WEBVTT - 3-D Movie-Making Tech

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<v Speaker 1>Brought to you by the reinvented two thousand twelve camera.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech Stuff from how stuff works dot com. Hello again, everyone,

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<v Speaker 1>and welcome to tech stuff. My name is Chris Pallette.

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<v Speaker 1>I'm an editor at how stuff works dot com, and

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<v Speaker 1>sitting across from me, as always, is senior writer Jonathan Strickland. Well,

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<v Speaker 1>you know it's that old shark screen, the bubble screen.

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<v Speaker 1>You know, sharks don't like that. It's what they call

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<v Speaker 1>a marine segregation. Okay, then that that quote comes from

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<v Speaker 1>a movie that was in three D, and it leads

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<v Speaker 1>us to our first in a long time listener mail.

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<v Speaker 1>This listener mail comes from Calvin, and Calvin says, I

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<v Speaker 1>was thinking that with movies like Avatar, Yes, I'm ill

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<v Speaker 1>talking about Avatar and other big three D sort of

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<v Speaker 1>c g I movies like Alice in Wonderland. Maybe a

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<v Speaker 1>podcast on that would be fun. Any who, keep up

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<v Speaker 1>the good work. Calvin B. From Minnetonka, Minnesota. All right,

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<v Speaker 1>so we're gonna talk a little bit about three D movies. Now,

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<v Speaker 1>we've talked about three D glasses in the past and

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<v Speaker 1>three D television, but we really didn't go into the

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<v Speaker 1>whole process of making a three D film or or

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<v Speaker 1>three D video. Um and so we thought this would

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<v Speaker 1>kind of fall into our movie making technology series. I agree,

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<v Speaker 1>and I think it would be nice to start with

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<v Speaker 1>a refresher about the three D glasses because that has

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<v Speaker 1>a lot to do with how you make a movie

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<v Speaker 1>and the reason why you make the movie the way

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<v Speaker 1>you do. That's a good point. So let's start with

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<v Speaker 1>talking about what makes three D three D in the

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<v Speaker 1>first place. Okay, So the first thing you need to

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<v Speaker 1>know is that we perceived depth through many different um ways.

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<v Speaker 1>But one of those ways is through what we call parallax.

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<v Speaker 1>And parallax is the difference in viewing angle between one

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<v Speaker 1>eye and the other eye. So, if you were looking

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<v Speaker 1>at an object that's a few feet away from you,

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<v Speaker 1>you know your left eye in your right eye are

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<v Speaker 1>not They're not located exactly in the same spot, otherwise

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<v Speaker 1>you'd be a cyclops. Uh. So that means that your

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<v Speaker 1>your brain is getting two sets of images that are

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<v Speaker 1>slightly offset from each other, and it incorporates those two

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<v Speaker 1>sets of images into a single image in your head.

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<v Speaker 1>And so that's that's one of the ways we perceive depth.

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<v Speaker 1>There are other ways as well, like visual cues of

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<v Speaker 1>the size of something, and judging by the size, you

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<v Speaker 1>kind of figure out how far away it is. And

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<v Speaker 1>parallax only really works to a certain distance anyway. Once

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<v Speaker 1>you get beyond you know, I don't know, I think

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<v Speaker 1>it's like twenty or thirty feet, parallax doesn't play as

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<v Speaker 1>big a role because it's getting far in the objects,

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<v Speaker 1>getting far enough away where your eyes are getting closer

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<v Speaker 1>and closer to being parallel. So if you focus on

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<v Speaker 1>something that is effectly an infinite distance away, and of

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<v Speaker 1>course that's you know, I'm saying effectively infinite. So for example,

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<v Speaker 1>example a star out you know, if you're looking at

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<v Speaker 1>a starry sky, the distance of that object is so

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<v Speaker 1>far away that your eyes are essentially in parallel with

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<v Speaker 1>one another. They're not converging at all. But parallax is

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<v Speaker 1>a very important part of of getting a three D effect,

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<v Speaker 1>especially on film or video and um so, the idea

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<v Speaker 1>is that you have to present two different sets of images.

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<v Speaker 1>Each set of images is going to be perceived by

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<v Speaker 1>only the left or the right eye, and then when

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<v Speaker 1>your brain sees, when your brain senses these two sets

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<v Speaker 1>of images, that combines them into a single image that

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<v Speaker 1>has the illusion of depth. Well, yeah, I mean there

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<v Speaker 1>are there are two different types of of three D glasses,

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<v Speaker 1>of course, the older one being the Anaglyph method and

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<v Speaker 1>the newer one being the polarized version. Anaglyph was the

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<v Speaker 1>one that had the two different colored lenses. Yeah, it

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<v Speaker 1>was either a red or blue, or red or green.

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<v Speaker 1>And now you were saying to me earlier red and cyan.

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<v Speaker 1>It's sort of the the accepted color and uh and

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<v Speaker 1>the polarized ones. What that means is that the lenses

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<v Speaker 1>are polarized to allow light that is aligned a certain

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<v Speaker 1>way to pass through, and light that's aligned and I

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<v Speaker 1>think it's ninety degree um other alignment that that light

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<v Speaker 1>will not pass through the lens. So each lens is

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<v Speaker 1>letting one kind of light through and blocking the other kind. Yeah,

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<v Speaker 1>I think that's probably more sophisticated way of doing at

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<v Speaker 1>The Anaglyph method required a red layer and a blue

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<v Speaker 1>or green layer of the movie so that the glasses

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<v Speaker 1>could interpret the images correctly, because, for example, the red

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<v Speaker 1>lens uh makes the other color appear darker, so you

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<v Speaker 1>see that better through that eye, and then the blue

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<v Speaker 1>lens is the opposite. It makes the red uh frame

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<v Speaker 1>is it? Frame would be the right word? Layer layer, Yeah,

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<v Speaker 1>red layer show up better. Um, So it appears three

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<v Speaker 1>D and because of the spacing between the two images,

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<v Speaker 1>that's what gives the the illusion of depth. Right. The

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<v Speaker 1>two images are offset, and of course that's really important

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<v Speaker 1>because if they weren't offset, all you'd be doing is

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<v Speaker 1>making a really lousy, fuzzy image for no good reason. Yes,

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<v Speaker 1>which is kind of how it looks when you're not

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<v Speaker 1>wearing the glasses. Yes, and there there is one a

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<v Speaker 1>third type of of glasses that we should talk about,

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<v Speaker 1>although this is I don't think it's ever used in films.

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<v Speaker 1>I've never been to a movie where they used this method.

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<v Speaker 1>But that's the shutter lens method, like the active active glasses,

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<v Speaker 1>which are more often used for things like computers or

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<v Speaker 1>sun Television systems are also experimenting with active glasses. Now.

