WEBVTT - The Pixar Story: Part 2

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<v Speaker 1>Get Technology with text stuff from dot com. Hey there,

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<v Speaker 1>and welcome to text Stuff, and the second part of

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<v Speaker 1>the Pixar Story. So when I first started recording this,

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<v Speaker 1>I thought it was going to be a two parter,

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<v Speaker 1>but as I started to fill out more and more

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<v Speaker 1>notes about the various things that went on at Pixar

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<v Speaker 1>over the last couple of decades, I realized that it

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<v Speaker 1>was gonna be bigger than two parts. So this will

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<v Speaker 1>actually be the second part of a three part series,

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<v Speaker 1>and some of these episodes might go a little long.

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<v Speaker 1>So um, I think Pixar is a fascinating company, had

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<v Speaker 1>some really interesting people go in and out of it,

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<v Speaker 1>So I apologize for getting rather verbos, but I think

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<v Speaker 1>it's important to really explore some of the cool thing

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<v Speaker 1>things going on within Pixar, not just from a technological standpoint,

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<v Speaker 1>but from a creative one and from a business standpoint

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<v Speaker 1>as well, a lot of interesting lessons to learn. So

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<v Speaker 1>with the last episode, I left off just before Pixar

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<v Speaker 1>was going to debut its first feature length computer animated film,

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<v Speaker 1>which of course is Toy Story, and I left it

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<v Speaker 1>off as a fake cliffhanger. Would the company succeed? Of

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<v Speaker 1>course they did, But one thing I want to point

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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 ground own work for Pixar

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<v Speaker 1>to follow along with Toy Story. Also, one other connection

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<v Speaker 1>between the two, John Lasseter of Pixar fame and Tim

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<v Speaker 1>Burton both attended cal Arts at the same time. So

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<v Speaker 1>that's kind of cool, little little kind of a connection.

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<v Speaker 1>So one thing I gotta get off the bat, this

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<v Speaker 1>is gonna be true for all the different movies that

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<v Speaker 1>I talked about the Pixar has worked on. Each film

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<v Speaker 1>required many years to finish. A team might work on

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<v Speaker 1>a movie for five years at a time. It's not

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<v Speaker 1>that unusual, particularly with these computer animated films, and during

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<v Speaker 1>the development of Toy Story, the characters and script went

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<v Speaker 1>through lots and lots of changes. Also, not unusual with Pixar.

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<v Speaker 1>They've always said that story comes first. They have to

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<v Speaker 1>get the story right, and if they don't have the

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<v Speaker 1>story just right, people don't care how good your animation is.

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<v Speaker 1>If the story doesn't hold your attention, you eventually just say, well,

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<v Speaker 1>that was pretty and flashy. But I didn't really care

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<v Speaker 1>about anything. Back in the original run, when they were

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<v Speaker 1>first drafting out the story for toy story, buzz light

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<v Speaker 1>Year had a totally different name. He was called Tempest,

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<v Speaker 1>which was a reference to the classic arcade machine and wood.

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<v Speaker 1>He originally wasn't a pull string toy. He was a

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<v Speaker 1>Ventriloquists dummy, but Michael Eisner, who at the time was

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<v Speaker 1>Disney's CEO, stepped in and asked Pixar to change it

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<v Speaker 1>because he said dummies are inherently creepy, and it is

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<v Speaker 1>difficult for me to disagree with that. I don't agree

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<v Speaker 1>with a lot of things that Michael Eisner did, but

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<v Speaker 1>I definitely agree that ventriloquist dummies are are creepy. And

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<v Speaker 1>another major change was Buzzes whole worldview. In those early drafts,

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<v Speaker 1>buzz Lightyear knew that he was a toy, and he

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<v Speaker 1>knew that there was a television show that tied in

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<v Speaker 1>with the toy, but then they had Tim Allen come

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<v Speaker 1>in to do the the voiceovers acting, and Tim Allen's

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<v Speaker 1>take on Buzz was that the character was completely oblivious.

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<v Speaker 1>He lived the role of a space ranger. That is

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<v Speaker 1>what 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 Pixar, those characters were really

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<v Speaker 1>tough to nailed 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 exects would say, yeah, you know,

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<v Speaker 1>these guys, there's there's not a lot, there's not a

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<v Speaker 1>lot going on here. We need some more conflict, We

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<v Speaker 1>need them to not be these just perfect toys. So

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<v Speaker 1>the next iteration went a little too far in the

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<v Speaker 1>other direction, and Pixar says, yeah, we kind of accidentally

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<v Speaker 1>turned Woody into a real jerk face. He became just

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<v Speaker 1>likable so they had to figure out where was the

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<v Speaker 1>balance between these two extremes, and fortunately the writers were

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<v Speaker 1>able to come up with that balance. Though for a

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<v Speaker 1>while it actually looked like Disney might pull the plug

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<v Speaker 1>on Toy Story. Keep in mind, Disney was providing the

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<v Speaker 1>funding here. Disney was giving Pixar twenty well not giving,

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<v Speaker 1>but providing twenty one million dollars for Pixar to produce

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<v Speaker 1>three movies, and uh they were. Disney was also going

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<v Speaker 1>to provide the distribution for Pixar, and in return, Disney

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<v Speaker 1>was taking an enormous share of the revenue should these

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<v Speaker 1>movies prove to be successful. The whole project required way

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<v Speaker 1>more resources than Pisar anticipated. They had only been working

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<v Speaker 1>on short films up to that point and did not

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<v Speaker 1>realize what a different creature a feature length film can be.

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<v Speaker 1>It's not just oh, this one short we did required

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<v Speaker 1>ten people, but this movie is four times longer, so

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<v Speaker 1>we'll need forty people. It's way more complicated than that.

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<v Speaker 1>They originally thought they could get away with just using

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<v Speaker 1>eight animators for Toy Story, and on top of that,

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<v Speaker 1>they would have people in lighting and textures, but eight

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<v Speaker 1>animators to actually create the animation. They ended up with

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<v Speaker 1>thirty three by the end of the production, and all

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<v Speaker 1>the other departments also needed more people than they originally estimated,

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<v Speaker 1>so with each film, Pixar would typically add a few

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<v Speaker 1>more animators. By the time Monsters Inc. Rolls around, for example,

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<v Speaker 1>there were fifty animators working on that movie. So it

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<v Speaker 1>became clear that this feature link game was different and

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<v Speaker 1>not a big surprise that Pixar had to learn this.

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<v Speaker 1>It was new territory for them. Now. They also had

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<v Speaker 1>to make sure that everyone who was working on animation

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<v Speaker 1>was going to animate the characters in a consistent way.

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<v Speaker 1>You couldn't have different animators manipulate characters so that they

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<v Speaker 1>have their own quirks. When one animator is working on

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<v Speaker 1>it but not on another, it's inconsistent and disorienting. So

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<v Speaker 1>typically a lead animator would be assigned to every major

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<v Speaker 1>character to create the desired performance, but an individual animator

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<v Speaker 1>might work on every single character in a film at

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<v Speaker 1>some point or another. It may just be that the

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<v Speaker 1>characters in the background for that sequence, but they still

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<v Speaker 1>have to act in character. 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 of people,

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<v Speaker 1>so much more complicated than a live 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 deployed 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 these solid wooden boards. Supposedly

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<v Speaker 1>the first person to try this actually was nailing their

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<v Speaker 1>shoes to the boards and did so the wrong way,

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<v Speaker 1>in other words, nailing up from the board through the shoe,

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<v Speaker 1>which seems to be a little uh, poorly thought out

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<v Speaker 1>in my mind. But at any rate, you had these

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<v Speaker 1>these animators trying to get around so that they could

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<v Speaker 1>get a good basis for how the character should move

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<v Speaker 1>in the actual film, and apparently was quite the scene

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<v Speaker 1>that Pixar HQ. Now. Computer animation takes several steps to complete,

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<v Speaker 1>just like traditional animation does, so In computer animation, you

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<v Speaker 1>have to build the computer models for the characters, so

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<v Speaker 1>this is the three dimensional representation of your character. You

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<v Speaker 1>have to also do that for sets and props. You

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<v Speaker 1>can't just do it for just the characters, otherwise everything

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<v Speaker 1>else is flat, and you animate the sequences according to

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<v Speaker 1>the storyboard and performances. But at that point, even after

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<v Speaker 1>you've modeled everything and you've figured out the physics and

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<v Speaker 1>you know how different parts move in relation to each other,

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<v Speaker 1>you still end up with kind of a featureless and

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<v Speaker 1>plastic figure. Everything looks kind of like it's just like

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<v Speaker 1>simple solid body plastic. So then you have to overlay

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<v Speaker 1>color textures and shading to give more definition to the characters.

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<v Speaker 1>And then you have to add lighting sequences to create

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<v Speaker 1>the mood you want for that scene and the effects

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<v Speaker 1>you need, and this gets really complicated. In a physical

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<v Speaker 1>uh space where you're actually shooting live action, you can

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<v Speaker 1>move lights around and see what sort of effects you get.

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<v Speaker 1>You know what happens if you light the scene from

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<v Speaker 1>the back as opposed to from the front. But in

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<v Speaker 1>computer animation you have to actually program all that in.

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<v Speaker 1>At least initially. You might eventually come come up with

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<v Speaker 1>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>from than light from another direction. You have to actually

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<v Speaker 1>build all that in. So it's incredibly time consuming and

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<v Speaker 1>work intensive. It involves a lot of technical know how

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<v Speaker 1>and artistic know how as well, so it's it's not

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<v Speaker 1>an easy job. Now. Originally Pixar employees thought they could

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<v Speaker 1>render the entire film in twenty months using fifty three processors.

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<v Speaker 1>That's just the rendering stage, mind you, that's not the animation,

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<v Speaker 1>but twenty months just to render the work that they

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<v Speaker 1>had created. But it turned out they needed three hundred

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<v Speaker 1>machines to do the job, not fifty three processors. Three

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<v Speaker 1>D computers, and today Pixar has more than twenty thousand

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<v Speaker 1>processors to work on render jobs, which means they could

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<v Speaker 1>take that raw footage from Toy Story and render it

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<v Speaker 1>in real time by the end of if if you

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<v Speaker 1>were to start rendering all that footage and you started

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<v Speaker 1>the DVD of Toy Story at the same time, you

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<v Speaker 1>would be done with both at around the same time. Uh.

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<v Speaker 1>Not necessarily true with later Pixar films, which are more

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<v Speaker 1>complicated than that first Toy Story movie, but it does

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<v Speaker 1>illustrate how much more sophisticated things have become since then.

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<v Speaker 1>And once again we see that Moore's law has brought

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<v Speaker 1>down the cost of computing to a point where this

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<v Speaker 1>sort of thing is possible. It's not outside the reach

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<v Speaker 1>of a production studio now. At the time that would

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<v Speaker 1>have been impossible. It would have been too expensive to

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<v Speaker 1>have twenty thousand processors, let alone the idea of well

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<v Speaker 1>how do we how do we power them and keep

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<v Speaker 1>them cold enough so that they work, and where do

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<v Speaker 1>we put them and all that kind of stuff. But

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<v Speaker 1>we've seen the chips get smaller, we've seen them we

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<v Speaker 1>get more powerful, we've seen more uh sophisticated processors with

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<v Speaker 1>multiple cores, including graphics processors, and of course we've seen

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<v Speaker 1>that price come down over time, so now it's less

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<v Speaker 1>of a an insurmountable obstacle. Still expensive, just not as

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<v Speaker 1>expensive as it would have been back then. So after

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<v Speaker 1>making Toy Story, John Lasseter realized that a feature link

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<v Speaker 1>computer animated film was way too much work for a

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<v Speaker 1>single director. He was the director for Toy Story, but

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<v Speaker 1>he realized this is too big a job for one

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<v Speaker 1>person to head up. So from that point forward, the

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<v Speaker 1>Pixar films would have multiple directors, with normally one acting

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<v Speaker 1>as kind of the primary director to steer the vision

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<v Speaker 1>of the film, and others to oversee specific aspects of

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<v Speaker 1>the production, like like cinematography and lighting and that sort

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<v Speaker 1>of stuff. The movie came out on November twenty two,

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<v Speaker 1>n and it was directed by John Lasseter. Several writers

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<v Speaker 1>worked on the story, including Josh Weeden, who is of

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<v Speaker 1>course the creator of Buffy the Vampire Slayer and Firefly

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<v Speaker 1>and Angel and things like that. Wheed and by the way,

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<v Speaker 1>I wrote a couple of my favorite lines, including You're

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<v Speaker 1>a sad, strange little man, and you have my pity

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<v Speaker 1>and uh one of my favorite lines of all time,

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<v Speaker 1>wind the Frog. This movie also marked the first time

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<v Speaker 1>Pixar worked with the musician Randy Newman, who would go

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<v Speaker 1>on to compose the music for six more Pixar movies.

