WEBVTT - TechStuff Classic: The Pixar Story: Part 3

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<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. Hey there,

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<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonathan Strickland.

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<v Speaker 1>I'm an executive producer with iHeartRadio, and how the tech

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<v Speaker 1>are you. It's time for another tech Stuff classic episode.

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<v Speaker 1>Over the past two weeks, we have listened to classics

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<v Speaker 1>from The Pixar Story Parts one and two, So this

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<v Speaker 1>week it's The Pixar Story, Part three, which concludes the

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<v Speaker 1>trilogy of episodes I did about Pixar from back in

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<v Speaker 1>twenty sixteen. This one originally published August tenth, twenty sixteen,

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<v Speaker 1>so there's a lot more to say since then, but

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<v Speaker 1>let's sit back and listen to this classic episode. We

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<v Speaker 1>left off last episode in two thousand and six, when

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<v Speaker 1>Disney had officially announced its intent to acquire Pixar outright.

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<v Speaker 1>It would no longer just be a partnership, a contractual partnership.

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<v Speaker 1>It would be that the two companies would become united.

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<v Speaker 1>So now we're going to pick up in two thousand

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<v Speaker 1>and seven, when Pixar would release the first film it

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<v Speaker 1>had as an official part of the Disney Company itself.

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<v Speaker 1>That film was Rataituey with Patton Oswalt voicing the main character,

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<v Speaker 1>Patton Oswald, one of my favorite comedians. Now, Rattue was

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<v Speaker 1>again very successful. Like all the Pixar films that led

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<v Speaker 1>up to this point, it was successful both financially and critically.

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<v Speaker 1>It later would win the Oscar for Best Animated Feature.

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<v Speaker 1>We're getting to a point now where the people were

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<v Speaker 1>starting to ask the question, are other movies ever going

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<v Speaker 1>to have a real chance against Pixar movies in the

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<v Speaker 1>category of animated feature? And we also see more and

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<v Speaker 1>more push from companies like Pixar for the Academy to

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<v Speaker 1>consider animated movies on the same playing ground as live

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<v Speaker 1>action films. Now, Ratatuy would be another brad Bird directed film,

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<v Speaker 1>although not Originally, Bradbird was brought in to replace a director,

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<v Speaker 1>Jan Pinkava. I believe Jan might be Yon. Jan Pinkava

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<v Speaker 1>was at the Helm and then brad Bird took over.

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<v Speaker 1>One of the big challenges facing the animators with Ratatue

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<v Speaker 1>was finding a way to animate Linguini. That's the human

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<v Speaker 1>character who's under the control or partial control of Remy

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<v Speaker 1>the rat. They're trying to figure out, well, how do

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<v Speaker 1>we animate him where it's clear to the audience that

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<v Speaker 1>he's not really in control of his own movements, or

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<v Speaker 1>not in full control at any rate. That took a

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<v Speaker 1>lot of work, so they ended up doing a lot

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<v Speaker 1>of They studied a lot of puppet puppets like marionettes

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<v Speaker 1>and stuff like that. That movie did quite well and

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<v Speaker 1>over at Disneyland. In two thousand and seven, a new

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<v Speaker 1>attraction called the Finding Nemo Submarine Voyage opened up now

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<v Speaker 1>that actually used the old submarine voyage ride, the twenty

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<v Speaker 1>thousand leagues Under the Sea type ride, which had closed

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<v Speaker 1>in nineteen ninety eight, so almost a decade after the

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<v Speaker 1>ride had closed, it reopens with a new theme with

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<v Speaker 1>Finding Nemo. Disney World would get its own version of

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<v Speaker 1>this ride, but that would be housed in the Living

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<v Speaker 1>Seas and not use the submarines. Instead, you get a

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<v Speaker 1>Little Mermaid Submarine ride now instead of the Finding Nemo version.

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<v Speaker 1>In two thousand and eight, Pixar would debut the film Wally,

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<v Speaker 1>come out actually the day after My birthday that year,

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<v Speaker 1>and Wally won the Oscar for Best Animated Feature. The

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<v Speaker 1>Movie's Adorable and also debuted with the short film Presto.

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<v Speaker 1>Wally was the first Pixar film to feature scenes with

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<v Speaker 1>live actors. And the experience was so much faster than

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<v Speaker 1>computer animation that Picks Her folks were really surprised and

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<v Speaker 1>excited about it, because with animation, if you create a

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<v Speaker 1>scene and you realize, oh, we need to have this

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<v Speaker 1>character turn around a little faster, or we need to

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<v Speaker 1>light this in a different way, or the entire pacing

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<v Speaker 1>of the scene needs to slow down a bit for

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<v Speaker 1>it to make sense, that requires animators to go back

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<v Speaker 1>and do a ton more work, and it could be many,

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<v Speaker 1>many many days before there's something else to look at,

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<v Speaker 1>whereas with live action, if it doesn't work, you give

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<v Speaker 1>the direction to the crew and to the cast, and

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<v Speaker 1>you do it again and it's right there. So the

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<v Speaker 1>animators were all kind of gaga over how different live

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<v Speaker 1>action is to computer animation, and they said that the

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<v Speaker 1>actors were kind of amuse used because that's what the

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<v Speaker 1>actors were used to, but the animators, to them, was

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<v Speaker 1>a whole new world. Oh. Also, the fact that the

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<v Speaker 1>shoot was catered appeared to be a really big deal,

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<v Speaker 1>which just tells you what kind of things people find

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<v Speaker 1>important when they go to a film shoot. Man, I

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<v Speaker 1>wish my shoots were catered. Anyway, it was an entertaining

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<v Speaker 1>thing to see that this live action being incorporated into

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<v Speaker 1>the movie had such an effect on the various Pixar employees,

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<v Speaker 1>and it was also kind of interesting to just see

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<v Speaker 1>live action showing up at a Pixar movie in the

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<v Speaker 1>first place. But another big challenge with Wally was creating

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<v Speaker 1>a story in which there's really no dialogue for the

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<v Speaker 1>first act of the film. Now, obviously that makes the

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<v Speaker 1>story much more of a a story challenge rather than

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<v Speaker 1>a technical challenge, but it also meant that the team

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<v Speaker 1>had to put in a lot of personality in the animations.

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<v Speaker 1>They had to figure out, how can we animate these

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<v Speaker 1>characters in a way where we understand what their emotional

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<v Speaker 1>reactions are, what their motivations are, what they're feeling and

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<v Speaker 1>thinking at any given time, considering the fact they're not

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<v Speaker 1>able to talk or they're not they have nothing to

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<v Speaker 1>talk too, And that actually ends up creating a pretty

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<v Speaker 1>tough technical challenge. It's not just how do you animate

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<v Speaker 1>this character, but what motions indicate those specific feelings and thoughts.

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<v Speaker 1>So it involves animators studying themselves a lot, as they

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<v Speaker 1>make different facial expressions and they have different body language

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<v Speaker 1>in response to different types of ideas like, you know,

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<v Speaker 1>you just got to you just open the door, and

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<v Speaker 1>you just found out your friends are throwing you a

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<v Speaker 1>surprise birthday party. What's your reaction? Or you got home

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<v Speaker 1>to find out that your dog got out of the

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<v Speaker 1>backyard somehow and is missing. What's your reaction? And studying

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<v Speaker 1>yourself and then translating that into a character, and a

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<v Speaker 1>character that's not human a robot is a big challenge,

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<v Speaker 1>whether it's technical or just from a psychological standpoint, So

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<v Speaker 1>pretty spectacular work that they were able to create characters

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<v Speaker 1>that could give you that feeling that they wanted, even

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<v Speaker 1>though they're not human or speaking. In two thousand and eight,

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<v Speaker 1>Pixar would finish work on the first set of Car Tunes,

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<v Speaker 1>which are in fact short cartoons about the car's characters.

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<v Speaker 1>Jim Morris, who produced Wally, would become the general manager

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<v Speaker 1>of Pixar, and in two thousand and nine, Up debuts

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<v Speaker 1>at the can Film Festival, So the first animated film

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<v Speaker 1>ever in the history of the festival to open the

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<v Speaker 1>whole thing up. And I imagine that festival attendees were

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<v Speaker 1>just as devastated by the first ten minutes of that

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<v Speaker 1>movie that I am I still can't watch the first

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<v Speaker 1>ten minutes of UP without turning into a blubbering mess.

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<v Speaker 1>I know because I did it today. When I'm recording this,

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<v Speaker 1>I was doing research on Pixar, specifically on UP, and

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<v Speaker 1>I watched it twice. I watched the original sequence in

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<v Speaker 1>storyboard format, and then I watched the actual finished sequence,

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<v Speaker 1>and I was so thankful that on Fridays our office

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<v Speaker 1>is pretty dead because no one was there to hear

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<v Speaker 1>me blubbering at my desk. I'm not ashamed of it.

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<v Speaker 1>I just don't want to make other people feel uncomfortable.

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<v Speaker 1>The whole idea for UP began with just the notion

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<v Speaker 1>of an old man floating his house away with a

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<v Speaker 1>bunch of balloons, which is just kind of a comedic image.

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<v Speaker 1>But while the image was really evocative and people at

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<v Speaker 1>Pixar thought, yeah, it's a really cool idea, they had

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<v Speaker 1>to come up with, well, why is he doing that,

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<v Speaker 1>where is he going? What's the whole point? So they

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<v Speaker 1>had to create a story around this picture, and that's

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<v Speaker 1>where they started working on the ideas for UP. Now.