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<v Speaker 1>Active glasses require a power supply and they actually have

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<v Speaker 1>a little l C D shutters in them that shutter

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<v Speaker 1>on and off at incredible speeds. So to you, when

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<v Speaker 1>you're wearing the glasses, it doesn't appear like they're shuttering

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<v Speaker 1>on and off at all, but they really are and

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<v Speaker 1>the images you're looking at are are are Wow. I

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<v Speaker 1>had the word there you go synchronized with each lens,

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<v Speaker 1>thank you. Um yeah, that was my brain gave out

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<v Speaker 1>on me. But yes, like the the left lens would

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<v Speaker 1>be synchronized with one set of images, the right lens

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<v Speaker 1>would be synchronized with the other set of images. They

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<v Speaker 1>would alternate those images at a speed that is uh

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<v Speaker 1>so fast that you can't really tell when you just

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<v Speaker 1>look at it. And um, so again, each eye would

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<v Speaker 1>be getting one set of images at a certain alignment.

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<v Speaker 1>Your brain would be putting all the information together and

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<v Speaker 1>you get the illusion of depth. UM. Projectors have trouble

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<v Speaker 1>with that. You have to have a projector that can

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<v Speaker 1>can run at an incredibly fast frame rate for that

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<v Speaker 1>to work, because you're you're you're shooting two different sets

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<v Speaker 1>of images, um, but not at the same time. They're

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<v Speaker 1>alternating so quickly that you have to you know, you

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<v Speaker 1>have to keep that frame rate up really really high

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<v Speaker 1>in order to maintain that illusion. These other methods, the

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<v Speaker 1>polarized method, the anaglyph method, you can have both sets

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<v Speaker 1>of images on the same strip of film. Uh, you know,

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<v Speaker 1>it's just it's two different layers on a on a

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<v Speaker 1>on one strip of film, so you don't have to

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<v Speaker 1>alternate images back and forth, you know. So, um yeah,

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<v Speaker 1>and your brain is doing all the work here. That's

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<v Speaker 1>the great thing is that once you once you've developed

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<v Speaker 1>the technology, the brain does everything else. All the special

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<v Speaker 1>effects are supplied by you. However, it does mean that

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<v Speaker 1>if you have suffered some vision loss, or if you

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<v Speaker 1>have some other ailments, you may not be able to

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<v Speaker 1>perceive three D in a three D film, right, So,

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<v Speaker 1>but you'll still need the glasses unfortunately, because if you

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<v Speaker 1>don't have the glasses, you're going to get that fuzzy

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<v Speaker 1>effect that Poulette was talking about. It's gonna look like

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<v Speaker 1>two sets of images on one strip of film, and

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<v Speaker 1>that's not a really pleasant viewing experience, as anyone who's

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<v Speaker 1>taken glasses off during a three D film could tell you. Right.

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<v Speaker 1>But the trick is how do you actually make the

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<v Speaker 1>movie so that it will appear in three D? Yeah,

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<v Speaker 1>there's there are three main methods of doing this. Okay,

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<v Speaker 1>There's there's converting a two D film into three D.

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<v Speaker 1>There's shooting a film in three D to start with,

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<v Speaker 1>and then there is using a computer generated film, and

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<v Speaker 1>then you artificially create a second camera within your c

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<v Speaker 1>g I world, and you make your film three D

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<v Speaker 1>that way. Okay, I was kind of I was kind

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<v Speaker 1>of lumping that in my head with the first one,

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<v Speaker 1>which was taking the original and then doing something to

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<v Speaker 1>it to make it three D. Yeah, it's when you

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<v Speaker 1>said three I was going, Okay, I don't know that.

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<v Speaker 1>It's kind of a bridge between the two when you

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<v Speaker 1>think about it, because you're you're creating a virtual camera,

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<v Speaker 1>so in a way, it's acting like you are actually

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<v Speaker 1>using you like you're filming in three D from the beginning.

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<v Speaker 1>But like you said, it's also incorporating some of the

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<v Speaker 1>elements of conversion of two D to three D. Um

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<v Speaker 1>let's talk a little bit about about the well, which

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<v Speaker 1>one would you like to tackle first? Well, I was

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<v Speaker 1>thinking that one of the things that's important to note

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<v Speaker 1>here is that live action is much more difficult to

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<v Speaker 1>convert to three D than computer graphics for the reason

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<v Speaker 1>that you just brought up, which is in the computer

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<v Speaker 1>graphic version, you can do things with the computers to

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<v Speaker 1>you know, create a different camera angle, uh, you know,

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<v Speaker 1>so that you would be able to do that a

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<v Speaker 1>little bit more readily than you could with live action.

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<v Speaker 1>So I think we should probably start with the traditional

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<v Speaker 1>method of doing live action because three D movies have

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<v Speaker 1>been around for quite some time since you're sure. Yeah,

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<v Speaker 1>like you were saying with the the just to tag

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<v Speaker 1>on what you were talking about with the c g

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<v Speaker 1>I movies, UM, yeah. The wonderful thing about c g

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<v Speaker 1>I movies if you're a filmmaker is that you are

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<v Speaker 1>not limited by the laws of physics, so you can

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<v Speaker 1>create a camera angle that is the ideal angle, uh,

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<v Speaker 1>to go with the other camera shots, so you know

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<v Speaker 1>you can you could create two camera angles where the

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<v Speaker 1>lenses would be the perfect lengths or the perfect distance

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<v Speaker 1>between the two in order to create the three D effect,

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<v Speaker 1>whereas in the real world most cameras are bulky and

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<v Speaker 1>you can't get the lenses physically close enough to uh

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<v Speaker 1>to mimic what you would see if you were standing there. Um.

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<v Speaker 1>It's it's called the interocular distance. It's the distance between

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<v Speaker 1>your eyes. Now, before we get into the actual physics

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<v Speaker 1>of shooting, UM, I was just gonna quickly mention that

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<v Speaker 1>the average interocular distance for a man is about sixty

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<v Speaker 1>five millimeters for a woman, it's about sixty three millimeters

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<v Speaker 1>and for a child it's about fifty one millimeters. So

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<v Speaker 1>the average interocular distance used in three D filming is

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<v Speaker 1>about sixty four millimeters. And most most cameras you just

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<v Speaker 1>can't get two lenses that close together because the camera,

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<v Speaker 1>the physical bulk of the camera prevents it. So, for example,

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<v Speaker 1>if you had two red cameras, which we talked about

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<v Speaker 1>that in the past, those are the really high definition cameras.

