WEBVTT - TechStuff Classic: TechStuff Looks at Industrial Light and Magic

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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 and I heart Radio and I love

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<v Speaker 1>all things tech. It's done, and my friends, not for

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<v Speaker 1>the quister. That's a different show, but a time for

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<v Speaker 1>another classic episode of tech Stuff. This episode originally published

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<v Speaker 1>November two thousand twelve, and it is titled tech Stuff

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<v Speaker 1>looks at Industrial Light and Magic, one of my favorite

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<v Speaker 1>companies looking into just because they were responsible for so

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<v Speaker 1>many memorable moments in cinematic history. Let's listen in Sitting

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<v Speaker 1>across from me as usual is senior writer Jonathan Strickland.

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<v Speaker 1>Hello from a podcast from long long ago and far

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<v Speaker 1>far away and far far away. I am pretty far

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<v Speaker 1>out there. So yeah, we wanted to talk today about

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<v Speaker 1>a special visual effects studio named Industrial Light and Magic.

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<v Speaker 1>And the reason why we decided to cover this particular

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<v Speaker 1>topic is that, well, Industrial Light and Magic is part

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<v Speaker 1>of h Well, it's one of the many things that

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<v Speaker 1>George Lucas created, including things like Lucasfilm, and that's been

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<v Speaker 1>the news recently because that's the recording of this podcast.

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<v Speaker 1>It has not been that long since Disney announced its

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<v Speaker 1>intention to acquire Lucas Film for the parents ly sum

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<v Speaker 1>of four point zero five billion with a B dollars

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<v Speaker 1>all stocks, mostly all of which apparently will be donated

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<v Speaker 1>to George Lucas's educational charity. Right, Yeah, it's pretty phenomenal.

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<v Speaker 1>George Lucas back in two pledged that he was going

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<v Speaker 1>to dedicate his wealth to philanthropic endeavors mostly due uh

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<v Speaker 1>to um are mostly towards education, which kind of it's

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<v Speaker 1>nice and it shows that he's following in the same

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<v Speaker 1>sort of vein as other notable rich people and philanthropists

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<v Speaker 1>like Bill Gates. Yeah, and that's not really what the

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<v Speaker 1>the podcast is about. We're not talking about George and things.

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<v Speaker 1>But I did want to throw that in there simply

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<v Speaker 1>because that was a a pretty amazing thing to do.

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<v Speaker 1>Everyone would do that, very cool thing to do. Uh.

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<v Speaker 1>It almost makes me not want to criticize him for

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<v Speaker 1>some of the decisions he's made. Well, I think it

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<v Speaker 1>gives us a picture of who he is as a person,

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<v Speaker 1>and although he does see himself, I think as a

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<v Speaker 1>as someone who is empowered to revise things that were

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<v Speaker 1>previously released, and then that that that does infuriate a

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<v Speaker 1>lot of people, among other things that he's done. But

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<v Speaker 1>you know, I get the sense to that, Hey, he's

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<v Speaker 1>not a bad guy. Of course, that's what he wants

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<v Speaker 1>us to think. But come on, come on, how who's

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<v Speaker 1>going to go to the extent of of donating the

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<v Speaker 1>majority of their wealth to education in order to convince

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<v Speaker 1>the world they're not a bad guy. He's clearly a

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<v Speaker 1>good guy. Yeah, I would say so. So he's a

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<v Speaker 1>better guy than I am. So so well, well done,

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<v Speaker 1>Mr Lucas. But but yeah, I mean he's he's also

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<v Speaker 1>the same kind of person that is driven creatively. He's

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<v Speaker 1>he's willing to come up with complete new uh businesses

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<v Speaker 1>to support his creative habits, we might say, even though

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<v Speaker 1>we may not necessarily agree with them. I would I

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<v Speaker 1>would say personally for me that you know, his heart's

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<v Speaker 1>in the right place. He's trying to create a good

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<v Speaker 1>story and it doesn't always pan out. You got you

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<v Speaker 1>gotta remember back, all right? So he founded Industrial Light

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<v Speaker 1>and Magic in Yes, now, that's two years before the

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<v Speaker 1>release of Star Wars and New Hope, one of the

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<v Speaker 1>best documentaries ever to be made. Well he um as

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<v Speaker 1>a filmmaker. His his filmmaking career began before that. Um,

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<v Speaker 1>but he you know, American Graffiti wasn't exactly m A.