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<v Speaker 1>So he hasn't worked on all of them, but he

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<v Speaker 1>worked on a lot of them, and also on a

0:13:48.160 --> 0:13:51.959
<v Speaker 1>personal note, Toy Story was the first movie I saw

0:13:52.040 --> 0:13:55.120
<v Speaker 1>while dating the woman who would later on become my wife.

0:13:56.240 --> 0:13:58.320
<v Speaker 1>It took some convincing to get her to the theater

0:13:58.600 --> 0:14:01.640
<v Speaker 1>to to go and see a move V called Toy Story,

0:14:01.679 --> 0:14:04.360
<v Speaker 1>but I eventually convinced her to do so, and afterwards

0:14:04.360 --> 0:14:08.000
<v Speaker 1>she became a lifelong Pixar fan. So I did something right.

0:14:08.840 --> 0:14:15.120
<v Speaker 1>Uh nineteen years woo Now, Toy Story was a really

0:14:15.160 --> 0:14:19.880
<v Speaker 1>big hit. According to box office Mojo, Toy Stories global

0:14:19.920 --> 0:14:23.360
<v Speaker 1>box office amounted to three hundred sixty two million dollars,

0:14:24.240 --> 0:14:27.960
<v Speaker 1>but Pixar's deal with Disney meant it only received a

0:14:28.000 --> 0:14:31.480
<v Speaker 1>small percentage of the profits. Between ten and fifteen percent

0:14:31.680 --> 0:14:34.680
<v Speaker 1>of the profits. Most of that money went to Disney,

0:14:34.720 --> 0:14:37.760
<v Speaker 1>not to Pixar. Some folks over at Pixar felt that

0:14:37.800 --> 0:14:41.800
<v Speaker 1>this was kind of unfair, that Disney was providing the

0:14:41.840 --> 0:14:46.400
<v Speaker 1>distribution and marketing, and that initial maybe seven million dollars

0:14:46.400 --> 0:14:48.760
<v Speaker 1>you could argue for the budget of the movie, but

0:14:48.800 --> 0:14:53.320
<v Speaker 1>otherwise wasn't responsible for the actual success of the movie. Disney,

0:14:53.360 --> 0:14:56.320
<v Speaker 1>apart from giving some notes, didn't determine the story. They

0:14:56.360 --> 0:14:58.880
<v Speaker 1>didn't do the animation, they didn't do the effects, they

0:14:58.920 --> 0:15:03.920
<v Speaker 1>didn't hire the voice actors, so some folks over Pixar.

0:15:04.000 --> 0:15:07.640
<v Speaker 1>We're a little not happy with this arrangement, but that's

0:15:07.680 --> 0:15:12.840
<v Speaker 1>how things were at the time. Shortly after Toy Story premiered,

0:15:12.880 --> 0:15:17.000
<v Speaker 1>like a week after Toy Story came out, Steve Jobs

0:15:17.160 --> 0:15:20.120
<v Speaker 1>made the big move and took Pixar public with an

0:15:20.120 --> 0:15:24.000
<v Speaker 1>initial public offering or i p O. It ended up

0:15:24.040 --> 0:15:29.400
<v Speaker 1>being the biggest technology i p O in which was

0:15:29.440 --> 0:15:32.760
<v Speaker 1>also a year that saw Netscape go public. If you

0:15:32.760 --> 0:15:35.960
<v Speaker 1>don't know what Netscape is, go look it up. Used

0:15:36.000 --> 0:15:39.600
<v Speaker 1>to be the name and computer browsers for the Internet

0:15:39.680 --> 0:15:42.680
<v Speaker 1>back in the day. Now, before the i p O,

0:15:42.760 --> 0:15:47.040
<v Speaker 1>the estimated value of a share of Pixar stock was

0:15:47.120 --> 0:15:51.000
<v Speaker 1>between twelve and fourteen dollars. That's what analysts were predicting

0:15:51.680 --> 0:15:55.040
<v Speaker 1>that Pixar shares would be between twelve and fourteen bucks

0:15:55.040 --> 0:15:57.960
<v Speaker 1>per share, but when trading open, the initial share price

0:15:58.040 --> 0:16:03.320
<v Speaker 1>was actually twenty two dollars. Toy stories incredible opening was

0:16:03.400 --> 0:16:06.640
<v Speaker 1>probably part of the reason why it was higher than

0:16:06.640 --> 0:16:10.520
<v Speaker 1>originally estimated. During that first day of trading, the stock

0:16:10.600 --> 0:16:13.760
<v Speaker 1>reached its highest point at forty six dollars per share,

0:16:13.760 --> 0:16:18.160
<v Speaker 1>which means it more than doubled its value from the

0:16:18.240 --> 0:16:22.360
<v Speaker 1>opening bell of the stock exchange. Now, granted it, it

0:16:22.400 --> 0:16:25.040
<v Speaker 1>didn't end at forty six dollars per year on that

0:16:25.080 --> 0:16:28.320
<v Speaker 1>first day. It actually settled to thirty nine dollars per year,

0:16:28.400 --> 0:16:32.400
<v Speaker 1>so still higher than what it opened at. And because

0:16:32.600 --> 0:16:36.440
<v Speaker 1>Steve Jobs owned practically all the shares in the company

0:16:36.440 --> 0:16:40.360
<v Speaker 1>before taking it public, it turned him into a billionaire

0:16:41.600 --> 0:16:47.120
<v Speaker 1>a billion air overnight. He had spent fifty million dollars

0:16:47.840 --> 0:16:50.400
<v Speaker 1>on this company over time trying to keep it afloat.

0:16:50.880 --> 0:16:55.840
<v Speaker 1>That gamble paid off big time, and of course it

0:16:55.920 --> 0:16:58.320
<v Speaker 1>gave Pixar a bit more leverage. It was a force

0:16:58.360 --> 0:17:02.640
<v Speaker 1>to be reckoned with a one point for six billion

0:17:02.760 --> 0:17:07.880
<v Speaker 1>dollar market value force. So imagine that. Imagine that you're

0:17:07.920 --> 0:17:11.720
<v Speaker 1>working for a company that, over the course of a

0:17:11.760 --> 0:17:15.879
<v Speaker 1>week has its first feature length film come out and

0:17:15.920 --> 0:17:20.080
<v Speaker 1>then is valued at one point for six billion dollars.

0:17:20.760 --> 0:17:26.760
<v Speaker 1>It must have been incredible. Also in n David Di Francesco,

0:17:26.840 --> 0:17:30.320
<v Speaker 1>whom we talked about in the last episode, received an

0:17:30.359 --> 0:17:34.480
<v Speaker 1>Academy Award for the development of a film input scanning technique,

0:17:35.160 --> 0:17:38.959
<v Speaker 1>and Pixar was continuing to develop new technologies in the

0:17:39.040 --> 0:17:43.560
<v Speaker 1>film industry, and eventually it was also licensing those technologies

0:17:43.560 --> 0:17:45.719
<v Speaker 1>out to other companies. So it wasn't just that they

0:17:45.720 --> 0:17:48.600
<v Speaker 1>were developing tools in house to get their stuff done.

0:17:49.119 --> 0:17:52.160
<v Speaker 1>They were innovating in technology and then making money through

0:17:52.240 --> 0:17:55.479
<v Speaker 1>licenses so that other production companies could take advantage of

0:17:55.560 --> 0:18:05.719
<v Speaker 1>those advancements. Moving ahead to nine John Laster received a

0:18:05.800 --> 0:18:09.399
<v Speaker 1>Special Achievement Oscar for directing the first feature length computer

0:18:09.480 --> 0:18:14.040
<v Speaker 1>animated film, and ed Capbell Alvi, Ray Smith, Thomas Porter,

0:18:14.160 --> 0:18:17.080
<v Speaker 1>and Tom Duff received a Technical Academy Award for their

0:18:17.119 --> 0:18:22.639
<v Speaker 1>work in Digital Image compositing. Inn picks Are completed work

0:18:22.800 --> 0:18:27.240
<v Speaker 1>on their short animated film Jerry's Game, which would win

0:18:27.440 --> 0:18:31.120
<v Speaker 1>a Best Animated Short Film Oscar for Pixar. That would

0:18:31.119 --> 0:18:35.359
<v Speaker 1>be their second Best Animated Short Film Oscar. They would

0:18:35.359 --> 0:18:40.880
<v Speaker 1>win many many more and also in nine seven, Pixar

0:18:41.240 --> 0:18:46.600
<v Speaker 1>hired Randy S. Nelson, who would become the dean of

0:18:46.760 --> 0:18:51.600
<v Speaker 1>Pixar University. Now this is not like a giant college

0:18:51.640 --> 0:18:56.560
<v Speaker 1>campus somewhere akin to Monsters University. This is Pixar's internal

0:18:56.640 --> 0:19:00.879
<v Speaker 1>skills development department, which gives Pixar employees the opportunity to

0:19:00.920 --> 0:19:04.000
<v Speaker 1>take classes and all sorts of fields and disciplines, from

0:19:04.400 --> 0:19:09.440
<v Speaker 1>story development and screenwriting to drawing and sculpting, and this

0:19:09.600 --> 0:19:13.400
<v Speaker 1>Nelson guy, he sounds like someone I'd really get along with.

0:19:13.560 --> 0:19:17.360
<v Speaker 1>He was a founder of the Flying Kara Matzov Brothers,

0:19:17.600 --> 0:19:20.840
<v Speaker 1>so he's a juggler, and as a juggler, if you

0:19:20.840 --> 0:19:24.359
<v Speaker 1>didn't know, I'm also a juggler, I really respect that.

0:19:25.160 --> 0:19:27.600
<v Speaker 1>He had also worked with Steve Jobs both at Apple

0:19:28.119 --> 0:19:32.520
<v Speaker 1>and at Next. Remember Jobs had been essentially forced out

0:19:32.520 --> 0:19:35.840
<v Speaker 1>of Apple and had founded a new company called Next Computers,

0:19:36.080 --> 0:19:40.880
<v Speaker 1>eventually abandoning the hardware side of Next Computers and developing

0:19:40.920 --> 0:19:44.560
<v Speaker 1>software instead. Now, according to Nelson, if you were to

0:19:44.600 --> 0:19:47.640
<v Speaker 1>take all the courses, or or to take a full

0:19:48.160 --> 0:19:51.960
<v Speaker 1>suite of courses at Pixar University, you would have the

0:19:52.000 --> 0:19:57.160
<v Speaker 1>equivalent of a bachelor's degree education in fine arts. That's

0:19:57.200 --> 0:20:02.760
<v Speaker 1>how comprehensive there in Nal Development department was. They were

0:20:03.600 --> 0:20:07.800
<v Speaker 1>dedicated to making certain that employees had the opportunity to

0:20:08.200 --> 0:20:11.280
<v Speaker 1>learn new skills and develop ones that they had already

0:20:11.320 --> 0:20:17.239
<v Speaker 1>started to to create or to build on previously. And

0:20:17.320 --> 0:20:20.959
<v Speaker 1>this included all sorts of different types of of activities,

0:20:21.000 --> 0:20:25.199
<v Speaker 1>including improvisational acting. So you might end up finding yourself

0:20:25.240 --> 0:20:28.440
<v Speaker 1>sitting next to the head of the company, but you're

0:20:28.480 --> 0:20:32.399
<v Speaker 1>both classmates at that at that class, so it also

0:20:32.480 --> 0:20:37.840
<v Speaker 1>helped break down the hierarchical barriers between bosses and employees.

0:20:38.880 --> 0:20:45.040
<v Speaker 1>The motto of Pixar University is alienis non deus, which

0:20:45.119 --> 0:20:49.480
<v Speaker 1>I know I'm terribly mispronouncing because I have little Latin

0:20:49.560 --> 0:20:52.879
<v Speaker 1>and less Greek, just like a Mr. Shakespeare Shakespeare, but

0:20:52.960 --> 0:20:57.399
<v Speaker 1>the Latin phrase actually means alone no longer. And it

0:20:57.440 --> 0:21:01.560
<v Speaker 1>also has a secondary Latin inscription on a Pixar University

0:21:01.680 --> 0:21:07.720
<v Speaker 1>crest which says tempest pecunia sumnum, which means time, money, sleep.

