1 00:00:04,480 --> 00:00:12,360 Speaker 1: Welcome to Tech Stuff, a production from iHeartRadio. Hey there, 2 00:00:12,400 --> 00:00:15,720 Speaker 1: and welcome to tech Stuff. I'm your host, John, I'm Strickland. 3 00:00:15,760 --> 00:00:19,360 Speaker 1: I'm an executive producer with iHeart Podcasts and how the 4 00:00:19,400 --> 00:00:23,520 Speaker 1: tech are you? So? Recently, the Walt Disney Company held 5 00:00:23,640 --> 00:00:28,240 Speaker 1: its D twenty three conference, which celebrates all things mouse 6 00:00:28,280 --> 00:00:32,640 Speaker 1: House and serves as a huge publicity platform for the company. 7 00:00:32,920 --> 00:00:35,279 Speaker 1: It's actually a heck of a thing. Disney is one 8 00:00:35,280 --> 00:00:38,159 Speaker 1: of the few companies out there that can actually charge 9 00:00:38,240 --> 00:00:41,200 Speaker 1: people admission to come and sit through a whole lot 10 00:00:41,200 --> 00:00:43,800 Speaker 1: of marketing. It's kind of the opposite of how this 11 00:00:43,960 --> 00:00:48,120 Speaker 1: normally goes. Because normal companies spend bucket loads of cash 12 00:00:48,280 --> 00:00:51,760 Speaker 1: in order to advertise to people. Disney can charge people 13 00:00:51,800 --> 00:00:54,560 Speaker 1: to come and watch advertising. There's more to it than that, 14 00:00:54,920 --> 00:00:57,160 Speaker 1: but not a whole lot more. Now I am being 15 00:00:57,160 --> 00:01:00,800 Speaker 1: a little cheeky and a lot reductive, But anyway back 16 00:01:00,800 --> 00:01:03,680 Speaker 1: to the point. One of the many projects the company 17 00:01:03,720 --> 00:01:07,640 Speaker 1: featured was the upcoming release of a live action version 18 00:01:07,800 --> 00:01:10,759 Speaker 1: of their take on Snow White and the Seven Dwarfs. 19 00:01:11,040 --> 00:01:13,240 Speaker 1: And while I could certainly go off on a rant 20 00:01:13,480 --> 00:01:16,280 Speaker 1: about how the words live action have been used to 21 00:01:16,319 --> 00:01:21,279 Speaker 1: describe stuff that is largely computer generated. What I really 22 00:01:21,319 --> 00:01:25,760 Speaker 1: wanted to do was talk about Disney's first Snow White feature, 23 00:01:26,160 --> 00:01:29,280 Speaker 1: the one that came out back in nineteen thirty seven. 24 00:01:29,520 --> 00:01:33,000 Speaker 1: That's boggling, right, Like, we are less than a decade 25 00:01:33,000 --> 00:01:35,520 Speaker 1: and a half away from that film hitting its one 26 00:01:35,640 --> 00:01:40,640 Speaker 1: hundred year anniversary. Now, the story behind Disney's desire to 27 00:01:40,640 --> 00:01:44,080 Speaker 1: do a feature length animated film and the challenges that 28 00:01:44,120 --> 00:01:48,000 Speaker 1: the company faced at that time are legendary. Back in 29 00:01:48,040 --> 00:01:50,680 Speaker 1: the day, my dear friend Ariel Casten and I did 30 00:01:50,720 --> 00:01:53,480 Speaker 1: a whole episode in a show called Business on the 31 00:01:53,520 --> 00:01:56,960 Speaker 1: Brink all about Disney and the production of Snow White 32 00:01:57,000 --> 00:01:59,919 Speaker 1: and the Seven Dwarfs, because there was a real chance 33 00:02:00,600 --> 00:02:04,640 Speaker 1: that this project would have bankrupted the company. But one 34 00:02:04,680 --> 00:02:08,000 Speaker 1: thing in particular about the film that I wanted to 35 00:02:08,040 --> 00:02:11,800 Speaker 1: talk about today was a piece of equipment that the 36 00:02:11,840 --> 00:02:15,760 Speaker 1: company developed primarily in order to make a feature length 37 00:02:15,840 --> 00:02:19,720 Speaker 1: animated film a real possibility, and it was an invention 38 00:02:19,919 --> 00:02:24,639 Speaker 1: called the multiplane