. It was the Mummy.

0:31:23.240 --> 0:31:26.640
<v Speaker 1>Chris is not having a great morning right now. Hey,

0:31:27.040 --> 0:31:29.880
<v Speaker 1>I just listened by the way slight tangent. I just

0:31:29.960 --> 0:31:34.400
<v Speaker 1>listened to one of our older episodes, and uh, and

0:31:34.960 --> 0:31:39.400
<v Speaker 1>you ground my my will to live into the dirt

0:31:39.440 --> 0:31:41.800
<v Speaker 1>with your puns. So you're gonna sit here and you're gonna,

0:31:42.080 --> 0:31:47.160
<v Speaker 1>you're gonna, you're gonna endure this, alright. Two thousand Um.

0:31:47.280 --> 0:31:50.720
<v Speaker 1>That was with the the real time on character motion

0:31:50.800 --> 0:31:53.920
<v Speaker 1>capture system developed for Star Wars episode one. So this

0:31:54.000 --> 0:31:57.320
<v Speaker 1>is this is where they have someone's favorite movie of all,

0:31:58.040 --> 0:32:02.320
<v Speaker 1>Thank you, Yeah. Star Wars episode one. The phenominis which

0:32:03.760 --> 0:32:08.280
<v Speaker 1>I'll say this, I think it's the best of the prequels. Alright,

0:32:08.640 --> 0:32:11.840
<v Speaker 1>that's as much praise as I can give it. But anyway,

0:32:12.400 --> 0:32:16.000
<v Speaker 1>also it has jar Jar, so do the other two prequels.

0:32:16.280 --> 0:32:19.200
<v Speaker 1>It also has Darth Vader saying yippie. And I still

0:32:19.240 --> 0:32:22.680
<v Speaker 1>say it's better than the other two. Um, But that's

0:32:22.720 --> 0:32:25.360
<v Speaker 1>neither here nor there. What they developed was this motion

0:32:25.440 --> 0:32:27.760
<v Speaker 1>capture system that worked in real time. Now, this is

0:32:27.800 --> 0:32:32.160
<v Speaker 1>really useful, and that you could get an actor wearing

0:32:32.160 --> 0:32:34.560
<v Speaker 1>a special suit that would have sensors on our or

0:32:34.680 --> 0:32:37.080
<v Speaker 1>really it's not even sensors, it's just points of reference,

0:32:37.120 --> 0:32:40.000
<v Speaker 1>so for a camera to pick up um and then

0:32:40.040 --> 0:32:45.080
<v Speaker 1>the actor could physically portray a performance within a space.

0:32:45.600 --> 0:32:48.640
<v Speaker 1>And then they take that information that the actor has

0:32:48.680 --> 0:32:51.959
<v Speaker 1>created by moving through the space and the camera picks up.

0:32:52.000 --> 0:32:55.480
<v Speaker 1>They feed it through software and that becomes the guideline

0:32:55.760 --> 0:32:58.880
<v Speaker 1>for the computer generated character that will replace the physical

0:32:58.920 --> 0:33:01.920
<v Speaker 1>actor who was moving through there. Jar Jar is an

0:33:01.920 --> 0:33:06.520
<v Speaker 1>example of that. That was one of the characters that

0:33:06.520 --> 0:33:13.240
<v Speaker 1>that used this um this technology to create the performance. Now,

0:33:13.240 --> 0:33:15.400
<v Speaker 1>while I do not much care for the character of

0:33:15.480 --> 0:33:18.960
<v Speaker 1>jar Jar, I do admit that it was an interesting

0:33:19.440 --> 0:33:22.760
<v Speaker 1>use of technology to be able to give a computer

0:33:22.800 --> 0:33:27.880
<v Speaker 1>generated character more of a physical performance by actually mapping

0:33:27.880 --> 0:33:31.560
<v Speaker 1>it to someone's real movements, because otherwise you've got animators

0:33:31.800 --> 0:33:34.959
<v Speaker 1>trying to simulate real movements as best they can. And

0:33:35.040 --> 0:33:37.760
<v Speaker 1>sometimes it works great and you watch it and you think, oh, well,

0:33:37.760 --> 0:33:40.320
<v Speaker 1>that looks real, and sometimes you're like, huh, that doesn't

0:33:40.320 --> 0:33:42.560
<v Speaker 1>look right at all. Yeah, they're going to use this

0:33:42.640 --> 0:33:44.520
<v Speaker 1>technique again, and some of the movies that are coming

0:33:44.600 --> 0:33:49.400
<v Speaker 1>up to to pardon my pun, great effect, um, some

0:33:49.480 --> 0:33:53.160
<v Speaker 1>of my my favorite recent more recent movies. Yep. They