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<v Speaker 1>That's a brand name. Yeah, yeah, not a description, right, exact,

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<v Speaker 1>thank you, thank you. Yes. When I'm saying red cameras,

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<v Speaker 1>I'm not talking about the color red, I'm talking about

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<v Speaker 1>a brand R E. D all in caps. Uh. If

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<v Speaker 1>you were to get two of those and set them

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<v Speaker 1>next to each other, the closest you'll be able to

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<v Speaker 1>get the lenses is about a hundred and twenty five millimeters,

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<v Speaker 1>So that's almost twice the distance as what you would

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<v Speaker 1>need if you wanted to create kind of a natural

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<v Speaker 1>looking effect that was easily translatable into stereoscopic vision um

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<v Speaker 1>once you were finished. And uh so that's a problem

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<v Speaker 1>there there, and there are ways around that, but we'll

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<v Speaker 1>get into that. So you were going to talk about

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<v Speaker 1>some of the historical three D films, or at least

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<v Speaker 1>the historical methods were just a little bit of it. Um. Yeah,

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<v Speaker 1>I mean traditionally the way to do this since the

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<v Speaker 1>the least according to Britannica, the typical distances between two

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<v Speaker 1>and a half to two and three quarters inches, which,

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<v Speaker 1>as you were pointing out, is about six point four

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<v Speaker 1>centimeters to seven centimeters. Um. You know, there there are

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<v Speaker 1>a couple different ways of doing this. You could put

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<v Speaker 1>a couple different cameras side by side, although as you

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<v Speaker 1>pointed out, that can be difficult, Or you can use

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<v Speaker 1>a camera with two lenses, um, which seems awfully specialized

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<v Speaker 1>and probably very expensive compared to some of the other

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<v Speaker 1>methods of doing this. Um. Actually, the very first film,

0:12:26.160 --> 0:12:29.440
<v Speaker 1>according to Britannica again to be you made using the

0:12:29.559 --> 0:12:35.120
<v Speaker 1>natural vision process was Buanna Devil in two um. Although

0:12:35.120 --> 0:12:38.320
<v Speaker 1>there there were some experiments uh done in the nineteen

0:12:38.360 --> 0:12:43.160
<v Speaker 1>twenties and thirties using three D, but it was edwin Land.

0:12:43.360 --> 0:12:46.400
<v Speaker 1>You know that name. It should sound familiar to you. Uh.

0:12:46.800 --> 0:12:50.600
<v Speaker 1>It's not ringing any bells. He he created a polarizing

0:12:51.280 --> 0:12:55.120
<v Speaker 1>material in nineteen thirty two. That the natural vision method

0:12:55.160 --> 0:12:58.120
<v Speaker 1>is based on And that's the kind that of glasses

0:12:58.120 --> 0:13:00.920
<v Speaker 1>that we were talking about earlier, not the anaglyph blue

0:13:00.920 --> 0:13:04.079
<v Speaker 1>slash green slash san um. These are the lenses that

0:13:04.160 --> 0:13:07.520
<v Speaker 1>look almost like their sunglasses, but they are not sunglasses.

0:13:07.760 --> 0:13:10.080
<v Speaker 1>They're not do not wear them as sunglasses. Is their

0:13:10.200 --> 0:13:15.080
<v Speaker 1>polarized And he was the inventor of the polaroid land camera.

0:13:16.160 --> 0:13:18.720
<v Speaker 1>Got you, Um, but yeah, I mean he was. He

0:13:18.800 --> 0:13:20.360
<v Speaker 1>was one of the people who were working on this

0:13:20.440 --> 0:13:22.880
<v Speaker 1>and that that was you know, a long long time ago.

0:13:23.000 --> 0:13:26.680
<v Speaker 1>But you know that's uh, that sort of water under

0:13:26.679 --> 0:13:28.760
<v Speaker 1>the bridge, and there were a lot of people trying

0:13:28.800 --> 0:13:32.240
<v Speaker 1>to do this. Um. You know, back when the Natural

0:13:32.320 --> 0:13:35.000
<v Speaker 1>Vision System came out. Three D became big for a while,

0:13:35.679 --> 0:13:37.400
<v Speaker 1>and a lot of people made a lot of very

0:13:37.400 --> 0:13:40.040
<v Speaker 1>bad three D movies. It seems to move in cycles.

0:13:40.080 --> 0:13:41.640
<v Speaker 1>We talked about this, I think in our three D

0:13:41.720 --> 0:13:46.000
<v Speaker 1>Glasses podcasts as well, about how three D films seemed

0:13:46.040 --> 0:13:49.640
<v Speaker 1>to come up as a gimmick for like every twenty

0:13:49.720 --> 0:13:52.480
<v Speaker 1>to thirty years because they were they got really big

0:13:52.480 --> 0:13:54.679
<v Speaker 1>in the fifties and then they kind of, you know,

0:13:55.040 --> 0:13:59.280
<v Speaker 1>the processes just were not refined enough for it to

0:13:59.360 --> 0:14:02.600
<v Speaker 1>really take off. Um, it just it came across as

0:14:02.600 --> 0:14:06.120
<v Speaker 1>a gimmick. And then they had another resurgence in the eighties. Uh,

0:14:06.200 --> 0:14:11.559
<v Speaker 1>which that's the era from which my quote uh derived.

0:14:12.440 --> 0:14:14.679
<v Speaker 1>But then the quotes don't stop at the edge of

0:14:14.720 --> 0:14:18.840
<v Speaker 1>the podcast, that's right. Uh, so the nice So they

0:14:19.040 --> 0:14:22.480
<v Speaker 1>the the eighties had another little resurgence of of three D.

0:14:22.600 --> 0:14:27.200
<v Speaker 1>But again the techniques still weren't truly refined, and so

0:14:27.280 --> 0:14:29.280
<v Speaker 1>there were some problems. And I guess we'll talk about

0:14:29.280 --> 0:14:31.720
<v Speaker 1>that in a little bit too. Uh. And then now

0:14:32.120 --> 0:14:35.160
<v Speaker 1>we've got some point where digitally we're able to uh

0:14:35.320 --> 0:14:38.200
<v Speaker 1>to correct some of those problems and and and head

0:14:38.240 --> 0:14:40.800
<v Speaker 1>off some of those problems, so that we really have

0:14:40.920 --> 0:14:46.040
<v Speaker 1>reduced the the the factors that made viewing three D

0:14:46.280 --> 0:14:51.200
<v Speaker 1>less than a pleasant experience for some people. Um. And

0:14:51.320 --> 0:14:53.840
<v Speaker 1>I guess I guess I can hit that really quickly

0:14:53.920 --> 0:14:58.240
<v Speaker 1>right now. If since your brain is is creating this

0:14:58.320 --> 0:15:02.640
<v Speaker 1>picture in your head and creating this illusion of three D, uh,

0:15:02.680 --> 0:15:06.520
<v Speaker 1>if stuff is not aligned properly on the screen, your

0:15:06.560 --> 0:15:09.000
<v Speaker 1>brain has trouble with that, right, So it has to

0:15:09.000 --> 0:15:11.280
<v Speaker 1>be done just right or it's not gonna it's going

0:15:11.360 --> 0:15:13.680
<v Speaker 1>to not work. In the opposite way, it's not not

0:15:13.720 --> 0:15:15.840
<v Speaker 1>just going to be not convincing, it's going to actually

0:15:15.840 --> 0:15:18.560
<v Speaker 1>be upsetting. Yeah, kind of like the way for example,

0:15:18.600 --> 0:15:20.440
<v Speaker 1>here's here's a very simple way where it can it

0:15:20.440 --> 0:15:23.640
<v Speaker 1>can really mess with your brain. Uh, we're not We

0:15:23.680 --> 0:15:27.600
<v Speaker 1>can handle horizontal differences, you know, where you're shifting the

0:15:27.640 --> 0:15:29.440
<v Speaker 1>image to the left or to the right a little bit.

