WEBVTT - TechStuff Classic: How Hand-drawn Animation Works

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<v Speaker 1>Welcome to tech Stuff, a production of I Heart Radios

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<v Speaker 1>How Stuff Works. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host, Jonathan Strickland. I'm an executive producer with

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<v Speaker 1>How Stuff Works in my Heart Radio and I love

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<v Speaker 1>all things tech and his time for another classic episode

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<v Speaker 1>of tech Stuff. This episode is called How hand Drawn

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<v Speaker 1>Animation Works, and it originally published on October two thousand twelve.

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<v Speaker 1>And I'm a huge fan of animation. I love animation.

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<v Speaker 1>I think when it's done well, it can be an

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<v Speaker 1>incredible art form. One of my favorite films of the

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<v Speaker 1>recent past is Into the Spider Verse, a truly gorgeous

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<v Speaker 1>animated movie. Although not necessarily talking just about hand drawn

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<v Speaker 1>animation in that respect, but I thought it would be

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<v Speaker 1>good to look back on this and kind of get

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<v Speaker 1>an appreciation on how this stuff works. So let's listen

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<v Speaker 1>in as Chris and I go down the path to

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<v Speaker 1>understanding hand drawn animation. Today, we wanted to talk about

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<v Speaker 1>the traditional hand drawn animation process, what goes into it,

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<v Speaker 1>why does it work, and how has it changed over

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<v Speaker 1>the years. Uh. And we were specifically focusing on hand

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<v Speaker 1>drawn animation because I think we may have I know

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<v Speaker 1>we've talked about computer animation in previous podcasts. I don't

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<v Speaker 1>think we've done a full episode on it, but but

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<v Speaker 1>the two disciplines are different enough where I think it

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<v Speaker 1>warrants two different podcasts. Yeah, the I have done some

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<v Speaker 1>research on it, just by accident, just because I was

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<v Speaker 1>interested in a topic from time to time, and I

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<v Speaker 1>started thinking about it the other day when I saw

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<v Speaker 1>something and suggested it. Um. It's uh, it's very different

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<v Speaker 1>in quite a few ways from from computer animation, and

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<v Speaker 1>Jonathan and I like to talk about how old styles

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<v Speaker 1>of tech have affected us and uh, the kinds of

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<v Speaker 1>things that people used to do. Um. You know, there

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<v Speaker 1>are some very famous studios that have have gone computer

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<v Speaker 1>only these days, but um, some of the very same

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<v Speaker 1>studios were pioneers and some of the amazing tech that

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<v Speaker 1>went into making a piece of hand drawn animation look

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<v Speaker 1>very realistic. UM. And I thought, you know, it would

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<v Speaker 1>be really fun to kind of touch on that. Um,

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<v Speaker 1>which is which is why I think we decided to

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<v Speaker 1>go ahead and make an episode of it. We should

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<v Speaker 1>probably already attach this into our movie making tech series

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<v Speaker 1>of stuff, just because we haven't done one in a while.

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<v Speaker 1>And then now we can say we have. Yeah, I

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<v Speaker 1>think it's been I think it's been like a year.

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<v Speaker 1>Um yeah, okay, that that that's fun with me. This

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<v Speaker 1>belongs in our movie Magic Technology series. It really does.

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<v Speaker 1>It's just that I wasn't thinking of it that way.

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<v Speaker 1>So before U, before we get into the actual process

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<v Speaker 1>of making a hand drawn animated project, whether it's television

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<v Speaker 1>for television or for film or whatever, um, we should

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<v Speaker 1>kind of explain the whole concept behind animation. It's the

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<v Speaker 1>idea is that it's an illusion, obviously, an illusion of movement.

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<v Speaker 1>And this is because the way our our brains and

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<v Speaker 1>our eyes work, we have this uh, this sort of

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<v Speaker 1>it's it's almost like a visual memory in a way,

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<v Speaker 1>and we're able to fill in enough information where if

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<v Speaker 1>you have a sequence of images of an object that

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<v Speaker 1>appears to move because it has a different um orientation,

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<v Speaker 1>or you've slightly changed the location of the object from

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<v Speaker 1>one page of of a like a pad of paper

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<v Speaker 1>to another, and then you move those at a fast

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<v Speaker 1>enough clip, it gives the illusion that that that's actually

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<v Speaker 1>an object that's physically moving through a space. Yeah, persistence

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<v Speaker 1>of vision, Yes, you might call it. Yes, in fact,

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<v Speaker 1>that's its name. That's and that is reason to call

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<v Speaker 1>it that. And so I mean, anyone who has played

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<v Speaker 1>with a little notepad or post it notes or whatever

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<v Speaker 1>and have created their own little versions of this knows that.

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<v Speaker 1>You know, you you get a uh, you know, you

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<v Speaker 1>create this illusion of movement, You move the figures, you

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<v Speaker 1>you draw the next figure a little bit further away

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<v Speaker 1>from the first one, or you give it some other

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<v Speaker 1>form of motion. Uh, And when you flip the book,

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<v Speaker 1>then it looks like something's happening. I used to do

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<v Speaker 1>this all the time with post it notes. I went

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<v Speaker 1>through so many packs of post it notes, drawing my

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<v Speaker 1>own little cartoons, which almost always ended in violent mayhem.

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<v Speaker 1>They usually began innocently enough. Yeah, I'd be like, okay,

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<v Speaker 1>and now he's jumping over hurdle, and now he's opening

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<v Speaker 1>up a door, and now he's hit in the head

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<v Speaker 1>with an ax, and now he's running away from a monster,

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<v Speaker 1>and yeah, things fell apart pretty quickly for me. If

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<v Speaker 1>you're if you've ever read the comic strip Calvin and Hobbs,

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<v Speaker 1>where Calvin is uh, you know, coming up with these scenarios.

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<v Speaker 1>And now look, the giant tanker truck full of acid

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<v Speaker 1>is coming toward it and meteor from space? How can

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<v Speaker 1>they avoid this? And this is the image I'm seeing

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<v Speaker 1>of Jonathan doing this. Yeah, it wasn't pretty. So how

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<v Speaker 1>do you take that and you transfer it over into

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<v Speaker 1>making an animated show or film? Well it's been done

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<v Speaker 1>for centuries now really in a way. In a way,

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<v Speaker 1>but the the process that kind of defines the way

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<v Speaker 1>modern animation worked throughout the twentieth century was really defined

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<v Speaker 1>by Earl Heard, and Earl Heard actually patented the cell

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<v Speaker 1>animation process, and we call it cell animation. The original

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<v Speaker 1>material that people drew, the drawings of figures or whatever

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<v Speaker 1>was being animated within a scene, they would draw draw

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<v Speaker 1>that on celluloid. Eventually the end stream made a transition

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<v Speaker 1>from celluloid to cellulos acetate. Part of that was because

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<v Speaker 1>celluloid is um yeah, extremely flammable, very flat. It's both

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<v Speaker 1>flammable and inflammable and also it uh, it could be

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<v Speaker 1>prone to spontaneous decomposition, so you couldn't store it indefinitely.

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<v Speaker 1>Are you see those stack of drawings? They were right?

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<v Speaker 1>They see that public goo over there? Yeah, that's snow white.

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<v Speaker 1>Um yeah, they would they would. It seems problematic. Yeah,

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<v Speaker 1>so you couldn't you know, you couldn't archive this stuff,

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<v Speaker 1>which in the early days the industry wasn't a big concern.

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<v Speaker 1>You know. The concern was to create this this product

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<v Speaker 1>and then have it shown, usually in a movie theater

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<v Speaker 1>in the early days. You know, this is this is

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<v Speaker 1>before television. So this was something where you would go

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<v Speaker 1>to a a like a theater and see it projected

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<v Speaker 1>on a screen. But there wasn't weren't too concerned about

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<v Speaker 1>storing stuff for for posterity, not prosperity. They wanted prosperity, posterity.

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<v Speaker 1>They weren't so concerned about um. But yeah, so, so

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<v Speaker 1>it wasn't a big deal. But then the move to

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<v Speaker 1>cellulous estate, which is essentially kind of plastic, helped take

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<v Speaker 1>that that problem out of the picture, so to speak. Yeah,

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<v Speaker 1>the reason that now this this material um, the celluloid

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<v Speaker 1>was was clear, yes, basically a clear sheet of plastic

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<v Speaker 1>if you will, just just for the sake of the

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<v Speaker 1>image in your head. Actually, most of you have probably

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<v Speaker 1>seen somebody working on cells for animation. It's you know,

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<v Speaker 1>we sort of know what this looks like. We haven't

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<v Speaker 1>gotten so far out from that realm that it's foreign

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<v Speaker 1>to us. Yeah, but this is this was a big

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<v Speaker 1>improvement because before this, uh, there were some very early

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<v Speaker 1>animation uh you know, moving pictures that were made with

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<v Speaker 1>drawings on paper, and that is so much more time

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<v Speaker 1>consuming because just as you know, um, there are several

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<v Speaker 1>frames of film that pass. Each second is the standard. Yes,

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<v Speaker 1>I couldn't remember per second of standard for film thirty

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<v Speaker 1>for television. I was thinking television. If you're in the

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<v Speaker 1>United States, I have to you have to make these

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<v Speaker 1>qualifiers because other other countries have different standards. So imagine

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<v Speaker 1>if you will, then you are one of the animators

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<v Speaker 1>and you have to draw twenty four complete drawings for

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<v Speaker 1>each second of film. This is very time consuming, where

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<v Speaker 1>using the the cell method allows you allows the animator

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<v Speaker 1>to make a subtle change to the original drawing and

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<v Speaker 1>and just change make those subtle changes and you can

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<v Speaker 1>see it because um again, if you watch a video

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<v Speaker 1>of somebody making an animation with cells, they are able

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<v Speaker 1>to overlay them on top of one another and they

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<v Speaker 1>can make those subtle adjustments seeing where the differences are

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<v Speaker 1>between the two drawings, which you you won't be able

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<v Speaker 1>to do as well with paper because it's especially if

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<v Speaker 1>you're using hand especially if you're using paper, Like if

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<v Speaker 1>there's a background image that's involved with paper, you have

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<v Speaker 1>to draw the whole thing each time, right, So you're

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<v Speaker 1>drawing that whole background because you know, again your paper

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<v Speaker 1>is not transparent, so you're joining the whole background. Plus

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<v Speaker 1>they're drawing whatever is in the foreground that's that's animated,

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<v Speaker 1>and then the next frame you have to draw it

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<v Speaker 1>all over again. Whereas with cells, what you could do

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<v Speaker 1>is you could have a pre generated background image that

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<v Speaker 1>is laid down in a frame, and then you could

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<v Speaker 1>overlay these cells on top of it, one at a time,

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<v Speaker 1>and because the cell itself is clear, anywhere that you

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<v Speaker 1>have not drawn, you could see the background. And then

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<v Speaker 1>you take that cell out, you put another cell in,

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<v Speaker 1>you take another picture, which represents a frame of the film.

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<v Speaker 1>You know, when you think about film, really is animation,

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<v Speaker 1>Even live action film is technically animation because you're talking

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<v Speaker 1>about looking at a series of photographs that are played

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<v Speaker 1>at such a speed as to create the illusion of movement. Yes. Uh, Now,

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<v Speaker 1>the granted this is we're talking about physical film here,

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<v Speaker 1>because once we get into digital there's different things to

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<v Speaker 1>you know, consider. But in the old film days, that's

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<v Speaker 1>that's really what we're talking about. So with animation, each

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<v Speaker 1>of those frames is essentially a photograph. You're using a

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<v Speaker 1>camera to photograph this drawing, and with the cells, like

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<v Speaker 1>I said, you take one cell out, you put another

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<v Speaker 1>cell in the background remains static. Uh. Then you have

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<v Speaker 1>a character that is appearing or object or whatever that

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<v Speaker 1>it's appearing to move on top of this background. If

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<v Speaker 1>it's a movement that is you know, easily repeatable, you

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<v Speaker 1>don't even have to draw more than the number of

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<v Speaker 1>cells it takes to complete one cycle of that action.