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<v Speaker 1>The original opening had the character of Carl, who's the

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<v Speaker 1>main character in UP, and his wife Ellie falling in

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<v Speaker 1>love through a contentious and competitive relationship. It starts off

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<v Speaker 1>with their kids. Originally, the two kids didn't get along

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<v Speaker 1>with each other and would kind of ambush one another

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<v Speaker 1>and punch each other. It was sort of a violent behavior,

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<v Speaker 1>and it got to a point where those punches give

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<v Speaker 1>way to the characters falling for each other, dating, getting married,

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<v Speaker 1>and all the story beats that you see in the

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<v Speaker 1>first ten minutes of Up that I'm not going to

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<v Speaker 1>go over or I'll start crying on a podcast, and

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<v Speaker 1>no one wants that, but at any rate, it's same

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<v Speaker 1>sort of progression, but in a different emotional impact because

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<v Speaker 1>people are getting punched. So they ended up reworking it

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<v Speaker 1>because when they showed it to people, the reaction was

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<v Speaker 1>pretty quiet and they said it's a little too violent.

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<v Speaker 1>So they went back, reworked it and did a different take,

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<v Speaker 1>which led to what you saw in the film. Technical

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<v Speaker 1>challenges included creating a system that could guide the behavior

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<v Speaker 1>of a lot of balloons, because that's how Carl's House

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<v Speaker 1>moves to South America. So how many balloons were used,

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<v Speaker 1>like in the movie, how were the balloons showing up?

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<v Speaker 1>I mean, not real balloons obviously they're virtual balloons, but

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<v Speaker 1>how many were on screen? According to one animator, two

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<v Speaker 1>hundred and eighty six balloons or somewhere in that neighborhood

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<v Speaker 1>were used to get Carl's house off the ground. And

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<v Speaker 1>those balloons had to behave in a believable way. They

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<v Speaker 1>had to be buoyant, so they had to rise up

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<v Speaker 1>in the air, but they had to rise up in

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<v Speaker 1>the air in a way that was natural, like if

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<v Speaker 1>a breeze came by, it wouldn't be a straight line up,

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<v Speaker 1>it would be moving off at an angle. They had

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<v Speaker 1>to bounce off each other, They had to have presents.

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<v Speaker 1>They had to be able to react off of each

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<v Speaker 1>other's strings. So the first balloons that go up are

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<v Speaker 1>followed by other balloons, But those balloons also have to

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<v Speaker 1>move through strings, and that's going to restrict the way

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<v Speaker 1>those balloons move. It all had to be believable or

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<v Speaker 1>else it would just be distracting. So the modeling they did,

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<v Speaker 1>the simulations they did to create the rules of physics

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<v Speaker 1>for those balloons was pretty sophisticated. It was kind of

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<v Speaker 1>like not unlike the hair simulator that they had to

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<v Speaker 1>build for monsters, inc. They needed to have a system

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<v Speaker 1>there that would make all of this work in a

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<v Speaker 1>way that was, you know, that behaved a set of rules,

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<v Speaker 1>and that wouldn't require animators to sit there and hand

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<v Speaker 1>animate ten thousand balloons, which would for the number of shots,

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<v Speaker 1>in the number of frames that it shows up on screen,

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<v Speaker 1>it would be impossible. The movie would still be in

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<v Speaker 1>development if all that had to be done by hand.

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<v Speaker 1>The short Partly Cloudy would accompany Up and Up would

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<v Speaker 1>win the Oscar for Best Animated Feature Film. Also, it

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<v Speaker 1>won an Oscar for Best Original Score. And that's really

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<v Speaker 1>when people were beginning to ask, is any movie animated

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<v Speaker 1>film besides Pixar ever going to have a shot at

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<v Speaker 1>winning that best Animated category. The answer, by the way,

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<v Speaker 1>is yes. But at the time it looked like Pixar

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<v Speaker 1>could not produce anything but a surefire hit. In two

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<v Speaker 1>thousand and nine, Edwin cat Mole was honored by the

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<v Speaker 1>Academy of Motion Pictures and Sciences would the Gordon E.

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<v Speaker 1>Sawyer Award, which is an award for an individual in

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<v Speaker 1>the motion picture industry whose technological contributions have brought credit

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<v Speaker 1>to the industry as a whole. Now cat Mole, of course,

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<v Speaker 1>had been working on lots of different technologies related to film,

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<v Speaker 1>not just directly to computer graphics, but other applications as well,

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<v Speaker 1>and as a result, there were a lot of movie

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<v Speaker 1>studios that were able to do some pretty incredible things

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<v Speaker 1>using the technology he had invented, So it was not

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<v Speaker 1>a big surprise that he was honored with this award.

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<v Speaker 1>Also in two thousand and nine, Pixar created a wholly

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<v Speaker 1>owned subsidiary called Pixar Canada because it was located in Mexico,

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<v Speaker 1>just kidding, it was in Vancouver. The main purpose for

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<v Speaker 1>Pixar Canada was to create short films based off the

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<v Speaker 1>characters from Pixar feature films, So Pixar Canada would be

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<v Speaker 1>focusing on short cartoons that had characters from Toy Story

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<v Speaker 1>or Monsters Incorporator or that kind of thing, and it

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<v Speaker 1>freed up animators at the main Pixar headquarters to focus

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<v Speaker 1>on feature length films. In twenty ten, Pixar debuts Toy

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<v Speaker 1>Story three, which of course breaks even more records. It

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<v Speaker 1>becomes the highest grossing animated film of all time at

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<v Speaker 1>that point. It also became the first animated film to

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<v Speaker 1>rake in a billion dollars at the box office. It

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<v Speaker 1>won the Best Animated Feature Oscar, and the composer Randy

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<v Speaker 1>Newman won an Oscar for the song We Belong Together.

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<v Speaker 1>So a very critically praised film. The first two films

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<v Speaker 1>in the Toy Story series really explore the idea of

0:14:29.560 --> 0:14:31.840
<v Speaker 1>if a toy could think and feel, what would it

0:14:32.240 --> 0:14:35.360
<v Speaker 1>feel if it were lost or if it had been stolen.

0:14:36.160 --> 0:14:39.120
<v Speaker 1>The third film explores the idea of why would a

0:14:39.160 --> 0:14:44.960
<v Speaker 1>toy feel if the owner had outgrown the toy? Kind

0:14:45.000 --> 0:14:48.480
<v Speaker 1>of explored a little bit in Toy Story two with Jesse,

0:14:49.000 --> 0:14:52.280
<v Speaker 1>but now the characters of Woody and Buzz Lightyear have

0:14:52.360 --> 0:14:55.120
<v Speaker 1>to deal with that. So some of these are pretty

0:14:55.160 --> 0:14:59.400
<v Speaker 1>heavy concepts, the idea of being abandoned and mortality and

0:14:59.560 --> 0:15:04.600
<v Speaker 1>purpose in life, and it's all being explored by three

0:15:04.680 --> 0:15:10.120
<v Speaker 1>D animated toys. But what was the big challenge in

0:15:10.160 --> 0:15:12.320
<v Speaker 1>this film? We've talked in some of the other movies

0:15:12.360 --> 0:15:14.960
<v Speaker 1>about you know, fur in Monster z Inc was a

0:15:14.960 --> 0:15:17.960
<v Speaker 1>big challenge. Getting those underwater effects just right and finding

0:15:18.000 --> 0:15:21.880
<v Speaker 1>Nemo that was a big challenge. Was there anything left

0:15:22.000 --> 0:15:25.080
<v Speaker 1>to be challenging by the time they hit Toy Story three? Well,

0:15:25.080 --> 0:15:28.320
<v Speaker 1>according to Pixar, Yeah, and the big challenge they had

0:15:28.360 --> 0:15:32.520
<v Speaker 1>at that point was creating a meaningful exchange between human

0:15:32.680 --> 0:15:37.520
<v Speaker 1>characters as Andy gives his toys away to the little

0:15:37.520 --> 0:15:40.440
<v Speaker 1>girl Bonnie at the end. Spoiler alert if you haven't

0:15:40.440 --> 0:15:42.440
<v Speaker 1>watched Toy Story three by now, but it's been out

0:15:42.480 --> 0:15:46.080
<v Speaker 1>for six years, so come on. That moment had to

0:15:46.080 --> 0:15:49.480
<v Speaker 1>be really meaningful, and it's a moment between two human characters.

0:15:50.760 --> 0:15:54.480
<v Speaker 1>Earlier Toy Story films had received criticism that the human

0:15:54.600 --> 0:15:57.640
<v Speaker 1>characters looked kind of like toys too, they didn't really

0:15:57.680 --> 0:16:01.480
<v Speaker 1>look like people. And Pixar had created human characters in

0:16:01.520 --> 0:16:05.200
<v Speaker 1>previous films like Up and The Incredibles, but those characters

0:16:05.280 --> 0:16:10.600
<v Speaker 1>have been pretty stylized, like they're not not so human, like,

0:16:10.640 --> 0:16:12.880
<v Speaker 1>you know, they're supposed to be people, but they don't

0:16:13.000 --> 0:16:17.600
<v Speaker 1>really look like people. But pix are also new. They

0:16:17.600 --> 0:16:19.960
<v Speaker 1>couldn't go too far in the other direction. They couldn't

0:16:20.000 --> 0:16:24.080
<v Speaker 1>make Andy look too human or Bonnie look too human.