camera. Now, to understand why the multiplane 39 00:02:24,680 --> 00:02:28,080 Speaker 1: camera was a cool invention to start with requires that 40 00:02:28,120 --> 00:02:31,359 Speaker 1: we go a little bit further out and talk about 41 00:02:31,800 --> 00:02:36,320 Speaker 1: animation itself. Now, as I'm sure you're all aware. Animation 42 00:02:36,680 --> 00:02:41,679 Speaker 1: is the illusion of movement, and really all films, as 43 00:02:41,720 --> 00:02:45,960 Speaker 1: in movie, shot on film, arguably all films period, but 44 00:02:46,240 --> 00:02:50,239 Speaker 1: specifically shot on film, they are animation. It's not hand 45 00:02:50,320 --> 00:02:53,840 Speaker 1: drawn animation or computer animation, but it is an animated 46 00:02:53,880 --> 00:02:57,280 Speaker 1: sequence of pictures, or at least the illusion of animation. 47 00:02:57,880 --> 00:03:01,440 Speaker 1: When you watch something on film, what you're really watching 48 00:03:01,600 --> 00:03:04,840 Speaker 1: is a series of illuminated photographs that are shown in 49 00:03:04,960 --> 00:03:09,200 Speaker 1: quick succession. Quentin Tarantino has a great way of describing this. 50 00:03:09,480 --> 00:03:12,840 Speaker 1: You can find him in interviews talking about the magic 51 00:03:12,880 --> 00:03:16,840 Speaker 1: of cinema and why cinema is a fantasy from the 52 00:03:16,880 --> 00:03:19,360 Speaker 1: get go. Like just the fact that you're watching something 53 00:03:19,360 --> 00:03:22,480 Speaker 1: that looks like it's moving, that alone is a fantasy 54 00:03:22,520 --> 00:03:25,760 Speaker 1: before you even get to the subject matter. Even if 55 00:03:25,800 --> 00:03:28,960 Speaker 1: you're watching a documentary, you're still engaged in a fantasy 56 00:03:29,080 --> 00:03:32,440 Speaker 1: because nothing is actually moving as far as those images 57 00:03:32,480 --> 00:03:35,160 Speaker 1: are concerned. Instead, it's a series of photographs, and when 58 00:03:35,160 --> 00:03:38,320 Speaker 1: you play those photographs back at a fast enough speed 59 00:03:38,520 --> 00:03:41,440 Speaker 1: the standard for films is twenty four frames per second, 60 00:03:41,680 --> 00:03:45,280 Speaker 1: then the sequence appears to show a moving image, but again, 61 00:03:45,640 --> 00:03:48,040 Speaker 1: the image itself is not moving at all, at least 62 00:03:48,040 --> 00:03:51,080 Speaker 1: not on the screen inside the projector yes, you've got 63 00:03:51,080 --> 00:03:54,480 Speaker 1: stuff that's moving. You've got film that's being pulled so 64 00:03:54,520 --> 00:03:57,680 Speaker 1: that a lamp shines through it, and a shutter blocks 65 00:03:57,720 --> 00:04:00,680 Speaker 1: the transition from one picture to the next. But our 66 00:04:00,760 --> 00:04:03,280 Speaker 1: human eyes don't pick up on all of that. We 67 00:04:03,360 --> 00:04:06,800 Speaker 1: see what appears to be a magical moving image in 68 00:04:06,800 --> 00:04:10,640 Speaker 1: front of us. Now. In cartoon animation, this effect is 69 00:04:10,680 --> 00:04:14,480 Speaker 1: achieved by photographing a series of drawings so that when 70 00:04:14,600 --> 00:04:17,440 Speaker 1: those photographs are played back at the proper speed, we 71 00:04:17,520 --> 00:04:21,640 Speaker 1: get what appears to be a moving but drawn image. 72 00:04:22,000 --> 00:04:25,120 Speaker 1: In the basic animated short, you typically have a static 73 00:04:25,160 --> 00:04:28,560 Speaker 1: background image. While you have to draw and redraw the 74 00:04:28,680 --> 00:04:32,560 Speaker 1: character images to create the illusion of movement, the background 75 00:04:32,640 --> 00:04:35,640 Speaker 1: can remain the same until you have a change of scene. 