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<v Speaker 1>So let's say that you wanna picture You've drawn a

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<v Speaker 1>cartoon kangaroo and the kangaroos just jumping straight up and

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<v Speaker 1>down five times. Well, you don't have to draw enough

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<v Speaker 1>cells to do that five times. You draw it so

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<v Speaker 1>it does one full cycle, one jump from start to finish,

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<v Speaker 1>and then you you could photograph that sequence five times

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<v Speaker 1>using those that same cells. So, in other words, you've

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<v Speaker 1>just cut down on the amount of work you would

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<v Speaker 1>have to do if this were all done on paper. Yes,

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<v Speaker 1>and that's one of the important points to that that

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<v Speaker 1>so many animators have used in the past. Um Uh.

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<v Speaker 1>The the illusion of movement you've got your kangaroo hopping

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<v Speaker 1>up and down. Now, if the background stays static, um,

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<v Speaker 1>then it looks like the kangaroos hopping up and down

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<v Speaker 1>in place. UM. This technique that Jonathan was just saying,

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<v Speaker 1>um or just talking about uh is often used to

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<v Speaker 1>create the illusion of movement across a linear surface from

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<v Speaker 1>point A to point B. Let's say the characters are

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<v Speaker 1>walking down a street in the city. Man, I remember

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<v Speaker 1>those old Marvel Comics heroes animations from the sixties and

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<v Speaker 1>all the buildings. If if you watch a lot of

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<v Speaker 1>these shows, um, Hanna Barbary did this kind of thing

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<v Speaker 1>to all the time, where you're moving down the urban

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<v Speaker 1>landscape and they've you've got your drawings of the city.

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<v Speaker 1>And after a while to build, the buildings begin to

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<v Speaker 1>look the same, which is because underneath what the characters

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<v Speaker 1>are doing, the same images of the city. You know,

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<v Speaker 1>once they've gotten uh you know, let's say twenty four

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<v Speaker 1>for each frame, they probably had uh, you know, a

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<v Speaker 1>certain number of those, and once they got to the

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<v Speaker 1>end of that, then they started over at the beginning,

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<v Speaker 1>and loops and loops and loops. So if you think

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<v Speaker 1>of if you think of like a cell a cell

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<v Speaker 1>is generally the size of whatever the the whole frame

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<v Speaker 1>of that images, right, So so one cell has the

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<v Speaker 1>character or object or whatever, or characters or objects or

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<v Speaker 1>mix of whatever. Um it has those in the center

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<v Speaker 1>or what has those on the on the center, it

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<v Speaker 1>doesn't really matter it has on the cell. The rest

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<v Speaker 1>of the cell is clear. That's what's showing you. The background. Generally,

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<v Speaker 1>the backgrounds are much wider than the frame on sometimes

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<v Speaker 1>taller as well than the frame that you are looking at.

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<v Speaker 1>So when you take that picture and you remove the

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<v Speaker 1>cell so you can put the next cell indicating the

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<v Speaker 1>next movement of that character, you would also adjust the

0:13:35.720 --> 0:13:39.440
<v Speaker 1>position of the background so that you would have that

0:13:39.480 --> 0:13:42.120
<v Speaker 1>illusion of a character walking forward. So let's say the

0:13:42.160 --> 0:13:45.240
<v Speaker 1>characters staying in the center of the frame, and the

0:13:45.280 --> 0:13:48.840
<v Speaker 1>animation is the character is making a walking motion. Then

0:13:49.000 --> 0:13:51.520
<v Speaker 1>what you would do is between the different shots you

0:13:51.520 --> 0:13:55.719
<v Speaker 1>would move the background horizontally so that it would look

0:13:55.800 --> 0:13:59.600
<v Speaker 1>like the characters making progress. Well, eventually you're gonna run

0:13:59.600 --> 0:14:02.040
<v Speaker 1>out of back ground. You'll have to switch to a

0:14:02.040 --> 0:14:04.120
<v Speaker 1>different background, or you have to reuse one, which is

0:14:04.160 --> 0:14:06.160
<v Speaker 1>what Chris was talking about. You also notice in a

0:14:06.200 --> 0:14:09.760
<v Speaker 1>lot of those old animations, characters have very limited movement.

0:14:09.880 --> 0:14:12.120
<v Speaker 1>Sometimes it looks like a static character who's just kind

0:14:12.120 --> 0:14:14.520
<v Speaker 1>of bouncing up and down a little bit as the

0:14:14.559 --> 0:14:17.720
<v Speaker 1>background is moving. And again, that was a way of

0:14:17.760 --> 0:14:23.200
<v Speaker 1>saving money by drawing fewer cells. You draw a character

0:14:23.240 --> 0:14:25.760
<v Speaker 1>on a cell, and you're using that same static image

0:14:25.800 --> 0:14:28.800
<v Speaker 1>of the character. You're just repositioning the cell slightly and

0:14:29.040 --> 0:14:33.920
<v Speaker 1>adjusting the camera's frame so that there the character appears

0:14:33.920 --> 0:14:36.440
<v Speaker 1>to be moving up and down as if they are walking,

0:14:37.040 --> 0:14:39.560
<v Speaker 1>but in fact you're just using the same picture over

0:14:39.640 --> 0:14:42.600
<v Speaker 1>and over and over again. Pretty get to the clutch

0:14:42.640 --> 0:14:45.600
<v Speaker 1>cargo days, where you replace the cartoon character's mouth with

0:14:45.640 --> 0:14:49.120
<v Speaker 1>a human mouth and generate a whole generation of nightmares.

0:14:51.560 --> 0:14:53.960
<v Speaker 1>I'm pretty sure though, that this this method is exactly

0:14:53.960 --> 0:14:56.640
<v Speaker 1>why he Man always appeared to be moon walking everywhere

0:14:56.680 --> 0:15:00.160
<v Speaker 1>he went, Right. Yeah, The match matching the h the

0:15:00.880 --> 0:15:06.320
<v Speaker 1>background movement with the animated character movement is an art

0:15:06.360 --> 0:15:08.400
<v Speaker 1>form of it's in and of itself, and if you

0:15:08.480 --> 0:15:11.120
<v Speaker 1>don't do it carefully, then you get this weird glide

0:15:11.160 --> 0:15:16.000
<v Speaker 1>e motion where the character either seems to be uh

0:15:16.000 --> 0:15:20.040
<v Speaker 1>walking too quickly but not making enough progress, or walking

0:15:20.040 --> 0:15:24.040
<v Speaker 1>slowly but moving really fast. And um, yeah, it's it's

0:15:24.040 --> 0:15:26.320
<v Speaker 1>a it's a form of art really. To get that

0:15:26.440 --> 0:15:28.800
<v Speaker 1>just right, we're kind of getting a little too far

0:15:28.880 --> 0:15:30.880
<v Speaker 1>into this though. I want to talk kind of about

0:15:30.880 --> 0:15:35.040
<v Speaker 1>the whole process of building an animated feature. But before

0:15:35.040 --> 0:15:36.800
<v Speaker 1>I jump into it, one other thing I need to

0:15:36.800 --> 0:15:40.080
<v Speaker 1>say is that this traditional form of animation we're talking about,

0:15:40.080 --> 0:15:43.720
<v Speaker 1>where you're drawing pictures on cells, Uh, it takes up

0:15:43.720 --> 0:15:46.520
<v Speaker 1>a lot of space. Yes, it does. The equipment takes

0:15:46.600 --> 0:15:48.320
<v Speaker 1>up a lot of space because you usually have to

0:15:48.360 --> 0:15:52.640
<v Speaker 1>have a table on which you are photographing all this

0:15:52.720 --> 0:15:56.520
<v Speaker 1>stuff and you're not using like a hand camera, No,

0:15:56.640 --> 0:16:01.400
<v Speaker 1>this is professional, huge camera. And generally speaking, uh, this

0:16:01.520 --> 0:16:03.720
<v Speaker 1>kind of helps cut down on the amount of materials

0:16:03.760 --> 0:16:07.960
<v Speaker 1>you need. But generally speaking, for film, most animation is

0:16:08.040 --> 0:16:12.080
<v Speaker 1>done where they call it animating on two's, which means

0:16:12.080 --> 0:16:18.760
<v Speaker 1>they take two pictures per h position, which means that well,

0:16:18.800 --> 0:16:21.920
<v Speaker 1>the playback is twenty four frames per second, the positions

0:16:21.960 --> 0:16:27.240
<v Speaker 1>are more like twelve frames per second. So uh, that way,

0:16:27.480 --> 0:16:29.960
<v Speaker 1>you've just cut the number of cells you need to

0:16:30.040 --> 0:16:32.960
<v Speaker 1>create in half. Also, the number of times you need

0:16:33.000 --> 0:16:36.480
<v Speaker 1>to adjust the background, You've cut that in half. Uh,

0:16:36.880 --> 0:16:40.040
<v Speaker 1>which makes a big difference. Now for things that are

0:16:40.080 --> 0:16:42.240
<v Speaker 1>like action that's moving really really quickly where you want

0:16:42.240 --> 0:16:45.800
<v Speaker 1>to really smooth, you might be animating on ones, which

0:16:45.840 --> 0:16:49.400
<v Speaker 1>means every single time you take a picture you have

0:16:49.520 --> 0:16:52.480
<v Speaker 1>to change it whatever you know, either the background or

0:16:52.520 --> 0:16:57.280
<v Speaker 1>the foreground or both between each picture. So you've just

0:16:57.360 --> 0:17:01.640
<v Speaker 1>added twice as much work. You know, sometimes even more

0:17:01.680 --> 0:17:03.360
<v Speaker 1>than twice as much because you think about all the

0:17:03.360 --> 0:17:07.760
<v Speaker 1>departments that are involved in this. But uh, it creates

0:17:07.880 --> 0:17:10.119
<v Speaker 1>a lot more work that way. It also means you

0:17:10.160 --> 0:17:13.879
<v Speaker 1>have to have storage space for all this stuff because

0:17:13.880 --> 0:17:18.160
<v Speaker 1>cells take up room, backgrounds take up room, the equipment

0:17:18.160 --> 0:17:21.439
<v Speaker 1>takes up room, and film itself takes up room. So

0:17:21.480 --> 0:17:25.280
<v Speaker 1>you know, you talk about film footage, well that really does.

0:17:26.200 --> 0:17:28.879
<v Speaker 1>That really does refer back to how many feet of

0:17:29.000 --> 0:17:32.920
<v Speaker 1>film you've shot? Right footage. I mean when you think about, oh, yeah,

0:17:32.920 --> 0:17:35.320
<v Speaker 1>I've got some great footage, but you don't think of

0:17:35.359 --> 0:17:37.000
<v Speaker 1>what that really means. Well, in the film days, that

0:17:37.119 --> 0:17:41.400
<v Speaker 1>actually meant how many feet of film you had exposed,

0:17:41.400 --> 0:17:43.920
<v Speaker 1>how many you had you had shot of whatever seen.

0:17:44.760 --> 0:17:48.119
<v Speaker 1>If you want to know how much film animated, an

0:17:48.119 --> 0:17:55.639
<v Speaker 1>animated picture takes about sixteen frames is a foot okay,

0:17:56.280 --> 0:18:00.200
<v Speaker 1>one second of film is twenty four frames. So one

0:18:00.520 --> 0:18:05.159
<v Speaker 1>second of film is a foot and a half. Okay,

0:18:05.560 --> 0:18:10.640
<v Speaker 1>most about half. Most cartoons are longer than a second.