0:15:29.440 --> 0:15:31.640
<v Speaker 1>In fact, that's what three D is all based on.

0:15:32.080 --> 0:15:34.960
<v Speaker 1>If we didn't shift the images, then you wouldn't get

0:15:34.960 --> 0:15:39.200
<v Speaker 1>the three D u vertically, not so much. You shift

0:15:39.240 --> 0:15:41.720
<v Speaker 1>an image so one image set of images is slightly

0:15:41.840 --> 0:15:45.200
<v Speaker 1>higher than the other. That's gonna create a really weird

0:15:45.280 --> 0:15:48.200
<v Speaker 1>distorted field for your brain to handle, and that can

0:15:48.200 --> 0:15:52.200
<v Speaker 1>actually make audiences uncomfortable and and sick or give them

0:15:52.240 --> 0:15:55.920
<v Speaker 1>eyestrain or headaches and a lot. And because the early

0:15:55.960 --> 0:15:59.480
<v Speaker 1>early methods of creating three D films didn't always have

0:15:59.520 --> 0:16:02.040
<v Speaker 1>everything stuch up just perfectly. I mean you're talking about

0:16:02.080 --> 0:16:05.360
<v Speaker 1>using physical cameras and physical film to create two different

0:16:05.480 --> 0:16:09.320
<v Speaker 1>versions of the same image. Um that that meant that

0:16:09.440 --> 0:16:13.120
<v Speaker 1>just a tiny misalignment could cause an entire audience to

0:16:13.120 --> 0:16:19.360
<v Speaker 1>start yakking, very much like the stand by Me infamous scene. Anyway,

0:16:19.520 --> 0:16:22.480
<v Speaker 1>So you don't want that to happen. As it turns out,

0:16:22.880 --> 0:16:25.800
<v Speaker 1>it's not great publicity to say that, Hey, audiences have

0:16:25.880 --> 0:16:29.360
<v Speaker 1>been throwing up at this film for for for weeks now.

0:16:29.680 --> 0:16:32.520
<v Speaker 1>Did you work for the Blair Witch Project? It worked

0:16:32.520 --> 0:16:36.760
<v Speaker 1>for me anyway, So, but that wasn't the three D film.

0:16:36.960 --> 0:16:40.040
<v Speaker 1>Don't write us so. Yeah, but but there was emotion

0:16:40.240 --> 0:16:43.160
<v Speaker 1>remember the camera, Yes, yes, the idea was it was

0:16:43.160 --> 0:16:46.400
<v Speaker 1>supposed to simulate somebody walking around with a handheld video

0:16:46.480 --> 0:16:50.720
<v Speaker 1>game and the motion made people sick because we're bouncing around.

0:16:50.960 --> 0:16:53.440
<v Speaker 1>Clover Field did the same thing there. They're quite a

0:16:53.480 --> 0:16:56.080
<v Speaker 1>few handheld films out there now and I think people

0:16:56.120 --> 0:16:57.560
<v Speaker 1>are starting to get a little more used to them.

0:16:57.600 --> 0:16:59.120
<v Speaker 1>But yeah, you might want to take a drama mean

0:16:59.160 --> 0:17:00.840
<v Speaker 1>before you go into the getter for that kind of thing.

0:17:00.920 --> 0:17:04.000
<v Speaker 1>That is not medical advice, by the way. That's just

0:17:04.359 --> 0:17:08.680
<v Speaker 1>me making a joke. Um anyways, just heading off the emails.

0:17:09.320 --> 0:17:13.840
<v Speaker 1>Uh so, yeah, if now that we have the digital approach,

0:17:14.119 --> 0:17:16.199
<v Speaker 1>it's a lot easier to correct for these problems. So

0:17:16.240 --> 0:17:20.199
<v Speaker 1>that we've really reduced the factors that create things like

0:17:20.240 --> 0:17:24.960
<v Speaker 1>eye strain and make people nauseated. We've managed to maybe

0:17:24.960 --> 0:17:30.080
<v Speaker 1>not eliminate them, but dramatically reduce those elements. So yeah,

0:17:30.119 --> 0:17:32.200
<v Speaker 1>so you're talking about the having two cameras next to

0:17:32.240 --> 0:17:35.320
<v Speaker 1>each other or a camera with two lenses. Um, there's

0:17:35.359 --> 0:17:38.080
<v Speaker 1>also there are also other ways that you can try

0:17:38.119 --> 0:17:41.240
<v Speaker 1>and get to additional ways that you can try and

0:17:41.240 --> 0:17:43.520
<v Speaker 1>get the three D effect. So let's say you're using

0:17:43.520 --> 0:17:46.359
<v Speaker 1>two cameras and you cannot get these two cameras close

0:17:46.480 --> 0:17:51.440
<v Speaker 1>enough to get to that ideal interocular distance. So what

0:17:51.480 --> 0:17:53.520
<v Speaker 1>you might want to try and do is you'd have

0:17:53.560 --> 0:17:56.120
<v Speaker 1>to find a way to direct the image the light

0:17:56.200 --> 0:17:58.080
<v Speaker 1>in such a way so that it looks like the

0:17:58.160 --> 0:18:00.800
<v Speaker 1>two lenses are next to each other. So you might

0:18:00.840 --> 0:18:05.840
<v Speaker 1>have to use prisms and mirrors and a really really

0:18:06.840 --> 0:18:12.600
<v Speaker 1>elaborate camera by camera rig Uh. These things are are bulky.

0:18:12.640 --> 0:18:15.120
<v Speaker 1>They make shooting much more difficult. So shooting in three

0:18:15.200 --> 0:18:19.560
<v Speaker 1>D is a difficult and expensive process. Yes, you know,

0:18:19.640 --> 0:18:22.560
<v Speaker 1>you're either going to need specialized equipment so that's gonna

0:18:22.600 --> 0:18:25.240
<v Speaker 1>cost more, like you said before, or you're going to

0:18:25.280 --> 0:18:27.880
<v Speaker 1>need twice the equipment that you normally would need because

0:18:27.880 --> 0:18:30.040
<v Speaker 1>you're gonna need, you know, two cameras instead of just

0:18:30.119 --> 0:18:32.199
<v Speaker 1>one for every single kind of camera shot that you're

0:18:32.200 --> 0:18:34.800
<v Speaker 1>going to be doing uh, and you're gonna need specialized

0:18:34.880 --> 0:18:38.600
<v Speaker 1>rigging or mirrors or whatever, and those all have to

0:18:38.640 --> 0:18:41.080
<v Speaker 1>be set up just right, because if you have a

0:18:41.119 --> 0:18:43.440
<v Speaker 1>mirror that's not aligned properly, you're not going to get

0:18:43.440 --> 0:18:46.960
<v Speaker 1>that stereoscopic effect. And then, of course there's a further

0:18:47.119 --> 0:18:50.520
<v Speaker 1>argument you can have. Do you have both cameras shoot

0:18:50.600 --> 0:18:53.200
<v Speaker 1>in parallel, so in other words, both cameras are facing