0:16:24.920 --> 0:16:29.920
<v Speaker 1>And that's because of the uncanny valley problem. And if

0:16:29.960 --> 0:16:33.600
<v Speaker 1>you've never heard that term before, it really started to

0:16:33.640 --> 0:16:36.200
<v Speaker 1>be applied in robotics, but the same is true for

0:16:36.280 --> 0:16:40.520
<v Speaker 1>computer animation. The idea is that uncanny valley is the

0:16:40.600 --> 0:16:45.240
<v Speaker 1>closer you get to looking like a human without getting

0:16:45.280 --> 0:16:50.680
<v Speaker 1>it absolutely right, the more unsettling it is. Typically the

0:16:50.720 --> 0:16:53.640
<v Speaker 1>real problem is with the eyes. The eyes if they

0:16:53.680 --> 0:16:56.760
<v Speaker 1>don't look like they're really like there's any life behind

0:16:56.760 --> 0:17:02.480
<v Speaker 1>those eyes, it looks like there's a and animated corpse

0:17:02.680 --> 0:17:05.359
<v Speaker 1>acting in front of you, which for most people is

0:17:05.520 --> 0:17:11.399
<v Speaker 1>probably not something that is really entertaining or fun to watch.

0:17:12.080 --> 0:17:16.000
<v Speaker 1>It's unsettling. So this has been a real issue with

0:17:16.119 --> 0:17:20.120
<v Speaker 1>robotics and with animation. How do you create a character

0:17:20.560 --> 0:17:25.280
<v Speaker 1>that is believable and realistic enough so that people can

0:17:26.280 --> 0:17:29.800
<v Speaker 1>empathize with that character and feel something when they see

0:17:29.800 --> 0:17:36.040
<v Speaker 1>that character going through various issues without going so realistic

0:17:36.040 --> 0:17:38.800
<v Speaker 1>that you make everyone kind of squirm in their seats

0:17:38.840 --> 0:17:45.080
<v Speaker 1>because something is almost but not quite perfect. It's just

0:17:45.200 --> 0:17:51.560
<v Speaker 1>wrong enough to be not good right. It's you don't

0:17:51.600 --> 0:17:53.879
<v Speaker 1>want to look at it. And if you've seen certain

0:17:54.320 --> 0:18:00.200
<v Speaker 1>computer animated films that have pretty realistic depictions of humans

0:18:00.960 --> 0:18:04.720
<v Speaker 1>where things are just slightly off, polar Express jumps to

0:18:04.800 --> 0:18:08.080
<v Speaker 1>mind for me, you know what I'm talking about. It

0:18:08.240 --> 0:18:12.919
<v Speaker 1>just something doesn't look right and it is unsettling. So

0:18:12.960 --> 0:18:17.400
<v Speaker 1>they had to get that fixed for Toy Story three

0:18:17.480 --> 0:18:19.960
<v Speaker 1>because the scene is the end of the movie. It's

0:18:20.040 --> 0:18:22.679
<v Speaker 1>really important that they got the scene right. So it

0:18:22.680 --> 0:18:25.879
<v Speaker 1>took them a lot of time to work on designs

0:18:25.880 --> 0:18:29.359
<v Speaker 1>for the characters that would work and do the story

0:18:29.560 --> 0:18:33.880
<v Speaker 1>justice without making the audience feel uneasy in the process.

0:18:35.480 --> 0:18:39.840
<v Speaker 1>And capturing that moment of Andy coming to the realization

0:18:40.040 --> 0:18:43.600
<v Speaker 1>that he needs to let go of his toys. That

0:18:43.720 --> 0:18:46.280
<v Speaker 1>was a huge challenge too. That would be a tough

0:18:46.359 --> 0:18:49.320
<v Speaker 1>acting gig to ask a human being. To ask a

0:18:49.440 --> 0:18:54.040
<v Speaker 1>human I need you to show us that your character

0:18:54.680 --> 0:18:57.920
<v Speaker 1>has realized it's time to let go of a beloved

0:18:57.960 --> 0:19:01.320
<v Speaker 1>piece of childhood, because it's the right thing to do,

0:19:01.960 --> 0:19:04.639
<v Speaker 1>both for the child you're giving the toy two and

0:19:04.880 --> 0:19:08.199
<v Speaker 1>for the toy itself. I need to see that. That

0:19:08.200 --> 0:19:10.360
<v Speaker 1>would be tough to ask a human actor to do.

0:19:10.440 --> 0:19:12.560
<v Speaker 1>I mean, good human actors would be able to do it,

0:19:12.680 --> 0:19:15.160
<v Speaker 1>but it's not easy. It's even harder when you're talking

0:19:15.200 --> 0:19:18.640
<v Speaker 1>about animation, because that's a huge group of people all

0:19:18.680 --> 0:19:22.359
<v Speaker 1>working together to try and make that happen, and getting

0:19:22.400 --> 0:19:26.439
<v Speaker 1>all those little details right is enormously challenging from a

0:19:26.480 --> 0:19:33.760
<v Speaker 1>technical standpoint. Now, behind the scenes footage for Toy Story three,

0:19:34.480 --> 0:19:38.000
<v Speaker 1>they reveal that the entire movie has one hundred and

0:19:38.000 --> 0:19:41.879
<v Speaker 1>thirty nine thousand, six hundred and eighty frames in it,

0:19:42.720 --> 0:19:46.399
<v Speaker 1>and each object in the film, every single thing you

0:19:46.560 --> 0:19:50.520
<v Speaker 1>see in the movie, had to be built in several

0:19:50.520 --> 0:19:54.720
<v Speaker 1>stages by several teams of people, even if it only

0:19:54.760 --> 0:19:58.520
<v Speaker 1>appeared in a second or two of on screen time.

0:19:58.680 --> 0:20:03.840
<v Speaker 1>So every single this old individual component had to be designed,

0:20:04.640 --> 0:20:10.920
<v Speaker 1>sketched out, modeled, lit, textured, colored. All of these things

0:20:11.080 --> 0:20:15.840
<v Speaker 1>all had to happen for all of the different pieces,

0:20:15.920 --> 0:20:18.320
<v Speaker 1>for all the frames of the movie. And then you

0:20:18.359 --> 0:20:21.840
<v Speaker 1>start to understand, Oh, now, I see why making a

0:20:21.880 --> 0:20:27.320
<v Speaker 1>movie like this takes five years. That same year that

0:20:27.400 --> 0:20:30.760
<v Speaker 1>Toy Story three came out, they published a short called

0:20:30.840 --> 0:20:34.480
<v Speaker 1>Day and Night. And that also that same year, John

0:20:34.560 --> 0:20:37.600
<v Speaker 1>Laster would become the first producer of animated films to

0:20:37.640 --> 0:20:41.920
<v Speaker 1>win the Producer's Guild of America David O. Selznik Achievement

0:20:41.960 --> 0:20:46.640
<v Speaker 1>Award in Motion Pictures. So Pixar again becomes a pioneer

0:20:46.800 --> 0:20:52.600
<v Speaker 1>in the animation industry, really helping gain more legitimacy in

0:20:52.640 --> 0:20:55.000
<v Speaker 1>the eyes of other parts of the industry. For a

0:20:55.000 --> 0:20:57.399
<v Speaker 1>long time, I would argue that animated films have been

0:20:57.480 --> 0:21:02.120
<v Speaker 1>kind of looked down upon by certain certain other areas

0:21:02.160 --> 0:21:06.119
<v Speaker 1>of the film industry. I think that both Disney in

0:21:06.160 --> 0:21:09.080
<v Speaker 1>general and Pixar in particular have done a lot to

0:21:09.119 --> 0:21:12.359
<v Speaker 1>turn that around. Other studios also have done great work,

0:21:12.440 --> 0:21:15.959
<v Speaker 1>DreamWorks among them. It's not like Pixar and Disney are

0:21:16.000 --> 0:21:19.520
<v Speaker 1>the only two entities out there, but they really did

0:21:20.160 --> 0:21:24.040
<v Speaker 1>pave the way for a lot of other successes. In

0:21:24.040 --> 0:21:29.800
<v Speaker 1>twenty eleven, Pixar turns twenty five and releases Cars Too. Also,

0:21:29.920 --> 0:21:33.440
<v Speaker 1>they released the first toy story short cartoon, Hawaiian Vacation,

0:21:34.240 --> 0:21:37.920
<v Speaker 1>and another short film called La Luna. That year, a

0:21:38.080 --> 0:21:41.000
<v Speaker 1>Lassiter would direct Cars Too, which was the first time

0:21:41.080 --> 0:21:44.000
<v Speaker 1>he had directed a film since the original Cars, which

0:21:44.000 --> 0:21:47.239
<v Speaker 1>came out I think two thousand and six. He had

0:21:47.280 --> 0:21:49.879
<v Speaker 1>directed some of the other shorter cartoons Pixar had produced

0:21:49.920 --> 0:21:52.760
<v Speaker 1>between Cars and Cars Too, but he hadn't directed a

0:21:52.760 --> 0:21:58.120
<v Speaker 1>feature length film since Cars. Out of the seventeen movies

0:21:58.200 --> 0:22:02.199
<v Speaker 1>Pixar has made, Car, Ours ranks number fifteen at the

0:22:02.240 --> 0:22:05.520
<v Speaker 1>box office in the United States, so it's not at

0:22:05.560 --> 0:22:08.680
<v Speaker 1>the very bottom, but it's two up from the very bottom.

0:22:09.280 --> 0:22:12.159
<v Speaker 1>It ranks number nine globally, however, so nine out of

0:22:12.160 --> 0:22:16.080
<v Speaker 1>seventeen when you look at worldwide box office. So what

0:22:16.240 --> 0:22:20.640
<v Speaker 1>two films actually got less at the box office than

0:22:21.440 --> 0:22:24.919
<v Speaker 1>Cars Two? That would be A Bugs Life, which was

0:22:25.040 --> 0:22:28.680
<v Speaker 1>Pixar's second film, which made a little less than Toy

0:22:28.720 --> 0:22:32.119
<v Speaker 1>Story did, and The Good Dinosaur, which is at the

0:22:32.160 --> 0:22:36.080
<v Speaker 1>bottom of both the US and the global box office lists.