0:21:09.359 --> 0:21:11.160
<v Speaker 1>The three of those, I think sleep is the one

0:21:11.240 --> 0:21:16.040
<v Speaker 1>that the typical Pixar employee has the least of. Maybe time,

0:21:16.359 --> 0:21:20.639
<v Speaker 1>It's kind of hard to say. Moving on over to

0:21:20.760 --> 0:21:24.919
<v Speaker 1>uh talk about a bit, Pixar and Disney renegotiated their

0:21:24.960 --> 0:21:29.280
<v Speaker 1>agreement at that time. So if you remember, they originally

0:21:29.320 --> 0:21:31.520
<v Speaker 1>had come up with a night uh this deal that

0:21:31.560 --> 0:21:34.680
<v Speaker 1>there that Pixar was going to make three movies for Disney,

0:21:34.960 --> 0:21:38.639
<v Speaker 1>after which there would be time to negotiate a new

0:21:39.440 --> 0:21:45.240
<v Speaker 1>a new relationship instead, and in return, Disney was going

0:21:45.280 --> 0:21:49.600
<v Speaker 1>to get the massive majority of the profits from those movies.

0:21:49.640 --> 0:21:54.000
<v Speaker 1>But the renegotiation went a little better for Pixar. They

0:21:54.000 --> 0:21:58.920
<v Speaker 1>agreed to do a ten year five film deal uh

0:21:58.960 --> 0:22:02.199
<v Speaker 1>and in that deal, Pixar would receive fifty of the

0:22:02.200 --> 0:22:05.600
<v Speaker 1>profits from the films. The New York Times reported on

0:22:05.640 --> 0:22:08.040
<v Speaker 1>the change in agreements and revealed that the new Pixar

0:22:08.160 --> 0:22:12.199
<v Speaker 1>film was going to be called Bugs. So this was

0:22:12.280 --> 0:22:15.000
<v Speaker 1>before the movie had come out. Obviously, they were still

0:22:15.000 --> 0:22:16.679
<v Speaker 1>working on it. It was still in development, so the

0:22:16.680 --> 0:22:21.480
<v Speaker 1>title had not been finalized. Now that arrangement, with the

0:22:21.520 --> 0:22:25.000
<v Speaker 1>new deal of being a ten year five film contract,

0:22:25.480 --> 0:22:28.639
<v Speaker 1>answered some of the criticisms industry analysts had about the

0:22:28.680 --> 0:22:32.040
<v Speaker 1>Pixar I p O. Because when Pixar went public, some

0:22:32.080 --> 0:22:37.040
<v Speaker 1>analysts were saying, this seems really like investors are pushing

0:22:37.080 --> 0:22:41.119
<v Speaker 1>this company beyond its actual value, because keep in mind,

0:22:41.480 --> 0:22:43.919
<v Speaker 1>while they're doing great work, and while their movies are

0:22:43.960 --> 0:22:46.639
<v Speaker 1>making huge amounts of money in the box office, that

0:22:46.800 --> 0:22:48.800
<v Speaker 1>most of that money is not going to Pixar, it's

0:22:48.800 --> 0:22:53.440
<v Speaker 1>going to Disney. So maybe you shouldn't drive the value

0:22:53.440 --> 0:22:56.159
<v Speaker 1>of this company up so high since it's really not

0:22:56.240 --> 0:23:00.119
<v Speaker 1>earning money for itself. Once this new arrangement came and

0:23:00.160 --> 0:23:03.679
<v Speaker 1>that took some of that criticism away, Bugs, of course,

0:23:03.800 --> 0:23:06.160
<v Speaker 1>ended up being a Bug's Life, which would come out

0:23:06.240 --> 0:23:10.440
<v Speaker 1>in and it broke the record for a Thanksgiving weekend

0:23:10.480 --> 0:23:14.480
<v Speaker 1>film opening in the United States. The movie combines a

0:23:14.520 --> 0:23:18.119
<v Speaker 1>couple of famous stories You've got ESOPs, the ant and

0:23:18.119 --> 0:23:21.560
<v Speaker 1>the Grasshopper as part of it, and a very healthy

0:23:21.680 --> 0:23:26.680
<v Speaker 1>dose of the Seven Samurai uh As as the various

0:23:27.240 --> 0:23:31.760
<v Speaker 1>core story elements, and the Pixar team said that A

0:23:31.840 --> 0:23:36.439
<v Speaker 1>Bug's Life was particularly challenging and rewarding. The movie called

0:23:36.480 --> 0:23:39.159
<v Speaker 1>for a lot of characters on screen at once, I

0:23:39.160 --> 0:23:42.840
<v Speaker 1>mean hundreds and hundreds of insects all on screen at

0:23:42.840 --> 0:23:45.800
<v Speaker 1>the same time, which requires a lot of processing power.

0:23:46.119 --> 0:23:48.359
<v Speaker 1>You're talking about a ton of animation. You don't want

0:23:48.400 --> 0:23:52.560
<v Speaker 1>your characters all just standing still, and that requires a

0:23:52.560 --> 0:23:55.560
<v Speaker 1>lot of computer power. Also, on top of that, the

0:23:55.600 --> 0:23:59.320
<v Speaker 1>characters had lots of limbs. I mean, insects have lots

0:23:59.359 --> 0:24:02.920
<v Speaker 1>of legs, so most of these creatures had six legs.

0:24:02.960 --> 0:24:06.359
<v Speaker 1>Some of them also had wings or also antenna. On

0:24:06.440 --> 0:24:09.679
<v Speaker 1>top of that, these settings were on uneven surfaces, and

0:24:09.720 --> 0:24:12.240
<v Speaker 1>those surfaces had to have an organic look to them.

0:24:12.760 --> 0:24:15.920
<v Speaker 1>There was also fire and smoke in the movie, which

0:24:16.119 --> 0:24:20.280
<v Speaker 1>is notoriously difficult to get just right with computer animation

0:24:20.320 --> 0:24:23.440
<v Speaker 1>or at least it was at that time, and so

0:24:23.880 --> 0:24:27.960
<v Speaker 1>it was very resource heavy. It was a very ambitious

0:24:28.000 --> 0:24:31.560
<v Speaker 1>project to take on after toy story. Now, one of

0:24:31.560 --> 0:24:34.680
<v Speaker 1>the defining looks of the film is the translucent nature

0:24:34.720 --> 0:24:38.000
<v Speaker 1>of the various leaves and flowers. So John Laster said

0:24:38.000 --> 0:24:40.320
<v Speaker 1>it was like characters were living in a world of

0:24:40.440 --> 0:24:44.719
<v Speaker 1>stained glass, and that the animators had to create ways

0:24:44.840 --> 0:24:48.720
<v Speaker 1>for light to behave properly to shine through these surfaces.

0:24:49.040 --> 0:24:52.960
<v Speaker 1>And again it meant creating new rules, making up new

0:24:53.080 --> 0:24:57.520
<v Speaker 1>rules so that things looked right, didn't just look pretty,

0:24:57.600 --> 0:25:00.479
<v Speaker 1>but they looked natural. And the story of Bug's life

0:25:00.560 --> 0:25:03.080
<v Speaker 1>changed a lot too over the course of its production. Originally,

0:25:03.119 --> 0:25:05.920
<v Speaker 1>the main character was the head of the circus bugs,

0:25:06.440 --> 0:25:10.200
<v Speaker 1>and that was an ant named Red. But the film

0:25:10.240 --> 0:25:12.840
<v Speaker 1>didn't find a voice with that main character in place.

0:25:12.880 --> 0:25:15.920
<v Speaker 1>They couldn't They couldn't figure out, well, what's the story here?

0:25:15.960 --> 0:25:19.040
<v Speaker 1>Where where's the character arc? Why would this character stick

0:25:19.119 --> 0:25:23.760
<v Speaker 1>with this plan of pretending to be a group of

0:25:23.760 --> 0:25:27.879
<v Speaker 1>warriors to fight off grasshoppers. He has no steak, he

0:25:28.000 --> 0:25:32.000
<v Speaker 1>could just leave. And that's when they realized that perhaps

0:25:32.000 --> 0:25:34.919
<v Speaker 1>a couple of the ants that would be asking the

0:25:35.000 --> 0:25:39.119
<v Speaker 1>circus performers for help are the real main characters, and

0:25:39.119 --> 0:25:43.920
<v Speaker 1>eventually those ants were reduced to a single ant flick uh,

0:25:43.960 --> 0:25:46.879
<v Speaker 1>and that became the main character. So it's interesting to

0:25:47.000 --> 0:25:52.680
<v Speaker 1>see that that story remained the chief concern these other

0:25:52.720 --> 0:25:58.639
<v Speaker 1>technical issues while while really fascinating, uh, they were secondary.

0:25:59.280 --> 0:26:02.439
<v Speaker 1>It wouldn't matter how pretty the screen was. Again, if

0:26:02.480 --> 0:26:06.480
<v Speaker 1>you went and saw it, you didn't care about the characters. Now,

0:26:06.480 --> 0:26:08.960
<v Speaker 1>while A Bug's Life was in production, a team led

0:26:09.000 --> 0:26:12.440
<v Speaker 1>by David Di Francesco created a new way to transfer

0:26:12.520 --> 0:26:16.720
<v Speaker 1>computer animation onto film stock. Now, remember this is before

0:26:16.840 --> 0:26:21.239
<v Speaker 1>most theaters were able to have digital projectors. There are

0:26:21.240 --> 0:26:24.919
<v Speaker 1>only a few digital projectors in place in a couple

0:26:24.920 --> 0:26:28.480
<v Speaker 1>of theaters around North America. So we're still talking about

0:26:28.560 --> 0:26:32.840
<v Speaker 1>an era in which physical reels of film are produced

0:26:33.080 --> 0:26:37.200
<v Speaker 1>and projected onto screens. So De Francesco's method was using

0:26:37.240 --> 0:26:41.200
<v Speaker 1>a laser recording system that became known as Pixar Vision,

0:26:41.840 --> 0:26:46.520
<v Speaker 1>and it used solid state lasers to record images onto film.

0:26:46.560 --> 0:26:50.320
<v Speaker 1>So film is photoreactive, meaning that when light hits it,

0:26:50.640 --> 0:26:53.359
<v Speaker 1>there's a chemical change, and that's where we're able to

0:26:53.520 --> 0:26:59.080
<v Speaker 1>capture images on film. Lasers are really really precise way

0:26:59.119 --> 0:27:02.240
<v Speaker 1>more precise than cathode ray tubes, which was the typical

0:27:02.280 --> 0:27:05.920
<v Speaker 1>way to transfer a computer animation over to film. So

0:27:06.200 --> 0:27:09.840
<v Speaker 1>using lasers allowed for a much higher quality color reproduction

0:27:10.000 --> 0:27:14.720
<v Speaker 1>and sharper images on film than the earlier versions did. Plus,

0:27:14.760 --> 0:27:19.280
<v Speaker 1>De Francesco's invention was faster than the catholic ray tube method.

0:27:20.160 --> 0:27:23.320
<v Speaker 1>If you wanted to use a CRT method, it would

0:27:23.320 --> 0:27:27.000
<v Speaker 1>take thirty five seconds to record a single frame of

0:27:27.040 --> 0:27:31.160
<v Speaker 1>computer animation onto film. With the laser method it took

0:27:31.240 --> 0:27:37.400
<v Speaker 1>eight seconds, so much much faster, four times faster than

0:27:37.480 --> 0:27:41.680
<v Speaker 1>the traditional method. So De Francisco would receive a Technical

0:27:41.680 --> 0:27:44.600
<v Speaker 1>Academy Award for this invention he started he was starting

0:27:44.640 --> 0:27:46.920
<v Speaker 1>to rack up those those Academy awards for his tech

0:27:47.240 --> 0:27:52.360
<v Speaker 1>technological contributions to the film industry. Now, the big advantage

0:27:52.359 --> 0:27:55.240
<v Speaker 1>of using that laser recording system is that allowed for

0:27:55.280 --> 0:27:58.920
<v Speaker 1>that much higher quality transfer of an image onto film,

0:27:58.960 --> 0:28:01.720
<v Speaker 1>and the first time it was used was on a

0:28:01.800 --> 0:28:05.320
<v Speaker 1>Bug's Life, So the transfers that were made for a

0:28:05.320 --> 0:28:08.320
<v Speaker 1>Bug's Life relied upon this system and it would be

0:28:08.400 --> 0:28:10.720
<v Speaker 1>used on lots of future films. Though by the time

0:28:10.760 --> 0:28:14.959
<v Speaker 1>we get around two Monsters Incorporated, Pixar was really starting

0:28:14.960 --> 0:28:18.560
<v Speaker 1>to push for digital projectors in more movie theaters, saying

0:28:18.560 --> 0:28:22.280
<v Speaker 1>that the digital projection is just superior. You get more

0:28:22.359 --> 0:28:25.560
<v Speaker 1>vibrant colors and sharper images than you ever will with film.