76 00:04:35,800 --> 00:04:38,520 Speaker 1: So you might draw a larger background image than can 77 00:04:38,560 --> 00:04:41,640 Speaker 1: actually fit into the frame. It might be wider than 78 00:04:41,680 --> 00:04:43,839 Speaker 1: the camera frame is, but that gives you the option 79 00:04:44,080 --> 00:04:47,520 Speaker 1: to have characters travel and to move the background image 80 00:04:47,560 --> 00:04:51,560 Speaker 1: slightly between shots so that the characters look like they're 81 00:04:51,560 --> 00:04:55,640 Speaker 1: actually going somewhere. But otherwise the background can be static. 82 00:04:56,000 --> 00:04:59,440 Speaker 1: So let's say we have a character juggling in the 83 00:04:59,480 --> 00:05:02,680 Speaker 1: foreground and we are using a background of like a 84 00:05:02,680 --> 00:05:05,640 Speaker 1: circus tent. So you would draw the juggling character on 85 00:05:05,680 --> 00:05:08,919 Speaker 1: a piece of celluloid, which is a clear sheet of 86 00:05:08,960 --> 00:05:13,240 Speaker 1: plastic like material, and the character would be solid right, 87 00:05:13,680 --> 00:05:15,800 Speaker 1: You wouldn't be able to see through the character, but 88 00:05:15,839 --> 00:05:18,440 Speaker 1: the rest of the sheet is transparent, so that means 89 00:05:18,440 --> 00:05:20,280 Speaker 1: when you lay it on top of the background, you 90 00:05:20,320 --> 00:05:23,280 Speaker 1: can still see the background through the sheet. And you 91 00:05:23,360 --> 00:05:26,559 Speaker 1: lay the celluloid or sell on the background, you clamp 92 00:05:26,600 --> 00:05:29,279 Speaker 1: it down so it doesn't move around. You take a photo, 93 00:05:29,680 --> 00:05:33,080 Speaker 1: you unclamp the cell, You take the cell off the background, 94 00:05:33,080 --> 00:05:35,120 Speaker 1: and you move it to the side. You grab the 95 00:05:35,160 --> 00:05:38,680 Speaker 1: next cell with the same foreground character drawn in a 96 00:05:38,720 --> 00:05:41,960 Speaker 1: slightly different position. You clamp that down on the background. 97 00:05:42,160 --> 00:05:45,559 Speaker 1: You take that photo, you unclamp it, You remove the cell, 98 00:05:45,680 --> 00:05:48,120 Speaker 1: move it to the side, and so on. You repeat 99 00:05:48,160 --> 00:05:52,480 Speaker 1: this over and over and over. It's a painstaking process, 100 00:05:52,800 --> 00:05:58,120 Speaker 1: but it does allow for the animation. For the animation 101 00:05:58,160 --> 00:06:01,800 Speaker 1: of a cartoon character, well, what Disney wanted to do 102 00:06:02,520 --> 00:06:05,240 Speaker 1: was to make a system that would allow for more 103 00:06:05,360 --> 00:06:10,680 Speaker 1: dynamic and realistic backgrounds, particularly when you're talking about backgrounds 104 00:06:10,720 --> 00:06:13,440 Speaker 1: and camera movements. See in the real world, you could 105 00:06:13,480 --> 00:06:15,720 Speaker 1: have a camera. You could have a set, or you 106 00:06:15,760 --> 00:06:19,719 Speaker 1: could be filming on location and you move the camera around, 107 00:06:20,120 --> 00:06:23,120 Speaker 1: everything in that area is going to behave more or 108 00:06:23,240 --> 00:06:26,520 Speaker 1: less realistically, unless you're filming on a set where you're 109 00:06:26,600 --> 00:06:30,000 Speaker 1: using a backdrop and the backdrop is causing issues that 110 00:06:30,040 --> 00:06:32,560 Speaker 1: could actually be a problem. But when I'm talking about 111 00:06:32,600 --> 00:06:36,200 Speaker 1: realistic with animation, I don't necessarily mean photo realistic. I 112 00:06:36,200 --> 00:06:38,400 Speaker 1: don't mean that you would think, oh, I'm looking at 113 00:06:38,440 --> 00:06:43,320 Speaker 1: a