0:33:53.200 --> 0:33:56.160
<v Speaker 1>also began to develop other stuff. In two thousand and one,

0:33:56.160 --> 0:34:01.440
<v Speaker 1>they developed ambient occlusion. Yeah that's uh, that's just what

0:34:01.480 --> 0:34:05.720
<v Speaker 1>it sounds like. Yeah, which, there you go. They actually

0:34:05.800 --> 0:34:07.800
<v Speaker 1>used this in the movie Pearl Harbor. Like it's just

0:34:07.840 --> 0:34:11.200
<v Speaker 1>what it sounds like. I have no idea what you mean. Basically,

0:34:11.200 --> 0:34:15.000
<v Speaker 1>they were using a combination of light and shadows that

0:34:15.360 --> 0:34:20.759
<v Speaker 1>made the lighting appear realistic through the use of computer graphics.

0:34:21.080 --> 0:34:24.840
<v Speaker 1>And they really it really showed uh showed up for

0:34:24.840 --> 0:34:27.920
<v Speaker 1>the first time in Pearl Harbor, the movie, not not

0:34:28.000 --> 0:34:31.000
<v Speaker 1>the actual actual Pearl Harbor, not the place nor the

0:34:31.040 --> 0:34:34.200
<v Speaker 1>historical event. Yes, but they yeah, I mean with the

0:34:34.200 --> 0:34:37.240
<v Speaker 1>the planes in the attack on the the American fleet

0:34:37.719 --> 0:34:40.600
<v Speaker 1>and that you know in the early morning hours. Um,

0:34:40.880 --> 0:34:43.680
<v Speaker 1>you know it required a lot of clever lighting. Yeah.

0:34:43.680 --> 0:34:46.120
<v Speaker 1>And shadows. Yeah, you're talking about explosions, You're talking about

0:34:46.120 --> 0:34:49.040
<v Speaker 1>shadows being cast by lots of different objects. You're talking

0:34:49.120 --> 0:34:51.279
<v Speaker 1>about smoke. I mean, there's there are a lot of

0:34:51.320 --> 0:34:54.440
<v Speaker 1>effects here that we kind of you know, you take

0:34:54.480 --> 0:34:56.279
<v Speaker 1>for granted when you watch it on a film, but

0:34:56.400 --> 0:34:59.400
<v Speaker 1>to be able to recreate it realistically in a computer

0:34:59.480 --> 0:35:03.160
<v Speaker 1>environment is not easy, and that that's why a lot

0:35:03.200 --> 0:35:05.640
<v Speaker 1>of this technology went toward. That same year, they also

0:35:06.280 --> 0:35:12.279
<v Speaker 1>created on set visualization processes that would allow a filmmaker

0:35:12.400 --> 0:35:16.640
<v Speaker 1>to put actors into an environment, let's say, like a

0:35:16.680 --> 0:35:20.680
<v Speaker 1>big green screen environment, and look at the virtual sets

0:35:20.800 --> 0:35:26.480
<v Speaker 1>around the real actors, complete with the actual camera motions. Um.

0:35:26.719 --> 0:35:29.400
<v Speaker 1>This was This is useful when you're making a movie

0:35:29.480 --> 0:35:33.680
<v Speaker 1>where a lot of the backgrounds you create are digitally inserted.

0:35:33.760 --> 0:35:36.399
<v Speaker 1>It's not it's not a computer animated film. It's still

0:35:36.440 --> 0:35:41.040
<v Speaker 1>a live action film. But the uh, the the sets

0:35:41.160 --> 0:35:43.319
<v Speaker 1>might be virtual. And we saw this in a lot

0:35:43.360 --> 0:35:45.160
<v Speaker 1>of the movies, like a lot of the Star Wars

0:35:45.160 --> 0:35:48.640
<v Speaker 1>prequels had it. The example they give specifically within the

0:35:48.640 --> 0:35:55.600
<v Speaker 1>Island Timeline is with Steven Spielberg's movie AI Artificial Intelligence. Uh,

0:35:55.719 --> 0:35:58.920
<v Speaker 1>there's another let down. A lot of movies here that

0:35:58.960 --> 0:36:02.120
<v Speaker 1>I didn't really care so much. Yeah, but back to

0:36:02.120 --> 0:36:05.000
<v Speaker 1>the Future I loved. So there's there's that in Dressed Park.

0:36:05.200 --> 0:36:07.759
<v Speaker 1>I love that too. So it's okay, I'll just keep

0:36:07.800 --> 0:36:11.279
<v Speaker 1>doing all right, two thousand three or do we were

0:36:11.280 --> 0:36:12.719
<v Speaker 1>about to say something? I'm sorry, Well, I was going

0:36:12.760 --> 0:36:16.920
<v Speaker 1>to point out that the uh for the ambient occlusion thing.

