WEBVTT - Disney's Multiplane Camera

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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, John, I'm Strickland.

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<v Speaker 1>I'm an executive producer with iHeart Podcasts and how the

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<v Speaker 1>tech are you? So? Recently, the Walt Disney Company held

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<v Speaker 1>its D twenty three conference, which celebrates all things mouse

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<v Speaker 1>House and serves as a huge publicity platform for the company.

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<v Speaker 1>It's actually a heck of a thing. Disney is one

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<v Speaker 1>of the few companies out there that can actually charge

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<v Speaker 1>people admission to come and sit through a whole lot

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<v Speaker 1>of marketing. It's kind of the opposite of how this

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<v Speaker 1>normally goes. Because normal companies spend bucket loads of cash

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<v Speaker 1>in order to advertise to people. Disney can charge people

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<v Speaker 1>to come and watch advertising. There's more to it than that,

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<v Speaker 1>but not a whole lot more. Now I am being

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<v Speaker 1>a little cheeky and a lot reductive, But anyway back

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<v Speaker 1>to the point. One of the many projects the company

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<v Speaker 1>featured was the upcoming release of a live action version

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<v Speaker 1>of their take on Snow White and the Seven Dwarfs.

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<v Speaker 1>And while I could certainly go off on a rant

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<v Speaker 1>about how the words live action have been used to

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<v Speaker 1>describe stuff that is largely computer generated. What I really

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<v Speaker 1>wanted to do was talk about Disney's first Snow White feature,

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<v Speaker 1>the one that came out back in nineteen thirty seven.

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<v Speaker 1>That's boggling, right, Like, we are less than a decade

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<v Speaker 1>and a half away from that film hitting its one

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<v Speaker 1>hundred year anniversary. Now, the story behind Disney's desire to

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<v Speaker 1>do a feature length animated film and the challenges that

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<v Speaker 1>the company faced at that time are legendary. Back in

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<v Speaker 1>the day, my dear friend Ariel Casten and I did

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<v Speaker 1>a whole episode in a show called Business on the

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<v Speaker 1>Brink all about Disney and the production of Snow White

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<v Speaker 1>and the Seven Dwarfs, because there was a real chance

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<v Speaker 1>that this project would have bankrupted the company. But one

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<v Speaker 1>thing in particular about the film that I wanted to

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<v Speaker 1>talk about today was a piece of equipment that the

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<v Speaker 1>company developed primarily in order to make a feature length

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<v Speaker 1>animated film a real possibility, and it was an invention

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<v Speaker 1>called the multiplane camera. Now, to understand why the multiplane

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<v Speaker 1>camera was a cool invention to start with requires that

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<v Speaker 1>we go a little bit further out and talk about

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<v Speaker 1>animation itself. Now, as I'm sure you're all aware. Animation

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<v Speaker 1>is the illusion of movement, and really all films, as

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<v Speaker 1>in movie, shot on film, arguably all films period, but

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<v Speaker 1>specifically shot on film, they are animation. It's not hand

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<v Speaker 1>drawn animation or computer animation, but it is an animated

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<v Speaker 1>sequence of pictures, or at least the illusion of animation.

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<v Speaker 1>When you watch something on film, what you're really watching

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<v Speaker 1>is a series of illuminated photographs that are shown in

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<v Speaker 1>quick succession. Quentin Tarantino has a great way of describing this.