photograph. Rather, the backgrounds would behave properly so that 114 00:06:44,200 --> 00:06:48,239 Speaker 1: with the connection of camera movements, the background would behave 115 00:06:48,279 --> 00:06:50,280 Speaker 1: in a way similar to what you would experience if 116 00:06:50,320 --> 00:06:53,800 Speaker 1: you were to move through a real physical space. Now, 117 00:06:53,839 --> 00:06:56,159 Speaker 1: let me give you an example that Walt Disney himself 118 00:06:56,240 --> 00:06:59,400 Speaker 1: gave in a short film where he talked about this 119 00:06:59,680 --> 00:07:04,360 Speaker 1: potenticular challenge. So in animation, just like with live action filming, 120 00:07:04,480 --> 00:07:07,760 Speaker 1: it is possible to zoom in on a particular spot, 121 00:07:07,839 --> 00:07:10,880 Speaker 1: to use a camera and to increase the focus so 122 00:07:10,920 --> 00:07:14,040 Speaker 1: that you're zooming in on one part of the frame. 123 00:07:14,280 --> 00:07:16,960 Speaker 1: But with a static background, you're zooming in on a 124 00:07:17,000 --> 00:07:20,960 Speaker 1: static image. That means everything gets bigger no matter where 125 00:07:21,040 --> 00:07:23,840 Speaker 1: in the background it happens to be So if your 126 00:07:23,840 --> 00:07:28,320 Speaker 1: background is for say a nighttime scene, and you know 127 00:07:28,400 --> 00:07:30,680 Speaker 1: in your background you have a path going up a 128 00:07:30,760 --> 00:07:34,400 Speaker 1: hill and there's a building on the hilltop, and there's 129 00:07:34,440 --> 00:07:37,160 Speaker 1: a moon hanging over the building in the far background. 130 00:07:37,600 --> 00:07:39,800 Speaker 1: When you zoom in, all the different elements of that 131 00:07:39,840 --> 00:07:43,480 Speaker 1: background get larger, Right, the bushes you have in the foreground, 132 00:07:43,640 --> 00:07:47,360 Speaker 1: the pathway, the building, the moon, they all get bigger 133 00:07:47,680 --> 00:07:50,240 Speaker 1: as you zoom in. And that's not really how things 134 00:07:50,280 --> 00:07:52,800 Speaker 1: work in the real world. If you were physically walking 135 00:07:52,840 --> 00:07:55,480 Speaker 1: on a path going up a hill at night and 136 00:07:55,560 --> 00:07:58,280 Speaker 1: the moon's hanging in the air, things that are close 137 00:07:58,320 --> 00:08:01,560 Speaker 1: to you would get larger as you approached. Things that 138 00:08:01,600 --> 00:08:03,880 Speaker 1: are a bit further away would also get larger, but 139 00:08:03,920 --> 00:08:06,559 Speaker 1: at a slower rate you wouldn't notice it as much. 140 00:08:06,840 --> 00:08:09,880 Speaker 1: And things that are very very far away, like the moon, 141 00:08:10,280 --> 00:08:12,640 Speaker 1: would seem to remain the same size. It didn't matter 142 00:08:12,680 --> 00:08:15,360 Speaker 1: how far you walked. The moon would not appear to 143 00:08:15,440 --> 00:08:17,800 Speaker 1: grow larger in the sky. But how do you do 144 00:08:17,880 --> 00:08:21,920 Speaker 1: that with animation, Well, you could draw a whole series 145 00:08:21,960 --> 00:08:24,920 Speaker 1: of backgrounds, and you could swap the backgrounds out between 146 00:08:24,960 --> 00:08:27,679 Speaker 1: shots so that the moon would remain the right size 147 00:08:27,760 --> 00:08:30,200 Speaker 1: as the camera would appear to zoom in, so you 148 00:08:30,240 --> 00:08:33,040 Speaker 1: would actually draw the moon a little smaller for like 149 00:08:33,360 --> 00:08:36,480 Speaker 1: the next shot, so when the camera does zoom in, 150 00:08:36,679 --> 00:08:40,559 Speaker 1: the moon appears to remain the same size. That would 151 00:08:40,559 --> 00:08:43,120 Speaker 1: just mean you'd be