0:36:17.320 --> 0:36:20.160
<v Speaker 1>They do point out that. Um a few years later

0:36:20.200 --> 0:36:24.120
<v Speaker 1>in the Academy of Motion Picture Arts and Sciences gave

0:36:24.160 --> 0:36:27.760
<v Speaker 1>them a cy Tech Award for the ways in which

0:36:27.840 --> 0:36:33.279
<v Speaker 1>ambient inclusion helped advance computer graphics in the motion picture industry. So,

0:36:33.360 --> 0:36:35.840
<v Speaker 1>I mean, you know, looking at it in retrospect, it

0:36:35.920 --> 0:36:38.080
<v Speaker 1>may not have seemed like a big deal at the time.

0:36:38.120 --> 0:36:40.120
<v Speaker 1>It may have seemed all that that movie is lit

0:36:40.160 --> 0:36:43.720
<v Speaker 1>and you know, shadowed very well, but it has played

0:36:43.880 --> 0:36:46.319
<v Speaker 1>a significant role in many, many other films since then.

0:36:46.400 --> 0:36:49.760
<v Speaker 1>So yeah, yeah, I mean that's before we went too far. Sure,

0:36:49.800 --> 0:36:53.799
<v Speaker 1>these these developments they're making are things that are are

0:36:53.840 --> 0:36:57.360
<v Speaker 1>pushing forward the filmmaking industry across the entire industry, not

0:36:57.520 --> 0:37:01.200
<v Speaker 1>just for a single movie. Uh, it really I l

0:37:01.360 --> 0:37:04.920
<v Speaker 1>M has done a lot to shape the way movies

0:37:05.160 --> 0:37:09.279
<v Speaker 1>are today. Uh. Without their influence, I would say that

0:37:10.000 --> 0:37:13.279
<v Speaker 1>we'd be we'd have very different films right now if

0:37:13.280 --> 0:37:16.520
<v Speaker 1>it were not for industrial line magic. Doesn't necessarily mean

0:37:16.520 --> 0:37:18.240
<v Speaker 1>that they would be better or worse, but they would

0:37:18.320 --> 0:37:22.319
<v Speaker 1>certainly be different. It went so, Yeah, you mentioned the

0:37:22.360 --> 0:37:24.960
<v Speaker 1>two thousand three or you mentioned the awards. They also

0:37:25.000 --> 0:37:28.320
<v Speaker 1>got an award for the way that they found to

0:37:28.560 --> 0:37:34.399
<v Speaker 1>render skin or translucent materials, uh, from the the good

0:37:34.400 --> 0:37:36.799
<v Speaker 1>old cy Tech Award. They also in two thousand four

0:37:37.320 --> 0:37:42.600
<v Speaker 1>created a digital baby for a lemony snicket. It's a

0:37:42.640 --> 0:37:47.000
<v Speaker 1>series of unfortunate events and it was this marked, according

0:37:47.040 --> 0:37:49.399
<v Speaker 1>to I l M, the first time that you had

0:37:49.480 --> 0:37:54.120
<v Speaker 1>a computer generated human character shown an extreme close up.

0:37:56.200 --> 0:37:59.280
<v Speaker 1>So we're getting to the point now where photo realistic

0:37:59.320 --> 0:38:04.640
<v Speaker 1>computer generated characters are within the realm of possibility for

0:38:04.920 --> 0:38:08.399
<v Speaker 1>a serious filmmaker. Um to the to the point where

0:38:08.400 --> 0:38:11.120
<v Speaker 1>it's not necessarily going to be distracting when you watch

0:38:11.160 --> 0:38:13.000
<v Speaker 1>it and you think, wow, that does not look real.

0:38:13.520 --> 0:38:16.799
<v Speaker 1>Doesn't mean that everyone pulls it off successfully these days,

0:38:16.840 --> 0:38:19.959
<v Speaker 1>but at least it's much more possible. Two thousand six,

0:38:19.960 --> 0:38:24.120
<v Speaker 1>they developed imo cap, which was an image based performance

0:38:24.160 --> 0:38:27.000
<v Speaker 1>capture system, and this was for one of the Pirates

0:38:27.000 --> 0:38:30.760
<v Speaker 1>of the Caribbean movies. And that same year, two thousand six,

0:38:30.880 --> 0:38:37.920
<v Speaker 1>was when Disney made an acquisition. Disney purchased Pixar. So

0:38:37.960 --> 0:38:41.520
<v Speaker 1>you remember back in that's when Pixar struck out on

0:38:41.560 --> 0:38:43.799
<v Speaker 1>its own, not not struck out in the baseball sense,

0:38:43.840 --> 0:38:48.880
<v Speaker 1>but set out as its own company under the the

0:38:48.880 --> 0:38:52.160
<v Speaker 1>the financial support of Steve Jobs. Well, two thousand six,

0:38:52.280 --> 0:38:57.120
<v Speaker 1>Disney makes a move to acquire that company, Pixar. Disney

0:38:57.120 --> 0:39:00.120
<v Speaker 1>and Pixar had already been making several movies together for

0:39:00.440 --> 0:39:04.120
<v Speaker 1>several years, and uh it was it was a strategic

0:39:04.200 --> 0:39:09.640
<v Speaker 1>move to guarantee that Pixar would remain under the Disney family.