0:18:11.960 --> 0:18:14.640
<v Speaker 1>So you have lots and lots of film that you're

0:18:14.680 --> 0:18:18.000
<v Speaker 1>dealing with. All right, So that's that's the space issue,

0:18:18.080 --> 0:18:20.439
<v Speaker 1>and we'll talk more about how we've kind of worked

0:18:20.440 --> 0:18:24.359
<v Speaker 1>around that, uh and move beyond the cell based animation

0:18:24.440 --> 0:18:28.640
<v Speaker 1>these days while still staying hand drawn. Um So, if

0:18:28.680 --> 0:18:33.440
<v Speaker 1>you wanted to make an animated film, Uh, the way

0:18:33.480 --> 0:18:36.639
<v Speaker 1>you would generally approach this is you come up with

0:18:36.680 --> 0:18:41.080
<v Speaker 1>an idea for a story. That's the best thing. That

0:18:41.400 --> 0:18:43.480
<v Speaker 1>the best way to start, in my opinion, I just

0:18:43.560 --> 0:18:45.919
<v Speaker 1>drew some stuff bouncing around. Is that all right? You

0:18:45.960 --> 0:18:51.360
<v Speaker 1>could do that. It's not terribly you know interesting, Um

0:18:51.480 --> 0:18:54.280
<v Speaker 1>beyond maybe a certain group of friends who are amused

0:18:54.320 --> 0:18:59.520
<v Speaker 1>by anything you My friends know who they are. Um, hey,

0:18:59.560 --> 0:19:04.240
<v Speaker 1>they like my stuff anyway. So you create a story,

0:19:04.480 --> 0:19:06.919
<v Speaker 1>and then you think of how you want to visualize

0:19:06.960 --> 0:19:10.760
<v Speaker 1>this story. This is where you create a storyboard. Now,

0:19:10.880 --> 0:19:13.080
<v Speaker 1>storyboard is kind of like a comic strip or a

0:19:13.080 --> 0:19:17.639
<v Speaker 1>graphic novel. It tells the story in a series of frames,

0:19:18.160 --> 0:19:20.879
<v Speaker 1>and uh, it all depends on how detailed you want

0:19:20.920 --> 0:19:24.919
<v Speaker 1>to get. Sometimes you just show a uh, you know,

0:19:24.960 --> 0:19:27.440
<v Speaker 1>a frame, and then you might make a note about

0:19:27.480 --> 0:19:30.280
<v Speaker 1>what is happening as far as the action goes, because

0:19:30.320 --> 0:19:32.359
<v Speaker 1>of course a frame is a still image. We don't

0:19:32.440 --> 0:19:36.400
<v Speaker 1>see movement in a frame. We can see the implication

0:19:36.800 --> 0:19:40.879
<v Speaker 1>like that it's implying movement perhaps, but it doesn't actually move.

0:19:41.000 --> 0:19:43.520
<v Speaker 1>So you might say, you know, like I have a

0:19:43.600 --> 0:19:46.840
<v Speaker 1>have a picture of a character who is holding an

0:19:46.880 --> 0:19:51.400
<v Speaker 1>American football, and is, uh, that's for my friends in

0:19:51.400 --> 0:19:53.560
<v Speaker 1>in places other than the United States. But holding an

0:19:53.560 --> 0:19:55.520
<v Speaker 1>American football is if they're going to throw a pass,

0:19:55.600 --> 0:19:57.920
<v Speaker 1>so their arm is cocked back they're holding the football,

0:19:58.320 --> 0:20:00.800
<v Speaker 1>and then you might draw some arrows showing that this

0:20:00.880 --> 0:20:03.000
<v Speaker 1>is the forward motion that the character is going to

0:20:03.080 --> 0:20:05.040
<v Speaker 1>throw the ball. And then the next shot might be

0:20:05.119 --> 0:20:07.840
<v Speaker 1>the football in the air, and then the next shot

0:20:07.920 --> 0:20:10.399
<v Speaker 1>might be a character with arms wide open trying to

0:20:10.440 --> 0:20:12.679
<v Speaker 1>catch this ball, and the next shot might be the

0:20:12.720 --> 0:20:15.719
<v Speaker 1>ball passing right between the character's arms. That would be

0:20:15.800 --> 0:20:19.760
<v Speaker 1>several frames within a storyboard. You fill out the entire

0:20:19.840 --> 0:20:23.040
<v Speaker 1>story this way, so you end up with a huge,

0:20:23.440 --> 0:20:26.399
<v Speaker 1>depending upon the length of your project, a huge comic

0:20:26.480 --> 0:20:30.959
<v Speaker 1>strip that is your story and it's told in this

0:20:31.040 --> 0:20:35.080
<v Speaker 1>visual format. UM. Once you've got an idea of what

0:20:35.200 --> 0:20:37.560
<v Speaker 1>it looks like and the mood you're trying to get

0:20:37.600 --> 0:20:41.320
<v Speaker 1>across in various parts of the story, the next step

0:20:41.920 --> 0:20:44.399
<v Speaker 1>UH and and not every project takes these steps in

0:20:44.400 --> 0:20:47.120
<v Speaker 1>this exact order, but in general, the next step would

0:20:47.119 --> 0:20:51.080
<v Speaker 1>be you get your cast together and you record all

0:20:51.240 --> 0:20:56.840
<v Speaker 1>the voice work. So it all depends on the project

0:20:56.960 --> 0:21:00.680
<v Speaker 1>of how you do that. Some some UH and Asian companies,

0:21:00.720 --> 0:21:02.240
<v Speaker 1>what they would do is they would bring in the

0:21:02.320 --> 0:21:07.879
<v Speaker 1>voice actors UH individually and they would just deliver their lines.

0:21:08.280 --> 0:21:11.159
<v Speaker 1>And they might deliver a line five six different ways

0:21:11.240 --> 0:21:14.240
<v Speaker 1>so that the director has the choice of which line

0:21:14.359 --> 0:21:19.960
<v Speaker 1>to use, which which delivery to use. Right, So the

0:21:20.040 --> 0:21:22.760
<v Speaker 1>line might be, Chris, I need you to say this line,

0:21:23.440 --> 0:21:26.480
<v Speaker 1>don't go in there. Don't go in there now. I

0:21:26.480 --> 0:21:29.439
<v Speaker 1>need you to say it like you're scared. Don't go

0:21:29.520 --> 0:21:31.520
<v Speaker 1>in there now. I need you to say it like

0:21:31.880 --> 0:21:34.400
<v Speaker 1>there's a big surprise and you just you can't let

0:21:34.400 --> 0:21:38.080
<v Speaker 1>this person see the surprise yet, don't go in there. See.

0:21:38.359 --> 0:21:40.880
<v Speaker 1>So that's exactly what the voice actors would be doing.

0:21:41.040 --> 0:21:43.919
<v Speaker 1>And it sounds ridiculous, but that's truly the way a

0:21:43.960 --> 0:21:47.639
<v Speaker 1>lot of these studios work, unless they're casting Robin Williams,

0:21:47.680 --> 0:21:52.160
<v Speaker 1>in which case they give them a microphone like like,

0:21:52.440 --> 0:21:55.119
<v Speaker 1>here's here's your stuff, here's your queue line, here's the

0:21:55.160 --> 0:21:57.480
<v Speaker 1>line you need to give so that the next actor's

0:21:57.520 --> 0:22:01.840
<v Speaker 1>line makes sense. Go at it. Yeah, the stuff that

0:22:01.960 --> 0:22:06.080
<v Speaker 1>ended up on the cutting room floor for Aladdin is phenomenal.

0:22:06.960 --> 0:22:08.600
<v Speaker 1>I mean, the stuff that made it in was great.

0:22:08.920 --> 0:22:10.879
<v Speaker 1>The stuff that made it on that was cut was

0:22:10.920 --> 0:22:16.240
<v Speaker 1>pretty amazing too. Anyway, that's that's one way of doing it.

0:22:16.280 --> 0:22:19.640
<v Speaker 1>Another way, sometimes studios will bring in groups of actors

0:22:19.680 --> 0:22:22.840
<v Speaker 1>and they will all have headphones on. They'll be uh

0:22:22.880 --> 0:22:25.600
<v Speaker 1>in the studio and they will they will read outlines

0:22:25.680 --> 0:22:29.480
<v Speaker 1>together and you will actually have actors acting off of

0:22:29.560 --> 0:22:33.320
<v Speaker 1>one another's delivery like a group read, which which is great.

0:22:33.480 --> 0:22:35.880
<v Speaker 1>And usually there's also a group read before they even

0:22:35.880 --> 0:22:38.160
<v Speaker 1>go into the recording process so that they can kind

0:22:38.200 --> 0:22:41.520
<v Speaker 1>of get that feel. This is particularly true for television animation,

0:22:41.520 --> 0:22:45.080
<v Speaker 1>where they'll get a table read so that the actors

0:22:45.200 --> 0:22:47.720
<v Speaker 1>kind of know where they need to go with their

0:22:47.720 --> 0:22:50.959
<v Speaker 1>performance before they go into the studio. But if they're together,

0:22:51.000 --> 0:22:53.920
<v Speaker 1>it makes it easier at least, and I have done

0:22:53.960 --> 0:22:56.159
<v Speaker 1>this for me, it makes it easier for me to

0:22:56.240 --> 0:22:59.880
<v Speaker 1>act when I have someone to act opposite of. That way,

0:22:59.880 --> 0:23:03.640
<v Speaker 1>we can we can judge how to deliver the next

0:23:03.680 --> 0:23:06.760
<v Speaker 1>line based upon what the other person has said. It's

0:23:06.800 --> 0:23:08.560
<v Speaker 1>a lot more challenging when you're doing it in a

0:23:08.640 --> 0:23:10.960
<v Speaker 1>void and you just hope that the way you deliver

0:23:11.040 --> 0:23:14.080
<v Speaker 1>a line matches up with the way they delivered their line.

0:23:14.720 --> 0:23:19.040
<v Speaker 1>But both approaches are used, and there are some phenomenal

0:23:19.160 --> 0:23:22.879
<v Speaker 1>animated works out there where every single actor never ever

0:23:23.200 --> 0:23:26.320
<v Speaker 1>encountered any of the other actors, which to me blows

0:23:26.359 --> 0:23:29.360
<v Speaker 1>my mind. Um, so they record this thing and then

0:23:29.400 --> 0:23:33.040
<v Speaker 1>you have what is called a scratch track. This is

0:23:33.040 --> 0:23:36.760
<v Speaker 1>the audio track of the film that includes all the

0:23:36.840 --> 0:23:40.240
<v Speaker 1>vocal acting, including songs if there are any vocal songs

0:23:40.280 --> 0:23:43.040
<v Speaker 1>that the characters are performing in there, and usually some

0:23:43.080 --> 0:23:46.280
<v Speaker 1>temp music tracks, because often the music for a film

0:23:46.320 --> 0:23:49.560
<v Speaker 1>is not finished until you've got at least something to

0:23:49.600 --> 0:23:52.080
<v Speaker 1>look at so that the composer can kind of match

0:23:52.160 --> 0:23:55.639
<v Speaker 1>the mood of the music to whatever's on screen. But

0:23:55.680 --> 0:23:59.240
<v Speaker 1>they'll be temp music tracks to kind of give the

0:23:59.240 --> 0:24:01.840
<v Speaker 1>the you know, music tracks that are selected that give

0:24:02.000 --> 0:24:05.120
<v Speaker 1>sort of a similar feel to what the filmmakers are

0:24:05.160 --> 0:24:07.120
<v Speaker 1>going for, so that the animators have something to work

0:24:07.160 --> 0:24:11.080
<v Speaker 1>off of. So you've got the scratch track done. By

0:24:11.080 --> 0:24:12.840
<v Speaker 1>the way, this was not how it was always done.