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<v Speaker 1>You can find him in interviews talking about the magic

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<v Speaker 1>of cinema and why cinema is a fantasy from the

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<v Speaker 1>get go. Like just the fact that you're watching something

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<v Speaker 1>that looks like it's moving, that alone is a fantasy

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<v Speaker 1>before you even get to the subject matter. Even if

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<v Speaker 1>you're watching a documentary, you're still engaged in a fantasy

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<v Speaker 1>because nothing is actually moving as far as those images

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<v Speaker 1>are concerned. Instead, it's a series of photographs, and when

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<v Speaker 1>you play those photographs back at a fast enough speed

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<v Speaker 1>the standard for films is twenty four frames per second,

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<v Speaker 1>then the sequence appears to show a moving image, but again,

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<v Speaker 1>the image itself is not moving at all, at least

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<v Speaker 1>not on the screen inside the projector yes, you've got

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<v Speaker 1>stuff that's moving. You've got film that's being pulled so

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<v Speaker 1>that a lamp shines through it, and a shutter blocks

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<v Speaker 1>the transition from one picture to the next. But our

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<v Speaker 1>human eyes don't pick up on all of that. We

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<v Speaker 1>see what appears to be a magical moving image in

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<v Speaker 1>front of us. Now. In cartoon animation, this effect is

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<v Speaker 1>achieved by photographing a series of drawings so that when

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<v Speaker 1>those photographs are played back at the proper speed, we

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<v Speaker 1>get what appears to be a moving but drawn image.

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<v Speaker 1>In the basic animated short, you typically have a static

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<v Speaker 1>background image. While you have to draw and redraw the

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<v Speaker 1>character images to create the illusion of movement, the background

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<v Speaker 1>can remain the same until you have a change of scene.

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<v Speaker 1>So you might draw a larger background image than can

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<v Speaker 1>actually fit into the frame. It might be wider than

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<v Speaker 1>the camera frame is, but that gives you the option

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<v Speaker 1>to have characters travel and to move the background image

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<v Speaker 1>slightly between shots so that the characters look like they're

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<v Speaker 1>actually going somewhere. But otherwise the background can be static.

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<v Speaker 1>So let's say we have a character juggling in the

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<v Speaker 1>foreground and we are using a background of like a

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<v Speaker 1>circus tent. So you would draw the juggling character on

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<v Speaker 1>a piece of celluloid, which is a clear sheet of

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<v Speaker 1>plastic like material, and the character would be solid right,

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<v Speaker 1>You wouldn't be able to see through the character, but

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<v Speaker 1>the rest of the sheet is transparent, so that means

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<v Speaker 1>when you lay it on top of the background, you

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<v Speaker 1>can still see the background through the sheet. And you

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<v Speaker 1>lay the celluloid or sell on the background, you clamp

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<v Speaker 1>it down so it doesn't move around. You take a photo,

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<v Speaker 1>you unclamp the cell, You take the cell off the background,

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<v Speaker 1>and you move it to the side. You grab the

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<v Speaker 1>next cell with the same foreground character drawn in a

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<v Speaker 1>slightly different position. You clamp that down on the background.

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<v Speaker 1>You take that photo, you unclamp it, You remove the cell,

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<v Speaker 1>move it to the side, and so on. You repeat

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<v Speaker 1>this over and over and over. It's a painstaking process,

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<v Speaker 1>but it does allow for the animation. For the animation

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<v Speaker 1>of a cartoon character, well, what Disney wanted to do

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<v Speaker 1>was to make a system that would allow for more

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<v Speaker 1>dynamic and realistic backgrounds, particularly when you're talking about backgrounds

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<v Speaker 1>and camera movements. See in the real world, you could

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<v Speaker 1>have a camera. You could have a set, or you

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<v Speaker 1>could be filming on location and you move the camera around,

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<v Speaker 1>everything in that area is going to behave more or

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<v Speaker 1>less realistically, unless you're filming on a set where you're

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<v Speaker 1>using a backdrop and the backdrop is causing issues that

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<v Speaker 1>could actually be a problem. But when I'm talking about

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<v Speaker 1>realistic with animation, I don't necessarily mean photo realistic. I

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<v Speaker 1>don't mean that you would think, oh, I'm looking at

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<v Speaker 1>a photograph. Rather, the backgrounds would behave properly so that

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<v Speaker 1>with the connection of camera movements, the background would behave

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<v Speaker 1>in a way similar to what you would experience if

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<v Speaker 1>you were to move through a real physical space. Now,

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<v Speaker 1>let me give you an example that Walt Disney himself

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<v Speaker 1>gave in a short film where he talked about this

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<v Speaker 1>potenticular challenge. So in animation, just like with live action filming,

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<v Speaker 1>it is possible to zoom in on a particular spot,

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<v Speaker 1>to use a camera and to increase the focus so

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<v Speaker 1>that you're zooming in on one part of the frame.