0:22:36.680 --> 0:22:38.840
<v Speaker 1>We'll get to The Good Dinosaur in just a little

0:22:38.840 --> 0:22:42.720
<v Speaker 1>bit and talk about the problems that movie had. We're

0:22:42.720 --> 0:22:44.399
<v Speaker 1>going to take a quick break, and then we'll be

0:22:44.480 --> 0:22:57.400
<v Speaker 1>back with more about the Pixar story. In twenty twelve,

0:22:57.520 --> 0:23:01.640
<v Speaker 1>Brave is released by Pixar along with La Luna, which

0:23:01.680 --> 0:23:04.399
<v Speaker 1>had been premiered the year before, but officially released with

0:23:04.480 --> 0:23:07.960
<v Speaker 1>a movie in twenty twelve. Brave also would win the

0:23:07.960 --> 0:23:11.800
<v Speaker 1>Oscar for Best Animated Feature. Brave was co directed by

0:23:11.800 --> 0:23:14.800
<v Speaker 1>Brenda Chapman, who was the first woman to direct a

0:23:14.880 --> 0:23:18.600
<v Speaker 1>Pixar film. She had previously been the first woman to

0:23:18.640 --> 0:23:23.040
<v Speaker 1>direct a major studio animated picture, but that was with DreamWorks.

0:23:23.119 --> 0:23:25.679
<v Speaker 1>She was one of three directors for the Prince of Egypt,

0:23:26.760 --> 0:23:29.439
<v Speaker 1>and she was the first woman director to win an

0:23:29.440 --> 0:23:33.960
<v Speaker 1>Academy Award for Best Animated Feature with Brave. That being said,

0:23:34.240 --> 0:23:38.240
<v Speaker 1>she was not director from start to finish. She had

0:23:38.280 --> 0:23:40.600
<v Speaker 1>the idea for Brave. She based it off her own

0:23:40.640 --> 0:23:45.240
<v Speaker 1>relationship with her daughter, but there were some real creative

0:23:45.720 --> 0:23:48.720
<v Speaker 1>issues behind the scenes while they were working on the story,

0:23:48.880 --> 0:23:51.920
<v Speaker 1>so during the production of the film, Chapman was essentially

0:23:52.320 --> 0:23:57.000
<v Speaker 1>fired from the production. According to Chapman herself and Mark

0:23:57.040 --> 0:24:00.000
<v Speaker 1>Andrews stepped in her place. They both got co direc

0:24:00.000 --> 0:24:04.200
<v Speaker 1>director credit, but she was no longer part of the

0:24:04.440 --> 0:24:09.240
<v Speaker 1>production and she stayed on with Pixar until the movie

0:24:09.280 --> 0:24:12.200
<v Speaker 1>came out, and then she left and for a while

0:24:12.240 --> 0:24:14.640
<v Speaker 1>she worked as a consultant with Lucasfilm. She went back

0:24:14.640 --> 0:24:16.720
<v Speaker 1>to dream Works for a while. She's done some other

0:24:16.720 --> 0:24:20.439
<v Speaker 1>stuff since then, but yeah, she was not on for

0:24:20.480 --> 0:24:23.800
<v Speaker 1>the entire film. Still was the first female director of

0:24:23.800 --> 0:24:28.359
<v Speaker 1>a Pixar movie. Now, for Brave, they actually had to

0:24:28.400 --> 0:24:32.200
<v Speaker 1>go back and create a new hair simulator. They built

0:24:32.240 --> 0:24:35.080
<v Speaker 1>one for Monsters Inc More than a know around a

0:24:35.119 --> 0:24:41.119
<v Speaker 1>decade earlier, but they needed a new one. Why because

0:24:41.160 --> 0:24:45.639
<v Speaker 1>Meredith's hair is curly, and curly hair moves in a

0:24:45.680 --> 0:24:49.920
<v Speaker 1>different way than straight hair, and they could not get

0:24:49.920 --> 0:24:55.159
<v Speaker 1>curly hair to work properly using the old simulator, so

0:24:55.200 --> 0:24:57.840
<v Speaker 1>they had to make a new one. In fact, it

0:24:57.880 --> 0:25:00.440
<v Speaker 1>was so hard for them to get the curly hair

0:25:00.680 --> 0:25:03.480
<v Speaker 1>to behave the way they wanted it to. For a while,

0:25:03.520 --> 0:25:07.240
<v Speaker 1>they actually talked about giving Merita a haircut, but that

0:25:07.400 --> 0:25:10.359
<v Speaker 1>was met with an intense negative reaction for pretty much

0:25:10.400 --> 0:25:12.040
<v Speaker 1>everyone else in the company, and they said, no, you

0:25:12.119 --> 0:25:14.399
<v Speaker 1>got to get this right. So it took more than

0:25:14.440 --> 0:25:18.359
<v Speaker 1>a year just to get the hair right, to build

0:25:18.400 --> 0:25:22.360
<v Speaker 1>a computer simulation that could take curly hair and make

0:25:22.400 --> 0:25:25.240
<v Speaker 1>it behave in a natural way. When you think about

0:25:25.240 --> 0:25:27.640
<v Speaker 1>the nature of curly hair, you can understand why. It's

0:25:27.640 --> 0:25:30.240
<v Speaker 1>not like it's just a wire that's got some weight

0:25:30.280 --> 0:25:33.199
<v Speaker 1>to it that needs to move around. That curl is

0:25:33.240 --> 0:25:36.800
<v Speaker 1>going to extend or contract based upon the various forces

0:25:36.840 --> 0:25:40.400
<v Speaker 1>that are acting upon it. It's a complicated thing to simulate,

0:25:41.440 --> 0:25:43.000
<v Speaker 1>and you have to do it for a character who's

0:25:43.040 --> 0:25:46.920
<v Speaker 1>in nearly every frame of the movie, and so there's

0:25:46.960 --> 0:25:49.639
<v Speaker 1>a lot of motion that goes into that. Even when

0:25:49.720 --> 0:25:51.840
<v Speaker 1>she has to have her hair pulled back, she still

0:25:51.840 --> 0:25:55.560
<v Speaker 1>has a little curl that gets loose in the Witch's workshop.

0:25:55.600 --> 0:25:57.720
<v Speaker 1>By the way, if you pay attention, there's some easter

0:25:57.800 --> 0:26:01.199
<v Speaker 1>eggs with references to other Pixar films, including If You

0:26:01.240 --> 0:26:08.040
<v Speaker 1>look closely. A pizza Planet car is on the table

0:26:08.200 --> 0:26:11.760
<v Speaker 1>in the Witch's workshop before she clears it just a

0:26:11.960 --> 0:26:14.159
<v Speaker 1>Pixar loves to work in Little Easter Eggs and all

0:26:14.160 --> 0:26:15.840
<v Speaker 1>their movies, and I was going to talk about more

0:26:15.880 --> 0:26:17.600
<v Speaker 1>of those, but I realized that if I did that,

0:26:18.000 --> 0:26:21.520
<v Speaker 1>I'd have to do a three year or four more parts,

0:26:21.520 --> 0:26:26.399
<v Speaker 1>and that's stretching it even for you guys. Twenty thirteen,

0:26:26.480 --> 0:26:30.840
<v Speaker 1>Pixar releases Monsters University. Now. This is Pixar's first prequel film.

0:26:31.400 --> 0:26:34.159
<v Speaker 1>Monsters University tells a story about how Mike and Sully

0:26:34.240 --> 0:26:38.240
<v Speaker 1>met in college. The first pass at the story got

0:26:38.320 --> 0:26:41.960
<v Speaker 1>a note that was a killer, which was, this story's

0:26:42.040 --> 0:26:47.760
<v Speaker 1>too predictable. That's a hard, hard problem to overcome when

0:26:47.760 --> 0:26:50.120
<v Speaker 1>you're talking about a prequel, because you already know where

0:26:50.160 --> 0:26:54.320
<v Speaker 1>the characters end up. You've seen the original movie. In Monsters, Inc.

0:26:54.359 --> 0:26:58.040
<v Speaker 1>They're working on the scare floor. So how do you

0:26:58.080 --> 0:27:01.840
<v Speaker 1>create a movie where knowing how they end up is

0:27:02.280 --> 0:27:07.000
<v Speaker 1>not leading to a predictable outcome. It also became a

0:27:07.000 --> 0:27:10.760
<v Speaker 1>big challenge to define the character of Sully because in Monsters, Inc.

0:27:11.200 --> 0:27:14.480
<v Speaker 1>The character of Sully really comes out because he's interacting

0:27:14.560 --> 0:27:18.720
<v Speaker 1>with the human girl Boo. When he has Boo there,

0:27:18.840 --> 0:27:23.119
<v Speaker 1>that's where you see Sullivan's personality come forward. But Boo

0:27:23.160 --> 0:27:26.520
<v Speaker 1>is not in Monsters University. This is before Sullivan meets Boo.

0:27:26.720 --> 0:27:29.320
<v Speaker 1>So for a while they were trying to make Sullivan

0:27:29.400 --> 0:27:31.280
<v Speaker 1>the focus of the movie, but they couldn't figure out

0:27:31.400 --> 0:27:35.480
<v Speaker 1>what character was there. And eventually they realized, hey, wait

0:27:35.480 --> 0:27:39.080
<v Speaker 1>a minute, Mike Wazowski, maybe we focus on him instead.

0:27:40.240 --> 0:27:43.119
<v Speaker 1>And once they did that, then they were able to

0:27:43.160 --> 0:27:47.960
<v Speaker 1>really develop a story that they believed in. Now, in Monsters, Inc.