0:24:13.240 --> 0:24:18.080
<v Speaker 1>Prior to the nineteen thirties. Animators would create an animated

0:24:18.119 --> 0:24:21.320
<v Speaker 1>film and then record the sound matching, trying to match

0:24:21.359 --> 0:24:24.560
<v Speaker 1>the sound to what was already created in film format.

0:24:25.520 --> 0:24:28.040
<v Speaker 1>So they were going the opposite way. They would create

0:24:28.080 --> 0:24:29.879
<v Speaker 1>the film and then they would try and essentially do

0:24:30.000 --> 0:24:33.680
<v Speaker 1>foley for whatever the animated film was. But but eventually

0:24:33.720 --> 0:24:35.600
<v Speaker 1>it moved to the other way. Yeah, if I were

0:24:35.640 --> 0:24:38.440
<v Speaker 1>going to do this, it would probably be more like that, right,

0:24:39.200 --> 0:24:42.479
<v Speaker 1>That would be because I'm not an animator. Yeah, So,

0:24:42.640 --> 0:24:44.640
<v Speaker 1>because what the animators are doing is they take that

0:24:44.640 --> 0:24:49.640
<v Speaker 1>that that soundtrack, that scratch track, and they start to

0:24:49.760 --> 0:24:53.440
<v Speaker 1>create the animation. Now, sometimes there's another step. In fact,

0:24:53.480 --> 0:24:56.000
<v Speaker 1>very often there's another step called an animatic or a

0:24:56.040 --> 0:25:02.800
<v Speaker 1>pencil test. This is a very primitive version of the film,

0:25:02.960 --> 0:25:07.080
<v Speaker 1>so it goes beyond the storyboard model where you've got

0:25:07.160 --> 0:25:12.040
<v Speaker 1>some some movement usually involved in the antimatics. But it's

0:25:12.240 --> 0:25:14.159
<v Speaker 1>if you think, you know, the most primitive form of

0:25:14.160 --> 0:25:16.760
<v Speaker 1>the animatic could just be a storyboard set to the

0:25:16.800 --> 0:25:19.560
<v Speaker 1>scratch track, and this again is a reference for the

0:25:19.600 --> 0:25:23.080
<v Speaker 1>animators to look at when they start to really generate

0:25:23.240 --> 0:25:29.879
<v Speaker 1>the the visuals for the film. Now, at this point

0:25:29.960 --> 0:25:32.800
<v Speaker 1>you can start to divide up the labor, which is

0:25:32.960 --> 0:25:35.600
<v Speaker 1>very useful because it means that you can have different

0:25:35.600 --> 0:25:39.000
<v Speaker 1>departments working on various stuff all at the same time,

0:25:39.600 --> 0:25:45.040
<v Speaker 1>and people can specialize in very particular tasks and it

0:25:45.119 --> 0:25:47.600
<v Speaker 1>makes the whole project move much more quickly. It's like

0:25:47.600 --> 0:25:51.560
<v Speaker 1>an it's it's an assembly line approach. So and it's

0:25:51.600 --> 0:25:54.080
<v Speaker 1>it's kind of key to how they started making animated

0:25:54.160 --> 0:25:56.720
<v Speaker 1>motion pictures. I'm glad you said the word key, but

0:25:56.760 --> 0:25:59.240
<v Speaker 1>I'll get to that. So that you might have a

0:25:59.280 --> 0:26:03.280
<v Speaker 1>background department. This is the department's purposes just to create

0:26:03.320 --> 0:26:06.680
<v Speaker 1>the backgrounds that you're gonna see in this animated feature.

0:26:06.960 --> 0:26:09.360
<v Speaker 1>We'll be back here if you need us. So they

0:26:09.400 --> 0:26:12.360
<v Speaker 1>actually are. That's that's their job is to create the backgrounds.

0:26:12.440 --> 0:26:15.120
<v Speaker 1>And these backgrounds might, like I said, be larger than

0:26:15.160 --> 0:26:18.840
<v Speaker 1>the frame is when you're taking pictures with your film camera,

0:26:19.520 --> 0:26:22.200
<v Speaker 1>so that you can move the background around in relation

0:26:22.280 --> 0:26:24.840
<v Speaker 1>to what's going on in the foreground, so that you

0:26:24.840 --> 0:26:27.520
<v Speaker 1>can have that illusion of characters moving around a scene

0:26:27.680 --> 0:26:31.439
<v Speaker 1>and you aren't. You aren't restricted to just what you

0:26:31.480 --> 0:26:35.879
<v Speaker 1>can see in any given frame. Uh. So they that

0:26:36.000 --> 0:26:38.320
<v Speaker 1>department starts to work on the backgrounds. You've got the

0:26:38.400 --> 0:26:40.639
<v Speaker 1>drawing department, and what they usually do is start on

0:26:40.720 --> 0:26:45.280
<v Speaker 1>paper and they'll start drawing out the characters. They'll they'll

0:26:45.280 --> 0:26:49.439
<v Speaker 1>start creating character concepts. This is the time where, uh,

0:26:49.680 --> 0:26:54.600
<v Speaker 1>they really start to refine the way characters look and move,

0:26:55.440 --> 0:26:58.320
<v Speaker 1>and not just the characters themselves, but anything the character

0:26:58.400 --> 0:27:01.639
<v Speaker 1>happens to have on him or so for example, if

0:27:01.680 --> 0:27:05.120
<v Speaker 1>you've drawn a space marine character who's got a big gun,

0:27:05.160 --> 0:27:07.440
<v Speaker 1>a big clunky armor, you would want to draw a

0:27:07.520 --> 0:27:10.399
<v Speaker 1>lot of different poses for this character to kind of define, like,

0:27:10.480 --> 0:27:14.480
<v Speaker 1>this is how this character moves, Like the armor restricts movements,

0:27:14.560 --> 0:27:16.680
<v Speaker 1>so things need to be really angular and there can't

0:27:16.720 --> 0:27:19.240
<v Speaker 1>be a lot of flexibility here. And when the character

0:27:19.359 --> 0:27:23.640
<v Speaker 1>expressed a surprise, um, his eyebrows actually go down, not up,

0:27:23.680 --> 0:27:25.240
<v Speaker 1>and that sort of stuff. And these are things that

0:27:25.280 --> 0:27:30.640
<v Speaker 1>really define acting choices in the movie. You know, it's

0:27:30.640 --> 0:27:33.919
<v Speaker 1>a weird. Another weird thing is that a performance in

0:27:33.920 --> 0:27:36.800
<v Speaker 1>an animated film is defined by not just the person

0:27:36.840 --> 0:27:40.520
<v Speaker 1>who's recorded the voice, but the person who has drawn

0:27:41.040 --> 0:27:44.320
<v Speaker 1>that character, And so you've got an acting performance coming

0:27:44.359 --> 0:27:48.640
<v Speaker 1>from at least two different people, and usually more than

0:27:48.680 --> 0:27:52.800
<v Speaker 1>two different people. Yeah, there there are times in uh,

0:27:52.920 --> 0:27:56.160
<v Speaker 1>for example, I know this is not a hand drawn animation.

0:27:56.200 --> 0:27:59.480
<v Speaker 1>There are times in Monsters, inc. When I'm watching Mike

0:27:59.520 --> 0:28:02.760
<v Speaker 1>Wazask and I'm seeing Billy Crystal in my head because

0:28:02.800 --> 0:28:08.480
<v Speaker 1>they've captured some of the same facial And that's not

0:28:08.600 --> 0:28:13.400
<v Speaker 1>unusual either. Often often people will film or videotape the

0:28:13.440 --> 0:28:17.040
<v Speaker 1>cast recording sessions in order to get a look at

0:28:17.080 --> 0:28:20.399
<v Speaker 1>how the actors, uh, you know, some of the some

0:28:20.480 --> 0:28:24.000
<v Speaker 1>of the facial expressions they use, or the quirks they have,

0:28:24.440 --> 0:28:28.120
<v Speaker 1>and they'll even incorporate that into the character designs, which

0:28:28.160 --> 0:28:31.200
<v Speaker 1>is that's always fun when you see an animated character

0:28:31.440 --> 0:28:34.280
<v Speaker 1>make a movement that is something you associate with a

0:28:34.320 --> 0:28:37.680
<v Speaker 1>physical human being, that's always a fun moment. Yeah. Yeah,

0:28:37.680 --> 0:28:41.320
<v Speaker 1>And I think that's another benefit of doing it the

0:28:41.360 --> 0:28:43.160
<v Speaker 1>other way around. Not only do you have to not

0:28:43.560 --> 0:28:46.560
<v Speaker 1>match up the voice to the animation, but you actually

0:28:46.560 --> 0:28:48.840
<v Speaker 1>get to to breathe a little life into the animation

0:28:48.840 --> 0:28:51.280
<v Speaker 1>too and make it more appealing, right, We've got more

0:28:51.320 --> 0:28:54.400
<v Speaker 1>to say about how animation works, but before we get

0:28:54.400 --> 0:28:57.280
<v Speaker 1>to that, let's take a quick break to thank our sponsor.

0:29:05.280 --> 0:29:08.360
<v Speaker 1>So the next step is, once you've got the drawings

0:29:08.400 --> 0:29:12.400
<v Speaker 1>on paper, you start to trace it onto cells. Now

0:29:13.280 --> 0:29:15.200
<v Speaker 1>technically it's on the back of the cells that you're

0:29:15.200 --> 0:29:18.400
<v Speaker 1>tracing this stuff on. And after after you've drawn the

0:29:18.880 --> 0:29:22.680
<v Speaker 1>line drawing, you know, after you've inked it, it's the

0:29:22.720 --> 0:29:25.760
<v Speaker 1>inking phase. It's time to go to paint, where you

0:29:25.800 --> 0:29:30.240
<v Speaker 1>have to use the very specific colors you have designated

0:29:30.280 --> 0:29:34.120
<v Speaker 1>for that character. Um there are you know, there are

0:29:34.160 --> 0:29:38.000
<v Speaker 1>guides for every single animated feature or television show about

0:29:38.520 --> 0:29:43.200
<v Speaker 1>what color belongs to which character. And you know, it's

0:29:43.200 --> 0:29:46.920
<v Speaker 1>a very specific thing because when it's off, it's noticeably off,

0:29:47.600 --> 0:29:52.480
<v Speaker 1>particularly if it's off within a single uh episode of

0:29:52.480 --> 0:29:55.760
<v Speaker 1>a show or a single film, But if it's something

0:29:55.800 --> 0:29:58.400
<v Speaker 1>that's between episodes, even then it can be noticeable. Even

0:29:58.480 --> 0:30:02.640
<v Speaker 1>like Homer's Simpson's pants aren't the right color of blue.