0:28:25.640 --> 0:28:28.360
<v Speaker 1>You don't have the jitter that you would have with film,

0:28:28.440 --> 0:28:33.320
<v Speaker 1>you don't have other other physical limitations of film. There

0:28:33.359 --> 0:28:37.200
<v Speaker 1>you would have pure digital experience, which for computer animated

0:28:37.200 --> 0:28:39.920
<v Speaker 1>film makes perfect sense. If you're talking about other types

0:28:39.960 --> 0:28:42.480
<v Speaker 1>of movies, you can have a legitimate argument that film

0:28:42.560 --> 0:28:47.480
<v Speaker 1>creates a certain sensibility that you cannot easily replicate using

0:28:47.480 --> 0:28:51.920
<v Speaker 1>digital projection. Quentin Tarantino would would go bonkers if you

0:28:52.000 --> 0:28:55.120
<v Speaker 1>told him from now on you can only do movies

0:28:55.160 --> 0:28:59.160
<v Speaker 1>and digital, you cannot do them in film, And uh,

0:28:59.280 --> 0:29:01.680
<v Speaker 1>it does have a a different effect. But in computer

0:29:01.960 --> 0:29:05.959
<v Speaker 1>animated movies that's less of a problem because the whole

0:29:06.480 --> 0:29:10.120
<v Speaker 1>the whole film is digital. It's only when you put

0:29:10.160 --> 0:29:13.440
<v Speaker 1>it onto film that it becomes analog. There was never

0:29:14.080 --> 0:29:16.920
<v Speaker 1>a physical object for you to shoot on film in

0:29:16.960 --> 0:29:22.600
<v Speaker 1>the first place. Now, in n Toy Story two comes out,

0:29:23.040 --> 0:29:24.960
<v Speaker 1>that would end up being a bit of a point

0:29:24.960 --> 0:29:27.920
<v Speaker 1>of contention A little bit later between Disney and Pixar

0:29:28.960 --> 0:29:32.040
<v Speaker 1>and this development process was uneasy from the beginning, actually

0:29:32.080 --> 0:29:35.440
<v Speaker 1>because Disney. Disney originally wanted this to be a direct

0:29:35.440 --> 0:29:39.000
<v Speaker 1>to video sequel. If you remember the nineties. In the

0:29:39.040 --> 0:29:44.360
<v Speaker 1>early two thousand's, Disney was really into creating direct to

0:29:44.440 --> 0:29:48.200
<v Speaker 1>video sequels of a lot of its very popular feature

0:29:48.280 --> 0:29:52.760
<v Speaker 1>length films, so much so that it became a bit

0:29:52.760 --> 0:29:56.480
<v Speaker 1>of a joke in the industry. But John Laster and

0:29:56.520 --> 0:29:59.960
<v Speaker 1>his team fought for a cinematic release, and eventually Disney agree.

0:30:00.120 --> 0:30:02.640
<v Speaker 1>They said, all right, fine, we will make this a

0:30:03.080 --> 0:30:07.480
<v Speaker 1>theatrical release film, not a directive video sequel. Now, during

0:30:07.480 --> 0:30:11.480
<v Speaker 1>the making of the movie, there were some really huge setbacks.

0:30:11.480 --> 0:30:15.600
<v Speaker 1>A terrible sequence of events happened. So first, the files

0:30:15.600 --> 0:30:18.400
<v Speaker 1>for the film We're all saved on a Linux system,

0:30:18.480 --> 0:30:23.760
<v Speaker 1>and someone ran the function r M star on the

0:30:23.880 --> 0:30:27.240
<v Speaker 1>hard drive holding all the Toy Story two files. R

0:30:27.440 --> 0:30:31.880
<v Speaker 1>M stands for remove essentially, it's it's to delete stuff

0:30:32.240 --> 0:30:36.000
<v Speaker 1>and start pretty much means everything you find. So someone

0:30:36.840 --> 0:30:41.240
<v Speaker 1>was essentially deleting all the material off of a hard drive,

0:30:41.280 --> 0:30:44.200
<v Speaker 1>and that hard drive happened to have all of Toy

0:30:44.240 --> 0:30:50.440
<v Speaker 1>Story two's assets on it, including reference files, animation, you know,

0:30:50.560 --> 0:30:53.280
<v Speaker 1>the completed movie. Up to that point, all of it

0:30:53.320 --> 0:30:58.040
<v Speaker 1>was on this hard drive. So when this was detected,

0:30:58.080 --> 0:31:02.480
<v Speaker 1>people saw that various assets we're starting to disappear, including

0:31:02.680 --> 0:31:07.400
<v Speaker 1>entire sequences and even characters. They began to get deleted.

0:31:07.480 --> 0:31:11.160
<v Speaker 1>And to make matters worse, the official backup for the film.

0:31:11.200 --> 0:31:13.800
<v Speaker 1>They found out it hadn't been backing up for a

0:31:13.840 --> 0:31:16.240
<v Speaker 1>couple of months. There had been a failure that had

0:31:16.280 --> 0:31:20.320
<v Speaker 1>not been corrected or addressed. Instead, the team, which was

0:31:20.360 --> 0:31:23.200
<v Speaker 1>working furiously to try and get this movie done on time,

0:31:24.080 --> 0:31:28.360
<v Speaker 1>was relying on the primary copy of the movie, and

0:31:28.480 --> 0:31:32.800
<v Speaker 1>the backup was outdated. Now, if this is where that

0:31:32.920 --> 0:31:35.720
<v Speaker 1>story ended, things would have turned out very differently. The

0:31:35.720 --> 0:31:37.920
<v Speaker 1>whole film would have been set back a huge amount.

0:31:38.440 --> 0:31:42.960
<v Speaker 1>But the technical director for the movie happened to have

0:31:43.040 --> 0:31:46.920
<v Speaker 1>a copy of all the files on her work computer,

0:31:47.560 --> 0:31:50.960
<v Speaker 1>her computer that she used to work from home. She

0:31:51.080 --> 0:31:55.760
<v Speaker 1>had requested that computer so that she could occasionally spend

0:31:55.800 --> 0:31:58.280
<v Speaker 1>time at home with her family and not just live

0:31:58.400 --> 0:32:03.160
<v Speaker 1>at the office, and so the team actually sent people

0:32:04.080 --> 0:32:09.440
<v Speaker 1>to her house to physically take her computer, secure it

0:32:09.480 --> 0:32:14.000
<v Speaker 1>in the backseat of her car, and then very gently

0:32:14.200 --> 0:32:18.240
<v Speaker 1>transported back to Pixar so that they could recapture all

0:32:18.320 --> 0:32:23.040
<v Speaker 1>the assets that had been lost in the Great file deletion,

0:32:23.800 --> 0:32:25.960
<v Speaker 1>and they were able to do it and the movie

0:32:26.040 --> 0:32:28.920
<v Speaker 1>was able to continue in development and not suffer this

0:32:29.080 --> 0:32:33.280
<v Speaker 1>terrible setback. But then they had another major challenge when

0:32:33.320 --> 0:32:36.400
<v Speaker 1>Disney executive, seeing an early cut, said they didn't like

0:32:36.640 --> 0:32:40.200
<v Speaker 1>where it was headed, so the team had to rework

0:32:40.240 --> 0:32:44.800
<v Speaker 1>the film, but Disney said, we are not going to

0:32:44.920 --> 0:32:49.880
<v Speaker 1>change the release date. You still have the same deadline

0:32:49.960 --> 0:32:52.480
<v Speaker 1>to get the movie finished, even though you have to

0:32:52.520 --> 0:32:55.400
<v Speaker 1>go back and rework a lot of the stuff. So

0:32:55.480 --> 0:32:58.000
<v Speaker 1>teams would start putting in as many as thirty six

0:32:58.080 --> 0:33:01.160
<v Speaker 1>to forty eight hours in a row of work, so

0:33:01.560 --> 0:33:06.080
<v Speaker 1>just working for two days non stop, like not even

0:33:06.160 --> 0:33:10.360
<v Speaker 1>to take a real night's sleep, just working on sequences

0:33:10.400 --> 0:33:14.080
<v Speaker 1>to get this movie finished in time for the deadline.

0:33:15.160 --> 0:33:19.280
<v Speaker 1>Leon Rich, who oversaw cinematography for the film, said that

0:33:19.360 --> 0:33:24.440
<v Speaker 1>while they were technically capable of putting a camera anywhere

0:33:24.560 --> 0:33:27.080
<v Speaker 1>within a scene and have it do anything that could

0:33:27.440 --> 0:33:30.120
<v Speaker 1>disobey the laws of physics, because it's a virtual camera,

0:33:30.720 --> 0:33:33.280
<v Speaker 1>you can place the virtual camera anywhere you want. It

0:33:33.320 --> 0:33:36.719
<v Speaker 1>doesn't have to follow the rules of a real world camera.

0:33:37.520 --> 0:33:39.920
<v Speaker 1>He said that if you did that, they found that

0:33:40.000 --> 0:33:45.400
<v Speaker 1>audiences responded as if things weren't right, if it didn't

0:33:45.440 --> 0:33:48.920
<v Speaker 1>behave the way an actual camera did, you lost the audience.

0:33:50.000 --> 0:33:53.000
<v Speaker 1>So you actually had to restrict the virtual camera, give

0:33:53.040 --> 0:33:56.040
<v Speaker 1>it the same limitations of physical camera would have, which

0:33:56.040 --> 0:33:58.200
<v Speaker 1>is pretty interesting that despite the fact you have the

0:33:58.200 --> 0:34:01.880
<v Speaker 1>technical capability, you couldn't really take advantage of it in

0:34:01.920 --> 0:34:05.800
<v Speaker 1>that way and still managed to keep your audience. Now,

0:34:05.840 --> 0:34:08.360
<v Speaker 1>Toy Story two was the first sequel to earn more

0:34:08.440 --> 0:34:12.920
<v Speaker 1>money than the original film. It broke opening weekend records

0:34:12.920 --> 0:34:16.040
<v Speaker 1>in the UK and the US and in Japan, and

0:34:16.040 --> 0:34:18.520
<v Speaker 1>it was the first film to be created, mastered, and

0:34:18.760 --> 0:34:25.520
<v Speaker 1>exhibited digitally. Now not exclusively digitally, because again at this time,

0:34:25.880 --> 0:34:28.520
<v Speaker 1>not that many theaters had digital protectors, but the ones

0:34:28.600 --> 0:34:33.719
<v Speaker 1>that did showed Toy Story two in digital format. In

0:34:33.760 --> 0:34:37.320
<v Speaker 1>two thousand, Pixar would premier the short for The Birds,

0:34:37.600 --> 0:34:40.280
<v Speaker 1>which would of course go on to win an Oscar

0:34:40.320 --> 0:34:45.080
<v Speaker 1>for Best Short Animated Film UH and Pixar would relocate

0:34:45.160 --> 0:34:50.279
<v Speaker 1>to a new headquarters in Emeryville, California. In two thousand one,

0:34:50.600 --> 0:34:54.960
<v Speaker 1>they debuted Monsters Inc. Now, this was the first Pixar

0:34:55.080 --> 0:34:58.319
<v Speaker 1>film not directed by John Lasseter. He had worked on

0:34:58.480 --> 0:35:00.880
<v Speaker 1>Toy Story, A Bug's Life and to Story Too, but

0:35:01.000 --> 0:35:04.680
<v Speaker 1>Pete Doctor came in as the main director and David

0:35:04.760 --> 0:35:10.319
<v Speaker 1>Silverman and Lee Unkrich co directed it. Billy Crystal, who

0:35:10.400 --> 0:35:13.759
<v Speaker 1>voiced the part of Mike Wazowski, was originally offered the

0:35:13.840 --> 0:35:16.000
<v Speaker 1>role of Buzz Lightyear for Toy Story, but he turned

0:35:16.000 --> 0:35:18.960
<v Speaker 1>it down, and he said that this was such a

0:35:19.040 --> 0:35:22.600
<v Speaker 1>huge mistake that he leapt at the opportunity to voice

0:35:22.640 --> 0:35:25.960
<v Speaker 1>a character in a new Pixar movie. One of the

0:35:25.960 --> 0:35:29.239
<v Speaker 1>big advancements they made in computer animation for Monsters Inc.