swapping out backgrounds left and right, 152 00:08:43,160 --> 00:08:46,280 Speaker 1: with each background having different proportions than the others, and 153 00:08:46,360 --> 00:08:48,719 Speaker 1: you would have to factor in like, all right, well, 154 00:08:48,720 --> 00:08:52,679 Speaker 1: how much larger should I make the foreground objects versus 155 00:08:52,760 --> 00:08:56,160 Speaker 1: the background? That would be a huge headache. It'd be 156 00:08:56,200 --> 00:08:58,920 Speaker 1: a ton of work, it would be very difficult to replicate, 157 00:08:58,960 --> 00:09:03,200 Speaker 1: it would be in readibly expensive. So that's kind of 158 00:09:03,200 --> 00:09:06,480 Speaker 1: a non starter. So Disney and his team came up 159 00:09:06,520 --> 00:09:09,680 Speaker 1: with a solution. What if you were able to break 160 00:09:09,760 --> 00:09:14,600 Speaker 1: the background up into different planes, different elements, So some 161 00:09:14,760 --> 00:09:18,080 Speaker 1: of the background would be closer to the viewer or 162 00:09:18,120 --> 00:09:21,040 Speaker 1: the camera. Some elements would be closer to the camera. 163 00:09:21,080 --> 00:09:24,440 Speaker 1: That would represent stuff that would be near us the viewer, 164 00:09:24,760 --> 00:09:27,680 Speaker 1: some large stuff in the background be much further away 165 00:09:27,840 --> 00:09:30,600 Speaker 1: from the camera. Therefore, it wouldn't change as much if 166 00:09:30,600 --> 00:09:34,040 Speaker 1: you were to zoom in, and actually they did something 167 00:09:34,120 --> 00:09:36,040 Speaker 1: much more clever than zooming in, or if you were 168 00:09:36,040 --> 00:09:38,280 Speaker 1: to do a tracking shot, like if you were to 169 00:09:38,360 --> 00:09:41,640 Speaker 1: make stuff move past the camera, you could do it 170 00:09:41,679 --> 00:09:44,200 Speaker 1: so that the stuff that's closer is moving at a 171 00:09:44,200 --> 00:09:48,120 Speaker 1: faster pace than the stuff that's further away. And you 172 00:09:48,240 --> 00:09:51,240 Speaker 1: just had to figure out a way to achieve this goal, 173 00:09:51,679 --> 00:09:54,280 Speaker 1: and they did, and I'll talk about that after we 174 00:09:54,320 --> 00:10:06,400 Speaker 1: take this quick break. So how would you achieve this 175 00:10:06,520 --> 00:10:09,760 Speaker 1: effect of being able to have elements in the foreground 176 00:10:09,840 --> 00:10:12,280 Speaker 1: move at a different pace than stuff in the background, 177 00:10:12,480 --> 00:10:16,679 Speaker 1: or to get larger while the stuff further away doesn't 178 00:10:16,760 --> 00:10:19,640 Speaker 1: change as much. Well, that would be the multiplane camera. 179 00:10:20,000 --> 00:10:23,080 Speaker 1: So at its most basic level, this camera is really 180 00:10:23,120 --> 00:10:28,040 Speaker 1: a system and it consists of a series of frames 181 00:10:28,200 --> 00:10:32,439 Speaker 1: of background. You have the bottomost frame that's the far background. 182 00:10:32,520 --> 00:10:35,360 Speaker 1: This is the solid piece of background. It is the 183 00:10:35,400 --> 00:10:38,760 Speaker 1: furthest back you get. And then above that you would 184 00:10:38,840 --> 00:10:42,840 Speaker 1: have a sheet of clear material like plexiglass or even glass, 185 00:10:43,000 --> 00:10:46,760 Speaker 1: and on this you would have elements of background that 186 00:10:46,840 --> 00:10:50,440 Speaker 1: are slightly closer to the camera than the far background. 