0:39:10.040 --> 0:39:13.040
<v Speaker 1>And that also it was kind of a talent grab

0:39:13.600 --> 0:39:16.160
<v Speaker 1>because John Lasseter, who was the head of Pixar at

0:39:16.160 --> 0:39:19.520
<v Speaker 1>the time, would become the creative head of Walt Disney

0:39:19.600 --> 0:39:24.959
<v Speaker 1>Animation as well as a imagineering So um that that

0:39:25.320 --> 0:39:30.440
<v Speaker 1>little acquisition was made for seven point four billion dollars

0:39:30.440 --> 0:39:34.160
<v Speaker 1>in stocks and other assets. So that made Steve Jobs

0:39:34.239 --> 0:39:38.279
<v Speaker 1>the largest shareholder in Disney at that time and put

0:39:38.360 --> 0:39:42.080
<v Speaker 1>him on the Border Directors to seven point four billion. Now,

0:39:42.120 --> 0:39:44.799
<v Speaker 1>that to me is interesting because we already mentioned, you know,

0:39:44.840 --> 0:39:47.640
<v Speaker 1>Disney's buying or trying to buy Lucasfilm. As of the

0:39:47.680 --> 0:39:50.200
<v Speaker 1>recording of this podcast, the deal has not been approved,

0:39:50.680 --> 0:39:53.680
<v Speaker 1>but a Disney would be purchasing them for four point

0:39:53.680 --> 0:39:56.560
<v Speaker 1>oh five billions. So you've got a division, a former

0:39:56.680 --> 0:40:02.359
<v Speaker 1>division of Lucasfilm sold for uh, not quite twice as

0:40:02.440 --> 0:40:07.920
<v Speaker 1>much as what the parent company sold for. That's interesting.

0:40:08.280 --> 0:40:14.240
<v Speaker 1>So two thousand seven, Uh, at this point, I LM

0:40:14.560 --> 0:40:20.760
<v Speaker 1>is working on creating a system to simulate fluid motion.

0:40:21.360 --> 0:40:23.520
<v Speaker 1>And this again is tricky. You know, we talked about

0:40:23.560 --> 0:40:28.120
<v Speaker 1>getting a water effect is challenging, and that's true. It's

0:40:28.160 --> 0:40:33.000
<v Speaker 1>also challenging to simulate fluid mechanics, especially you're talking about

0:40:33.040 --> 0:40:35.759
<v Speaker 1>huge quantities. You know, with with the Pirates of the

0:40:35.760 --> 0:40:37.880
<v Speaker 1>Caribbean movies, you're talking about ships on the ocean, So

0:40:37.920 --> 0:40:40.360
<v Speaker 1>you need to be able to simulate the way the

0:40:40.400 --> 0:40:44.120
<v Speaker 1>ocean really moves and the way that objects floating or

0:40:44.760 --> 0:40:47.479
<v Speaker 1>otherwise you know, somehow in the water, how they would

0:40:47.480 --> 0:40:52.000
<v Speaker 1>move as well. So they did a lot of work

0:40:52.040 --> 0:40:55.080
<v Speaker 1>in two thousand seven to perfect that technique. Yeah, they

0:40:55.080 --> 0:40:59.319
<v Speaker 1>actually used a particular system that they called Zeno and

0:41:00.080 --> 0:41:05.600
<v Speaker 1>an engine, a graphics engine called fiz bam UM. And this, uh,

0:41:05.600 --> 0:41:08.640
<v Speaker 1>this was the series I was mentioning a few minutes ago,

0:41:08.719 --> 0:41:12.480
<v Speaker 1>because they they modeled these effects within what they were

0:41:12.480 --> 0:41:16.080
<v Speaker 1>calling a virtual water tank. But of course in the

0:41:16.239 --> 0:41:18.759
<v Speaker 1>in the last in the second and third movies, in

0:41:18.800 --> 0:41:23.040
<v Speaker 1>the installment, UM, there were lots of appearances by Davy

0:41:23.120 --> 0:41:30.360
<v Speaker 1>Jones and his UH daydream believers, UH, his crew, which

0:41:30.640 --> 0:41:35.520
<v Speaker 1>were who had taken on aspects of sea life as