0:35:29.520 --> 0:35:33.359
<v Speaker 1>Was building realistic looking for and when you think about it,

0:35:33.960 --> 0:35:37.680
<v Speaker 1>you realize how important it was for them to develop this,

0:35:37.800 --> 0:35:41.520
<v Speaker 1>considering the types of furry creatures they had in Monsters, Inc.

0:35:42.280 --> 0:35:45.680
<v Speaker 1>If you don't create a system to animate the fur automatically,

0:35:45.800 --> 0:35:48.280
<v Speaker 1>it means that you would have to animate every strand

0:35:48.320 --> 0:35:53.400
<v Speaker 1>of for by hand. And if you didn't even allow it,

0:35:53.520 --> 0:35:55.439
<v Speaker 1>like maybe maybe you say, all right, let's not let's

0:35:55.440 --> 0:36:00.239
<v Speaker 1>not animate every individual hair. That's ridiculous. Sully has more

0:36:00.280 --> 0:36:05.360
<v Speaker 1>than a million hairs over his entire body, and animating

0:36:05.360 --> 0:36:09.560
<v Speaker 1>every single one of those individually by hand is not possible.

0:36:10.560 --> 0:36:12.759
<v Speaker 1>Let's group them together. Well, if you did that, then

0:36:12.760 --> 0:36:15.600
<v Speaker 1>you would end up with this weird, matted look where

0:36:15.840 --> 0:36:18.359
<v Speaker 1>hair still wouldn't seem to move naturally. So they had

0:36:18.400 --> 0:36:21.080
<v Speaker 1>to find a way to solve that, and they did

0:36:21.120 --> 0:36:24.920
<v Speaker 1>that by building a simulator so each hair behaves according

0:36:24.960 --> 0:36:27.839
<v Speaker 1>to the rules set in this simulator. It took him

0:36:27.880 --> 0:36:30.040
<v Speaker 1>a long time to get the simulator just right so

0:36:30.080 --> 0:36:33.840
<v Speaker 1>that hairs would behave properly, so the team had to

0:36:33.880 --> 0:36:36.880
<v Speaker 1>test the program to make sure that the fur and

0:36:37.000 --> 0:36:39.440
<v Speaker 1>hair is moving in the right way. They had to

0:36:39.480 --> 0:36:42.239
<v Speaker 1>make tweaks whenever it didn't look right, and they had

0:36:42.239 --> 0:36:44.920
<v Speaker 1>to work very hard to solve collision problems with the

0:36:44.960 --> 0:36:48.799
<v Speaker 1>fur and uh. Some of the other issues were that

0:36:48.880 --> 0:36:52.200
<v Speaker 1>if a character moved too quickly, the fur would sometimes

0:36:52.560 --> 0:36:56.240
<v Speaker 1>go crazy and stretch too far, like it suddenly would

0:36:56.239 --> 0:36:59.400
<v Speaker 1>It would act like a rubber band and stretch across

0:36:59.440 --> 0:37:01.800
<v Speaker 1>the screen, and it wasn't until later that they figured

0:37:01.840 --> 0:37:05.160
<v Speaker 1>out where that problem was coming from. Also, they went

0:37:05.160 --> 0:37:07.759
<v Speaker 1>ahead and made a decision that certain fur, like the

0:37:07.800 --> 0:37:12.799
<v Speaker 1>fur around Sully's face, wouldn't be animated by this dynamic

0:37:13.800 --> 0:37:18.400
<v Speaker 1>computer simulation because they wanted to have really tight control

0:37:19.000 --> 0:37:24.000
<v Speaker 1>for the purposes of performance and expression. They didn't want

0:37:24.000 --> 0:37:27.960
<v Speaker 1>the fur to be distracting, so for those cases the

0:37:28.000 --> 0:37:31.439
<v Speaker 1>fur was not dynamic. It was actually static and and

0:37:31.440 --> 0:37:34.440
<v Speaker 1>and could be animated by hand if necessary. But the

0:37:34.480 --> 0:37:36.760
<v Speaker 1>rest of the fur, the stuff that was over Sully's

0:37:36.760 --> 0:37:40.239
<v Speaker 1>body in general, that followed the rules of the simulation.

0:37:41.440 --> 0:37:43.760
<v Speaker 1>They also went ahead and created a program to simulate

0:37:43.800 --> 0:37:47.080
<v Speaker 1>the natural movements of clothing and toy Story two, they

0:37:47.080 --> 0:37:50.440
<v Speaker 1>had to animate all of owl of Al's toy barn.

0:37:50.719 --> 0:37:52.720
<v Speaker 1>They had an animate all of his clothing by hand,

0:37:53.480 --> 0:37:55.520
<v Speaker 1>and according to the animators, this was a real pain

0:37:55.560 --> 0:37:58.960
<v Speaker 1>in the butt because not only did it take a

0:37:58.960 --> 0:38:02.359
<v Speaker 1>lot of time to get closed to animating the way

0:38:02.360 --> 0:38:06.640
<v Speaker 1>that they looked right and they behaved according to the

0:38:06.680 --> 0:38:10.680
<v Speaker 1>contours of the person wearing the clothing. Is that the

0:38:10.719 --> 0:38:12.560
<v Speaker 1>worst part is if you do your job right, no

0:38:12.600 --> 0:38:15.480
<v Speaker 1>one notices. They only notice if you don't do your

0:38:15.560 --> 0:38:20.520
<v Speaker 1>job right because it doesn't look right. So it's a

0:38:20.520 --> 0:38:22.600
<v Speaker 1>frustrating thing to think you spend a lot of time

0:38:22.640 --> 0:38:24.760
<v Speaker 1>to get something to work just right so that people

0:38:24.880 --> 0:38:28.480
<v Speaker 1>do not notice it. And so as a result, they

0:38:28.520 --> 0:38:31.560
<v Speaker 1>created this automated program that would save time and frustration

0:38:31.920 --> 0:38:34.440
<v Speaker 1>and the animators could work on other stuff that was

0:38:35.000 --> 0:38:39.640
<v Speaker 1>more important from a performance standpoint. Glenn McQueen, who was

0:38:39.680 --> 0:38:43.680
<v Speaker 1>a supervising animator for Monsters, Inc. Spoken an interview about

0:38:43.719 --> 0:38:47.600
<v Speaker 1>how the increase in computer power was both good and bad.

0:38:48.120 --> 0:38:50.520
<v Speaker 1>It was good and that it gave animators more power

0:38:50.560 --> 0:38:54.440
<v Speaker 1>to create visual complexity, but with that complexity comes the

0:38:54.520 --> 0:38:57.280
<v Speaker 1>challenge of making sure all the details in the frame

0:38:57.360 --> 0:39:00.880
<v Speaker 1>are working properly. And, as we've seen in all realms

0:39:00.880 --> 0:39:04.880
<v Speaker 1>of computers, not just an animation, if you add more power,

0:39:05.520 --> 0:39:09.719
<v Speaker 1>programmers or animators or directors will find ways to make

0:39:09.960 --> 0:39:13.200
<v Speaker 1>use of that power, so you're never actually ahead of

0:39:13.200 --> 0:39:17.799
<v Speaker 1>the game. You know. This is why when we get

0:39:17.840 --> 0:39:21.560
<v Speaker 1>a new computer with an even more powerful processor, you

0:39:21.600 --> 0:39:25.520
<v Speaker 1>start to think, well, this thing isn't isn't faster than

0:39:25.719 --> 0:39:28.560
<v Speaker 1>what my old computer was Like, Well, that that's not

0:39:28.600 --> 0:39:32.400
<v Speaker 1>because the processor isn't more powerful. It is the problem

0:39:32.480 --> 0:39:36.120
<v Speaker 1>is that software developers are building software to take advantage

0:39:36.160 --> 0:39:39.200
<v Speaker 1>of that power, and they may not be taking the

0:39:39.239 --> 0:39:45.680
<v Speaker 1>most efficient path to doing that. So you have this

0:39:45.800 --> 0:39:48.759
<v Speaker 1>constant issue with the fact that software is taking up

0:39:48.800 --> 0:39:53.320
<v Speaker 1>all the power that the new shiny processors can generate,

0:39:54.080 --> 0:39:56.640
<v Speaker 1>and it feels like we're kind of treading water. Same

0:39:56.680 --> 0:39:58.880
<v Speaker 1>thing is true with animation. You can do more stuff,

0:39:59.360 --> 0:40:01.840
<v Speaker 1>but once again you just start pushing up against the

0:40:01.880 --> 0:40:05.239
<v Speaker 1>boundaries of what the technology is capable of doing. Now,

0:40:05.280 --> 0:40:08.400
<v Speaker 1>the most difficult sequence for the team to nail down,

0:40:09.000 --> 0:40:13.440
<v Speaker 1>both from a story perspective and technical challenges, was the

0:40:13.520 --> 0:40:17.239
<v Speaker 1>sequence inside the Yeti's Cave, and it was so hard

0:40:17.280 --> 0:40:20.160
<v Speaker 1>for them to get that scene right that they started

0:40:20.239 --> 0:40:24.240
<v Speaker 1>using the phrase yet He's Cave as code for any

0:40:24.320 --> 0:40:28.880
<v Speaker 1>scene in any Pixar film that is near impossible to

0:40:28.920 --> 0:40:32.520
<v Speaker 1>get right. They would say, oh, this is turning into

0:40:32.560 --> 0:40:36.440
<v Speaker 1>another Yetis Cave, just to explain, like we we know

0:40:36.600 --> 0:40:39.960
<v Speaker 1>this isn't where it needs to be yet and we

0:40:40.000 --> 0:40:43.960
<v Speaker 1>need to fix it. Monsters, Inc. Did really well. It

0:40:44.040 --> 0:40:46.719
<v Speaker 1>hit a hundred million dollars in domestic box office in

0:40:46.760 --> 0:40:50.400
<v Speaker 1>just nine days, which was faster than any other animated

0:40:50.440 --> 0:40:53.920
<v Speaker 1>film in history up to that point. Edwin cat Bill

0:40:54.000 --> 0:40:57.640
<v Speaker 1>officially became the president of Pixar again, and the company

0:40:57.800 --> 0:41:02.760
<v Speaker 1>had six hundred employees at that point. Now two thousand

0:41:02.880 --> 0:41:06.600
<v Speaker 1>one would see ed Edwin kettmil Lauren Carpenter, and Rob

0:41:06.640 --> 0:41:10.160
<v Speaker 1>Cook receive an Academy Award of Merit for the pixar

0:41:10.280 --> 0:41:15.879
<v Speaker 1>in house rendering software package known as Pixars RenderMan, which

0:41:15.880 --> 0:41:18.080
<v Speaker 1>had been used in many other films to render c

0:41:18.200 --> 0:41:20.760
<v Speaker 1>g I effects, not just Pixars movies. They had licensed

0:41:20.800 --> 0:41:24.680
<v Speaker 1>it out to other production companies, and this would represent

0:41:24.760 --> 0:41:29.440
<v Speaker 1>the first OSCAR ever awarded specifically for the development of software.

0:41:31.080 --> 0:41:34.000
<v Speaker 1>In two thousand two, Pixar would debut a new short

0:41:34.040 --> 0:41:36.719
<v Speaker 1>film called Mike's New Car, and this was the first

0:41:36.760 --> 0:41:39.640
<v Speaker 1>time Pixar had ever released a short film starring characters

0:41:39.680 --> 0:41:43.000
<v Speaker 1>from one of their feature length films. It was nominated

0:41:43.000 --> 0:41:46.080
<v Speaker 1>for an Academy Award but did not win one. But

0:41:46.200 --> 0:41:49.000
<v Speaker 1>that same year, the first Disney Park attraction based off

0:41:49.000 --> 0:41:52.080
<v Speaker 1>a Pixar property opens. That would be a bugs Land

0:41:52.160 --> 0:41:56.720
<v Speaker 1>at disney California Adventure Park. Of course, Disney's California Adventure

0:41:56.719 --> 0:42:01.200
<v Speaker 1>would eventually become home for the Cars right, which if

0:42:01.239 --> 0:42:04.200
<v Speaker 1>you've not had the chance to go on it, If

0:42:04.200 --> 0:42:07.600
<v Speaker 1>you ever do go to Disneyland, I would say that

0:42:07.640 --> 0:42:10.160
<v Speaker 1>a trip over to California Adventure is completely worth it

0:42:10.320 --> 0:42:13.000
<v Speaker 1>just for the car's right. It is really really well done.