0:18:53.200 --> 0:18:55.800
<v Speaker 1>directly forward, or do you arrange it so that the

0:18:55.840 --> 0:19:00.760
<v Speaker 1>cameras converge slightly Because our eyes converge, true, so if

0:19:00.800 --> 0:19:02.960
<v Speaker 1>you want to have the cameras converge, you have to

0:19:03.040 --> 0:19:07.000
<v Speaker 1>set that up. And it's a really exacting, precise process,

0:19:07.040 --> 0:19:09.480
<v Speaker 1>and if you get it wrong, the effect is going

0:19:09.520 --> 0:19:12.320
<v Speaker 1>to be ruined. So shooting in three D is really

0:19:12.359 --> 0:19:16.200
<v Speaker 1>complicated and really expensive. There are those who will argue

0:19:16.240 --> 0:19:20.560
<v Speaker 1>that it's the only way to get three D, right, Yeah,

0:19:20.600 --> 0:19:23.000
<v Speaker 1>And the thing is really when when you get right

0:19:23.040 --> 0:19:26.000
<v Speaker 1>down to it, there's nothing inexpensive about three D because

0:19:26.040 --> 0:19:28.840
<v Speaker 1>the conversion process is also very expensive. Yeah, it can be.

0:19:28.920 --> 0:19:31.440
<v Speaker 1>Up to the general rule of thumb in the industry

0:19:31.520 --> 0:19:34.359
<v Speaker 1>for converting a two D film into three D is

0:19:34.560 --> 0:19:39.440
<v Speaker 1>one hundred thousand dollars per screen running time. So yeah,

0:19:39.480 --> 0:19:42.159
<v Speaker 1>a hundred and twenty minute movie is gonna cost a

0:19:42.200 --> 0:19:45.359
<v Speaker 1>hundred thousand dollars times a hundred and twenty and so

0:19:45.600 --> 0:19:48.400
<v Speaker 1>that's yeah. You start you start adding up and you're like, wow,

0:19:48.440 --> 0:19:51.400
<v Speaker 1>that's really expensive. It's still cheaper than shooting it all

0:19:51.440 --> 0:19:54.639
<v Speaker 1>in three D, assuming that you again that you're shooting

0:19:54.640 --> 0:19:58.399
<v Speaker 1>live action. Well, because again c g I, we've already

0:19:58.400 --> 0:20:01.240
<v Speaker 1>mentioned that you could just create a a virtual camera

0:20:01.640 --> 0:20:06.760
<v Speaker 1>and get that effect all on its own. So c

0:20:06.880 --> 0:20:10.000
<v Speaker 1>g I is easy. Comparatively speaking, It's still gonna take

0:20:10.000 --> 0:20:11.280
<v Speaker 1>a lot of time. It's gonna take up a lot

0:20:11.320 --> 0:20:13.600
<v Speaker 1>of hard drive space, and it's not like, you know,

0:20:13.680 --> 0:20:15.280
<v Speaker 1>it's not like it's a walk in the park. But

0:20:15.720 --> 0:20:17.960
<v Speaker 1>compared to the problems you face from doing live action,

0:20:17.960 --> 0:20:20.199
<v Speaker 1>it's it's fairly simple. But let's talk a little bit

0:20:20.200 --> 0:20:24.440
<v Speaker 1>about the conversion process of two D to three D. Okay, Yeah,

0:20:24.440 --> 0:20:27.919
<v Speaker 1>I was actually gonna to uh mentioned, especially to your

0:20:27.960 --> 0:20:30.639
<v Speaker 1>point about how much it costs um the company that

0:20:30.720 --> 0:20:34.119
<v Speaker 1>did the conversion for Alice in Wonderland, as that company

0:20:34.119 --> 0:20:37.680
<v Speaker 1>called in three and uh, it can charge. It charges

0:20:37.720 --> 0:20:40.960
<v Speaker 1>something along the lines of fifty thousand two hundred thousand

0:20:41.000 --> 0:20:45.040
<v Speaker 1>dollars per minute of time needed to do that. So

0:20:45.080 --> 0:20:47.679
<v Speaker 1>you think about that in terms of you know, per screen,

0:20:48.640 --> 0:20:52.840
<v Speaker 1>you're thinking this is really not cheap. Yeah, yeah, I

0:20:52.880 --> 0:20:55.399
<v Speaker 1>mean you can. I guess you do it once for

0:20:55.440 --> 0:20:58.840
<v Speaker 1>a master and then you run copies. But at any rate,

0:20:58.880 --> 0:21:03.680
<v Speaker 1>the uh, yeah, it's expensive and the processes is complicated

0:21:03.720 --> 0:21:05.440
<v Speaker 1>because what you have to do is, let's say you've

0:21:05.480 --> 0:21:07.720
<v Speaker 1>got someone gives you a film and by the way,

0:21:08.240 --> 0:21:10.359
<v Speaker 1>you can do this yourself. I'll tell you at the

0:21:10.440 --> 0:21:13.240
<v Speaker 1>end of the podcast about a program that will allow

0:21:13.280 --> 0:21:15.720
<v Speaker 1>you to convert two D movies into three D movies

0:21:16.320 --> 0:21:21.879
<v Speaker 1>UM using some some open source software. It's pretty cool stuff.

0:21:21.920 --> 0:21:23.480
<v Speaker 1>It takes a lot of time and it takes a

0:21:23.480 --> 0:21:26.040
<v Speaker 1>lot of processing power. So if you've got an older computer,

0:21:26.560 --> 0:21:29.120
<v Speaker 1>this is probably not something you want to try because

0:21:29.359 --> 0:21:31.480
<v Speaker 1>unless you don't you know, need your computer for three

0:21:31.560 --> 0:21:35.000
<v Speaker 1>or four weeks um. But converting two D to three D,

0:21:35.080 --> 0:21:36.760
<v Speaker 1>the first thing you do is you've got this flat

0:21:36.800 --> 0:21:40.159
<v Speaker 1>image because you know it wasn't filmed in three D,

0:21:40.960 --> 0:21:44.560
<v Speaker 1>so you have to divide that image into a series

0:21:44.600 --> 0:21:50.000
<v Speaker 1>of layers, and it's generally between two to eight layers Okay,

0:21:50.040 --> 0:21:52.160
<v Speaker 1>two layers would be the bare minimum because of course,

0:21:52.359 --> 0:21:54.800
<v Speaker 1>you know, you need to have that those two layers

0:21:54.840 --> 0:21:57.359
<v Speaker 1>to create that that sense of depth, and really the

0:21:57.440 --> 0:22:01.600
<v Speaker 1>number of layers you have per frame depends upon how

0:22:01.680 --> 0:22:05.760
<v Speaker 1>much stuff is on screen at that time. Yeah, that

0:22:05.840 --> 0:22:09.119
<v Speaker 1>makes sense. So there was a great example, uh I

0:22:09.200 --> 0:22:13.280
<v Speaker 1>read about this uh on on slate. Actually there's a