0:41:35.560 --> 0:41:40.000
<v Speaker 1>they lived underwater. UM. And they there's a really cool

0:41:40.040 --> 0:41:44.160
<v Speaker 1>picture out there where they show the uh motion capture

0:41:44.960 --> 0:41:48.280
<v Speaker 1>UM sticker things that they put on that the actors

0:41:48.880 --> 0:41:51.920
<v Speaker 1>to uh while they are you know, pretending to be

0:41:52.040 --> 0:41:54.359
<v Speaker 1>or they're acting as the crew, and it's it's kind

0:41:54.400 --> 0:41:56.399
<v Speaker 1>of cool because they can't get weight, they don't have

0:41:56.960 --> 0:42:01.359
<v Speaker 1>giant fish heads on, UH, but that's you know how

0:42:01.400 --> 0:42:04.840
<v Speaker 1>they did that. And the amazing sea battle effects and

0:42:04.880 --> 0:42:09.960
<v Speaker 1>all the things, the giant maelstrom UM, just amazing stuff.

0:42:10.000 --> 0:42:13.080
<v Speaker 1>And then of course you know the YEP. And in

0:42:13.120 --> 0:42:16.560
<v Speaker 1>two thousand and eight they began to work on FEZ

0:42:16.680 --> 0:42:20.200
<v Speaker 1>because fezes are cool. They are according to a doctor

0:42:20.239 --> 0:42:25.640
<v Speaker 1>I know yes, but no Fez was the name of

0:42:26.840 --> 0:42:30.279
<v Speaker 1>a facial animation system that they had been working on.

0:42:30.320 --> 0:42:33.960
<v Speaker 1>And again this is to refine that that ability to

0:42:34.200 --> 0:42:37.400
<v Speaker 1>capture an actor's performance to translate it to a computer

0:42:37.480 --> 0:42:40.840
<v Speaker 1>generated character. This is one of those things that really

0:42:41.040 --> 0:42:45.480
<v Speaker 1>is problematic. It's interest. It's an interesting question to ask

0:42:45.960 --> 0:42:52.680
<v Speaker 1>who is ultimately responsible for a computer generated character's performance? Um,

0:42:52.719 --> 0:42:55.600
<v Speaker 1>Because if you have a performance within a film that

0:42:55.800 --> 0:42:59.719
<v Speaker 1>is award worthy, but it's a computer generated character, who

0:42:59.719 --> 0:43:02.160
<v Speaker 1>do you give the award to? Do you give it

0:43:02.200 --> 0:43:06.200
<v Speaker 1>to the animator who built or the people who built

0:43:06.200 --> 0:43:09.840
<v Speaker 1>the textures and rendered everything and made it now that

0:43:09.960 --> 0:43:12.040
<v Speaker 1>made sure they made all the tweaks to make the

0:43:12.120 --> 0:43:14.520
<v Speaker 1>character look exactly the way the character looks. Do you

0:43:14.560 --> 0:43:18.920
<v Speaker 1>give it to the actor who physically portrayed that character

0:43:19.120 --> 0:43:22.480
<v Speaker 1>and it's that actor's movements that you are watching, even

0:43:22.560 --> 0:43:27.279
<v Speaker 1>though it's a different, uh, computer generated body that's doing

0:43:27.280 --> 0:43:30.279
<v Speaker 1>the motions. Ultimately it was an actor who went through

0:43:30.320 --> 0:43:32.879
<v Speaker 1>those motions. Uh. Is it the voice actor who may

0:43:33.000 --> 0:43:35.279
<v Speaker 1>or may not be the same person who did the

0:43:35.320 --> 0:43:39.000
<v Speaker 1>physical motions. It's a it's a complicated question because the

0:43:39.160 --> 0:43:42.520
<v Speaker 1>performance comes from so many different people working together to

0:43:42.640 --> 0:43:45.799
<v Speaker 1>create this thing you're watching. And I know that that

0:43:45.880 --> 0:43:47.960
<v Speaker 1>was one of those questions that came up during the

0:43:47.960 --> 0:43:50.399
<v Speaker 1>Lord of the Rings movies because there were people who

0:43:50.400 --> 0:43:54.960
<v Speaker 1>were saying that Andy Serkis should be nominated for his

0:43:55.040 --> 0:44:00.360
<v Speaker 1>performance as Gollum in those movies. But how much of

0:44:00.400 --> 0:44:04.200
<v Speaker 1>that performance would you say, is his versus the animators

0:44:04.239 --> 0:44:08.560
<v Speaker 1>who created the Uh, I hesitate to use the word physical,

0:44:08.640 --> 0:44:10.840
<v Speaker 1>but the the visual version of the character that you

0:44:10.880 --> 0:44:13.560
<v Speaker 1>see on the screen. And it's I don't think there's