0:42:14.160 --> 0:42:17.840
<v Speaker 1>In two thousand three, Finding Nemo premieres with a remastered

0:42:17.960 --> 0:42:21.680
<v Speaker 1>version of the classic Pixar short Knickknack that was one

0:42:21.680 --> 0:42:23.759
<v Speaker 1>of the ones that they had made back when they

0:42:23.760 --> 0:42:27.040
<v Speaker 1>were trying to sell hardware. Knick Knack was kind of

0:42:27.280 --> 0:42:29.800
<v Speaker 1>their demo for saying, hey, look at the kind of

0:42:29.840 --> 0:42:33.279
<v Speaker 1>stuff we can do. So this time a remastered version

0:42:33.320 --> 0:42:36.120
<v Speaker 1>comes out with Finding Nemo, and Finding Nemo would break

0:42:36.200 --> 0:42:39.560
<v Speaker 1>more opening weekend box office records for an animated film

0:42:39.600 --> 0:42:43.239
<v Speaker 1>and would win an Oscar for Best Animated Feature. And

0:42:43.400 --> 0:42:45.960
<v Speaker 1>back in Monsters, Inc. Where the fur effects were the

0:42:46.000 --> 0:42:49.239
<v Speaker 1>big challenge with Finding Nemo, obviously, the big challenge was

0:42:49.280 --> 0:42:54.320
<v Speaker 1>getting those underwater effects just right. All sorts of stuff

0:42:54.320 --> 0:42:57.000
<v Speaker 1>need to be right. The way that particulates floated in

0:42:57.040 --> 0:42:59.920
<v Speaker 1>the water had to be modeled correctly. The light had

0:43:00.040 --> 0:43:03.800
<v Speaker 1>to be just right for each of the different water

0:43:04.120 --> 0:43:09.120
<v Speaker 1>environments they were in, the colors, how those colors in

0:43:09.280 --> 0:43:12.640
<v Speaker 1>light would affect the way characters appear on screen. All

0:43:12.680 --> 0:43:16.600
<v Speaker 1>of that had to be researched and developed, and it

0:43:16.640 --> 0:43:22.040
<v Speaker 1>was pretty incredible. They were eventually able to create underwater

0:43:22.160 --> 0:43:25.759
<v Speaker 1>scenes so convincingly. They would take some reference material, some

0:43:25.840 --> 0:43:30.080
<v Speaker 1>actual film shot underwater an attempt to recreate that film

0:43:30.200 --> 0:43:33.680
<v Speaker 1>using computer generated imagery. They got so good at it

0:43:34.120 --> 0:43:36.920
<v Speaker 1>that you couldn't tell the difference between the two if

0:43:36.960 --> 0:43:39.239
<v Speaker 1>you showed them side by side, it would be very

0:43:39.280 --> 0:43:43.480
<v Speaker 1>difficult to say, this one's the real footage and this

0:43:43.520 --> 0:43:47.080
<v Speaker 1>one's the computer animated footage. At that point, they then

0:43:47.120 --> 0:43:51.000
<v Speaker 1>had to dial back the realism because in the world

0:43:51.000 --> 0:43:54.680
<v Speaker 1>of Finding Nemo, they wanted it to be somewhat like

0:43:54.719 --> 0:43:59.600
<v Speaker 1>a make believe world, but based in the underwater world

0:43:59.680 --> 0:44:02.480
<v Speaker 1>we know off. So it had to be it couldn't

0:44:02.480 --> 0:44:05.080
<v Speaker 1>be too realistic or it would lose the audience, and

0:44:05.080 --> 0:44:07.840
<v Speaker 1>it couldn't be too cartoony or wouldn't be what they wanted.

0:44:09.520 --> 0:44:11.640
<v Speaker 1>And they also had to study how fish move through

0:44:11.680 --> 0:44:15.239
<v Speaker 1>water to make sure that the animation made sense. Uh,

0:44:15.280 --> 0:44:18.200
<v Speaker 1>they had to research aquatic life to understand their anatomy,

0:44:18.280 --> 0:44:23.000
<v Speaker 1>and every animator was required by John Lasseter to get

0:44:23.040 --> 0:44:26.200
<v Speaker 1>certified in scuba and to take several dives to have

0:44:26.360 --> 0:44:31.239
<v Speaker 1>firsthand experience underwater around these environments. They also had to

0:44:31.280 --> 0:44:35.240
<v Speaker 1>develop the color palette that particulate movement all of that stuff,

0:44:36.000 --> 0:44:39.919
<v Speaker 1>and this was a huge undertaking. Oh and they also

0:44:39.920 --> 0:44:42.400
<v Speaker 1>had to figure out how can you make a compelling

0:44:42.520 --> 0:44:47.320
<v Speaker 1>character out of a fish because traditionally fish have very

0:44:47.400 --> 0:44:51.880
<v Speaker 1>limited abilities to emote. They don't do a lot of emoting,

0:44:52.160 --> 0:44:54.080
<v Speaker 1>so they had to cheat a bit on that one.

0:44:54.120 --> 0:44:57.160
<v Speaker 1>They had to give fish things like eyelids, which fish

0:44:57.239 --> 0:45:00.840
<v Speaker 1>do not have, and to give them more preastive faces

0:45:00.880 --> 0:45:03.440
<v Speaker 1>and be able to move their their brows and things

0:45:03.480 --> 0:45:07.240
<v Speaker 1>like that so that they could have characters have expressions

0:45:07.280 --> 0:45:10.000
<v Speaker 1>on screen. Uh, that was a bit of a challenge

0:45:10.000 --> 0:45:13.000
<v Speaker 1>to to get that just right. And of course developing

0:45:13.000 --> 0:45:15.960
<v Speaker 1>the story was a big tough thing to do. It's

0:45:15.960 --> 0:45:19.000
<v Speaker 1>a story that begins with a character losing his wife

0:45:19.040 --> 0:45:22.080
<v Speaker 1>and most of his children. Of course, that's not the

0:45:22.080 --> 0:45:24.520
<v Speaker 1>only time that happens in picks Are, and it's not

0:45:24.560 --> 0:45:26.680
<v Speaker 1>the only time you see it in Disney. But you

0:45:26.680 --> 0:45:28.480
<v Speaker 1>have to be able to treat that just right so

0:45:28.520 --> 0:45:31.759
<v Speaker 1>that it has an emotional impact but doesn't become so

0:45:31.840 --> 0:45:35.560
<v Speaker 1>overpowering that people you lose everybody at the very opening

0:45:35.600 --> 0:45:39.840
<v Speaker 1>of your movie. It's it's a it's a delicate thing. Also,

0:45:39.840 --> 0:45:42.640
<v Speaker 1>in two thousand three, Pisar debut the short bound In

0:45:43.680 --> 0:45:48.080
<v Speaker 1>and in two thousand four, Pixar would release The Incredibles,

0:45:48.360 --> 0:45:52.279
<v Speaker 1>which I would say is arguably why the best superhero

0:45:52.360 --> 0:45:58.000
<v Speaker 1>films ever made. I'm including all the live action films,

0:45:58.040 --> 0:46:00.960
<v Speaker 1>and The Incredibles broke all of pick Stars box office

0:46:01.000 --> 0:46:04.239
<v Speaker 1>records for opening weekend up to that point. It also

0:46:04.280 --> 0:46:08.440
<v Speaker 1>would eventually win the Best Animated Film Oscar. Now, this

0:46:08.480 --> 0:46:11.000
<v Speaker 1>movie was a little bit different from earlier ones Pixar

0:46:11.120 --> 0:46:15.280
<v Speaker 1>brought on brad Bird. He actually ended up joining Bixar

0:46:15.560 --> 0:46:18.319
<v Speaker 1>becoming part of the company, But when brad Bird came

0:46:18.360 --> 0:46:20.759
<v Speaker 1>on board, he also brought some folks that he had

0:46:20.800 --> 0:46:25.440
<v Speaker 1>been working with in previous UH productions, and so at

0:46:25.480 --> 0:46:28.520
<v Speaker 1>first there was kind of a Pixar versus brad Bird

0:46:28.600 --> 0:46:31.200
<v Speaker 1>and his guys sort of feeling. It took a while

0:46:31.280 --> 0:46:34.560
<v Speaker 1>for the two groups to meld together and work together effectively,

0:46:35.160 --> 0:46:41.320
<v Speaker 1>and brad Bird UH was apparently something of a UH

0:46:41.360 --> 0:46:44.319
<v Speaker 1>and a brace. It is probably the wrong word, but

0:46:44.800 --> 0:46:48.600
<v Speaker 1>he definitely seemed to come across as a bit aggressive

0:46:48.680 --> 0:46:52.879
<v Speaker 1>because in various drawings of bread Bird that were made

0:46:52.880 --> 0:46:55.399
<v Speaker 1>at around around the time, it always looks like he's

0:46:55.440 --> 0:46:59.760
<v Speaker 1>screaming at everybody, which in the behind the scenes footage

0:47:00.000 --> 0:47:02.040
<v Speaker 1>where the Incredibles, Bred Bird seems to take a little

0:47:02.040 --> 0:47:04.640
<v Speaker 1>bit of an exception to He's mostly amused by it,

0:47:04.680 --> 0:47:08.720
<v Speaker 1>but he's like, come on, guys. Uh. Eisner reportedly didn't

0:47:08.800 --> 0:47:12.239
<v Speaker 1>like the pitch for The Incredibles at all and thought

0:47:12.239 --> 0:47:14.560
<v Speaker 1>the film would have to be a live action picture.

0:47:14.600 --> 0:47:17.640
<v Speaker 1>He would just essentially dismiss the idea that this should

0:47:17.680 --> 0:47:21.719
<v Speaker 1>be animated, but Lasted was able to change Eisner's mind

0:47:21.800 --> 0:47:24.960
<v Speaker 1>and get the film greenlit. Now early ideas had a

0:47:25.000 --> 0:47:28.200
<v Speaker 1>slightly different take on a story than what we saw

0:47:28.239 --> 0:47:31.319
<v Speaker 1>in the finished film. For example, originally everyone in the

0:47:31.360 --> 0:47:35.680
<v Speaker 1>family could fly except for the dad Bob, which meant

0:47:35.719 --> 0:47:38.560
<v Speaker 1>that he would end up behind the wheel of the

0:47:38.600 --> 0:47:41.279
<v Speaker 1>family station wagon trying to keep up with all the

0:47:41.320 --> 0:47:45.600
<v Speaker 1>rest of his members who are flying away. Um Brad

0:47:45.680 --> 0:47:48.120
<v Speaker 1>Bird decided that that didn't make a whole lot of sense,

0:47:48.120 --> 0:47:50.520
<v Speaker 1>and he didn't want any of his characters to have

0:47:50.680 --> 0:47:53.480
<v Speaker 1>unlimited superpowers. He didn't want any character to be like

0:47:53.560 --> 0:47:57.160
<v Speaker 1>Superman because he wanted those characters to get into situations

0:47:57.160 --> 0:47:58.840
<v Speaker 1>that were difficult to get out of. And if you

0:47:58.880 --> 0:48:03.279
<v Speaker 1>make a character's too powerful, it's really really tricky to

0:48:03.400 --> 0:48:10.719
<v Speaker 1>come up with complications that that character can't just immediately fix, right.