0:22:13.280 --> 0:22:16.080
<v Speaker 1>great example of talking about a guy standing in front

0:22:16.080 --> 0:22:19.040
<v Speaker 1>of a brick wall. That might just be two layers

0:22:19.040 --> 0:22:23.239
<v Speaker 1>that you create there, or two or three. And so

0:22:23.280 --> 0:22:25.719
<v Speaker 1>once you've figured out what the layers are, next an

0:22:25.840 --> 0:22:30.840
<v Speaker 1>artist has to go in an outline the object that is,

0:22:31.119 --> 0:22:34.120
<v Speaker 1>you know, that's going to be at a specific depth. Um,

0:22:34.160 --> 0:22:36.399
<v Speaker 1>So every single object in the image has to be

0:22:36.440 --> 0:22:38.720
<v Speaker 1>outlined so that the computer program that you're going to

0:22:38.800 --> 0:22:42.439
<v Speaker 1>run this through will be able to to calculate what

0:22:42.600 --> 0:22:45.320
<v Speaker 1>depth each image needs to be in. And then you

0:22:45.400 --> 0:22:49.080
<v Speaker 1>kind of turn every single image that's on that or

0:22:49.119 --> 0:22:51.719
<v Speaker 1>every single object that's in that image rather into kind

0:22:51.760 --> 0:22:55.280
<v Speaker 1>of a topographical map that makes yeah. Yeah, so this

0:22:55.359 --> 0:22:58.400
<v Speaker 1>is what's telling the computer which parts of that image

0:22:58.440 --> 0:23:01.480
<v Speaker 1>are should be closer to the eye of the viewer.

0:23:02.359 --> 0:23:04.560
<v Speaker 1>Because of course, in the three dimensional objects some bits

0:23:04.600 --> 0:23:06.520
<v Speaker 1>are going to be closer to you than others. So

0:23:06.560 --> 0:23:09.439
<v Speaker 1>let's say that you're looking at an airplane head on,

0:23:10.359 --> 0:23:12.320
<v Speaker 1>the nose of the airplane is going to be closer

0:23:12.359 --> 0:23:15.280
<v Speaker 1>to you than the wings of the airplane, right, So

0:23:15.320 --> 0:23:18.639
<v Speaker 1>you need to make sure that you you design this

0:23:18.680 --> 0:23:22.320
<v Speaker 1>topographical map so that the computer realizes, oh, the nose

0:23:22.560 --> 0:23:25.000
<v Speaker 1>is the front, that's what that's what needs to be

0:23:25.480 --> 0:23:28.800
<v Speaker 1>closest to the eye. So we're gonna shift that this

0:23:29.119 --> 0:23:32.280
<v Speaker 1>much for the two images, whereas the wing is further back,

0:23:32.359 --> 0:23:36.720
<v Speaker 1>we're going to shift that a different distance to create

0:23:36.720 --> 0:23:40.159
<v Speaker 1>the proper illusion of depths. You have to do this

0:23:40.560 --> 0:23:44.160
<v Speaker 1>frame by frame, yes, And it's that's why it gets

0:23:44.240 --> 0:23:47.920
<v Speaker 1>really expensive because it it's a process that requires both

0:23:48.080 --> 0:23:53.439
<v Speaker 1>manual work and computer programs. It's it's not something that

0:23:53.480 --> 0:23:55.200
<v Speaker 1>you can just you know, you can't just chunk a

0:23:55.280 --> 0:23:57.480
<v Speaker 1>two D movie into a what you can, but it

0:23:57.480 --> 0:23:59.720
<v Speaker 1>doesn't necessarily work. You can't just chunk a two D

0:23:59.840 --> 0:24:01.959
<v Speaker 1>move into a computer program and expect a great three

0:24:02.040 --> 0:24:04.120
<v Speaker 1>D film to come out. Now. It's it's it's got

0:24:04.119 --> 0:24:07.960
<v Speaker 1>to be done slowly and carefully, which is probably why

0:24:08.000 --> 0:24:12.600
<v Speaker 1>it's so expensive. Um, the the inn three process UH

0:24:12.800 --> 0:24:17.800
<v Speaker 1>starts with their previous pre visualization or previous program and

0:24:17.800 --> 0:24:23.600
<v Speaker 1>then they actually use a technique they call dimensionalization, which well, okay,

0:24:23.640 --> 0:24:28.640
<v Speaker 1>it's pretty self descriptive, but um, during the process they

0:24:28.680 --> 0:24:32.119
<v Speaker 1>get the directors involved, and what they'll do is they

0:24:32.160 --> 0:24:36.000
<v Speaker 1>basically can control the depth, shape, and perspective of different

0:24:36.000 --> 0:24:42.960
<v Speaker 1>objects to tailor the image what's there now, to the

0:24:43.000 --> 0:24:46.160
<v Speaker 1>screen size that it's going to be shown on, and

0:24:46.160 --> 0:24:49.159
<v Speaker 1>and to give people, you know, for example, IMAX versus

0:24:49.240 --> 0:24:52.760
<v Speaker 1>a regular size, regular ish sized movie screen. Not like

0:24:52.800 --> 0:24:57.400
<v Speaker 1>there's anything that's particularly regular about that, um, but yeah,

0:24:57.400 --> 0:24:59.679
<v Speaker 1>I mean it's they have control over over that. And

0:24:59.720 --> 0:25:04.359
<v Speaker 1>maybe one scene doesn't need so much three dimensionalization to

0:25:04.560 --> 0:25:07.120
<v Speaker 1>make it a peer three D and another requires more.

0:25:07.560 --> 0:25:10.640
<v Speaker 1>So they go in and scene by scene, frame by frame,

0:25:10.680 --> 0:25:14.760
<v Speaker 1>they have an opportunity to take control of that. UM.

0:25:14.840 --> 0:25:18.520
<v Speaker 1>They actually have a soft particular software package that they use,

0:25:18.560 --> 0:25:22.879
<v Speaker 1>their own homegrown stuff called Intrigue UM. But yeah, I

0:25:22.920 --> 0:25:25.399
<v Speaker 1>mean it allows them to stay consistent shot to shot,

0:25:25.840 --> 0:25:29.720
<v Speaker 1>and then they go through a depth grading process that

0:25:29.800 --> 0:25:33.320
<v Speaker 1>you know, it allows them to do the screen size things,

0:25:33.359 --> 0:25:36.439
<v Speaker 1>so they can have control over everything. And that's just

0:25:36.840 --> 0:25:39.920
<v Speaker 1>another reason why it takes so long. But the studios

0:25:39.960 --> 0:25:43.119
<v Speaker 1>that do this um uh in three and there's another

0:25:43.119 --> 0:25:47.399
<v Speaker 1>one called Prime Focus that's based in Mumbai. They're the

0:25:47.400 --> 0:25:49.920
<v Speaker 1>ones who did Clash the Titans, by the way, cost

0:25:49.960 --> 0:25:56.119
<v Speaker 1>about four point five million dollars according to the Hollywood Reporter.