0:27:48.040 --> 0:27:52.240
<v Speaker 1>There were five notable characters that had for in Monsters University,

0:27:52.280 --> 0:27:55.679
<v Speaker 1>there were two hundred and fifty. So while they had

0:27:55.720 --> 0:27:58.520
<v Speaker 1>created the simulator more than a decade earlier, they had

0:27:58.600 --> 0:28:00.840
<v Speaker 1>to rely on it again, and they had to scale

0:28:00.880 --> 0:28:04.080
<v Speaker 1>it up, which required way more computer power than what

0:28:04.119 --> 0:28:08.520
<v Speaker 1>they were using ten years earlier. And like I said previously,

0:28:08.600 --> 0:28:12.720
<v Speaker 1>Sullivan had about a million hairs just on his own,

0:28:13.320 --> 0:28:16.320
<v Speaker 1>and animating all of those by hand is impossible. So

0:28:16.560 --> 0:28:19.359
<v Speaker 1>the simulation guided the way each hair would move depending

0:28:19.400 --> 0:28:22.760
<v Speaker 1>upon the forces acting on it, and it even included momentum,

0:28:23.000 --> 0:28:26.240
<v Speaker 1>which meant that once a character stops moving, the hair

0:28:26.280 --> 0:28:28.680
<v Speaker 1>would continue to move just a little bit because it

0:28:29.200 --> 0:28:32.919
<v Speaker 1>still had some momentum, some inertia keeping it going, and

0:28:34.080 --> 0:28:36.879
<v Speaker 1>or rather inertia would keep it still until it starts moving.

0:28:36.920 --> 0:28:40.200
<v Speaker 1>But you get what I'm saying. Like it behaved according

0:28:40.200 --> 0:28:43.280
<v Speaker 1>to physics. It wasn't just it moves when he moves

0:28:43.280 --> 0:28:45.479
<v Speaker 1>and stops when he stops. There's a little bit of

0:28:45.520 --> 0:28:48.080
<v Speaker 1>a lag there, which is realistic. It's kind of cool.

0:28:49.440 --> 0:28:51.760
<v Speaker 1>One of the problems they noticed was whenever Sullivan would

0:28:51.760 --> 0:28:54.600
<v Speaker 1>make really big fast movements, his hair would stretch out

0:28:54.640 --> 0:28:57.760
<v Speaker 1>across the screen. It would be like a rubber band

0:28:58.040 --> 0:29:00.160
<v Speaker 1>where it would extend all the way on to the

0:29:00.200 --> 0:29:02.560
<v Speaker 1>other end of the screen. And this was a problem.

0:29:02.800 --> 0:29:07.320
<v Speaker 1>It looked awful, you know. It wasn't like the hair

0:29:07.440 --> 0:29:11.360
<v Speaker 1>just looked elongated. It was looking grotesque. They eventually figured

0:29:11.400 --> 0:29:15.680
<v Speaker 1>out what the problem was. The simulation was calculating that

0:29:15.760 --> 0:29:18.440
<v Speaker 1>those hairs were being subjected to forces of up to

0:29:18.600 --> 0:29:22.920
<v Speaker 1>one hundred g's with Sullivan at the mass and speed

0:29:22.960 --> 0:29:26.120
<v Speaker 1>he moved was creating forces of one hundred g's and

0:29:26.160 --> 0:29:30.080
<v Speaker 1>so the hairs were stretching and deforming because of those

0:29:30.280 --> 0:29:33.880
<v Speaker 1>massive forces acting on them in the simulation. So they

0:29:33.880 --> 0:29:36.360
<v Speaker 1>came up with a way to solve this, they created

0:29:36.440 --> 0:29:41.520
<v Speaker 1>little kind of force field areas that they called inertial

0:29:41.760 --> 0:29:44.600
<v Speaker 1>field generators, which sounds like a Star Trek kind of

0:29:44.680 --> 0:29:49.240
<v Speaker 1>thing to me. And these ended up creating new rules

0:29:49.280 --> 0:29:53.800
<v Speaker 1>for those hairs, saying, even though Sullivan moves really fast

0:29:54.120 --> 0:29:58.640
<v Speaker 1>and he's a big, big monster, you never really experienced

0:29:58.640 --> 0:30:01.120
<v Speaker 1>more than ten g's of four, And that allowed the

0:30:01.160 --> 0:30:03.600
<v Speaker 1>hair to behave itself and not stretch across the screen

0:30:03.640 --> 0:30:10.280
<v Speaker 1>and ruin everything. In twenty thirteen, also Disney's film Planes

0:30:10.520 --> 0:30:15.800
<v Speaker 1>comes out. Now Planes is tied to Pixar's Cars series,

0:30:16.360 --> 0:30:21.120
<v Speaker 1>but Planes is not produced by Pixar, so instead the

0:30:21.120 --> 0:30:24.520
<v Speaker 1>Plane series comes out of Disney Tones Studios. If you

0:30:24.560 --> 0:30:28.600
<v Speaker 1>look at the movie Planes, it clearly is inspired by Cars.

0:30:28.680 --> 0:30:32.440
<v Speaker 1>The animation style is very much in keeping with Cars.

0:30:32.520 --> 0:30:41.080
<v Speaker 1>The character creation is unquestionably of that style, but it's

0:30:41.120 --> 0:30:44.280
<v Speaker 1>not Pixar. So I wanted to point that out just

0:30:44.280 --> 0:30:47.760
<v Speaker 1>because it was interesting to see that other elements of

0:30:47.800 --> 0:30:53.960
<v Speaker 1>Disney started to create movies that were leveraging the property

0:30:54.000 --> 0:30:57.640
<v Speaker 1>of Pixar but were not actually produced by Pixar itself.

0:30:59.600 --> 0:31:02.760
<v Speaker 1>Fourteen it was a weird year for Pixar. That was

0:31:02.800 --> 0:31:06.200
<v Speaker 1>the first year in a really long time that did

0:31:06.240 --> 0:31:10.720
<v Speaker 1>not have a feature film debut from the studio. The

0:31:10.760 --> 0:31:14.280
<v Speaker 1>reason why no movie came out in twenty fourteen was

0:31:14.320 --> 0:31:19.240
<v Speaker 1>because of huge problems that were happening with the films

0:31:19.240 --> 0:31:24.040
<v Speaker 1>that were currently in development at Pixar. There were some major,

0:31:24.120 --> 0:31:29.560
<v Speaker 1>major story issues happening that were holding up the release

0:31:29.720 --> 0:31:32.960
<v Speaker 1>of a couple of movies. In one case, the movie

0:31:32.960 --> 0:31:36.840
<v Speaker 1>that came out ended up being a success despite those problems.

0:31:36.840 --> 0:31:39.880
<v Speaker 1>In the other case, a movie came out and failed

0:31:39.960 --> 0:31:44.080
<v Speaker 1>to find that level of success. But in twenty fourteen

0:31:45.480 --> 0:31:48.400
<v Speaker 1>we did get some Pixar stuff. There was a TV

0:31:48.480 --> 0:31:51.360
<v Speaker 1>special that came out for the holidays and it aired

0:31:51.400 --> 0:31:55.680
<v Speaker 1>on ABC called Toy Story That Time Forgot. And also

0:31:55.760 --> 0:31:59.040
<v Speaker 1>Pixar released a free, non commercial version of its in

0:31:59.120 --> 0:32:04.120
<v Speaker 1>house renderings software called render Man. The company also licensed

0:32:04.120 --> 0:32:07.280
<v Speaker 1>a commercial version of this software to other parties. And

0:32:07.320 --> 0:32:10.280
<v Speaker 1>with render Man, you can create these virtual three dimensional

0:32:11.680 --> 0:32:17.920
<v Speaker 1>camera placements, you can define geometry, you can place lights

0:32:18.080 --> 0:32:19.959
<v Speaker 1>on lots of other stuff. Now, it's not a three

0:32:20.040 --> 0:32:22.920
<v Speaker 1>D modeling suite, you would need other programs to do that.

0:32:23.320 --> 0:32:26.160
<v Speaker 1>It's not an animating suite. You would need other programs

0:32:26.160 --> 0:32:28.840
<v Speaker 1>to do that. But it can act as a liaison

0:32:28.920 --> 0:32:34.040
<v Speaker 1>between those two types of softwarees modeling and animation, so

0:32:34.240 --> 0:32:38.440
<v Speaker 1>very useful, and now people have access to a non

0:32:38.480 --> 0:32:42.920
<v Speaker 1>commercial free version of it because of the release in

0:32:42.960 --> 0:32:47.400
<v Speaker 1>twenty fourteen. Now twenty fifteen would be when those movies

0:32:47.400 --> 0:32:51.720
<v Speaker 1>that had been in trouble during their development cycles finally

0:32:51.720 --> 0:32:57.480
<v Speaker 1>come out. The first was Inside Out. Pixar story department

0:32:58.000 --> 0:33:01.640
<v Speaker 1>had to research a lot of information in neuroscience and

0:33:01.640 --> 0:33:04.680
<v Speaker 1>psychology to get this story right, because of course, it's

0:33:04.680 --> 0:33:08.600
<v Speaker 1>all about how our brains process information and emotions. It's

0:33:08.680 --> 0:33:12.560
<v Speaker 1>really about how emotions can guide our decisions and affect

0:33:12.640 --> 0:33:16.160
<v Speaker 1>us and change over time. That's the heart of the story,

0:33:17.320 --> 0:33:21.800
<v Speaker 1>and several emotions were workshopped in the development process but

0:33:21.840 --> 0:33:25.040
<v Speaker 1>eventually dropped from the final version of the story. There

0:33:25.080 --> 0:33:29.760
<v Speaker 1>were emotions like hope and envy, pride on we even

0:33:29.840 --> 0:33:36.080
<v Speaker 1>Shotenfreude was part of the original story development, and at

0:33:36.080 --> 0:33:39.200
<v Speaker 1>one point the story had twenty seven different emotions as characters,

0:33:39.240 --> 0:33:42.280
<v Speaker 1>but that just wasn't manageable, so they had to figure

0:33:42.320 --> 0:33:45.200
<v Speaker 1>out what were the most important ones, what could you

0:33:45.240 --> 0:33:50.080
<v Speaker 1>peel away and have as your core of characters, And

0:33:50.160 --> 0:33:53.840
<v Speaker 1>that story was really hard to get right. Pete Doctor,

0:33:53.880 --> 0:33:57.480
<v Speaker 1>who was leading the project, even thought about giving up

0:33:57.840 --> 0:34:00.960
<v Speaker 1>after three years of working on the story and not

0:34:01.040 --> 0:34:04.560
<v Speaker 1>getting anywhere or feeling like it just wasn't heading in

0:34:04.600 --> 0:34:11.920
<v Speaker 1>the right direction. Originally, the prime story was not going

0:34:12.000 --> 0:34:14.960
<v Speaker 1>to be about an eleven year old girl's reaction when

0:34:15.000 --> 0:34:18.640
<v Speaker 1>her family moves from one part of the country to another.