0:48:10.760 --> 0:48:13.040
<v Speaker 1>I Mean, that's the problem with a lot of Superman

0:48:13.160 --> 0:48:16.520
<v Speaker 1>stories is how do you create a situation for Superman

0:48:16.840 --> 0:48:21.600
<v Speaker 1>that he can't just fix right away, and it tends

0:48:21.640 --> 0:48:24.080
<v Speaker 1>to mean you have to escalate everything. So instead of

0:48:24.160 --> 0:48:27.560
<v Speaker 1>escalating everything to a ridiculous level, Brad Bird said, let's

0:48:28.080 --> 0:48:32.359
<v Speaker 1>make certain that the powers, while cool and and and

0:48:32.520 --> 0:48:36.000
<v Speaker 1>beyond the capabilities of your typical human, don't get to

0:48:36.000 --> 0:48:42.040
<v Speaker 1>the point where any one character is invincible. Now, the

0:48:42.080 --> 0:48:46.000
<v Speaker 1>animators have the challenge of making unrealistically proportioned characters move

0:48:46.040 --> 0:48:48.520
<v Speaker 1>in a believable way. If you've seen the Incredibles, you know,

0:48:49.239 --> 0:48:54.600
<v Speaker 1>while they're unmistakably human, they don't have the proportions of humans. Bob,

0:48:54.760 --> 0:48:58.080
<v Speaker 1>for example, has these tiny little feet and legs compared

0:48:58.120 --> 0:49:02.759
<v Speaker 1>to a massive, massive tour So, uh, it's not realistic.

0:49:02.920 --> 0:49:06.480
<v Speaker 1>It's it's a stylized version of a human being. So

0:49:06.719 --> 0:49:09.640
<v Speaker 1>animating a character like that so that the character appears

0:49:09.680 --> 0:49:12.120
<v Speaker 1>to move in a natural way when the character itself

0:49:12.280 --> 0:49:16.680
<v Speaker 1>is an unnatural shape is a pretty tough problem. And

0:49:16.719 --> 0:49:20.120
<v Speaker 1>also they had to create a look to the character

0:49:20.160 --> 0:49:22.719
<v Speaker 1>so that they didn't look like toys. You know, that

0:49:22.840 --> 0:49:24.640
<v Speaker 1>was that was the issue with Toy Story. In fact,

0:49:24.680 --> 0:49:28.880
<v Speaker 1>some people pointed out that Andy in Toy Story and

0:49:28.920 --> 0:49:31.320
<v Speaker 1>Toy Story to look kind of toy like himself. He

0:49:31.360 --> 0:49:34.359
<v Speaker 1>didn't look very much like a human, So they had

0:49:34.400 --> 0:49:36.359
<v Speaker 1>those challenges ahead of them. They needed to get that

0:49:36.440 --> 0:49:40.879
<v Speaker 1>just right. But you could argue that maybe by going

0:49:40.880 --> 0:49:44.759
<v Speaker 1>the stylized route they didn't really nail it. I think

0:49:44.920 --> 0:49:48.600
<v Speaker 1>it's perfect for the way the movie is. Two thousand four,

0:49:48.719 --> 0:49:51.200
<v Speaker 1>Finding Nemo would go on to become the best selling

0:49:51.280 --> 0:49:56.040
<v Speaker 1>DVD of all time, with twenty four million copies in

0:49:56.080 --> 0:49:59.840
<v Speaker 1>North America alone. Also in two thousand four, over it

0:50:00.040 --> 0:50:03.600
<v Speaker 1>Epcot Walt disney World, there was a new attraction that

0:50:03.640 --> 0:50:07.360
<v Speaker 1>opened called Turtle Talk with Crush, which was part of

0:50:07.360 --> 0:50:10.920
<v Speaker 1>the Living Seas Pavilion. So Turtle Talk with Crush is

0:50:11.200 --> 0:50:14.040
<v Speaker 1>really cool. The basic premise is you go into a

0:50:14.080 --> 0:50:18.200
<v Speaker 1>little theater and Crush from Finding Nemo, that's the sea turtle,

0:50:18.480 --> 0:50:21.320
<v Speaker 1>shows up and he has a conversation with the audience

0:50:21.360 --> 0:50:25.400
<v Speaker 1>and actual conversation. He can talk to specific people in

0:50:25.440 --> 0:50:30.120
<v Speaker 1>the audience, ask them questions and tell jokes and that

0:50:30.239 --> 0:50:35.440
<v Speaker 1>sort of stuff. So it's an incredible thing to see,

0:50:35.560 --> 0:50:38.440
<v Speaker 1>and it's it can at least be It can be

0:50:38.440 --> 0:50:40.080
<v Speaker 1>a little mind blowing at first because it looks like

0:50:40.120 --> 0:50:44.640
<v Speaker 1>they're doing three D computer animation in real time that's

0:50:44.640 --> 0:50:47.760
<v Speaker 1>not exactly what's happening. It's more like a video game.

0:50:48.080 --> 0:50:49.840
<v Speaker 1>Like think of a video game where you're able to

0:50:49.840 --> 0:50:53.680
<v Speaker 1>control the characters, make the move around, and it's similar

0:50:53.719 --> 0:50:56.000
<v Speaker 1>to that. So there's a performer who's behind the scenes

0:50:56.000 --> 0:51:01.240
<v Speaker 1>who can control Crush. They can make the turtle move around,

0:51:01.440 --> 0:51:05.440
<v Speaker 1>do tricks and move his mouth, and then the performer

0:51:05.480 --> 0:51:08.719
<v Speaker 1>actually provides the voice. So they always have to have

0:51:08.800 --> 0:51:12.439
<v Speaker 1>someone on staff, usually a couple of people who could

0:51:12.440 --> 0:51:16.080
<v Speaker 1>do the Crush voice really really well. Uh, you need

0:51:16.120 --> 0:51:18.600
<v Speaker 1>to have a couple because sometimes the person's voice isn't

0:51:18.680 --> 0:51:21.000
<v Speaker 1>up to snuff and you have to call in the backup.

0:51:21.520 --> 0:51:25.359
<v Speaker 1>So it's kind of interesting that that's become an actual job.

0:51:25.440 --> 0:51:27.480
<v Speaker 1>Like if you can do a good Crush voice and

0:51:27.560 --> 0:51:30.680
<v Speaker 1>you can learn this system, you've got a good You've

0:51:30.680 --> 0:51:33.839
<v Speaker 1>got some good job security there. So this is really

0:51:33.920 --> 0:51:36.680
<v Speaker 1>kind of a type of machinima. That's machinima with a

0:51:36.719 --> 0:51:40.000
<v Speaker 1>lower case M, and that's machine animation, the idea of

0:51:40.120 --> 0:51:45.279
<v Speaker 1>using a pre existing three D virtual environment in order

0:51:45.320 --> 0:51:48.839
<v Speaker 1>to render animation in real time. Uh. In this case,

0:51:48.920 --> 0:51:54.520
<v Speaker 1>this was a custom built system meant just for this uh,

0:51:54.520 --> 0:51:57.760
<v Speaker 1>this this attraction. It's not like they bought a video

0:51:57.800 --> 0:51:59.960
<v Speaker 1>game off the shelf and they're using it for that purpose.

0:52:00.040 --> 0:52:02.120
<v Speaker 1>Us they developed it from the ground up. But it's

0:52:02.160 --> 0:52:05.600
<v Speaker 1>the same basic principle, and the performer can hear audio

0:52:05.640 --> 0:52:08.640
<v Speaker 1>thanks to a handheld mic uh and possibly some other

0:52:08.680 --> 0:52:11.680
<v Speaker 1>mics that might be positioned around the room, and also

0:52:11.800 --> 0:52:14.919
<v Speaker 1>can see through people through a camera system, so that's

0:52:14.920 --> 0:52:18.719
<v Speaker 1>where that interactivity can come in. In two thousand five,

0:52:18.760 --> 0:52:21.600
<v Speaker 1>another Pixar short film debuts. This one is called One

0:52:21.640 --> 0:52:24.920
<v Speaker 1>Man Band, and the New York Museum of Modern Art

0:52:24.960 --> 0:52:28.600
<v Speaker 1>would host an exhibition called Pixar Twenty Years of Animation

0:52:29.200 --> 0:52:31.520
<v Speaker 1>in December of two thousand five, though to be fair,

0:52:31.560 --> 0:52:35.480
<v Speaker 1>the actual twentieth anniversary happens in two thousand six, so

0:52:35.560 --> 0:52:39.360
<v Speaker 1>the exhibition opened a little early. But yeah, Pixar was

0:52:39.400 --> 0:52:43.400
<v Speaker 1>coming up on twenty years as an entity, although it

0:52:43.520 --> 0:52:46.759
<v Speaker 1>only have been making feature link films for about ten years.

0:52:47.840 --> 0:52:50.279
<v Speaker 1>In a sad piece of news from two thousand five,

0:52:50.600 --> 0:52:54.279
<v Speaker 1>Joe Rant, who had worked both with Disney Animation and

0:52:54.400 --> 0:52:58.840
<v Speaker 1>with Pixar, died in a car accident. Raft had worked

0:52:59.040 --> 0:53:02.560
<v Speaker 1>on dis Any films like Who Framed Roger Rabbit, The

0:53:02.600 --> 0:53:07.120
<v Speaker 1>Little Mermaid, Beauty and The Beast, Aladdin, The Nightmare Before Christmas,

0:53:07.160 --> 0:53:11.680
<v Speaker 1>and The Lion King as a story artist, storyboard supervisor,

0:53:11.719 --> 0:53:16.919
<v Speaker 1>and occasionally as a voice actor, his specialty being cartoons screams.

0:53:17.600 --> 0:53:19.759
<v Speaker 1>He would go on to work on Toy Story as

0:53:19.800 --> 0:53:23.000
<v Speaker 1>a story supervisor. He provided the voice of Heimlich in

0:53:23.040 --> 0:53:26.279
<v Speaker 1>A Bug's Life and he also served as story supervisor

0:53:26.320 --> 0:53:29.399
<v Speaker 1>for that movie. He voiced Wheezy the Penguin. And Toy

0:53:29.480 --> 0:53:32.600
<v Speaker 1>Story two. He worked on Monsters, Inc. And he voiced

0:53:32.760 --> 0:53:36.480
<v Speaker 1>Jacques the Shrimp in Finding Nemo. Andy co directed Cars.

0:53:38.080 --> 0:53:41.760
<v Speaker 1>So it's very tragic Pixar was lost a a real

0:53:42.760 --> 0:53:47.520
<v Speaker 1>superstar in Joe Raft when he passed away. Now, that

0:53:47.600 --> 0:53:51.279
<v Speaker 1>same year, Disney did something pretty controversial, at least in

0:53:51.320 --> 0:53:54.759
<v Speaker 1>the eyes of some Pixar employees. So in two thousand five,

0:53:55.120 --> 0:53:59.880
<v Speaker 1>Disney created a new division of Walt Disney Animation called

0:54:00.120 --> 0:54:05.320
<v Speaker 1>Circle seven Animation. The entire purpose for Circle seven Animation

0:54:05.440 --> 0:54:10.040
<v Speaker 1>was to focus exclusively on developing computer animation for Disney,

0:54:10.160 --> 0:54:14.040
<v Speaker 1>with a primary goal of creating sequels to Disney owned

0:54:14.160 --> 0:54:18.880
<v Speaker 1>Pixar films. Now, that led some folks to dismiss Circle seven,

0:54:19.040 --> 0:54:22.880
<v Speaker 1>calling it picks aren't instead of Pixar it's Picks aren't.