0:30:03.640 --> 0:30:06.080
<v Speaker 1>It's true, you know, you can. In fact, there are

0:30:06.120 --> 0:30:08.920
<v Speaker 1>companies that have had problems where the paints they were

0:30:09.040 --> 0:30:12.160
<v Speaker 1>using no longer existed because the company that produced them

0:30:12.200 --> 0:30:13.680
<v Speaker 1>was gone and they had to try and figure out

0:30:13.720 --> 0:30:17.040
<v Speaker 1>how to recreate that exact color or or there are

0:30:17.040 --> 0:30:20.320
<v Speaker 1>times too when um, you know, especially for TV shows

0:30:20.360 --> 0:30:25.480
<v Speaker 1>where they're they're creating many episodes of a show where uh,

0:30:25.600 --> 0:30:30.719
<v Speaker 1>the producing studio farms the animation work out to other studios,

0:30:31.200 --> 0:30:35.959
<v Speaker 1>so you'll see differences sometimes in colors when one studio

0:30:36.000 --> 0:30:38.239
<v Speaker 1>does it versus another. Yeah, and that's that's that can

0:30:38.320 --> 0:30:40.960
<v Speaker 1>be distracting for long time fans. That's another issue I

0:30:41.000 --> 0:30:42.960
<v Speaker 1>was going to mention, is that, so you get to

0:30:43.000 --> 0:30:44.800
<v Speaker 1>this point where you're drawing the cells and you're painting

0:30:44.800 --> 0:30:47.200
<v Speaker 1>the cells. You're inking and painting the cells. Everything is

0:30:47.240 --> 0:30:48.960
<v Speaker 1>being done on the back of the cell. That also

0:30:49.080 --> 0:30:52.320
<v Speaker 1>hides the brush strokes. So that way, when you turn

0:30:52.360 --> 0:30:56.200
<v Speaker 1>the cell over, you've got this beautiful color image of

0:30:56.200 --> 0:30:58.960
<v Speaker 1>a character or an object or whatever, but you don't

0:30:59.040 --> 0:31:01.360
<v Speaker 1>see the individual strokes or anything, cause that's on the

0:31:01.360 --> 0:31:04.960
<v Speaker 1>back of the cell. Uh. Then once those cells are done,

0:31:05.120 --> 0:31:07.479
<v Speaker 1>if if you were to do all the animation yourself,

0:31:07.520 --> 0:31:11.360
<v Speaker 1>you would produce all the cells you needed two complete

0:31:11.400 --> 0:31:14.520
<v Speaker 1>the animation for the various scenes you're doing. And sometimes

0:31:14.520 --> 0:31:16.240
<v Speaker 1>that means that you're going to be using some of

0:31:16.240 --> 0:31:19.880
<v Speaker 1>the same cells again and again, like if there are

0:31:19.880 --> 0:31:21.920
<v Speaker 1>a lot of scenes of a character walking down the road,

0:31:21.960 --> 0:31:25.360
<v Speaker 1>then you may have a certain sequence of cells that

0:31:25.480 --> 0:31:29.200
<v Speaker 1>you use several times. Uh. You don't want to rely

0:31:29.280 --> 0:31:31.560
<v Speaker 1>on it too much, of course, because otherwise it just

0:31:31.600 --> 0:31:35.080
<v Speaker 1>looks like it's the same thing through the whole picture.

0:31:35.720 --> 0:31:39.239
<v Speaker 1>But you would put those cells individually on top of

0:31:39.440 --> 0:31:44.600
<v Speaker 1>the respective backgrounds. Take a photo, make the adjustments, take

0:31:44.640 --> 0:31:47.960
<v Speaker 1>the next photo, make adjustments, take the next photo until

0:31:48.080 --> 0:31:50.400
<v Speaker 1>you were done. And you know, you do that all

0:31:50.400 --> 0:31:52.040
<v Speaker 1>the way through and you're matching it up to that

0:31:52.160 --> 0:31:55.200
<v Speaker 1>scratch track. You actually have to make sure that the

0:31:55.240 --> 0:31:59.120
<v Speaker 1>animation matches up with the soundtrack for the film. And

0:31:59.160 --> 0:32:03.120
<v Speaker 1>then they the final soundtrack comes through with the music

0:32:03.160 --> 0:32:07.640
<v Speaker 1>and effects and everything, and uh, you master out the

0:32:07.680 --> 0:32:10.720
<v Speaker 1>film and then you've got your finished animated project. However,

0:32:11.240 --> 0:32:13.960
<v Speaker 1>like Chris was saying, a lot of television shows in

0:32:13.960 --> 0:32:19.760
<v Speaker 1>particular farm out animation to other countries, particularly Korea. Korea

0:32:19.960 --> 0:32:26.880
<v Speaker 1>is is like a known factor in animation UM and

0:32:27.040 --> 0:32:30.720
<v Speaker 1>shows like The Sibsons and Futurama, they use these studios

0:32:30.720 --> 0:32:36.560
<v Speaker 1>in Korea to complete the animation. What usually happens is that, uh,

0:32:36.960 --> 0:32:40.640
<v Speaker 1>the team back in the United States will create what

0:32:40.720 --> 0:32:45.640
<v Speaker 1>are called key frames. Key frames are showing very specific

0:32:45.720 --> 0:32:50.280
<v Speaker 1>points in the animation that need to happen, and you

0:32:50.400 --> 0:32:56.680
<v Speaker 1>have these segments between the key frames that are left unfinished.

0:32:56.880 --> 0:32:59.600
<v Speaker 1>They need to be filled in, and that's called in

0:32:59.680 --> 0:33:02.680
<v Speaker 1>between meaning, which makes sense. You're you're creating this the

0:33:02.760 --> 0:33:06.520
<v Speaker 1>action that exists in between the key frames. So if

0:33:06.560 --> 0:33:08.120
<v Speaker 1>you think about it back when I was talking about

0:33:08.120 --> 0:33:14.040
<v Speaker 1>the storyboard with the whole football, uh example, you would

0:33:14.040 --> 0:33:16.800
<v Speaker 1>probably have more key frames than just the three or

0:33:16.880 --> 0:33:19.880
<v Speaker 1>four panels I had talked about, But that would essentially

0:33:19.920 --> 0:33:21.880
<v Speaker 1>be the same sort of thing saying this is your

0:33:21.880 --> 0:33:24.440
<v Speaker 1>starting point, this is your ending point. We need to

0:33:24.520 --> 0:33:28.479
<v Speaker 1>have the pathway connecting these two. It needs to be

0:33:28.600 --> 0:33:31.760
<v Speaker 1>this many frames long. So that's that kind of dictates

0:33:31.760 --> 0:33:35.440
<v Speaker 1>how fast the action takes UM and then once that

0:33:35.600 --> 0:33:39.360
<v Speaker 1>is all done, the the foreign for us anyway, the

0:33:39.480 --> 0:33:43.760
<v Speaker 1>foreign studio sends the footage back and you can incorporate

0:33:43.800 --> 0:33:46.440
<v Speaker 1>into your show. Now, often you have to do a

0:33:46.480 --> 0:33:50.640
<v Speaker 1>lot of work to match up things like vocal work,

0:33:50.680 --> 0:33:54.400
<v Speaker 1>in particular with UM with the animation that's sent back,

0:33:54.480 --> 0:33:58.880
<v Speaker 1>because you're talking about a language barrier. Often you're talking

0:33:58.920 --> 0:34:02.200
<v Speaker 1>about people who may not get the gist of a

0:34:02.280 --> 0:34:07.120
<v Speaker 1>joke because of either linguistic or cultural differences. So something

0:34:07.160 --> 0:34:09.400
<v Speaker 1>that makes sense and is funny to us may not

0:34:09.480 --> 0:34:11.799
<v Speaker 1>be funny to another culture because they don't have the

0:34:11.840 --> 0:34:16.759
<v Speaker 1>same cultural background or same linguistic background, so they're there

0:34:16.760 --> 0:34:20.040
<v Speaker 1>are adjustments that need to be made at that point.

0:34:20.080 --> 0:34:23.360
<v Speaker 1>But the idea is that the bulk of the work

0:34:23.520 --> 0:34:26.759
<v Speaker 1>is done, which ends up being less expensive for the

0:34:26.800 --> 0:34:32.920
<v Speaker 1>studio here in the United States because, frankly it the people,

0:34:32.920 --> 0:34:35.200
<v Speaker 1>the animators who are working in Korea are doing it

0:34:35.280 --> 0:34:38.200
<v Speaker 1>at a much lower cost than it would be to

0:34:38.239 --> 0:34:43.160
<v Speaker 1>produce it all here. So that's the general approach. Now,

0:34:43.640 --> 0:34:45.680
<v Speaker 1>we have a couple of special things we wanted to

0:34:45.680 --> 0:34:49.000
<v Speaker 1>talk about. One of those being something that was invented

0:34:49.719 --> 0:34:56.200
<v Speaker 1>uh many decades ago by Disney animators Disney engineers. Yeah,

0:34:56.280 --> 0:34:59.640
<v Speaker 1>this may uh, I'm not certain that that we're talking

0:34:59.640 --> 0:35:03.880
<v Speaker 1>about this same thing. Yes, the multiplane came. That's exactly

0:35:03.920 --> 0:35:07.239
<v Speaker 1>I'm doing the multiplane camera gesture so that Chris would know. Yes,

0:35:07.320 --> 0:35:10.480
<v Speaker 1>that's the the international symbol for the multiplane camera, which

0:35:10.520 --> 0:35:14.960
<v Speaker 1>is putting putting your horizontal hand in five different levels.

0:35:15.600 --> 0:35:20.680
<v Speaker 1>This um, this is a little different in technique. Um

0:35:20.800 --> 0:35:24.520
<v Speaker 1>and and it's it's similar in other ways now, Um,

0:35:24.560 --> 0:35:26.640
<v Speaker 1>this is something that the Disney studios there were there

0:35:26.640 --> 0:35:29.600
<v Speaker 1>were several people who worked on this. Disney himself did

0:35:29.640 --> 0:35:33.680
<v Speaker 1>some work on it, and the the semi famous UBI

0:35:33.800 --> 0:35:39.240
<v Speaker 1>Works also worked on it as well. Um and Uh,

0:35:39.600 --> 0:35:42.400
<v Speaker 1>Basically they had noticed there's a there's an awesome film

0:35:42.520 --> 0:35:46.040
<v Speaker 1>of Disney himself introducing this and talking about it. I

0:35:46.320 --> 0:35:48.600
<v Speaker 1>assume that it looks like it came from the Disneyland,

0:35:49.400 --> 0:35:53.120
<v Speaker 1>uh TV show that was out in the fifties and

0:35:53.120 --> 0:35:56.400
<v Speaker 1>six or so, and I'm sure it was using in

0:35:56.440 --> 0:35:59.720
<v Speaker 1>something like The Wonderful World of Disney. You know, it's

0:35:59.719 --> 0:36:03.600
<v Speaker 1>it's He did a whole series of films where he

0:36:03.760 --> 0:36:07.200
<v Speaker 1>talked very you know, just just a matter of fatter

0:36:07.239 --> 0:36:09.680
<v Speaker 1>of fact approach about how they do what they do

0:36:09.719 --> 0:36:12.279
<v Speaker 1>and how they make Disney magic, which in my mind

0:36:12.320 --> 0:36:14.880
<v Speaker 1>made it all the more magical because you saw the

0:36:14.960 --> 0:36:20.120
<v Speaker 1>amount of thought that went into producing the stuff they made. Yeah. Yeah, absolutely,

0:36:20.160 --> 0:36:21.880
<v Speaker 1>But it's been in about five minutes. I had actually

0:36:21.880 --> 0:36:24.400
<v Speaker 1>read about this in a biography of Walt Disney, but

0:36:24.960 --> 0:36:29.040
<v Speaker 1>seeing it actually explained step by step and how they

0:36:29.080 --> 0:36:33.160
<v Speaker 1>make it work. Um. Now, when you show a traditional

0:36:33.239 --> 0:36:37.840
<v Speaker 1>two D animation, uh cell being shot, a photo being

0:36:37.880 --> 0:36:42.239
<v Speaker 1>taken of the cell against the background. Basically there's a

0:36:42.280 --> 0:36:44.920
<v Speaker 1>frame that holds the cell in place over the background.

0:36:45.040 --> 0:36:47.600
<v Speaker 1>They clamp it down so it's not gonna wiggle while

0:36:47.640 --> 0:36:50.680
<v Speaker 1>they take the shot. And the cameras mounted above the table,

0:36:50.719 --> 0:36:52.840
<v Speaker 1>so it is taking a picture of what is inside

0:36:52.840 --> 0:36:56.120
<v Speaker 1>the frame, the physical frame on top of the table.