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<v Speaker 1>But with a static background, you're zooming in on a

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<v Speaker 1>static image. That means everything gets bigger no matter where

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<v Speaker 1>in the background it happens to be So if your

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<v Speaker 1>background is for say a nighttime scene, and you know

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<v Speaker 1>in your background you have a path going up a

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<v Speaker 1>hill and there's a building on the hilltop, and there's

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<v Speaker 1>a moon hanging over the building in the far background.

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<v Speaker 1>When you zoom in, all the different elements of that

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<v Speaker 1>background get larger, Right, the bushes you have in the foreground,

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<v Speaker 1>the pathway, the building, the moon, they all get bigger

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<v Speaker 1>as you zoom in. And that's not really how things

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<v Speaker 1>work in the real world. If you were physically walking

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<v Speaker 1>on a path going up a hill at night and

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<v Speaker 1>the moon's hanging in the air, things that are close

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<v Speaker 1>to you would get larger as you approached. Things that

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<v Speaker 1>are a bit further away would also get larger, but

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<v Speaker 1>at a slower rate you wouldn't notice it as much.

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<v Speaker 1>And things that are very very far away, like the moon,

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<v Speaker 1>would seem to remain the same size. It didn't matter

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<v Speaker 1>how far you walked. The moon would not appear to

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<v Speaker 1>grow larger in the sky. But how do you do

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<v Speaker 1>that with animation, Well, you could draw a whole series

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<v Speaker 1>of backgrounds, and you could swap the backgrounds out between

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<v Speaker 1>shots so that the moon would remain the right size

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<v Speaker 1>as the camera would appear to zoom in, so you

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<v Speaker 1>would actually draw the moon a little smaller for like

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<v Speaker 1>the next shot, so when the camera does zoom in,

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<v Speaker 1>the moon appears to remain the same size. That would

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<v Speaker 1>just mean you'd be swapping out backgrounds left and right,

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<v Speaker 1>with each background having different proportions than the others, and

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<v Speaker 1>you would have to factor in like, all right, well,

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<v Speaker 1>how much larger should I make the foreground objects versus

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<v Speaker 1>the background? That would be a huge headache. It'd be

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<v Speaker 1>a ton of work, it would be very difficult to replicate,

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<v Speaker 1>it would be in readibly expensive. So that's kind of

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<v Speaker 1>a non starter. So Disney and his team came up

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<v Speaker 1>with a solution. What if you were able to break

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<v Speaker 1>the background up into different planes, different elements, So some

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<v Speaker 1>of the background would be closer to the viewer or

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<v Speaker 1>the camera. Some elements would be closer to the camera.

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<v Speaker 1>That would represent stuff that would be near us the viewer,

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<v Speaker 1>some large stuff in the background be much further away

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<v Speaker 1>from the camera. Therefore, it wouldn't change as much if

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<v Speaker 1>you were to zoom in, and actually they did something

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<v Speaker 1>much more clever than zooming in, or if you were

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<v Speaker 1>to do a tracking shot, like if you were to

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<v Speaker 1>make stuff move past the camera, you could do it

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<v Speaker 1>so that the stuff that's closer is moving at a

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<v Speaker 1>faster pace than the stuff that's further away. And you

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<v Speaker 1>just had to figure out a way to achieve this goal,

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<v Speaker 1>and they did, and I'll talk about that after we

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<v Speaker 1>take this quick break. So how would you achieve this

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<v Speaker 1>effect of being able to have elements in the foreground

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<v Speaker 1>move at a different pace than stuff in the background,

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<v Speaker 1>or to get larger while the stuff further away doesn't

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<v Speaker 1>change as much. Well, that would be the multiplane camera.