0:54:23.920 --> 0:54:26.799
<v Speaker 1>But the studio never actually produced a single film, nor

0:54:26.920 --> 0:54:30.040
<v Speaker 1>were any of the scripts that they wrote at while

0:54:30.080 --> 0:54:33.360
<v Speaker 1>they were still a thing, ever used by Pixar in

0:54:33.440 --> 0:54:36.759
<v Speaker 1>any of their movies. This was really Disney's move to

0:54:36.800 --> 0:54:40.160
<v Speaker 1>try and leverage the intellectual property that Pixar had created

0:54:40.800 --> 0:54:45.319
<v Speaker 1>under that agreement for those five films, and specifically they

0:54:45.360 --> 0:54:48.360
<v Speaker 1>wanted it so that if Picks are left Disney, Disney

0:54:48.440 --> 0:54:51.920
<v Speaker 1>could continue to make money off of those properties by

0:54:52.000 --> 0:54:54.680
<v Speaker 1>creating sequels, even though those sequels would be made by

0:54:54.719 --> 0:54:59.800
<v Speaker 1>people not connected to the original film. Now, there wasn't

0:55:00.239 --> 0:55:03.560
<v Speaker 1>really any hard feelings between or there weren't I guess

0:55:03.600 --> 0:55:08.279
<v Speaker 1>any hard feelings between Pixar executives and the folks who

0:55:08.280 --> 0:55:13.920
<v Speaker 1>were working for Circles seven Animation. Uh they I'm guessing

0:55:13.920 --> 0:55:17.240
<v Speaker 1>that John Lasseter wasn't thrilled that Circle seven Animation became

0:55:17.280 --> 0:55:19.920
<v Speaker 1>a thing. He was probably very torn up about it,

0:55:20.520 --> 0:55:22.359
<v Speaker 1>but he didn't hold it against the people who had

0:55:22.360 --> 0:55:25.520
<v Speaker 1>been hired by Disney. It was more of a problem

0:55:25.640 --> 0:55:27.919
<v Speaker 1>with Disney's move in the first place, and in fact,

0:55:27.960 --> 0:55:33.919
<v Speaker 1>when Circle seven ended up dissolving later on, Lasseter would

0:55:33.920 --> 0:55:37.600
<v Speaker 1>actually bring on a lot of that staff and bring

0:55:37.640 --> 0:55:42.600
<v Speaker 1>them into Walt Disney Animation Studios. In fact, Andrew Millstein,

0:55:42.680 --> 0:55:45.640
<v Speaker 1>who had been the head of Circle seven, became the

0:55:45.760 --> 0:55:49.600
<v Speaker 1>general manager of Walt Disney Animation Studios. So there weren't

0:55:49.600 --> 0:55:54.640
<v Speaker 1>any hard feelings, but it definitely was a tense move,

0:55:55.440 --> 0:55:57.319
<v Speaker 1>and there were some battles going on at the top

0:55:57.400 --> 0:56:01.840
<v Speaker 1>levels of Disney and Pixar. At this time. Steve Jobs

0:56:02.560 --> 0:56:06.560
<v Speaker 1>and Michael Eisner were having some pretty nasty fights over

0:56:06.680 --> 0:56:10.000
<v Speaker 1>which movies were counting towards the deal that they had made.

0:56:11.040 --> 0:56:15.280
<v Speaker 1>Eisner was arguing that Toy Story Too should not count.

0:56:15.640 --> 0:56:17.840
<v Speaker 1>That is not one of those five movies that we

0:56:17.880 --> 0:56:21.000
<v Speaker 1>agreed on because it's a sequel and sequels don't count.

0:56:22.160 --> 0:56:25.760
<v Speaker 1>Jobs said, what are you talking about. Of course it counts.

0:56:25.840 --> 0:56:30.040
<v Speaker 1>It's a full length feature film, and I are saying, well,

0:56:30.120 --> 0:56:32.120
<v Speaker 1>it was meant to be a direct to video sequel,

0:56:32.320 --> 0:56:35.680
<v Speaker 1>so it doesn't count. And there was this back and

0:56:35.719 --> 0:56:42.520
<v Speaker 1>forth arguing, and Jobs was very visibly looking at other

0:56:42.600 --> 0:56:46.560
<v Speaker 1>potential partners for Pixar once the Disney deal was done.

0:56:47.120 --> 0:56:51.720
<v Speaker 1>So tension was high at this point between Disney and Pixar.

0:56:52.400 --> 0:56:55.279
<v Speaker 1>Now two thousand six rolls around and cars It's a

0:56:55.280 --> 0:56:57.160
<v Speaker 1>film that a lot of kids love, but I think

0:56:57.160 --> 0:56:59.880
<v Speaker 1>it's really just okay. It's not at the top of

0:56:59.880 --> 0:57:02.600
<v Speaker 1>my list for my favorites among Pixar's films. It comes

0:57:02.600 --> 0:57:05.040
<v Speaker 1>out in two thousands six it does really well. It

0:57:05.160 --> 0:57:08.880
<v Speaker 1>actually does very well at the box office. But the

0:57:08.920 --> 0:57:10.840
<v Speaker 1>reason that the movie exists in the first place is

0:57:10.880 --> 0:57:14.959
<v Speaker 1>because John Lasseterer loves cars. And maybe I'm not into

0:57:14.960 --> 0:57:17.440
<v Speaker 1>the movie so much because I don't like driving. So

0:57:17.760 --> 0:57:21.440
<v Speaker 1>that's perhaps the problem. The whole romanticism of driving doesn't

0:57:21.480 --> 0:57:24.000
<v Speaker 1>do anything for me, and that's on me. That's not

0:57:24.080 --> 0:57:27.360
<v Speaker 1>the fall of the movie. So Bug's Life was a

0:57:27.400 --> 0:57:31.960
<v Speaker 1>new take on Esop's Fables, and The Seven Samurai Cars

0:57:32.080 --> 0:57:35.080
<v Speaker 1>is kind of a new take on Doc Hollywood. It's

0:57:35.160 --> 0:57:39.960
<v Speaker 1>really very similar story. So while finding Nemo made it

0:57:40.080 --> 0:57:43.560
<v Speaker 1>challenging to create characters from fish, Cars presented a new challenge.

0:57:43.600 --> 0:57:47.960
<v Speaker 1>How do you create a character that's a believable entity

0:57:48.040 --> 0:57:51.960
<v Speaker 1>and still recognizably a car like You can't change it

0:57:52.000 --> 0:57:54.640
<v Speaker 1>so much that doesn't like a car anymore, but you

0:57:54.640 --> 0:57:56.280
<v Speaker 1>have to change it enough so that you can have

0:57:56.440 --> 0:58:00.240
<v Speaker 1>a character there whether can express him or herself, that

0:58:00.360 --> 0:58:04.400
<v Speaker 1>can move around in his or her environment and manipulate it.

0:58:04.840 --> 0:58:07.840
<v Speaker 1>How do they carry and hold things? This was actually

0:58:07.840 --> 0:58:12.360
<v Speaker 1>a really big deal. The animators were saying, well, how

0:58:12.400 --> 0:58:16.840
<v Speaker 1>does a car pick something up? Like? How do they

0:58:17.520 --> 0:58:21.320
<v Speaker 1>how do they carry things around? Apart from Mater who

0:58:21.320 --> 0:58:24.560
<v Speaker 1>could tew things by using his uh the hook on

0:58:24.680 --> 0:58:27.200
<v Speaker 1>the end of his cable, how do you have these

0:58:27.240 --> 0:58:30.240
<v Speaker 1>characters move things around? And they experimented with that a lot,

0:58:30.560 --> 0:58:38.000
<v Speaker 1>with things like prehensile antenna or windshield wipers, or the

0:58:38.040 --> 0:58:41.200
<v Speaker 1>ability to hold onto things with a card door, and

0:58:41.280 --> 0:58:44.000
<v Speaker 1>eventually they just decided it wasn't important and they dropped

0:58:44.000 --> 0:58:48.240
<v Speaker 1>all that. So, like finding Nemo, the acting had to

0:58:48.240 --> 0:58:51.960
<v Speaker 1>be focused in the face, even more so since with

0:58:52.000 --> 0:58:53.880
<v Speaker 1>a few exceptions, most of the characters didn't have a

0:58:53.960 --> 0:58:57.480
<v Speaker 1>lot of ways to communicate. They couldn't do big gestures

0:58:57.480 --> 0:58:59.920
<v Speaker 1>with their tires. They could do little ones, you know.

0:59:00.120 --> 0:59:02.880
<v Speaker 1>They took a lot of liberties with the way stuff moves,

0:59:03.320 --> 0:59:05.760
<v Speaker 1>but mostly it had to be the acting had to

0:59:05.760 --> 0:59:09.640
<v Speaker 1>be uh concentrated in the face, and the team had

0:59:09.680 --> 0:59:13.280
<v Speaker 1>to figure out how to make Chrome look realistic. It

0:59:13.600 --> 0:59:17.120
<v Speaker 1>Chrome's very shiny, which means it's reflective, so that means

0:59:17.120 --> 0:59:19.440
<v Speaker 1>you should be able to see reflections in the chrome,

0:59:19.520 --> 0:59:22.120
<v Speaker 1>and that actually was a big technical challenge for the crew,

0:59:22.480 --> 0:59:24.480
<v Speaker 1>but they were able to figure that all all of

0:59:24.480 --> 0:59:26.600
<v Speaker 1>that out and they were able to get the movie

0:59:26.640 --> 0:59:30.200
<v Speaker 1>together and release it. And two thousand six, when the

0:59:30.240 --> 0:59:33.000
<v Speaker 1>movie came out, ended up being a huge year for

0:59:33.040 --> 0:59:36.120
<v Speaker 1>a Pixar. It wasn't just when Cars debuted, it was

0:59:36.200 --> 0:59:39.920
<v Speaker 1>also when Pixar and Disney were able to come to

0:59:40.000 --> 0:59:44.520
<v Speaker 1>an agreement. Disney announced that it intended to purchase Pixar,

0:59:45.040 --> 0:59:48.640
<v Speaker 1>and under this new arrangement, Edwin Katmol would become the

0:59:48.680 --> 0:59:51.800
<v Speaker 1>president of Pixar and John Lasseter would become the chief

0:59:51.920 --> 0:59:56.720
<v Speaker 1>creative officer of Disney and Pixar Animation Studios. So a

0:59:56.840 --> 1:00:00.880
<v Speaker 1>huge change here where Lasseter, the man who had been

1:00:00.880 --> 1:00:06.760
<v Speaker 1>fired from Disney because he had been too enthusiastic about

1:00:06.800 --> 1:00:11.400
<v Speaker 1>computer animation, was going to become the chief creative officer

1:00:11.680 --> 1:00:17.280
<v Speaker 1>of that animation department. A huge turnaround, crazy story. And

1:00:17.400 --> 1:00:20.800
<v Speaker 1>in September of two thousand six, Pixar debuted the short

1:00:20.840 --> 1:00:24.440
<v Speaker 1>film Lifted, just one of my favorite short films Pixar

1:00:24.520 --> 1:00:29.040
<v Speaker 1>has ever done, and Pixar employee and story artist Joe

1:00:29.120 --> 1:00:33.040
<v Speaker 1>Raft would be named a Disney legend, which is an

1:00:33.080 --> 1:00:37.160
<v Speaker 1>actual designation within Disney. It's not just it's not just

1:00:37.600 --> 1:00:40.600
<v Speaker 1>a term. It actually really means something. It's like a

1:00:40.640 --> 1:00:43.840
<v Speaker 1>hall of Fame within Disney, and they induct only a

1:00:43.880 --> 1:00:48.360
<v Speaker 1>few people every year, and uh, he joined that list

1:00:48.440 --> 1:00:50.960
<v Speaker 1>that year. Well, guys have got a lot more to

1:00:51.000 --> 1:00:54.040
<v Speaker 1>talk about with Pixar, but I fingured this is a

1:00:54.080 --> 1:00:56.360
<v Speaker 1>good place to end in two thousand six. End of

1:00:56.360 --> 1:01:00.320
<v Speaker 1>two thousand six, when Disney and Pixar joined Force Is

1:01:00.680 --> 1:01:05.640
<v Speaker 1>and Pixar becomes an integrated part of Disney, still largely

1:01:06.160 --> 1:01:09.800
<v Speaker 1>independent in the sense that it can develop its own

1:01:09.920 --> 1:01:14.200
<v Speaker 1>movies internally, but now officially part of this company and

1:01:14.280 --> 1:01:18.040
<v Speaker 1>no longer a separate thing. So we'll pick up in

1:01:18.080 --> 1:01:22.240
<v Speaker 1>two thousand seven for our next episode. Guys, if you

1:01:22.280 --> 1:01:25.320
<v Speaker 1>have any suggestions for future episodes of text Stuff, You've

1:01:25.360 --> 1:01:29.640
<v Speaker 1>got any questions or comments, you've got some suggestions for

1:01:29.640 --> 1:01:32.400
<v Speaker 1>someone I should have on as either a guest to

1:01:32.560 --> 1:01:37.280
<v Speaker 1>interview or perhaps a guest host to chime in. Let

1:01:37.280 --> 1:01:40.880
<v Speaker 1>me know. The email address is tech Stuff at how

1:01:40.960 --> 1:01:43.680
<v Speaker 1>stuff works dot com, or you can drop me a

1:01:43.720 --> 1:01:46.800
<v Speaker 1>line on Facebook or Twitter to handle it. Both of

1:01:46.800 --> 1:01:49.920
<v Speaker 1>those is tech Stuff hs W and I'll talk to

1:01:49.960 --> 1:01:59.280
<v Speaker 1>you again about Pixar. Releasa for more on this and

1:01:59.360 --> 1:02:01.880
<v Speaker 1>bathos of my topics, is it? How stuff works? Dot

1:02:01.960 --> 1:02:11.920
<v Speaker 1>com