187 00:10:50,720 --> 00:10:52,560 Speaker 1: You go up a frame, you have the same sort 188 00:10:52,600 --> 00:10:56,920 Speaker 1: of thing, another clear sheet with elements of background. Maybe 189 00:10:56,920 --> 00:10:59,240 Speaker 1: you'd call this the mid ground, and you might have 190 00:10:59,280 --> 00:11:02,800 Speaker 1: a couple of sheets that and then close to the 191 00:11:03,040 --> 00:11:05,880 Speaker 1: camera in the foreground, you would have yet another sheet 192 00:11:06,120 --> 00:11:09,800 Speaker 1: that would have elements of background, and this would make 193 00:11:09,960 --> 00:11:13,360 Speaker 1: a vertical system. You would position the camera above all 194 00:11:13,360 --> 00:11:16,960 Speaker 1: these frames and point the camera downward, so it's a 195 00:11:17,040 --> 00:11:20,600 Speaker 1: vertical system. Each frame could be moved independently. You could 196 00:11:20,679 --> 00:11:23,920 Speaker 1: raise or lower the frames so that rather than actually 197 00:11:24,000 --> 00:11:28,160 Speaker 1: zooming the camera, you're bringing elements of the background closer 198 00:11:28,320 --> 00:11:32,640 Speaker 1: to the camera and allowing to have the effect of 199 00:11:32,679 --> 00:11:37,000 Speaker 1: a zoom through a landscape. You could also move things 200 00:11:37,080 --> 00:11:40,000 Speaker 1: laterally so that you could have a tracking shot that 201 00:11:40,080 --> 00:11:42,760 Speaker 1: goes say left or right or right to left, and 202 00:11:42,840 --> 00:11:45,360 Speaker 1: have the elements that are closest to the camera move 203 00:11:45,440 --> 00:11:48,760 Speaker 1: at a faster pace than the stuff that's much further away. 204 00:11:49,000 --> 00:11:52,400 Speaker 1: It all replicates camera motions in the real world, but 205 00:11:52,880 --> 00:11:55,520 Speaker 1: in the context of an animated film. And it was 206 00:11:55,679 --> 00:11:59,360 Speaker 1: really clever, like being able to think, how can we 207 00:11:59,400 --> 00:12:03,240 Speaker 1: make an anime film behave in a way that we 208 00:12:03,320 --> 00:12:06,200 Speaker 1: are used to based upon the films that are shot 209 00:12:06,280 --> 00:12:08,280 Speaker 1: in the real world, and not just have it be 210 00:12:08,440 --> 00:12:13,800 Speaker 1: flat and only two dimensional, So this would give the 211 00:12:13,880 --> 00:12:17,400 Speaker 1: film a sense of dimensionality. Now you can watch a 212 00:12:17,440 --> 00:12:20,520 Speaker 1: really good demonstration of this from Disney himself. The company 213 00:12:20,559 --> 00:12:23,600 Speaker 1: created a short film demonstrating the use of the multiplaying 214 00:12:23,679 --> 00:12:26,640 Speaker 1: camera back in nineteen fifty seven. You can find copies 215 00:12:26,640 --> 00:12:29,880 Speaker 1: of this on YouTube. You could just search Disney Multiplane 216 00:12:30,040 --> 00:12:33,240 Speaker 1: camera and it'll pop right up. It includes an explanation 217 00:12:33,280 --> 00:12:35,880 Speaker 1: of how the system can create panning shots by moving 218 00:12:35,920 --> 00:12:39,320 Speaker 1: these various planes horizontally across the camera's view. Between them, 219 00:12:39,559 --> 00:12:45,520 Speaker 1: you get some goofy scripted exchanges between Disney engineers who 220 00:12:45,559 --> 00:12:49,360 Speaker 1: are working on shooting a sequence. It doesn't come across 221 00:12:49,360 --> 00:12:52,520 Speaker 1: as natural at all, but it does illustrate how the 222 00:12:52,600 --> 00:12:55,480 Speaker 1: system works. You also get a sense of how truly 223 00:12:55,679 --> 00:12:59,640 Speaker 1: enormous the multiplaying camera was because it was quite big, 224 00:12:59,679 --> 00:13:03,720 Speaker 1: and so sometimes the backgrounds that these animators were using 225 00:13:03,880 --> 00:13:08,160 Speaker 1: they'd be several feet long in order to have lots 226 00:13:08,200 --> 00:13:11,720 Speaker 1: of landscape to