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<v Speaker 1>So at its most basic level, this camera is really

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<v Speaker 1>a system and it consists of a series of frames

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<v Speaker 1>of background. You have the bottomost frame that's the far background.

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<v Speaker 1>This is the solid piece of background. It is the

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<v Speaker 1>furthest back you get. And then above that you would

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<v Speaker 1>have a sheet of clear material like plexiglass or even glass,

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<v Speaker 1>and on this you would have elements of background that

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<v Speaker 1>are slightly closer to the camera than the far background.

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<v Speaker 1>You go up a frame, you have the same sort

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<v Speaker 1>of thing, another clear sheet with elements of background. Maybe

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<v Speaker 1>you'd call this the mid ground, and you might have

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<v Speaker 1>a couple of sheets that and then close to the

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<v Speaker 1>camera in the foreground, you would have yet another sheet

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<v Speaker 1>that would have elements of background, and this would make

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<v Speaker 1>a vertical system. You would position the camera above all

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<v Speaker 1>these frames and point the camera downward, so it's a

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<v Speaker 1>vertical system. Each frame could be moved independently. You could

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<v Speaker 1>raise or lower the frames so that rather than actually

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<v Speaker 1>zooming the camera, you're bringing elements of the background closer

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<v Speaker 1>to the camera and allowing to have the effect of

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<v Speaker 1>a zoom through a landscape. You could also move things

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<v Speaker 1>laterally so that you could have a tracking shot that

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<v Speaker 1>goes say left or right or right to left, and

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<v Speaker 1>have the elements that are closest to the camera move

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<v Speaker 1>at a faster pace than the stuff that's much further away.

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<v Speaker 1>It all replicates camera motions in the real world, but

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<v Speaker 1>in the context of an animated film. And it was

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<v Speaker 1>really clever, like being able to think, how can we

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<v Speaker 1>make an anime film behave in a way that we

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<v Speaker 1>are used to based upon the films that are shot

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<v Speaker 1>in the real world, and not just have it be

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<v Speaker 1>flat and only two dimensional, So this would give the

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<v Speaker 1>film a sense of dimensionality. Now you can watch a

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<v Speaker 1>really good demonstration of this from Disney himself. The company

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<v Speaker 1>created a short film demonstrating the use of the multiplaying

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<v Speaker 1>camera back in nineteen fifty seven. You can find copies

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<v Speaker 1>of this on YouTube. You could just search Disney Multiplane

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<v Speaker 1>camera and it'll pop right up. It includes an explanation

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<v Speaker 1>of how the system can create panning shots by moving

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<v Speaker 1>these various planes horizontally across the camera's view. Between them,

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<v Speaker 1>you get some goofy scripted exchanges between Disney engineers who

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<v Speaker 1>are working on shooting a sequence. It doesn't come across

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<v Speaker 1>as natural at all, but it does illustrate how the

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<v Speaker 1>system works. You also get a sense of how truly

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<v Speaker 1>enormous the multiplaying camera was because it was quite big,

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<v Speaker 1>and so sometimes the backgrounds that these animators were using

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<v Speaker 1>they'd be several feet long in order to have lots

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<v Speaker 1>of landscape to play with when you were doing things

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<v Speaker 1>like panning, because you would physically, you know, turn a

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<v Speaker 1>little crank and move the entire frame a little bit over.

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<v Speaker 1>You'd be able to do that over and over and

0:13:22.360 --> 0:13:25.439
<v Speaker 1>over again. You wanted to have a wide enough background

0:13:25.480 --> 0:13:27.480
<v Speaker 1>to work with so that you didn't run out of

0:13:27.559 --> 0:13:31.679
<v Speaker 1>background before your character has finished, you know, traveling across

0:13:31.679 --> 0:13:35.400
<v Speaker 1>the frame of shot. Obviously This system required lots of

0:13:35.440 --> 0:13:39.200
<v Speaker 1>fine tuning and careful adjustments during filming. Each element needed

0:13:39.200 --> 0:13:42.960
<v Speaker 1>to be controlled precisely between shots to create the proper effect.