0:34:19.320 --> 0:34:24.400
<v Speaker 1>That's kind of the event that precipitates all the action

0:34:24.800 --> 0:34:27.840
<v Speaker 1>of the film as it stands, but that wasn't the

0:34:27.880 --> 0:34:30.719
<v Speaker 1>original story. The original story was going to be that

0:34:30.880 --> 0:34:38.520
<v Speaker 1>Joy the emotion. Joy decides she doesn't want the girl Riley,

0:34:38.920 --> 0:34:41.560
<v Speaker 1>to grow up into an adult. She wants Riley to

0:34:41.560 --> 0:34:45.880
<v Speaker 1>be a kid because kids experienced Joy on a level

0:34:46.239 --> 0:34:51.480
<v Speaker 1>that is orders of magnitude greater than adults, and so

0:34:51.719 --> 0:34:55.680
<v Speaker 1>Joy was going to take every opportunity to keep Riley

0:34:55.719 --> 0:34:59.799
<v Speaker 1>from developing into an adult. But then they realize that

0:35:00.000 --> 0:35:04.359
<v Speaker 1>it turned Joy into a really unlikable character, so they

0:35:04.400 --> 0:35:06.600
<v Speaker 1>scrapped that. They had to go back to the drawing

0:35:06.719 --> 0:35:10.040
<v Speaker 1>board and they had to re storyboard the entire movie.

0:35:10.080 --> 0:35:12.560
<v Speaker 1>They had hit the point where they had storyboarded the film. Now,

0:35:12.600 --> 0:35:17.520
<v Speaker 1>typically Pixar doesn't start storyboarding until they feel that the

0:35:17.719 --> 0:35:21.279
<v Speaker 1>general story is pretty good. That the script is done,

0:35:22.160 --> 0:35:24.359
<v Speaker 1>then they would storyboard a movie, and then the next

0:35:24.400 --> 0:35:27.920
<v Speaker 1>step once the storyboard is approved is to go into animation,

0:35:28.120 --> 0:35:33.640
<v Speaker 1>modeling and animation. But this one had been storyboarded and

0:35:33.680 --> 0:35:36.839
<v Speaker 1>then they had to scrap it and redo it, so

0:35:37.040 --> 0:35:40.920
<v Speaker 1>it really was a dramatic change, and they still had

0:35:40.920 --> 0:35:43.520
<v Speaker 1>to try and get the movie out before it got

0:35:43.560 --> 0:35:47.200
<v Speaker 1>too late. On top of that, Inside that was the

0:35:47.239 --> 0:35:50.760
<v Speaker 1>first Pixar film made without the input of Steve Jobs.

0:35:51.400 --> 0:35:54.520
<v Speaker 1>Steve Jobs had passed away in twenty eleven, and while

0:35:54.600 --> 0:35:58.120
<v Speaker 1>Jobs hadn't really been in a real leadership role for

0:35:58.239 --> 0:36:00.560
<v Speaker 1>many years, he was still active in the process of

0:36:00.600 --> 0:36:03.399
<v Speaker 1>hearing story ideas and giving his input all the way

0:36:03.440 --> 0:36:08.720
<v Speaker 1>up to his death, and John Lassiter was also largely absent.

0:36:08.840 --> 0:36:12.480
<v Speaker 1>John Lassiter was over at Walt Disney Animation trying to

0:36:12.520 --> 0:36:15.879
<v Speaker 1>get that department to turn around because they had had

0:36:15.960 --> 0:36:20.040
<v Speaker 1>their own series of disappointing films, films that weren't necessarily

0:36:20.080 --> 0:36:22.440
<v Speaker 1>bad but were not performing well at the box office,

0:36:22.480 --> 0:36:25.080
<v Speaker 1>Movies like The Princess and the Frog, which is a

0:36:25.120 --> 0:36:28.920
<v Speaker 1>perfectly fine film but failed to capture an audience. So

0:36:29.080 --> 0:36:32.440
<v Speaker 1>Lassiter was trying to fix that and wasn't really around

0:36:32.440 --> 0:36:35.080
<v Speaker 1>to help out with Inside Out. There are also big

0:36:35.120 --> 0:36:37.840
<v Speaker 1>technical challenges with that movie. A big one being that

0:36:37.960 --> 0:36:40.560
<v Speaker 1>the character of Joy has these little particles that radiate

0:36:40.600 --> 0:36:44.160
<v Speaker 1>from her skin, and since Joy is the primary protagonist,

0:36:44.560 --> 0:36:47.640
<v Speaker 1>that meant having to replicate that effect for hundreds of

0:36:47.680 --> 0:36:49.600
<v Speaker 1>shots in the movie, and that took a lot of

0:36:49.600 --> 0:36:54.600
<v Speaker 1>computer power as well. Ultimately, all that hard work paid off.

0:36:54.680 --> 0:36:58.000
<v Speaker 1>The movie was a huge success. It was the third

0:36:58.080 --> 0:37:01.840
<v Speaker 1>highest grossing Pixar film in both US and global box

0:37:01.840 --> 0:37:06.279
<v Speaker 1>office numbers, so it worked. Also, it was released with

0:37:06.360 --> 0:37:09.919
<v Speaker 1>the short film Lava. We've got a little bit more

0:37:09.920 --> 0:37:13.879
<v Speaker 1>to say about Pixar circa twenty sixteen, but first let's

0:37:13.880 --> 0:37:26.399
<v Speaker 1>take another quick break. Twenty fifteen also saw the other

0:37:26.880 --> 0:37:32.440
<v Speaker 1>troubled movie come out, that is The Good Dinosaur, and

0:37:32.480 --> 0:37:36.520
<v Speaker 1>The Good Dinosaur is a black sheep in Pixar. It's

0:37:36.560 --> 0:37:38.520
<v Speaker 1>the movie that when I talked to my coworkers, they

0:37:38.719 --> 0:37:41.000
<v Speaker 1>some of them didn't even realize that was a Pixar movie.

0:37:41.880 --> 0:37:43.759
<v Speaker 1>Some of them hadn't even heard the movie at all.

0:37:45.960 --> 0:37:48.200
<v Speaker 1>So twenty fifteen is the first year in which two

0:37:48.280 --> 0:37:51.799
<v Speaker 1>different Pixar feature length films come out to theaters. But

0:37:51.880 --> 0:37:56.399
<v Speaker 1>the Good Dinosaur does not perform the way Inside Out did.

0:37:56.680 --> 0:37:59.080
<v Speaker 1>In the United States, it earned one hundred and twenty

0:37:59.120 --> 0:38:02.360
<v Speaker 1>three million. Now globally it earned almost three hundred and

0:38:02.360 --> 0:38:05.480
<v Speaker 1>thirty two million dollars. That's not chump change. That's a

0:38:05.560 --> 0:38:07.799
<v Speaker 1>lot of money, but it still makes the movie the

0:38:07.880 --> 0:38:11.800
<v Speaker 1>lowest performing film in Pixar's history as an animation studio.

0:38:12.760 --> 0:38:15.160
<v Speaker 1>That one hundred and twenty three million dollars, that's less

0:38:15.239 --> 0:38:18.600
<v Speaker 1>than what Toy Story one made at the box office.

0:38:19.280 --> 0:38:22.879
<v Speaker 1>If you adjust for inflation, it's much less than what

0:38:22.920 --> 0:38:26.440
<v Speaker 1>Toy Story made. And if you you know, not just inflation,

0:38:26.480 --> 0:38:29.640
<v Speaker 1>but the inflation of movie ticket prices much much less,

0:38:29.640 --> 0:38:34.520
<v Speaker 1>it means way fewer people saw that movie. The story

0:38:34.560 --> 0:38:37.040
<v Speaker 1>of the film, which if you haven't seen it, it's

0:38:37.120 --> 0:38:40.359
<v Speaker 1>about a dinosaur. It's it's the takes the premise of

0:38:40.400 --> 0:38:46.400
<v Speaker 1>what if the meteor that struck the Earth and helped

0:38:46.480 --> 0:38:49.960
<v Speaker 1>precipitate the mass extinction that led to all the dinosaurs

0:38:50.040 --> 0:38:51.680
<v Speaker 1>dying off? What if it never hit the Earth? What

0:38:51.719 --> 0:38:56.600
<v Speaker 1>if it missed and dinosaurs continued to live on Earth

0:38:56.719 --> 0:39:04.839
<v Speaker 1>and humans evolved least to caveman status, and you had

0:39:04.880 --> 0:39:08.879
<v Speaker 1>both coexisting on the same planet. That's kind of the world,

0:39:08.960 --> 0:39:10.840
<v Speaker 1>it said in and that's not the premise of the story,

0:39:10.880 --> 0:39:14.240
<v Speaker 1>but it is the world that the characters exist within.