0:36:56.600 --> 0:37:00.600
<v Speaker 1>So you basically have a shutter shutter release control. You

0:37:00.880 --> 0:37:02.920
<v Speaker 1>mount that, you put the cell in place, lock it

0:37:02.960 --> 0:37:05.200
<v Speaker 1>down in place, uh, you know, back out so you

0:37:05.280 --> 0:37:06.759
<v Speaker 1>don't take a picture of the back of your head

0:37:08.200 --> 0:37:11.040
<v Speaker 1>and gets some weird reflection in there or something. Yeah,

0:37:11.080 --> 0:37:12.960
<v Speaker 1>and and and do the shutter release you know, with

0:37:13.000 --> 0:37:16.080
<v Speaker 1>your with your thumb, you know, finger and uh you know,

0:37:16.120 --> 0:37:21.200
<v Speaker 1>take your two shots if you're doing uh you know. Okay,

0:37:21.280 --> 0:37:23.840
<v Speaker 1>so you got it. But what what Disney was explaining

0:37:23.880 --> 0:37:27.719
<v Speaker 1>in this video was, uh, basically the problem of perspective.

0:37:28.760 --> 0:37:33.040
<v Speaker 1>How certain things appear larger when they're closer to you

0:37:33.200 --> 0:37:38.000
<v Speaker 1>or smaller farther away. Now you have, um, something like

0:37:39.120 --> 0:37:42.919
<v Speaker 1>a barn and that's specifically from this with a moon

0:37:43.280 --> 0:37:46.080
<v Speaker 1>hanging in the sky in the background. Yeah, Now, you

0:37:46.160 --> 0:37:48.320
<v Speaker 1>as you get closer, as you walk toward the barn,

0:37:48.520 --> 0:37:51.319
<v Speaker 1>it's going to start to appear larger. But in in

0:37:51.400 --> 0:37:56.000
<v Speaker 1>traditional animation, you know, two D animation, you start to basically,

0:37:56.120 --> 0:37:59.520
<v Speaker 1>if you everything gets larger because you're basically zooming in

0:37:59.640 --> 0:38:03.000
<v Speaker 1>on Yeah, you're if you if you're thinking of it

0:38:03.000 --> 0:38:06.960
<v Speaker 1>in purely physical terms, you are either moving the camera

0:38:07.160 --> 0:38:09.919
<v Speaker 1>closer or focusing the lens so that the focal length

0:38:10.000 --> 0:38:12.640
<v Speaker 1>is different. But you're you're essentially moving the camera closer

0:38:12.719 --> 0:38:15.360
<v Speaker 1>to the frame, or you're moving the frame closer to

0:38:15.400 --> 0:38:19.600
<v Speaker 1>the camera. In either case, you're decreasing the distance between

0:38:19.760 --> 0:38:23.160
<v Speaker 1>camera and frame in order to create the illusion that

0:38:23.200 --> 0:38:26.440
<v Speaker 1>you are zooming into a physical landscape. So in a

0:38:26.480 --> 0:38:29.960
<v Speaker 1>real world situation, it'd be like a cameraman holding a

0:38:30.000 --> 0:38:33.439
<v Speaker 1>camera and walking toward this barn that's on a hill

0:38:33.480 --> 0:38:36.680
<v Speaker 1>on the moon is hanging behind it, And in that situation,

0:38:37.160 --> 0:38:41.480
<v Speaker 1>the barn would gradually start to appear larger in the

0:38:41.520 --> 0:38:44.600
<v Speaker 1>frame because you're getting closer, but the moon would not

0:38:44.960 --> 0:38:47.680
<v Speaker 1>start to get larger because the moon is so much

0:38:47.719 --> 0:38:50.960
<v Speaker 1>further away. You would have to go a really long

0:38:51.000 --> 0:38:53.640
<v Speaker 1>way before that moon started looking like it was getting bigger.

0:38:54.200 --> 0:38:57.799
<v Speaker 1>But in animation because it's a static background and it's

0:38:57.880 --> 0:39:02.040
<v Speaker 1>drawn on a two dimensional piece of paper or whatever.

0:39:03.680 --> 0:39:06.520
<v Speaker 1>When the camera gets closer, everything gets bigger because you

0:39:06.560 --> 0:39:10.640
<v Speaker 1>cannot selectively say, hey, static image that it was drawn

0:39:10.800 --> 0:39:13.280
<v Speaker 1>once that we're going to use over and over again.

0:39:13.640 --> 0:39:15.359
<v Speaker 1>Make sure the moon doesn't get bigger when I get

0:39:15.400 --> 0:39:18.040
<v Speaker 1>closer to it. It doesn't work that way. We got

0:39:18.040 --> 0:39:20.440
<v Speaker 1>a little bit more animating to do, folks, But before

0:39:20.480 --> 0:39:23.240
<v Speaker 1>we can do that, we're gonna take another quick break.

0:39:31.080 --> 0:39:35.840
<v Speaker 1>So the way that that the Disney Studios decided to

0:39:35.840 --> 0:39:40.040
<v Speaker 1>work around this was to essentially, and it's not exactly

0:39:40.080 --> 0:39:43.000
<v Speaker 1>like this, but if you will essentially use a stack

0:39:43.480 --> 0:39:49.000
<v Speaker 1>of layered cells um mounted, you know, one over the other,

0:39:49.160 --> 0:39:51.640
<v Speaker 1>over the other over the other, so that the table

0:39:51.719 --> 0:39:54.600
<v Speaker 1>underneath them still has the bottom and the camera is

0:39:54.600 --> 0:40:00.640
<v Speaker 1>still above them. But what this enables the animators to

0:40:00.719 --> 0:40:03.520
<v Speaker 1>do is to adjust. Uh. So the moon in this

0:40:03.560 --> 0:40:07.040
<v Speaker 1>case will be on the very bottom because it's not

0:40:07.080 --> 0:40:10.680
<v Speaker 1>going to move, but there might be a tree between

0:40:10.719 --> 0:40:14.200
<v Speaker 1>you and the barn. So as the camera gets closer

0:40:14.320 --> 0:40:17.360
<v Speaker 1>to the layer with the tree on it, it eventually

0:40:17.760 --> 0:40:21.040
<v Speaker 1>goes out of sight. Because at this point, you uh,

0:40:21.160 --> 0:40:24.320
<v Speaker 1>there the illusion is that you have passed the tree.

0:40:24.640 --> 0:40:27.080
<v Speaker 1>The barn is still ahead of you, and it still

0:40:27.120 --> 0:40:31.160
<v Speaker 1>appears to be getting larger, but more slowly than the

0:40:31.200 --> 0:40:34.800
<v Speaker 1>bush on another layer in between, and then you eventually

0:40:34.800 --> 0:40:37.759
<v Speaker 1>don't see the bush anymore because you have theoretically passed it.

0:40:38.400 --> 0:40:40.960
<v Speaker 1>And uh, as you get closer to the barn is

0:40:40.960 --> 0:40:44.719
<v Speaker 1>still appearing larger, but the moon still appears to be

0:40:44.880 --> 0:40:49.600
<v Speaker 1>the roughly the same distance away. So as the camera gets,

0:40:49.640 --> 0:40:52.880
<v Speaker 1>you know, layer by a layer closer and closer down

0:40:52.920 --> 0:40:56.399
<v Speaker 1>the stack of layers. UM, you know, you do have

0:40:56.480 --> 0:40:59.680
<v Speaker 1>that illusion that you are that the perspective is working

0:40:59.680 --> 0:41:02.520
<v Speaker 1>the way would in real life. UM. Now it is

0:41:02.560 --> 0:41:05.759
<v Speaker 1>not exactly the same as as sell animation. In this case,

0:41:05.760 --> 0:41:10.359
<v Speaker 1>they're actually using oil paint on glass. Don't drop that

0:41:10.440 --> 0:41:13.239
<v Speaker 1>layer I worked on all day, Bill, Don't don't get

0:41:13.239 --> 0:41:15.920
<v Speaker 1>your filthy, smudgy hands off the layer I just felt.

0:41:16.000 --> 0:41:18.400
<v Speaker 1>So they for every shot. Now this this again, this

0:41:18.440 --> 0:41:22.759
<v Speaker 1>is an expensive process because now they are drawing not

0:41:22.880 --> 0:41:26.960
<v Speaker 1>just one frame at a time, they are drawing several

0:41:27.080 --> 0:41:31.000
<v Speaker 1>layers that you may or may not get to reuse later. Um.

0:41:31.040 --> 0:41:35.759
<v Speaker 1>But they have to mount these in the holders for

0:41:35.800 --> 0:41:39.239
<v Speaker 1>each frame. So let's say you've got seven layers. Um,

0:41:39.640 --> 0:41:41.359
<v Speaker 1>the bottom one with the moon on it, that's gonna

0:41:41.360 --> 0:41:43.000
<v Speaker 1>stay the same, Yeah, it's just it'll be on a

0:41:43.040 --> 0:41:46.719
<v Speaker 1>stationary table. Yeah, but you might have to animate. You

0:41:46.800 --> 0:41:49.160
<v Speaker 1>might have to replace the ones on the first three

0:41:49.680 --> 0:41:52.040
<v Speaker 1>more frequently, and then the four and then the five.

0:41:52.560 --> 0:41:55.160
<v Speaker 1>So you're you're for every shot, you're going to have

0:41:55.280 --> 0:41:59.880
<v Speaker 1>to adjust the different layers as needed. And so you

0:42:00.080 --> 0:42:03.279
<v Speaker 1>got you've got this device that has all these platforms

0:42:03.280 --> 0:42:06.760
<v Speaker 1>that can hold each layer. So, and the platforms themselves

0:42:06.760 --> 0:42:09.080
<v Speaker 1>are adjustable where you can move them closer to or

0:42:09.120 --> 0:42:11.880
<v Speaker 1>further away from the camera. The camera remains stationary. You

0:42:11.880 --> 0:42:14.839
<v Speaker 1>can also move them left to right, or up or down.

0:42:15.960 --> 0:42:19.279
<v Speaker 1>Frankly genius. So yeah, again, again, you can create a

0:42:19.360 --> 0:42:22.880
<v Speaker 1>much wider scene than can be seen on a single

0:42:23.000 --> 0:42:25.320
<v Speaker 1>shot of the camera. And remember we're still doing this

0:42:25.320 --> 0:42:28.760
<v Speaker 1>this approach where we take one picture, than you adjust,

0:42:28.840 --> 0:42:31.560
<v Speaker 1>take one picture, then you adjust. You couldn't theoretically do

0:42:31.680 --> 0:42:33.439
<v Speaker 1>this live if you really wanted to, but it would

0:42:33.440 --> 0:42:37.840
<v Speaker 1>look it would probably be a chaotic mess. So um, instead,

0:42:39.000 --> 0:42:42.480
<v Speaker 1>let's say that you are doing a panning shot through

0:42:42.480 --> 0:42:45.920
<v Speaker 1>a forest. Well, the stuff that's closer to you is

0:42:45.960 --> 0:42:49.240
<v Speaker 1>going to appear to move more dramatically than the stuff

0:42:49.320 --> 0:42:52.680
<v Speaker 1>that is much further away. Well, that was the shot

0:42:52.719 --> 0:42:54.520
<v Speaker 1>that used in the video you were talking about was

0:42:54.760 --> 0:42:57.600
<v Speaker 1>from Bambi, where it was a panning shot through the forest,

0:42:58.239 --> 0:43:02.479
<v Speaker 1>and and this effect was very impressive because you had

0:43:02.640 --> 0:43:07.520
<v Speaker 1>different layers of the background moving at different speeds relative

0:43:07.560 --> 0:43:11.399
<v Speaker 1>to our perspective, and so it creates a much more

0:43:11.440 --> 0:43:17.320
<v Speaker 1>realistic feeling than just camera panning across a static painting

0:43:17.880 --> 0:43:20.719
<v Speaker 1>which doesn't have any other layers to it. Um And

0:43:20.760 --> 0:43:26.200
<v Speaker 1>it really did add this level of immersion to those

0:43:26.200 --> 0:43:29.359
<v Speaker 1>early animated films. Now, it was a very kind of

0:43:30.080 --> 0:43:33.080
<v Speaker 1>primitive form of three D sense because you're not you're

0:43:33.120 --> 0:43:35.280
<v Speaker 1>not having any it's it's giving the illusion of depth.