0:13:43.080 --> 0:13:46.000
<v Speaker 1>If you have a character casually strolling through a field,

0:13:46.320 --> 0:13:49.160
<v Speaker 1>you wouldn't want the dandelions in the foreground to be

0:13:49.240 --> 0:13:52.960
<v Speaker 1>whizzing by the character like he was the flash who

0:13:53.040 --> 0:13:56.520
<v Speaker 1>just realized he was late to the Justice League softball game. Likewise,

0:13:56.640 --> 0:13:59.959
<v Speaker 1>if you have a character racing down a city street,

0:14:00.120 --> 0:14:03.160
<v Speaker 1>you wouldn't want the trash cans and lamps in the

0:14:03.200 --> 0:14:06.319
<v Speaker 1>foreground to just creep by and thus destroy the illusion.

0:14:06.760 --> 0:14:09.880
<v Speaker 1>The multiplaying camera allowed for some effects that just had

0:14:09.920 --> 0:14:13.800
<v Speaker 1>not been seen in animation before. Bill Garrity served as

0:14:13.880 --> 0:14:17.360
<v Speaker 1>the lead technician on this project, and actually the first

0:14:17.440 --> 0:14:21.160
<v Speaker 1>use of the multiplane camera wasn't on the feature film

0:14:21.240 --> 0:14:24.840
<v Speaker 1>Snow White. The first Disney project that was released using

0:14:24.920 --> 0:14:29.200
<v Speaker 1>the multiplane camera was a Silly Symphony animated short titled

0:14:29.400 --> 0:14:33.760
<v Speaker 1>The Old Mill. Now, whether the technical achievement played a

0:14:33.800 --> 0:14:37.160
<v Speaker 1>part or not, the Old Mill did earn Disney an

0:14:37.200 --> 0:14:41.440
<v Speaker 1>Academy Award AKA and OSCAR for Best Animated Short Subject,

0:14:41.560 --> 0:14:44.520
<v Speaker 1>and the multiplaying camera would get its own Scientific and

0:14:44.640 --> 0:14:48.600
<v Speaker 1>Engineering Academy Award in nineteen thirty eight. The multiplane camera

0:14:48.640 --> 0:14:51.720
<v Speaker 1>would become an important component behind the scenes on films

0:14:51.760 --> 0:14:55.960
<v Speaker 1>like Pinocchio and Bambi. There are three of the original

0:14:56.040 --> 0:14:59.600
<v Speaker 1>multiplane cameras on display today, so you can actually see

0:15:00.120 --> 0:15:02.800
<v Speaker 1>one of the original multiplane cameras in one of these

0:15:02.840 --> 0:15:05.800
<v Speaker 1>three locations. Two of them are in California in the

0:15:05.880 --> 0:15:08.160
<v Speaker 1>United States. One of them is at the Walt Disney

0:15:08.200 --> 0:15:11.760
<v Speaker 1>Animation Studio that's in Burbank, California. That's part of the

0:15:11.800 --> 0:15:14.680
<v Speaker 1>Los Angeles area. The other one is in the Walt

0:15:14.680 --> 0:15:18.720
<v Speaker 1>Disney Family Museum that's actually in San Francisco, California. The

0:15:18.800 --> 0:15:23.480
<v Speaker 1>third original multiplaying camera is out in Paris, France at

0:15:23.480 --> 0:15:27.520
<v Speaker 1>Disneyland Paris. The site Waldisney dot org even has a

0:15:27.560 --> 0:15:30.920
<v Speaker 1>guide on how you can build your own multiplane camera

0:15:31.000 --> 0:15:35.240
<v Speaker 1>system using stuff like plexiglass and compostable drinking cups, which