0:44:13.600 --> 0:44:15.399
<v Speaker 1>an easy answer to that question. It may very well

0:44:15.440 --> 0:44:18.680
<v Speaker 1>mean that one day we'll see a new category of

0:44:19.000 --> 0:44:22.960
<v Speaker 1>award come up where it's best performance of some sort

0:44:23.200 --> 0:44:26.000
<v Speaker 1>as opposed to just best Actor or Best Supporting Actor

0:44:25.800 --> 0:44:31.239
<v Speaker 1>or actress. Yes, wow, you waited all that time just

0:44:31.320 --> 0:44:34.120
<v Speaker 1>to do that, all right? Two thousand nine, Uh, we

0:44:34.200 --> 0:44:40.080
<v Speaker 1>had the very GPU engine which was designed to create firestorms.

0:44:40.400 --> 0:44:42.960
<v Speaker 1>So again you know, looking at the stuff that's hard

0:44:43.000 --> 0:44:47.480
<v Speaker 1>to make look real on computer graphics. You know, fire

0:44:47.520 --> 0:44:49.600
<v Speaker 1>and water, those are big and for those are the

0:44:49.600 --> 0:44:53.360
<v Speaker 1>big ones. Well, they they're working on the Harry Potter

0:44:53.400 --> 0:44:56.839
<v Speaker 1>series of movies and they for the sixth film, they

0:44:56.960 --> 0:44:59.919
<v Speaker 1>really needed to be able to have realistic fire eff

0:45:00.960 --> 0:45:03.719
<v Speaker 1>So you know, it's it's the I l M way

0:45:03.719 --> 0:45:05.800
<v Speaker 1>when if you don't have a system that already doesn't,

0:45:05.840 --> 0:45:09.920
<v Speaker 1>go build one and they and so this kind of

0:45:10.440 --> 0:45:13.600
<v Speaker 1>wraps up where they are today. I mean I l

0:45:13.800 --> 0:45:17.000
<v Speaker 1>M is not the only property outside of Lucasfilm that

0:45:17.640 --> 0:45:20.000
<v Speaker 1>will be acquired by Disney if this deal goes through.

0:45:20.000 --> 0:45:24.640
<v Speaker 1>Skywalker's sound is also in there. And you know, Lucas has,

0:45:25.080 --> 0:45:28.200
<v Speaker 1>like we said, he's had a huge influence on the

0:45:28.280 --> 0:45:32.759
<v Speaker 1>way movies are shown today. I mean th h X

0:45:32.880 --> 0:45:37.160
<v Speaker 1>is another example, uh, which Disney I was also going

0:45:37.200 --> 0:45:41.239
<v Speaker 1>to get. So really, when it comes down to the

0:45:41.239 --> 0:45:47.680
<v Speaker 1>the technology behind filmmaking and film projection, film screening, Disney

0:45:47.760 --> 0:45:51.160
<v Speaker 1>is making a huge move here and and some people

0:45:51.200 --> 0:45:52.919
<v Speaker 1>are a little nervous about it. I've got friends who

0:45:52.920 --> 0:45:56.880
<v Speaker 1>work in effects. They work for for effect houses that

0:45:57.600 --> 0:46:01.600
<v Speaker 1>often will get contracted to work on companies um, and

0:46:01.920 --> 0:46:04.200
<v Speaker 1>some of these friends of mine are a little nervous

0:46:04.239 --> 0:46:07.960
<v Speaker 1>because this is sort of showing a consolidation of effects

0:46:08.000 --> 0:46:13.600
<v Speaker 1>houses and that could mean less competition and fewer opportunities

0:46:13.880 --> 0:46:17.080
<v Speaker 1>for these artists. So there are things to worry about

0:46:18.120 --> 0:46:22.080
<v Speaker 1>depending upon what field you are in. Yeah, but nonetheless,

0:46:22.120 --> 0:46:24.600
<v Speaker 1>I still think it will be interesting to see and

0:46:24.680 --> 0:46:29.359
<v Speaker 1>if some of the people leave, um, you know, they

0:46:29.360 --> 0:46:33.400
<v Speaker 1>may very well take the ability to uh do these

0:46:33.440 --> 0:46:35.719
<v Speaker 1>complex the knowledge that it takes to to build these

0:46:35.760 --> 0:46:41.640
<v Speaker 1>complex effects with them, making the acquisition less valuable. There's

0:46:41.680 --> 0:46:44.200
<v Speaker 1>always a chance that people could strike out and create

0:46:44.239 --> 0:46:48.200
<v Speaker 1>their own uh companies as well and start competing with

0:46:48.320 --> 0:46:50.440
<v Speaker 1>their old company. I mean that's happened several times in

0:46:50.480 --> 0:46:53.319
<v Speaker 1>the past as well, so it's too early to say.