0:25:56.160 --> 0:26:00.199
<v Speaker 1>I read an article by A Carol and Giardina, and so,

0:26:00.280 --> 0:26:03.040
<v Speaker 1>I mean, they all have their own proprietary way and

0:26:03.040 --> 0:26:04.840
<v Speaker 1>they sort of tell you what's going on, but they

0:26:04.880 --> 0:26:07.800
<v Speaker 1>don't really get into, if you will, in depth on

0:26:07.840 --> 0:26:09.760
<v Speaker 1>the matter. But let's talk about some of the problems

0:26:09.800 --> 0:26:12.240
<v Speaker 1>of converting two D to three D, because there are

0:26:12.320 --> 0:26:16.359
<v Speaker 1>some quite a few, uh, and there are directors out there,

0:26:16.440 --> 0:26:21.600
<v Speaker 1>James Cameron among them, who are adamant that this approach

0:26:21.760 --> 0:26:26.080
<v Speaker 1>is flawed and results in bad movies, or at least

0:26:26.200 --> 0:26:29.320
<v Speaker 1>technically bad movies. Not necessarily that you know, the script

0:26:29.359 --> 0:26:32.399
<v Speaker 1>is bad or whatever, but technically it is. Visually. Visually

0:26:32.520 --> 0:26:36.760
<v Speaker 1>yes it is. It is an inferior product. And Cameron

0:26:36.800 --> 0:26:39.520
<v Speaker 1>will argue that shooting in three D is really the

0:26:39.560 --> 0:26:42.400
<v Speaker 1>only way to go right now because our conversion process

0:26:42.480 --> 0:26:45.359
<v Speaker 1>just isn't good enough. And some of that is understandable

0:26:45.400 --> 0:26:47.640
<v Speaker 1>because some movies have been converted to three D. Were

0:26:47.680 --> 0:26:50.800
<v Speaker 1>never intended to be in three D in the first place.

0:26:51.119 --> 0:26:53.800
<v Speaker 1>But actually he uh, it's kind of ironic in a

0:26:53.800 --> 0:26:58.119
<v Speaker 1>way because he's partially to uh to blame, not blame,

0:26:58.200 --> 0:27:01.119
<v Speaker 1>but he's he's partially the reason why everybody is rushing

0:27:01.119 --> 0:27:03.879
<v Speaker 1>to make three D movies right now because the successive Avatar.

0:27:04.000 --> 0:27:05.480
<v Speaker 1>Well yeah, I mean when you think about it, that

0:27:05.520 --> 0:27:09.280
<v Speaker 1>makes it makes perfect sense from Hollywood's perspective, because shooting

0:27:09.320 --> 0:27:12.480
<v Speaker 1>and releasing a three D film means you can charge more,

0:27:13.520 --> 0:27:16.320
<v Speaker 1>and it's it's capitalizing on the three D craze right right.

0:27:16.480 --> 0:27:19.960
<v Speaker 1>Everybody's excited about it, so they wanted so it's do

0:27:20.000 --> 0:27:22.200
<v Speaker 1>another one. It's easier to make a lot of money

0:27:23.200 --> 0:27:24.960
<v Speaker 1>because you don't have to sell as many tickets to

0:27:25.000 --> 0:27:28.200
<v Speaker 1>make as much to make a huge box office. But

0:27:28.320 --> 0:27:29.919
<v Speaker 1>as well as the fact that it's cashing in on

0:27:29.960 --> 0:27:33.120
<v Speaker 1>a craze. Uh So, some of the problems with converting

0:27:33.119 --> 0:27:35.359
<v Speaker 1>two D to three D is is if it wasn't

0:27:35.520 --> 0:27:38.280
<v Speaker 1>shot meant if it wasn't meant for three D, you

0:27:38.359 --> 0:27:40.840
<v Speaker 1>may not be getting that. You know, the three D

0:27:40.880 --> 0:27:42.840
<v Speaker 1>effects that you see may not be that that good.

0:27:42.920 --> 0:27:45.359
<v Speaker 1>The sense of depth may not really be there because

0:27:45.400 --> 0:27:47.639
<v Speaker 1>it wasn't intended to be there, that wasn't part of

0:27:47.640 --> 0:27:51.439
<v Speaker 1>the original vision. Another problem is that sometimes if the

0:27:51.520 --> 0:27:54.640
<v Speaker 1>if the conversion process is a poor one, and sometimes

0:27:54.720 --> 0:27:57.159
<v Speaker 1>it is, you end up with what looks like a

0:27:57.160 --> 0:28:00.680
<v Speaker 1>bunch of cardboard cutouts that are at different in depths.

0:28:00.720 --> 0:28:02.280
<v Speaker 1>So there is a sense of depth, but there's not

0:28:02.320 --> 0:28:05.600
<v Speaker 1>a sense of three dimensions. And I've seen this happen

0:28:05.720 --> 0:28:08.960
<v Speaker 1>with a lot of software that converts two D photos

0:28:08.960 --> 0:28:11.840
<v Speaker 1>to three D photos in real time, and it looks like, yeah,

0:28:11.880 --> 0:28:14.040
<v Speaker 1>it looks like, hey, that's not Bill, that's a cardboard

0:28:14.080 --> 0:28:16.399
<v Speaker 1>cut out a bill. But the cardboard cut out a

0:28:16.400 --> 0:28:18.800
<v Speaker 1>Bill is closer to the camera than the cardboard cutout

0:28:18.800 --> 0:28:23.520
<v Speaker 1>of Sarah. It's not at all convincing, and it's actually distracting.

0:28:24.000 --> 0:28:25.879
<v Speaker 1>That guy always left me a little flat to begin with.

0:28:26.080 --> 0:28:30.399
<v Speaker 1>Ha ha, such a two dimensional character. Uh. The Another

0:28:30.480 --> 0:28:33.280
<v Speaker 1>problem is that these films are shot. The two D

0:28:33.359 --> 0:28:35.760
<v Speaker 1>films may be shot with a certain idea of what

0:28:35.800 --> 0:28:39.280
<v Speaker 1>the level of light needs to be. Well, when you

0:28:39.320 --> 0:28:41.480
<v Speaker 1>converted to three D, one of the problems is that

0:28:41.600 --> 0:28:43.840
<v Speaker 1>if you're using the polarized lenses, that means that the

0:28:43.920 --> 0:28:45.360
<v Speaker 1>image you're gonna see is already going to be a

0:28:45.400 --> 0:28:50.240
<v Speaker 1>little darker than what was necessarily intended originally, so you

0:28:50.360 --> 0:28:53.440
<v Speaker 1>end up with scenes that are darker than the director

0:28:53.480 --> 0:28:56.520
<v Speaker 1>had intended. This was a big problem, one of many

0:28:56.600 --> 0:29:00.360
<v Speaker 1>for Avatar The Last Airbender. There were scenes or shot

0:29:00.400 --> 0:29:02.360
<v Speaker 1>at night that you could not you couldn't tell what

0:29:02.440 --> 0:29:04.240
<v Speaker 1>was going on because by the time you had the