0:15:35.280 --> 0:15:37.560
<v Speaker 1>is pretty cool. Like if you wanted to make your

0:15:37.680 --> 0:15:42.480
<v Speaker 1>own animated short using a very similar system to what

0:15:42.680 --> 0:15:45.440
<v Speaker 1>Disney is, just much more low tech, like it would

0:15:45.600 --> 0:15:48.320
<v Speaker 1>require a lot more hands on work, but you could

0:15:48.360 --> 0:15:51.440
<v Speaker 1>achieve the same effects. They explain how to do it,

0:15:51.560 --> 0:15:53.720
<v Speaker 1>and to me like that's super cool. Like, if you

0:15:53.960 --> 0:15:57.440
<v Speaker 1>decide I'm going to try and do an animated short,

0:15:57.520 --> 0:15:59.720
<v Speaker 1>and I'm on top of that, I'm going to do

0:15:59.840 --> 0:16:02.840
<v Speaker 1>this multiplane approach so that I have more depth to

0:16:02.880 --> 0:16:05.080
<v Speaker 1>my shot, you can totally learn how to do it.

0:16:05.320 --> 0:16:08.160
<v Speaker 1>I think that's awesome. Bill Garritty, the guy behind the

0:16:08.160 --> 0:16:12.680
<v Speaker 1>original multiplane camera, was inducted into the Disney Legends program

0:16:12.720 --> 0:16:15.640
<v Speaker 1>in nineteen ninety nine. It's kind of like Disney's own

0:16:15.720 --> 0:16:19.720
<v Speaker 1>Hall of Fame. Sadly that meant it was a posthumous award.

0:16:19.840 --> 0:16:23.800
<v Speaker 1>Garrity passed away on September sixteenth, nineteen seventy one, but

0:16:23.920 --> 0:16:27.640
<v Speaker 1>it is nice that the company recognized his contributions. As

0:16:27.680 --> 0:16:31.240
<v Speaker 1>I've said on other podcasts, Snow White could have sunk

0:16:31.320 --> 0:16:34.240
<v Speaker 1>the Disney Company if it had not been a success,

0:16:34.320 --> 0:16:38.359
<v Speaker 1>and I think Garretty's work was one of many important

0:16:38.400 --> 0:16:41.880
<v Speaker 1>factors that ultimately contributed to the feature being a hit

0:16:42.200 --> 0:16:47.720
<v Speaker 1>and kind of cementing Disney's status in Hollywood history. Anyway,

0:16:47.880 --> 0:16:51.160
<v Speaker 1>that's a quick look at an influential piece of technology,

0:16:51.200 --> 0:16:55.280
<v Speaker 1>the multiplane camera, and I do recommend you go and

0:16:55.400 --> 0:16:58.280
<v Speaker 1>check out how you could make your own version, even

0:16:58.280 --> 0:17:01.000
<v Speaker 1>if it's just to learn more about how it works,

0:17:01.240 --> 0:17:05.120
<v Speaker 1>because I think getting a look at how you could

0:17:05.119 --> 0:17:08.520
<v Speaker 1>build one yourself really teaches you the basics of the

0:17:08.560 --> 0:17:12.600
<v Speaker 1>principles behind it, and that's more effective than any podcast

0:17:12.640 --> 0:17:15.200
<v Speaker 1>would be. But I hope you enjoyed this short episode.

0:17:15.600 --> 0:17:18.200
<v Speaker 1>I hope you are all doing well, and I'll talk

0:17:18.200 --> 0:17:28.920
<v Speaker 1>to you again really soon. Tech Stuff is an iHeartRadio production.

0:17:29.200 --> 0:17:34.240
<v Speaker 1>For more podcasts from iHeartRadio, visit the iHeartRadio app, Apple Podcasts,

0:17:34.359 --> 0:17:39.879
<v Speaker 1>or wherever you listen to your favorite shows.