0:39:16.200 --> 0:39:19.160
<v Speaker 1>That whole story was reworked several times. The idea of well,

0:39:19.200 --> 0:39:22.719
<v Speaker 1>what is the actual point A to point B two

0:39:22.719 --> 0:39:27.040
<v Speaker 1>point C storyline? We understand what the world is, but

0:39:28.360 --> 0:39:32.080
<v Speaker 1>what are we trying to say? It was a huge problem,

0:39:32.360 --> 0:39:34.920
<v Speaker 1>an enormous problem. It caused the film to miss its

0:39:34.960 --> 0:39:37.400
<v Speaker 1>original release date. It was supposed to come out in

0:39:37.480 --> 0:39:42.160
<v Speaker 1>twenty thirteen, It got pushed to twenty fourteen, and then

0:39:42.239 --> 0:39:47.120
<v Speaker 1>pushed again to twenty fifteen. So when the story was

0:39:48.400 --> 0:39:51.319
<v Speaker 1>not where it needed to be by twenty thirteen, when

0:39:51.360 --> 0:39:55.279
<v Speaker 1>it was supposed to debut, and it hadn't even been

0:39:55.600 --> 0:40:00.880
<v Speaker 1>finished or really gone beyond that story development stage, Bob

0:40:00.920 --> 0:40:03.839
<v Speaker 1>Peterson and John Walker, who were leading the project at

0:40:03.840 --> 0:40:07.879
<v Speaker 1>that time, were removed from the project. Peterson would remain

0:40:07.920 --> 0:40:11.959
<v Speaker 1>with Pixar but work on other things, and Denise Reim,

0:40:12.080 --> 0:40:16.560
<v Speaker 1>who was a producer in the film, would replace John Walker. Peterson,

0:40:17.320 --> 0:40:19.600
<v Speaker 1>who had first worked on the story when Bob Peterson

0:40:19.640 --> 0:40:21.759
<v Speaker 1>came up with the idea back in two thousand and nine,

0:40:21.880 --> 0:40:26.160
<v Speaker 1>would become the director of the movie, and things got

0:40:26.200 --> 0:40:31.759
<v Speaker 1>pretty dark for Pixar in twenty thirteen. It wasn't just

0:40:31.920 --> 0:40:35.759
<v Speaker 1>that The Good Dinosaur was having problems. There were other

0:40:35.800 --> 0:40:38.880
<v Speaker 1>issues as well. Pixar had closed down Pixar Canada in

0:40:38.920 --> 0:40:42.600
<v Speaker 1>twenty thirteen and laid off eighty employees as a result.

0:40:42.880 --> 0:40:45.640
<v Speaker 1>A few months later, the company laid off another sixty

0:40:45.640 --> 0:40:48.280
<v Speaker 1>seven employees from its main office, and by then Pixar

0:40:48.400 --> 0:40:52.440
<v Speaker 1>was up to more than twelve hundred employees. The movie

0:40:52.719 --> 0:40:56.239
<v Speaker 1>was reworked, and reworked, and reworked, and even recast. They

0:40:56.280 --> 0:40:59.920
<v Speaker 1>had cast the movie because they thought they were getting

0:41:00.080 --> 0:41:03.360
<v Speaker 1>toward a complete story in twenty thirteen, but it didn't happen,

0:41:04.960 --> 0:41:07.600
<v Speaker 1>so they had to recast it because when they came

0:41:07.680 --> 0:41:10.560
<v Speaker 1>up with the finished story, they had dropped a lot

0:41:10.560 --> 0:41:14.839
<v Speaker 1>of characters or replaced them with other characters. So there's

0:41:14.920 --> 0:41:17.480
<v Speaker 1>I think. Francis McDorman, I think, was the only actress

0:41:18.080 --> 0:41:22.319
<v Speaker 1>who was attached to the original film and remained on

0:41:22.360 --> 0:41:26.520
<v Speaker 1>the cast for the reworked version. A Monsters University short

0:41:26.560 --> 0:41:30.280
<v Speaker 1>called Party Central was supposed to premiere with The Good Dinosaur,

0:41:30.680 --> 0:41:33.320
<v Speaker 1>but eventually Pixar shifted that to go in front of

0:41:33.360 --> 0:41:37.160
<v Speaker 1>him up, it's most wanted. So instead, a different Pixar

0:41:37.239 --> 0:41:40.759
<v Speaker 1>short called Sanjay's Super Team debuted with The Good Dinosaur.

0:41:41.200 --> 0:41:43.080
<v Speaker 1>And I've seen The Good Dinosaur, but I haven't seen

0:41:43.160 --> 0:41:46.160
<v Speaker 1>Sanjay's Super Team because I saw The Good Dinosaur on

0:41:46.200 --> 0:41:49.799
<v Speaker 1>a plane and they didn't have the short film to

0:41:49.840 --> 0:41:52.280
<v Speaker 1>go in front of it. So I'm curious how Sanjay's

0:41:52.280 --> 0:41:55.600
<v Speaker 1>Superteam matches up. I've heard about it, I knew what

0:41:55.680 --> 0:41:58.200
<v Speaker 1>it was, but I had not seen the actual shorts.

0:41:58.239 --> 0:42:03.440
<v Speaker 1>I need to do that. Moving to twenty sixteen, wrapping

0:42:03.600 --> 0:42:08.920
<v Speaker 1>up this epic series on Pixar, we get the release

0:42:08.960 --> 0:42:13.680
<v Speaker 1>of Finding Dori, the sequel to Finding Nemo. Finding Dory

0:42:13.760 --> 0:42:16.400
<v Speaker 1>was originally supposed to come out on November twenty fourth,

0:42:16.480 --> 0:42:20.440
<v Speaker 1>twenty fifteen. That's when The Good Dinosaur actually premiered, so

0:42:20.520 --> 0:42:24.240
<v Speaker 1>Finding Dory was pushed back to the summer of twenty sixteen.

0:42:25.160 --> 0:42:28.000
<v Speaker 1>And it's the only feature length Pixar film I have

0:42:28.239 --> 0:42:32.880
<v Speaker 1>not seen yet. It's not because I didn't like Finding Nemo. Actually,

0:42:33.120 --> 0:42:36.040
<v Speaker 1>Finding Nemo might be my favorite Pixar movie to date.

0:42:37.239 --> 0:42:41.759
<v Speaker 1>I think it might be the top one for me.

0:42:43.040 --> 0:42:45.080
<v Speaker 1>It's tough because there are a lot of Pixar movies

0:42:45.080 --> 0:42:47.239
<v Speaker 1>I think are really really good, but Finding Nemo in

0:42:47.280 --> 0:42:51.480
<v Speaker 1>particular speaks to me. Finding Dory I have not seen yet.

0:42:51.480 --> 0:42:54.120
<v Speaker 1>It's only because I don't have a whole lot of times,

0:42:54.160 --> 0:42:56.240
<v Speaker 1>so I haven't been to the theater in several months.

0:42:56.239 --> 0:42:58.080
<v Speaker 1>There are a lot of movies that came out this

0:42:58.160 --> 0:43:01.080
<v Speaker 1>year that I have not yet seen, but a lot

0:43:01.120 --> 0:43:03.280
<v Speaker 1>of people did go see it. It had the largest

0:43:03.280 --> 0:43:06.640
<v Speaker 1>opening for an animated film of our third largest opening

0:43:06.680 --> 0:43:09.120
<v Speaker 1>I should say, third largest opening of an animated film

0:43:09.160 --> 0:43:12.040
<v Speaker 1>of all time, and grossed four hundred and fifty one

0:43:12.040 --> 0:43:16.080
<v Speaker 1>million dollars in North America alone to date as of

0:43:16.160 --> 0:43:19.279
<v Speaker 1>July twenty second, twenty sixteen, and it's probably more than

0:43:19.320 --> 0:43:21.319
<v Speaker 1>that at that point. And that's just North America, that's

0:43:21.320 --> 0:43:26.759
<v Speaker 1>not globally. So it has done incredibly well and I

0:43:26.800 --> 0:43:29.360
<v Speaker 1>can't wait to see it. I don't have any behind

0:43:29.360 --> 0:43:32.640
<v Speaker 1>the scenes information about Finding Dory, other than the fact

0:43:33.200 --> 0:43:35.480
<v Speaker 1>that it had been teased that there was going to

0:43:35.480 --> 0:43:38.480
<v Speaker 1>be a Finding Nemo sequel for a while. In fact,

0:43:39.400 --> 0:43:41.760
<v Speaker 1>there was originally going to be a Finding Nemo sequel

0:43:41.800 --> 0:43:45.480
<v Speaker 1>produced by that Circle seven group that had been formed

0:43:45.520 --> 0:43:49.480
<v Speaker 1>when Disney wanted to try and continue making films based

0:43:49.520 --> 0:43:53.480
<v Speaker 1>off Pixar movies but not made by Pixar itself, but

0:43:53.520 --> 0:43:58.160
<v Speaker 1>of course Circle seven had already been dissolved, and Finding

0:43:58.160 --> 0:44:00.920
<v Speaker 1>Dorry is not based off anything that Circle seven came

0:44:01.000 --> 0:44:04.719
<v Speaker 1>up with. Can't wait to see it. Future films that