0:43:35.280 --> 0:43:38.920
<v Speaker 1>It's not coming out at you. And also ultimately it's

0:43:38.920 --> 0:43:43.879
<v Speaker 1>the illusion of depth of a series of two dimensional paintings. Right,

0:43:43.920 --> 0:43:47.319
<v Speaker 1>So it's almost like uh, And I've seen this with

0:43:47.440 --> 0:43:50.520
<v Speaker 1>televisions that do three D conversion two D to three

0:43:50.600 --> 0:43:53.239
<v Speaker 1>D conversion. The problem I have with two D two

0:43:53.280 --> 0:43:56.239
<v Speaker 1>three D conversion is that it always gives the appearance

0:43:56.480 --> 0:43:59.560
<v Speaker 1>of a bunch of cardboard cutouts that are at different

0:43:59.680 --> 0:44:02.840
<v Speaker 1>depth levels. So if you had if you took a

0:44:02.880 --> 0:44:06.200
<v Speaker 1>photo with a two D camera of a bunch of

0:44:06.239 --> 0:44:10.359
<v Speaker 1>people lined up so that they are like, like, there's

0:44:10.400 --> 0:44:12.960
<v Speaker 1>one guy who's really close to fairly close to you,

0:44:13.280 --> 0:44:15.239
<v Speaker 1>another person who's a little further back, another one a

0:44:15.239 --> 0:44:17.000
<v Speaker 1>little further back, and another one at the very back

0:44:17.040 --> 0:44:19.360
<v Speaker 1>of the picture. And you've adjusted the focus so that

0:44:19.400 --> 0:44:21.719
<v Speaker 1>everyone's more or less in focus, and you take the

0:44:21.760 --> 0:44:24.120
<v Speaker 1>photo and then you converted to three D. Well, now

0:44:24.160 --> 0:44:26.880
<v Speaker 1>it looks like a cardboard cutout of your friend is

0:44:26.960 --> 0:44:29.359
<v Speaker 1>really close and a cardboard cutout of your other friend

0:44:29.400 --> 0:44:31.400
<v Speaker 1>is in the middle. It doesn't, don't They don't appear

0:44:31.400 --> 0:44:34.040
<v Speaker 1>to be three dimensional objects. The same thing is true

0:44:34.040 --> 0:44:37.080
<v Speaker 1>with this multiplane camera approach is that the backgrounds all

0:44:37.120 --> 0:44:39.799
<v Speaker 1>look like two dimensional paintings because that's what they were,

0:44:40.360 --> 0:44:43.080
<v Speaker 1>but that there were some that were closer to the

0:44:43.120 --> 0:44:45.840
<v Speaker 1>camera than others. So it created a very interesting effect

0:44:45.920 --> 0:44:48.880
<v Speaker 1>and it was immersive, but it was not so immersive

0:44:48.960 --> 0:44:53.600
<v Speaker 1>as a true three dimensional background. Yeah. Um, Nonetheless, I

0:44:53.600 --> 0:44:57.160
<v Speaker 1>think it was a very clever way to to work

0:44:57.320 --> 0:45:01.880
<v Speaker 1>around the limitations of two D. And uh, you know,

0:45:02.000 --> 0:45:04.600
<v Speaker 1>in thinking about it just now, I think in a

0:45:04.640 --> 0:45:10.080
<v Speaker 1>way it inadvertently forced the ken Burns effect because when

0:45:10.080 --> 0:45:13.440
<v Speaker 1>you're when you're shooting documentaries as as he has, and

0:45:13.480 --> 0:45:16.879
<v Speaker 1>he's showing still images and they're you know, they they're

0:45:16.920 --> 0:45:20.880
<v Speaker 1>interviewing somebody, they're talking, and basically you're watching a photo

0:45:20.920 --> 0:45:24.080
<v Speaker 1>that was taken a hundred years ago. There's it's it's

0:45:24.880 --> 0:45:29.560
<v Speaker 1>a static photo of a real person, and it's what

0:45:29.600 --> 0:45:31.800
<v Speaker 1>are you gonna do. You're gonna sit there and stare

0:45:31.840 --> 0:45:35.000
<v Speaker 1>at the photo of Abraham Lincoln for two minutes while

0:45:35.000 --> 0:45:37.120
<v Speaker 1>this guy is talking about it. No, you've got to

0:45:37.160 --> 0:45:39.799
<v Speaker 1>do something to make it more. I think it's sort

0:45:39.840 --> 0:45:42.680
<v Speaker 1>of set an expectation that when you're watching a video,

0:45:42.719 --> 0:45:46.799
<v Speaker 1>it should be moving and it should appear realistic. So, um,

0:45:46.840 --> 0:45:48.640
<v Speaker 1>I started thinking about it. You know, I bet that's

0:45:48.680 --> 0:45:51.279
<v Speaker 1>why we have the ken Burns effect, because you know,

0:45:51.400 --> 0:45:54.480
<v Speaker 1>we we came in with that perspective of moving in

0:45:54.520 --> 0:45:58.520
<v Speaker 1>to the photo or panning across a still photo. Um.

0:45:58.560 --> 0:46:00.480
<v Speaker 1>And that's exactly actually what I was thinking when now

0:46:00.719 --> 0:46:03.640
<v Speaker 1>he was when Disney was narrating this, this thing is like, well,

0:46:03.680 --> 0:46:05.680
<v Speaker 1>you know, you can zoom in if you want to,

0:46:05.760 --> 0:46:07.680
<v Speaker 1>and it's sort of seems like you're getting closer but

0:46:07.719 --> 0:46:10.080
<v Speaker 1>it does it's not as realistic as if you had

0:46:10.080 --> 0:46:12.560
<v Speaker 1>this sense of perspective as we will create with the

0:46:12.640 --> 0:46:16.200
<v Speaker 1>multiplane camera. So I just kind of thought about that now.

0:46:16.520 --> 0:46:18.720
<v Speaker 1>The other thing I wanted to talk about is another

0:46:18.760 --> 0:46:22.600
<v Speaker 1>development that has dramatically changed the way hand drawn animation

0:46:22.600 --> 0:46:27.719
<v Speaker 1>works today, and that is using a digital platform to

0:46:27.760 --> 0:46:30.960
<v Speaker 1>create hand drawn animation. So it's not computer animation. You

0:46:31.000 --> 0:46:34.320
<v Speaker 1>are not building computer models. You're still drawing stuff by hand,

0:46:34.840 --> 0:46:37.200
<v Speaker 1>You're just doing it with a computer right to assist

0:46:37.239 --> 0:46:40.319
<v Speaker 1>to you and tip. Typically this is through the use

0:46:40.360 --> 0:46:43.920
<v Speaker 1>of things like Waycom tablets, specifically centreat tablets tend to

0:46:43.960 --> 0:46:47.120
<v Speaker 1>be favored by a lot of the artist's sign note

0:46:47.320 --> 0:46:49.880
<v Speaker 1>mainly because you can with the right tablet you can

0:46:49.920 --> 0:46:54.040
<v Speaker 1>actually still look down and see as you're drawing. That's

0:46:54.040 --> 0:46:56.000
<v Speaker 1>a that's a something that I've I've got a friend

0:46:56.040 --> 0:46:57.840
<v Speaker 1>who does animation, actually got a couple of friends to

0:46:57.840 --> 0:47:01.040
<v Speaker 1>do animation. My buddy Lucas Ryan was talking to me

0:47:01.080 --> 0:47:02.600
<v Speaker 1>about this because I said, we're going to do an

0:47:02.600 --> 0:47:05.440
<v Speaker 1>episode about hand drawn animation. What would you suggest we

0:47:05.440 --> 0:47:07.319
<v Speaker 1>talked about? And he says, well, you know, you're going

0:47:07.360 --> 0:47:09.000
<v Speaker 1>to cover the whole history and that's great, But I

0:47:09.000 --> 0:47:11.880
<v Speaker 1>want you to talk about what it's like for an

0:47:11.880 --> 0:47:14.680
<v Speaker 1>animator today to use one of these digital tablets, and

0:47:14.719 --> 0:47:17.040
<v Speaker 1>you talked about, you know, there's a disconnect. There are

0:47:17.080 --> 0:47:20.759
<v Speaker 1>some tablets where it's like a giant touch pad, right,

0:47:21.200 --> 0:47:24.040
<v Speaker 1>and you've got a stylistic use a pen that you

0:47:24.160 --> 0:47:26.000
<v Speaker 1>use and you draw on the touch pad, and the

0:47:26.000 --> 0:47:29.799
<v Speaker 1>touch pad itself doesn't display anything. You have to look

0:47:29.840 --> 0:47:33.560
<v Speaker 1>at a screen. He says, there's some people who they

0:47:33.600 --> 0:47:35.880
<v Speaker 1>just can't get past that. They can't get past the

0:47:35.920 --> 0:47:38.320
<v Speaker 1>fact that they are looking at a screen but they're drawing,

0:47:38.880 --> 0:47:40.680
<v Speaker 1>you know, on a on a surface that they are

0:47:40.760 --> 0:47:44.120
<v Speaker 1>not looking at, and that that's kind of understandable. I mean,

0:47:44.200 --> 0:47:48.399
<v Speaker 1>someone who's just learning to touch type, it's pretty intimidating

0:47:48.840 --> 0:47:51.120
<v Speaker 1>because you have to you have to really teach yourself

0:47:51.400 --> 0:47:54.600
<v Speaker 1>the layout and everything. So there are a lot of

0:47:54.640 --> 0:47:58.360
<v Speaker 1>tablets out there now where there's also a display built

0:47:58.360 --> 0:48:01.879
<v Speaker 1>into the tablet itself, So drawing on the tablet, it's

0:48:02.000 --> 0:48:04.440
<v Speaker 1>also being reflected on a display on a computer, but

0:48:04.480 --> 0:48:06.839
<v Speaker 1>you can look down and see what you're doing, so

0:48:06.880 --> 0:48:10.120
<v Speaker 1>that way you can make these adjustments. Also, he talked

0:48:10.160 --> 0:48:15.480
<v Speaker 1>about the the benefit of moving from a raster based

0:48:15.560 --> 0:48:18.920
<v Speaker 1>system to a vector based system. We've talked about this before.

0:48:18.760 --> 0:48:22.120
<v Speaker 1>Where raster is all pixel based, right, well, vector is

0:48:22.160 --> 0:48:25.080
<v Speaker 1>math based. Yeah, it's a line art, line art, which

0:48:25.120 --> 0:48:28.520
<v Speaker 1>is yeah. And and the nice thing about vector graphics

0:48:28.600 --> 0:48:33.040
<v Speaker 1>is that it's it's relatively easy to adjust lines after

0:48:33.120 --> 0:48:36.799
<v Speaker 1>you draw them, So you can reshape a line much

0:48:36.840 --> 0:48:39.520
<v Speaker 1>more simply with a vector based drawing than you could

0:48:39.520 --> 0:48:41.960
<v Speaker 1>with raster, where you would essentially have to erase what

0:48:42.040 --> 0:48:45.400
<v Speaker 1>you did and draw it again. So there's some illustrators

0:48:45.440 --> 0:48:48.920
<v Speaker 1>and animators out there who they're just used to it.