play with when you were doing things 227 00:13:11,760 --> 00:13:15,200 Speaker 1: like panning, because you would physically, you know, turn a 228 00:13:15,200 --> 00:13:20,120 Speaker 1: little crank and move the entire frame a little bit over. 229 00:13:20,640 --> 00:13:22,320 Speaker 1: You'd be able to do that over and over and 230 00:13:22,360 --> 00:13:25,439 Speaker 1: over again. You wanted to have a wide enough background 231 00:13:25,480 --> 00:13:27,480 Speaker 1: to work with so that you didn't run out of 232 00:13:27,559 --> 00:13:31,679 Speaker 1: background before your character has finished, you know, traveling across 233 00:13:31,679 --> 00:13:35,400 Speaker 1: the frame of shot. Obviously This system required lots of 234 00:13:35,440 --> 00:13:39,200 Speaker 1: fine tuning and careful adjustments during filming. Each element needed 235 00:13:39,200 --> 00:13:42,960 Speaker 1: to be controlled precisely between shots to create the proper effect. 236 00:13:43,080 --> 00:13:46,000 Speaker 1: If you have a character casually strolling through a field, 237 00:13:46,320 --> 00:13:49,160 Speaker 1: you wouldn't want the dandelions in the foreground to be 238 00:13:49,240 --> 00:13:52,960 Speaker 1: whizzing by the character like he was the flash who 239 00:13:53,040 --> 00:13:56,520 Speaker 1: just realized he was late to the Justice League softball game. Likewise, 240 00:13:56,640 --> 00:13:59,959 Speaker 1: if you have a character racing down a city street, 241 00:14:00,120 --> 00:14:03,160 Speaker 1: you wouldn't want the trash cans and lamps in the 242 00:14:03,200 --> 00:14:06,319 Speaker 1: foreground to just creep by and thus destroy the illusion. 243 00:14:06,760 --> 00:14:09,880 Speaker 1: The multiplaying camera allowed for some effects that just had 244 00:14:09,920 --> 00:14:13,800 Speaker 1: not been seen in animation before. Bill Garrity served as 245 00:14:13,880 --> 00:14:17,360 Speaker 1: the lead technician on this project, and actually the first 246 00:14:17,440 --> 00:14:21,160 Speaker 1: use of the multiplane camera wasn't on the feature film 247 00:14:21,240 --> 00:14:24,840 Speaker 1: Snow White. The first Disney project that was released using 248 00:14:24,920 --> 00:14:29,200 Speaker 1: the multiplane camera was a Silly Symphony animated short titled 249 00:14:29,400 --> 00:14:33,760 Speaker 1: The Old Mill. Now, whether the technical achievement played a 250 00:14:33,800 --> 00:14:37,160 Speaker 1: part or not, the Old Mill did earn Disney an 251 00:14:37,200 --> 00:14:41,440 Speaker 1: Academy Award AKA and OSCAR for Best Animated Short Subject, 252 00:14:41,560 --> 00:14:44,520 Speaker 1: and the multiplaying camera would get its own Scientific and 253 00:14:44,640 --> 00:14:48,600 Speaker 1: Engineering Academy Award in nineteen thirty eight. The multiplane camera 254 00:14:48,640 --> 00:14:51,720 Speaker 1: would become an important component behind the scenes on films 255 00:14:51,760 --> 00:14:55,960 Speaker 1: like Pinocchio and Bambi. There are three of the original 256 00:14:56,040 --> 00:14:59,600 Speaker 1: multiplane cameras on display today, so you can actually see 257 00:15:00,120 --> 00:15:02,800 Speaker 1: one of the original multiplane cameras in one of these 258 00:15:02,840 --> 00:15:05,800 Speaker 1: three locations. Two of them are in California in the 259 00:15:05,880 --> 00:15:08,160 Speaker 1: United States. One of them is at the Walt Disney 260 00:15:08,200 --> 00:15:11,760 Speaker 1: Animation Studio that's in Burbank, California. That's part of the 261 00:15:11,800 --> 00:15:14,680 Speaker 1: Los Angeles area. The other one is in the Walt 262 00:15:14,680 --> 00:15:18,720 Speaker 1: Disney Family Museum that's actually in San