0:29:04.240 --> 0:29:06.800
<v Speaker 1>glasses on, it made the shots so dark that you

0:29:06.800 --> 0:29:11.240
<v Speaker 1>couldn't see anything. Right. Um, now I'm going to wrap

0:29:11.320 --> 0:29:14.440
<v Speaker 1>this up really quickly. We've pretty much covered how this works. Yeah,

0:29:14.680 --> 0:29:16.120
<v Speaker 1>I did mention that I was going to talk about

0:29:16.120 --> 0:29:18.520
<v Speaker 1>how you could convert your own like convert two D

0:29:18.640 --> 0:29:22.000
<v Speaker 1>movies to three D movies. Sure, there's Uh, there's this

0:29:22.080 --> 0:29:26.120
<v Speaker 1>great program called avicynthe A v I S y n

0:29:26.160 --> 0:29:29.080
<v Speaker 1>t H and it's it's free, you can get This

0:29:29.200 --> 0:29:32.840
<v Speaker 1>is actually kind of a codec more than anything else. So, uh,

0:29:33.040 --> 0:29:36.400
<v Speaker 1>it's which means it plugs into U to something like

0:29:36.480 --> 0:29:38.920
<v Speaker 1>Windows Media Player and allows you to read files that

0:29:38.960 --> 0:29:41.320
<v Speaker 1>have been encoded with right. Right, it's not it's not

0:29:41.360 --> 0:29:43.840
<v Speaker 1>its own it doesn't have its own user interface. It's

0:29:43.840 --> 0:29:45.680
<v Speaker 1>not like you would run this program and something would

0:29:45.720 --> 0:29:47.560
<v Speaker 1>pop up. Um, I got this, by the way from

0:29:47.600 --> 0:29:50.560
<v Speaker 1>maximum pc so if you want, did you Yeah, it's

0:29:50.640 --> 0:29:53.640
<v Speaker 1>an article by Alex Castle at maximum pc UM. The

0:29:53.720 --> 0:29:56.440
<v Speaker 1>article title is how to upgrade your two D movies

0:29:56.480 --> 0:29:58.360
<v Speaker 1>to three D, So if you want to look into

0:29:58.400 --> 0:30:01.440
<v Speaker 1>it in detail, I recommend checking out that article. But

0:30:01.480 --> 0:30:05.200
<v Speaker 1>in general, what does is it provides you a uh

0:30:06.040 --> 0:30:09.760
<v Speaker 1>so the ability to to create three D films. You

0:30:09.800 --> 0:30:13.040
<v Speaker 1>have to grab some code UH and the article tells

0:30:13.040 --> 0:30:14.880
<v Speaker 1>you where to go to get the code. It's from

0:30:14.920 --> 0:30:18.000
<v Speaker 1>a three D vision blog. And when you put this

0:30:18.120 --> 0:30:21.560
<v Speaker 1>code in, you can actually convert a two D film

0:30:21.600 --> 0:30:24.200
<v Speaker 1>into three D. It will create two sets of images. UH.

0:30:24.520 --> 0:30:27.840
<v Speaker 1>It's a designed to work with Nvidia's three D system,

0:30:27.920 --> 0:30:30.680
<v Speaker 1>so you need the Nvidia UH graphics card and a

0:30:30.760 --> 0:30:33.520
<v Speaker 1>Navidia glasses and or if it leads to work. But

0:30:33.600 --> 0:30:35.720
<v Speaker 1>it also has a setting where you can switch it

0:30:35.760 --> 0:30:38.800
<v Speaker 1>to anaglyph if you want to, so you wouldn't in

0:30:38.840 --> 0:30:40.480
<v Speaker 1>that case if you just switch it to anaglyph, you

0:30:40.520 --> 0:30:43.240
<v Speaker 1>just need the anaglyph glasses in order to view it.

0:30:43.920 --> 0:30:46.120
<v Speaker 1>But keep in mind that when you're viewing stuff with

0:30:46.120 --> 0:30:48.440
<v Speaker 1>anaglyph glasses, that means that the color is going to

0:30:48.480 --> 0:30:50.880
<v Speaker 1>seem a little off. It's not going to be as

0:30:50.960 --> 0:30:54.120
<v Speaker 1>vibrant again. Um, so there are some issues. And just

0:30:54.200 --> 0:30:56.400
<v Speaker 1>like we were talking about with the three D conversion thing,

0:30:56.400 --> 0:30:59.800
<v Speaker 1>if you're using polarized glasses or really it's the act

0:30:59.800 --> 0:31:02.800
<v Speaker 1>of shutter glasses, it may be a little darker than

0:31:02.840 --> 0:31:05.480
<v Speaker 1>what the movie was originally intended to be, so you

0:31:05.480 --> 0:31:07.520
<v Speaker 1>may have to adjust your brightness settings in order to

0:31:07.640 --> 0:31:11.000
<v Speaker 1>be able to see everything properly, and that may affect

0:31:11.000 --> 0:31:13.520
<v Speaker 1>the quality of the film. But yeah, check that out

0:31:14.080 --> 0:31:16.400
<v Speaker 1>if you are interested in doing this yourself, Remember that

0:31:16.440 --> 0:31:18.520
<v Speaker 1>it's going to take a lot of processing power and

0:31:18.600 --> 0:31:21.440
<v Speaker 1>a lot of hard drive space if you want to

0:31:21.520 --> 0:31:25.560
<v Speaker 1>save these, and they actually go into another open source

0:31:25.760 --> 0:31:28.880
<v Speaker 1>program that will allow you to save the films. Because

0:31:28.960 --> 0:31:33.120
<v Speaker 1>avicynthe is really a real time conversion thing. It's not

0:31:33.240 --> 0:31:37.640
<v Speaker 1>designed to save the movie that you've converted. It's just

0:31:37.720 --> 0:31:40.520
<v Speaker 1>designed to to kind of do the conversion on the fly.

0:31:41.240 --> 0:31:42.560
<v Speaker 1>If you want to save it, you're gonna need to

0:31:42.640 --> 0:31:46.360
<v Speaker 1>use a separate set of programs and codex. But maximum

0:31:46.360 --> 0:31:49.040
<v Speaker 1>PC spells that all out, and the three D Vision

0:31:49.040 --> 0:31:53.200
<v Speaker 1>blog also does so if you're interested, check that out. Okay,

0:31:53.400 --> 0:31:56.600
<v Speaker 1>all right. That sums up our movie making Technology three

0:31:56.680 --> 0:32:00.640
<v Speaker 1>D podcast spectacular. I hope you guys enjoyed it. If

0:32:00.680 --> 0:32:03.640
<v Speaker 1>you have any questions or you want to hear more

0:32:03.720 --> 0:32:06.400
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0:32:06.440 --> 0:32:08.440
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0:32:08.480 --> 0:32:11.480
<v Speaker 1>write us our email addresses tech Stuff at how stuff

0:32:11.520 --> 0:32:13.320
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0:32:13.360 --> 0:32:20.120
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0:32:20.200 --> 0:32:23.120
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0:32:33.440 --> 0:32:35.880
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