0:46:53.400 --> 0:46:56.879
<v Speaker 1>But some of the movies Alam has worked on we've

0:46:56.880 --> 0:47:00.680
<v Speaker 1>talked about, of course, the Star Wars series all the

0:47:00.719 --> 0:47:05.719
<v Speaker 1>way from episode four through six and then one through three. Uh,

0:47:05.800 --> 0:47:09.959
<v Speaker 1>the several Star Trek films generations first contact on Star

0:47:09.960 --> 0:47:12.640
<v Speaker 1>Wars are Star Trek Wrath of con which is my

0:47:12.719 --> 0:47:14.680
<v Speaker 1>favorite of all of the Star Trek films because it's

0:47:14.800 --> 0:47:20.840
<v Speaker 1>very cold. It's space. Yes, it is fine Corinthian leather. Yeah.

0:47:21.000 --> 0:47:24.240
<v Speaker 1>The Jurassic Park movies. Uh, you know, had the mask

0:47:24.640 --> 0:47:28.759
<v Speaker 1>Forrest Gump, Twister. Never had I felt that a cow

0:47:28.880 --> 0:47:33.279
<v Speaker 1>really did fly past someone's windshield until I saw Twister. Uh,

0:47:33.400 --> 0:47:38.080
<v Speaker 1>Mission impossible. Three. They They've worked on many, many, many movies.

0:47:38.120 --> 0:47:40.680
<v Speaker 1>I mean, if you if you watch any film that

0:47:40.680 --> 0:47:42.600
<v Speaker 1>has a lot of special effects in it, and you

0:47:42.640 --> 0:47:45.759
<v Speaker 1>wait to the end. Uh, it's amazing how many of

0:47:45.760 --> 0:47:48.160
<v Speaker 1>them have Industrial Light and Magic listed as at least

0:47:48.200 --> 0:47:50.920
<v Speaker 1>part of the team that worked on the effects. Also,

0:47:51.080 --> 0:47:55.600
<v Speaker 1>it's it's interesting to realize how many films you may

0:47:55.640 --> 0:47:57.960
<v Speaker 1>not have realized have a lot of special effects in

0:47:58.040 --> 0:48:01.080
<v Speaker 1>them because the special effects are to make the film

0:48:01.120 --> 0:48:04.799
<v Speaker 1>look more like real life. Uh, Forrestcump is a good one,

0:48:04.800 --> 0:48:08.360
<v Speaker 1>although you could argue that no, no, that's clear because

0:48:08.360 --> 0:48:10.560
<v Speaker 1>you know, Tom Hanks never actually shook hands with that

0:48:10.600 --> 0:48:15.200
<v Speaker 1>many presidents still. But but even so, that's that's one

0:48:15.200 --> 0:48:17.600
<v Speaker 1>of those where the special effects are there to create

0:48:17.600 --> 0:48:21.480
<v Speaker 1>the story, but they're not you know, it's not spectacle

0:48:21.600 --> 0:48:23.560
<v Speaker 1>the way it would be in a big science fiction

0:48:23.640 --> 0:48:27.120
<v Speaker 1>film or something. Right. So, yeah, they have had a

0:48:27.160 --> 0:48:31.000
<v Speaker 1>monumental effect on the movie industry, definitely, and uh, I'm

0:48:31.000 --> 0:48:34.240
<v Speaker 1>sure they will continue to do so even whether whether

0:48:34.320 --> 0:48:37.200
<v Speaker 1>Disney's deal goes through or not. I'm sure it will

0:48:37.280 --> 0:48:49.520
<v Speaker 1>remain a big player in the the effects industry. All Right,

0:48:49.560 --> 0:48:52.080
<v Speaker 1>we're back, and I wanted to just say that. Of course,

0:48:52.400 --> 0:48:55.520
<v Speaker 1>as we know, Disney did in fact purchase Industrial Light

0:48:55.560 --> 0:48:59.000
<v Speaker 1>and Magic. It amazes me that that happened back in

0:48:59.040 --> 0:49:03.440
<v Speaker 1>two thousand and twelve, because I'm really bad at ordering

0:49:04.080 --> 0:49:07.680
<v Speaker 1>big events in chronological order in my mind. In my mind,

0:49:07.840 --> 0:49:10.920
<v Speaker 1>Chris had already left as co host and the and

0:49:11.000 --> 0:49:15.040
<v Speaker 1>Disney had not even thought about buying Lucasfilm at that time.

0:49:15.200 --> 0:49:17.480
<v Speaker 1>Obviously that's not the case, but that's not how I remember.