0:48:48.960 --> 0:48:51.000
<v Speaker 1>They'll be they'll draw a line and say, no, that's

0:48:51.040 --> 0:48:52.840
<v Speaker 1>that curves not right, and a racing they'll drawing some

0:48:52.920 --> 0:48:54.320
<v Speaker 1>well it's closer, but that's not what I want, and

0:48:54.320 --> 0:48:56.680
<v Speaker 1>they'll erase it and they'll draw another line. But then

0:48:56.920 --> 0:48:58.799
<v Speaker 1>with the vector based ones, you can draw a line

0:48:58.800 --> 0:49:00.160
<v Speaker 1>and say, oh, you know what, I just need to

0:49:00.200 --> 0:49:01.560
<v Speaker 1>tweak this a little bit and it's going to be

0:49:01.640 --> 0:49:05.880
<v Speaker 1>exactly why I need um. So that helps cut down

0:49:05.920 --> 0:49:09.400
<v Speaker 1>on on a lot of stop and start work, and

0:49:09.440 --> 0:49:16.520
<v Speaker 1>also the inking and painting part is much more much simpler.

0:49:16.600 --> 0:49:19.840
<v Speaker 1>Now you have a huge variety of colors, you can

0:49:19.920 --> 0:49:22.399
<v Speaker 1>choose from depending upon what sort of programs you're using.

0:49:23.080 --> 0:49:25.800
<v Speaker 1>You don't have to worry about it not being consistent

0:49:25.840 --> 0:49:28.320
<v Speaker 1>from one shot to the next because it's all digital,

0:49:28.840 --> 0:49:31.920
<v Speaker 1>so that that code of color is going to remain

0:49:31.920 --> 0:49:34.839
<v Speaker 1>the same no matter what um And you might even

0:49:34.840 --> 0:49:39.000
<v Speaker 1>be able to use some effects in some software to

0:49:39.320 --> 0:49:43.280
<v Speaker 1>create lighting effects that you don't have to necessarily do yourself,

0:49:44.040 --> 0:49:46.640
<v Speaker 1>so it would know that, all right, if you're going

0:49:46.680 --> 0:49:50.240
<v Speaker 1>to put a shadow of this intensity over this particular picture,

0:49:50.480 --> 0:49:53.759
<v Speaker 1>it needs to adjust the color to look like that

0:49:54.040 --> 0:49:56.680
<v Speaker 1>so that you know, so that it's natural to the viewer.

0:49:57.920 --> 0:50:03.120
<v Speaker 1>So that's really the change the way illustrators and animators

0:50:03.160 --> 0:50:05.160
<v Speaker 1>have created artwork. I know there are a lot of

0:50:05.160 --> 0:50:09.399
<v Speaker 1>people who create web comics who exclusively use tablets now.

0:50:09.440 --> 0:50:11.440
<v Speaker 1>For the longest time, they would do all their art

0:50:11.480 --> 0:50:14.279
<v Speaker 1>on paper and then they would scan the paper and

0:50:14.320 --> 0:50:16.680
<v Speaker 1>they would upload the art that way. So Kurts used

0:50:16.680 --> 0:50:18.400
<v Speaker 1>to do it that way, the guys at Penny Arcade

0:50:18.480 --> 0:50:21.120
<v Speaker 1>used to do it that way, and then they all

0:50:21.239 --> 0:50:26.319
<v Speaker 1>began to switch over using digital tablets. And almost every

0:50:26.360 --> 0:50:28.920
<v Speaker 1>single one I hear the animator or or the artists

0:50:28.920 --> 0:50:31.719
<v Speaker 1>talking either on a blog or on a podcast or

0:50:31.719 --> 0:50:37.640
<v Speaker 1>whatever about how the initial transition period is incredibly painful

0:50:37.640 --> 0:50:41.200
<v Speaker 1>and frustrating, and then after they get past the learning curve,

0:50:41.239 --> 0:50:44.040
<v Speaker 1>they're like, I don't know why I didn't do this

0:50:44.120 --> 0:50:49.120
<v Speaker 1>earlier because it makes things so much easier. And so

0:50:49.239 --> 0:50:51.680
<v Speaker 1>that's that's become sort of the new standard is using

0:50:51.719 --> 0:50:55.880
<v Speaker 1>these this digital format to do hand drawn animation. And

0:50:55.920 --> 0:50:59.840
<v Speaker 1>we also have seen some combinations of hand drawn animation

0:51:00.000 --> 0:51:04.520
<v Speaker 1>haired with computer generated backgrounds. So, I know, Beauty and

0:51:04.520 --> 0:51:07.600
<v Speaker 1>the Beast did that the big ballroom sequence with the

0:51:08.120 --> 0:51:13.439
<v Speaker 1>dance and Angela Lansbury singing and um and stuff that

0:51:13.560 --> 0:51:18.160
<v Speaker 1>had a computer generated background. Uh so, you know, we

0:51:18.160 --> 0:51:21.920
<v Speaker 1>were seeing some marriage of computer generated animation and hand

0:51:21.960 --> 0:51:25.680
<v Speaker 1>drawn animation, uh happening, and it's been going on for

0:51:25.719 --> 0:51:27.239
<v Speaker 1>a while. It's not like Beauty and the Beast was

0:51:27.280 --> 0:51:31.520
<v Speaker 1>the first and only example. It's just one example. Uh So,

0:51:31.880 --> 0:51:33.879
<v Speaker 1>you know, I'm sure we'll see more of that. I'm

0:51:33.960 --> 0:51:37.520
<v Speaker 1>glad to say that there are plenty of artists at

0:51:37.600 --> 0:51:41.000
<v Speaker 1>studios out there that still support hand drawn animation because

0:51:41.000 --> 0:51:44.239
<v Speaker 1>I think that there is something special to that. There's

0:51:44.280 --> 0:51:48.080
<v Speaker 1>a feel hand drawn animation has that's its own thing

0:51:49.120 --> 0:51:52.440
<v Speaker 1>and I like that. Yeah, it seems like, well, at

0:51:52.480 --> 0:51:54.360
<v Speaker 1>least in my opinion, it seems like there's a warmth

0:51:54.400 --> 0:51:58.879
<v Speaker 1>to it. Yeah. Um, but you don't necessarily get Yeah,

0:51:59.080 --> 0:52:01.800
<v Speaker 1>there's an asterisk cleaner you can't. Yeah. And there are companies.

0:52:02.280 --> 0:52:05.399
<v Speaker 1>There are companies out there like Pixar that can make

0:52:05.480 --> 0:52:11.040
<v Speaker 1>you sob like a little baby with some computer generated graphics. Yeah. Yeah,

0:52:11.080 --> 0:52:14.759
<v Speaker 1>and I you can you can ask my wife. There

0:52:14.840 --> 0:52:17.200
<v Speaker 1>is not a Pixar movie that I see without me

0:52:17.320 --> 0:52:20.239
<v Speaker 1>going look at the fill in the blank here, like

0:52:20.280 --> 0:52:23.840
<v Speaker 1>the Water and Finding Nemo or the fur Unsully in

0:52:24.080 --> 0:52:27.520
<v Speaker 1>Monsters and absolutely blows my mind. The the the story

0:52:27.560 --> 0:52:30.080
<v Speaker 1>of the the balloons and up where they did their

0:52:30.120 --> 0:52:34.879
<v Speaker 1>computer modeling to determine how balloons would actually behave. Yeah,

0:52:34.920 --> 0:52:37.840
<v Speaker 1>it kind of made me think of the engine that

0:52:37.960 --> 0:52:41.360
<v Speaker 1>what I've built for um, the Armies for Lord of

0:52:41.360 --> 0:52:43.200
<v Speaker 1>the Rings. It's like, let's why don't we take that

0:52:43.280 --> 0:52:47.920
<v Speaker 1>technology and convert it for helium balloons. It's essentially what

0:52:47.960 --> 0:52:51.480
<v Speaker 1>they did. Uh, that's fascinating stuff. But there is there's

0:52:51.520 --> 0:52:55.799
<v Speaker 1>a Um, I agree with Jonathan, there's a feeling that

0:52:55.840 --> 0:52:58.280
<v Speaker 1>you get when watching hand drawn animation that is different

0:52:58.320 --> 0:53:00.440
<v Speaker 1>than the feeling that you get when you're watching a

0:53:00.480 --> 0:53:03.920
<v Speaker 1>computer It doesn't doesn't mean better or it's just different.

0:53:03.960 --> 0:53:07.080
<v Speaker 1>It's just different. And and you know Lasseter of Pixar,

0:53:07.560 --> 0:53:09.560
<v Speaker 1>he would argue the same thing. He says, you know,

0:53:09.640 --> 0:53:14.560
<v Speaker 1>it's we use at Pixar, we use computer animation because

0:53:14.600 --> 0:53:17.200
<v Speaker 1>that's the tool we use. But to us, the most

0:53:17.200 --> 0:53:21.560
<v Speaker 1>important part of any film is the story, and that

0:53:22.120 --> 0:53:26.759
<v Speaker 1>ultimately the tool you use is nowhere near as important

0:53:26.840 --> 0:53:29.720
<v Speaker 1>as the story is. So if your story is solid,

0:53:30.680 --> 0:53:33.480
<v Speaker 1>then as long as you are good at using whatever

0:53:33.560 --> 0:53:36.960
<v Speaker 1>tools you have, you should be able to tell that

0:53:37.000 --> 0:53:40.600
<v Speaker 1>story effectively. Now that if those tools are hand drawn animation,

0:53:40.800 --> 0:53:43.479
<v Speaker 1>that's great, and if it's computer animation, that's great. There's

0:53:43.560 --> 0:53:46.680
<v Speaker 1>no there's nothing wrong with either choice. You're going to

0:53:46.719 --> 0:53:49.120
<v Speaker 1>get a different experience depending on which one to use,

0:53:49.640 --> 0:53:52.360
<v Speaker 1>but it doesn't mean that one experience is superior or

0:53:52.400 --> 0:53:55.680
<v Speaker 1>inferior to the other. And that wraps up this classic

0:53:55.760 --> 0:53:59.080
<v Speaker 1>episode of tech stuff. Hope you guys enjoyed it. I

0:53:59.200 --> 0:54:03.040
<v Speaker 1>always enjoy going back and listening to these old shows

0:54:03.520 --> 0:54:08.520
<v Speaker 1>and hearing Chris and his uh wonderful delivery. I miss

0:54:08.640 --> 0:54:11.520
<v Speaker 1>him and his puns. He's still doing quite well, by

0:54:11.520 --> 0:54:14.960
<v Speaker 1>the way, she's just not with our company anymore. Anyway,

0:54:15.160 --> 0:54:16.879
<v Speaker 1>I hope you guys enjoyed this. If you have any

0:54:16.960 --> 0:54:19.960
<v Speaker 1>suggestions for brand new episodes of tech Stuff, you can

0:54:20.000 --> 0:54:22.840
<v Speaker 1>reach out the email addresses tech stuff at how stuff

0:54:22.840 --> 0:54:24.680
<v Speaker 1>works dot com, or you can pop on over to

0:54:24.719 --> 0:54:27.960
<v Speaker 1>our website that's tech stuff podcast dot com, where you're

0:54:27.960 --> 0:54:31.120
<v Speaker 1>going to find an archive of all of our past episodes,

0:54:31.160 --> 0:54:34.800
<v Speaker 1>including these classics. You also find links to our social

0:54:34.840 --> 0:54:38.080
<v Speaker 1>media presence, and you'll find a link to our online

0:54:38.080 --> 0:54:40.000
<v Speaker 1>store where every purchase he make goes to help the

0:54:40.000 --> 0:54:41.960
<v Speaker 1>show and we greatly appreciate it, and I'll talk to

0:54:42.040 --> 0:54:49.680
<v Speaker 1>you again really soon. Tex Stuff is a production of

0:54:49.680 --> 0:54:52.719
<v Speaker 1>I Heart Radio's How Stuff Works. For more podcasts from

0:54:52.760 --> 0:54:56.560
<v Speaker 1>my heart Radio, visit the I heart Radio app, Apple Podcasts,

0:54:56.640 --> 0:55:00.840
<v Speaker 1>or wherever you listen to your favorite shows. Eight