0:44:04.719 --> 0:44:08.480
<v Speaker 1>Pixar has planned include Toy Story four, which I don't

0:44:08.480 --> 0:44:11.040
<v Speaker 1>think most people even thought was going to be a thing,

0:44:11.960 --> 0:44:16.920
<v Speaker 1>Cars three, The Incredibles two, It's another SEQUEA was never expecting,

0:44:17.640 --> 0:44:21.160
<v Speaker 1>and an original film that is not based off any

0:44:22.440 --> 0:44:25.880
<v Speaker 1>former Pixar or are previous I should say previous Pixar

0:44:25.920 --> 0:44:29.960
<v Speaker 1>movie called Coco, will come out in twenty seventeen. Coco

0:44:30.080 --> 0:44:35.360
<v Speaker 1>being inspired by Dia de Muertos, the Mexican holiday, the

0:44:35.440 --> 0:44:38.520
<v Speaker 1>Day of the Dead, the very colorful holiday, and in fact,

0:44:38.520 --> 0:44:43.480
<v Speaker 1>there was some some controversy around that not having anything

0:44:43.520 --> 0:44:45.719
<v Speaker 1>to do with Disney producing a Day of the Dead

0:44:45.760 --> 0:44:50.600
<v Speaker 1>holiday themed movie, in particular, especially once they started bringing

0:44:50.680 --> 0:44:55.640
<v Speaker 1>on cultural experts to make certain that the movie is

0:44:55.719 --> 0:45:02.120
<v Speaker 1>respectful and reflects the cultural values of people of Mexico

0:45:02.280 --> 0:45:06.319
<v Speaker 1>and not just exploit them, which would be horrible. But

0:45:06.440 --> 0:45:11.719
<v Speaker 1>also there was an issue when Disney moved to trademark

0:45:11.840 --> 0:45:16.560
<v Speaker 1>the phrase Dia de las Mortos, and a lot of people,

0:45:16.640 --> 0:45:24.280
<v Speaker 1>myself included, felt that that move was perhaps a little dumb.

0:45:24.640 --> 0:45:27.879
<v Speaker 1>Dumb is a fine word. It was a dumb move

0:45:28.120 --> 0:45:30.480
<v Speaker 1>on Disney's part. It would be like trying to trademark

0:45:31.480 --> 0:45:37.879
<v Speaker 1>Christmas or Halloween or Memorial Day, trademarking that so that

0:45:37.920 --> 0:45:40.000
<v Speaker 1>you can use it and no one else can. That

0:45:40.440 --> 0:45:46.560
<v Speaker 1>just it struck people as being incredibly shortsighted and insensitive.

0:45:47.600 --> 0:45:50.160
<v Speaker 1>Don't know who had Disney filed for that trademark. I'm

0:45:50.160 --> 0:45:53.719
<v Speaker 1>guessing it probably wasn't John Lassiter. It doesn't sound like

0:45:53.760 --> 0:45:57.400
<v Speaker 1>something he would have done. But at any rate, that

0:45:57.440 --> 0:45:59.439
<v Speaker 1>did not happen. Disney dropped it, and like I said,

0:45:59.440 --> 0:46:02.360
<v Speaker 1>they brought on and some cultural consultants to make sure

0:46:03.040 --> 0:46:07.040
<v Speaker 1>that the stuff that Pixar was developing was respectful while

0:46:07.040 --> 0:46:09.640
<v Speaker 1>still being an entertaining movie. And I'm really looking forward

0:46:09.680 --> 0:46:12.880
<v Speaker 1>to it. I love the artistic style of Dia de

0:46:13.000 --> 0:46:16.200
<v Speaker 1>Muertos and sugar skulls and things of that nature, and

0:46:16.239 --> 0:46:19.440
<v Speaker 1>I'm very curious to see what story they have. From

0:46:19.480 --> 0:46:22.279
<v Speaker 1>my understand and this is from a friend of mine,

0:46:22.320 --> 0:46:24.920
<v Speaker 1>so I apologize if I get this wrong. If I

0:46:24.920 --> 0:46:27.360
<v Speaker 1>get it wrong, it's because of me, not because of

0:46:27.360 --> 0:46:30.759
<v Speaker 1>my friend. It's because I misinterpreted. But as I understand it,

0:46:30.840 --> 0:46:34.040
<v Speaker 1>Coco sort of refers to the concept of a boogeyman,

0:46:34.239 --> 0:46:37.840
<v Speaker 1>so that's probably going to play some sort of role

0:46:38.000 --> 0:46:41.560
<v Speaker 1>within the story, which follows a character named Miguel. And

0:46:41.600 --> 0:46:44.399
<v Speaker 1>that's all I know about Coco, but I'm very much

0:46:44.400 --> 0:46:47.960
<v Speaker 1>looking forward to it. There's some unannounced films that are

0:46:48.000 --> 0:46:52.239
<v Speaker 1>on Pixar's slate. They have not publicly said what they

0:46:52.320 --> 0:46:56.960
<v Speaker 1>will be, but they have said that those movies are

0:46:57.120 --> 0:47:02.560
<v Speaker 1>original works. They are not sequels, which gave came as

0:47:02.600 --> 0:47:04.760
<v Speaker 1>something of a relief to a lot of people because

0:47:04.800 --> 0:47:10.000
<v Speaker 1>seeing Toy Story four, Cars three, and Incredibles two on

0:47:10.400 --> 0:47:13.759
<v Speaker 1>the schedule, people begin to ask, well, this Pixar just

0:47:13.800 --> 0:47:15.960
<v Speaker 1>going to be in the business of churning out sequels now,

0:47:16.080 --> 0:47:18.400
<v Speaker 1>or are we going to get more original works? Because

0:47:18.400 --> 0:47:21.920
<v Speaker 1>originally the idea was there would be an original movie

0:47:21.960 --> 0:47:25.200
<v Speaker 1>pretty much every year and a sequel every other year,

0:47:25.800 --> 0:47:29.839
<v Speaker 1>and that hasn't quite worked out, But maybe that will

0:47:29.920 --> 0:47:34.040
<v Speaker 1>change after this upcoming slate of films that wraps up

0:47:34.040 --> 0:47:39.000
<v Speaker 1>the Pixar Story Part three that catches us up to

0:47:39.239 --> 0:47:42.080
<v Speaker 1>present day, and maybe we will have more to say

0:47:42.080 --> 0:47:45.360
<v Speaker 1>about Pixar in the future. It is a fascinating company.

0:47:46.400 --> 0:47:51.359
<v Speaker 1>It's history with other major companies Disney and Apple make

0:47:51.440 --> 0:47:55.960
<v Speaker 1>it really fascinating from a technology standpoint. The business side

0:47:56.000 --> 0:48:01.520
<v Speaker 1>of things incredible. Also the idea that the animator who

0:48:01.560 --> 0:48:05.719
<v Speaker 1>was fired from Disney came on to Pixar became a

0:48:06.560 --> 0:48:10.040
<v Speaker 1>public face of Pixar. Even though he was not the

0:48:11.160 --> 0:48:14.040
<v Speaker 1>technical leader. He was the public face and a lot

0:48:14.040 --> 0:48:16.080
<v Speaker 1>of people look at John Lassiter as being the leader

0:48:16.080 --> 0:48:18.880
<v Speaker 1>of Pixar. Then going over to become a chief creative

0:48:19.040 --> 0:48:23.520
<v Speaker 1>officer of Walt Disney Animation, becoming an important voice in

0:48:23.560 --> 0:48:28.360
<v Speaker 1>the company that once fired him phenomenal. Also, never forget

0:48:28.719 --> 0:48:31.520
<v Speaker 1>he started off as a skipper on the Jungle Cruise

0:48:31.600 --> 0:48:35.640
<v Speaker 1>ride at Disneyland. We should all be so lucky. And

0:48:35.760 --> 0:48:38.880
<v Speaker 1>that concludes our three part series about the Pixar story.

0:48:38.920 --> 0:48:40.879
<v Speaker 1>As I have said a couple of times during these

0:48:41.239 --> 0:48:44.680
<v Speaker 1>classic episodes, I could go back and do a follow

0:48:44.760 --> 0:48:47.120
<v Speaker 1>up to talk about what Pixar has been doing since then.

0:48:47.760 --> 0:48:50.560
<v Speaker 1>There's also some interesting stuff to talk about with the

0:48:50.560 --> 0:48:54.320
<v Speaker 1>incorporation of Pixar into the various theme parks that Disney

0:48:54.360 --> 0:48:59.120
<v Speaker 1>has notably over in Disneyland. They have Pixar pere, but

0:48:59.440 --> 0:49:02.439
<v Speaker 1>their other wants to talk about as well, So maybe

0:49:02.440 --> 0:49:04.960
<v Speaker 1>I'll do that because that's always fun to chat about

0:49:04.960 --> 0:49:07.440
<v Speaker 1>as well. And let's just talk about some of the

0:49:07.480 --> 0:49:09.640
<v Speaker 1>movies that Pixar has pushed out and some of the

0:49:09.680 --> 0:49:14.080
<v Speaker 1>innovation the company has continued to pursue since twenty sixteen.

0:49:14.719 --> 0:49:17.880
<v Speaker 1>But until then, I hope you are all well, and

0:49:17.920 --> 0:49:26.960
<v Speaker 1>I'll talk to you again really soon. Tech Stuff is

0:49:27.000 --> 0:49:31.560
<v Speaker 1>an iHeartRadio production. For more podcasts from iHeartRadio, visit the

0:49:31.600 --> 0:49:35.239
<v Speaker 1>iHeartRadio app, Apple Podcasts, or wherever you listen to your

0:49:35.280 --> 0:49:39.799
<v Speaker 1>favorite shows.