0:49:17.520 --> 0:49:20.600
<v Speaker 1>It just shows me that my memory is faulty. Also,

0:49:21.040 --> 0:49:23.040
<v Speaker 1>I wanted to mention, of course, I made a joke

0:49:23.120 --> 0:49:26.160
<v Speaker 1>about Robin Williams in this episode, and I miss Robin

0:49:26.239 --> 0:49:29.160
<v Speaker 1>Williams very much. I even thought about leaving in a

0:49:29.239 --> 0:49:31.719
<v Speaker 1>note to say, cut the joke about Robin Williams. But

0:49:31.800 --> 0:49:35.560
<v Speaker 1>I think, considering who Robin Williams was and his sort

0:49:35.600 --> 0:49:38.520
<v Speaker 1>of irreverence since the humor, that it's more of a

0:49:38.600 --> 0:49:40.919
<v Speaker 1>nice tribute to leave it in than to cut it out.

0:49:41.080 --> 0:49:43.640
<v Speaker 1>So that's why I did not cut out that joke.

0:49:44.480 --> 0:49:46.160
<v Speaker 1>I also wanted to talk about some of the movies

0:49:46.840 --> 0:49:49.640
<v Speaker 1>Industrial Light and Magic has worked on since we published

0:49:49.640 --> 0:49:52.239
<v Speaker 1>that episode, and this is not an exhaustive list, but

0:49:52.360 --> 0:49:53.840
<v Speaker 1>just a few to give you an idea of some

0:49:53.880 --> 0:49:57.279
<v Speaker 1>of the stuff they've worked on. They did effects for

0:49:57.360 --> 0:50:01.760
<v Speaker 1>Star Trek Into Darkness, Pacific Rim, Captain America, The Winter Soldier,

0:50:01.840 --> 0:50:04.200
<v Speaker 1>which is my favorite of the Marvel movie so far,

0:50:04.560 --> 0:50:09.839
<v Speaker 1>Teenage Mutant, Ninja Turtles, Avengers, Age of Ultron, Jurassic World,

0:50:10.040 --> 0:50:12.959
<v Speaker 1>Aunt Man, The Martian, which is great. If you haven't

0:50:12.960 --> 0:50:16.920
<v Speaker 1>seen The Martian or read the book, go do one

0:50:17.120 --> 0:50:20.080
<v Speaker 1>or both of those things. It's a great fun story.

0:50:21.120 --> 0:50:24.440
<v Speaker 1>And Star Wars The Force Awakens. Of course they did

0:50:24.480 --> 0:50:27.400
<v Speaker 1>the effects for that when Star Wars came back. I

0:50:27.440 --> 0:50:31.200
<v Speaker 1>hope you guys enjoyed it. I thought it was okay.

0:50:31.920 --> 0:50:34.000
<v Speaker 1>There are other movies that they're working on right now,

0:50:34.040 --> 0:50:36.200
<v Speaker 1>Captain America Civil War being one of them, the next

0:50:36.239 --> 0:50:40.040
<v Speaker 1>Star Wars movie, the next couple of Star Wars movies another,

0:50:40.480 --> 0:50:43.320
<v Speaker 1>and obviously lots of other stuff. So Industrial Light and

0:50:43.360 --> 0:50:48.040
<v Speaker 1>Magic still going strong under the command of Disney. They've

0:50:48.040 --> 0:50:51.760
<v Speaker 1>even opened up a new studio in Soho in London,

0:50:52.040 --> 0:50:55.960
<v Speaker 1>so that's pretty exciting too. Anyway, thank you for joining

0:50:55.960 --> 0:50:58.560
<v Speaker 1>me on this classic episode of tech stuff. I hope

0:50:58.560 --> 0:51:01.480
<v Speaker 1>you enjoyed this look back, and I'll be back with

0:51:01.640 --> 0:51:04.080
<v Speaker 1>new episodes really soon. If you guys want to get

0:51:04.080 --> 0:51:06.720
<v Speaker 1>in touch with me, give me suggestions for future topics

0:51:07.120 --> 0:51:09.560
<v Speaker 1>or guests I should have on the show, interviews, that

0:51:09.640 --> 0:51:12.480
<v Speaker 1>kind of stuff. Let me know the email addresses tech

0:51:12.520 --> 0:51:15.719
<v Speaker 1>Stuff at how stuff works dot com, or drop me

0:51:15.719 --> 0:51:18.960
<v Speaker 1>a line on Facebook or Twitter. At Facebook and Twitter,

0:51:19.160 --> 0:51:21.759
<v Speaker 1>I am tech Stuff H s W. And I'll talk

0:51:21.760 --> 0:51:28.520
<v Speaker 1>to you again. Really since for more on this and

0:51:28.560 --> 0:51:31.080
<v Speaker 1>thousands of other topics. Is it how stuff works dot

0:51:31.160 --> 0:51:41.160
<v Speaker 1>com