Francisco, California. The 263 00:15:18,800 --> 00:15:23,480 Speaker 1: third original multiplaying camera is out in Paris, France at 264 00:15:23,480 --> 00:15:27,520 Speaker 1: Disneyland Paris. The site Waldisney dot org even has a 265 00:15:27,560 --> 00:15:30,920 Speaker 1: guide on how you can build your own multiplane camera 266 00:15:31,000 --> 00:15:35,240 Speaker 1: system using stuff like plexiglass and compostable drinking cups, which 267 00:15:35,280 --> 00:15:37,560 Speaker 1: is pretty cool. Like if you wanted to make your 268 00:15:37,680 --> 00:15:42,480 Speaker 1: own animated short using a very similar system to what 269 00:15:42,680 --> 00:15:45,440 Speaker 1: Disney is, just much more low tech, like it would 270 00:15:45,600 --> 00:15:48,320 Speaker 1: require a lot more hands on work, but you could 271 00:15:48,360 --> 00:15:51,440 Speaker 1: achieve the same effects. They explain how to do it, 272 00:15:51,560 --> 00:15:53,720 Speaker 1: and to me like that's super cool. Like, if you 273 00:15:53,960 --> 00:15:57,440 Speaker 1: decide I'm going to try and do an animated short, 274 00:15:57,520 --> 00:15:59,720 Speaker 1: and I'm on top of that, I'm going to do 275 00:15:59,840 --> 00:16:02,840 Speaker 1: this multiplane approach so that I have more depth to 276 00:16:02,880 --> 00:16:05,080 Speaker 1: my shot, you can totally learn how to do it. 277 00:16:05,320 --> 00:16:08,160 Speaker 1: I think that's awesome. Bill Garritty, the guy behind the 278 00:16:08,160 --> 00:16:12,680 Speaker 1: original multiplane camera, was inducted into the Disney Legends program 279 00:16:12,720 --> 00:16:15,640 Speaker 1: in nineteen ninety nine. It's kind of like Disney's own 280 00:16:15,720 --> 00:16:19,720 Speaker 1: Hall of Fame. Sadly that meant it was a posthumous award. 281 00:16:19,840 --> 00:16:23,800 Speaker 1: Garrity passed away on September sixteenth, nineteen seventy one, but 282 00:16:23,920 --> 00:16:27,640 Speaker 1: it is nice that the company recognized his contributions. As 283 00:16:27,680 --> 00:16:31,240 Speaker 1: I've said on other podcasts, Snow White could have sunk 284 00:16:31,320 --> 00:16:34,240 Speaker 1: the Disney Company if it had not been a success, 285 00:16:34,320 --> 00:16:38,359 Speaker 1: and I think Garretty's work was one of many important 286 00:16:38,400 --> 00:16:41,880 Speaker 1: factors that ultimately contributed to the feature being a hit 287 00:16:42,200 --> 00:16:47,720 Speaker 1: and kind of cementing Disney's status in Hollywood history. Anyway, 288 00:16:47,880 --> 00:16:51,160 Speaker 1: that's a quick look at an influential piece of technology, 289 00:16:51,200 --> 00:16:55,280 Speaker 1: the multiplane camera, and I do recommend you go and 290 00:16:55,400 --> 00:16:58,280 Speaker 1: check out how you could make your own version, even 291 00:16:58,280 --> 00:17:01,000 Speaker 1: if it's just to learn more about how it works, 292 00:17:01,240 --> 00:17:05,120 Speaker 1: because I think getting a look at how you could 293 00:17:05,119 --> 00:17:08,520 Speaker 1: build one yourself really teaches you the basics of the 294 00:17:08,560 --> 00:17:12,600 Speaker 1: principles behind it, and that's more effective than any podcast 295 00:17:12,640 --> 00:17:15,200 Speaker 1: would be. But I hope you enjoyed this short episode. 296 00:17:15,600 --> 00:17:18,200 Speaker 1: I hope you are all doing well, and I'll talk 297 00:17:18,200 --> 00:17:28,920 Speaker 1: to you again really soon. Tech Stuff is an iHeartRadio production. 298 00:17:29,200 --> 00:17:34,240 Speaker 1: For more podcasts from iHeartRadio, visit the iHeartRadio app, Apple Podcasts, 299 00:17:34,359 --> 00:17:39,879 Speaker 1: or wherever you listen to your favorite shows.