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<v Speaker 1>It wasn't as it wasn't a positive experience, wasn't. It

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<v Speaker 1>wasn't a special effects driven masterpiece. You know, it was

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<v Speaker 1>a very good film. I liked it, but um, you know,

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<v Speaker 1>it wasn't. It wasn't the kind of film that George

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<v Speaker 1>Lucas has come to be known for. He made a

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<v Speaker 1>super effects blockbuster, which many would argue that he is

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<v Speaker 1>responsible for, and in part due to industrial lite and magic. Really,

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<v Speaker 1>the the two people I think who are responsible for

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<v Speaker 1>the blockbuster special effects extravaganza are Lucas and Spielberg. And

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<v Speaker 1>of course Spielberg has had quite a bit of involvement

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<v Speaker 1>in uh several of Lucas's endeavors. But anyway, yeah, he

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<v Speaker 1>so he founded this visual effects company, and it was

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<v Speaker 1>probably because Lucas he knew he wanted to do things

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<v Speaker 1>a certain way, and in order to do that, he

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<v Speaker 1>wanted to lit his dependence upon other companies as much

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<v Speaker 1>as possible. So he started to make stuff. He said, well,

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<v Speaker 1>there's no visual effects company out there that is going

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<v Speaker 1>to do the stuff I need to have done, so

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<v Speaker 1>I'm going to make it myself. And uh so he's

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<v Speaker 1>kind of a hacker. Yeah, it really is a lot

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<v Speaker 1>of ways. And and this was all due to necessity.

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<v Speaker 1>You know, he wanted to have as much control over

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<v Speaker 1>the project as possible in order to do that, and

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<v Speaker 1>then that he had to build all this stuff, and

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<v Speaker 1>so he set out to do it, and that's exactly

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<v Speaker 1>what he did. It's kind of amazing. Well, there's a

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<v Speaker 1>you know, the industrial line. Magic has been responsible for

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<v Speaker 1>many different advances in movie making technology over the years.

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<v Speaker 1>Back in nine, one of the first things they developed

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<v Speaker 1>was the Dixtra flex camera system that's named after John Distra,

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<v Speaker 1>who was actually the lead designer on this camera design.

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<v Speaker 1>Uh and it's it was made because if you if

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<v Speaker 1>well it's kind of hard to say, like if you

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<v Speaker 1>if you saw the Star Wars and New Hope back

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<v Speaker 1>in its cinematic release version, this is pre special addition.

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<v Speaker 1>All the effects there for things like the ship battles

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<v Speaker 1>and stuff, all the all the ships, all the the

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<v Speaker 1>Death Star stuff, all that was made with practical effects,

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<v Speaker 1>practical miniature models. That so, so the X wings going

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<v Speaker 1>through the Trench and Death Star. That was all done

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<v Speaker 1>with managers. So this is pre computer generated special effects

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<v Speaker 1>in that sense. Yeah. And the sound too, the the orchestra. Uh,

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<v Speaker 1>would you know they would put these models on the

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<v Speaker 1>dolly and then the orchestra will be on the dolly

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<v Speaker 1>behind them playing the music. No, let's going a little

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<v Speaker 1>too far in there, Chris, But but this long way

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<v Speaker 1>to go for a bad joke. This this camera, This

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<v Speaker 1>camera was special because in order to get the effect

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<v Speaker 1>that Lucas wanted, he wanted the spaceship scene to look

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<v Speaker 1>like um, like dog fights, like airplane dog fights from

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<v Speaker 1>World War two movies. Yeah. And and the reason that

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<v Speaker 1>those uh that that film, uh, and we're talking about

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<v Speaker 1>existing film. The reason that that film is so effective,

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<v Speaker 1>I think is because it's been it was shot by

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<v Speaker 1>another airplane in the air at the same time as

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<v Speaker 1>a dog fight. And this this motion control photography that

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<v Speaker 1>I LM developed for this UM used uh, basically was

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<v Speaker 1>using cameras that moved in with the spaceship models, so

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<v Speaker 1>it appeared that you were flying in the in the

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<v Speaker 1>dog fights between the different fighters or the Millennium Falcon

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<v Speaker 1>and the tie fighters. So it was there was a

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<v Speaker 1>real sense of movement right right. The camera was mounted

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<v Speaker 1>on a crane, and the crane was mounted on a

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<v Speaker 1>Dolly track, so they don't do a Hello Dolly joke.

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<v Speaker 1>I didn't any worry, Okay, So anyway, so the crane

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<v Speaker 1>can move back and forth along this track, the camera

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<v Speaker 1>could could move in various ways to adjust the pitch

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<v Speaker 1>or the tilt of the of the camera's angle so

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<v Speaker 1>it could follow the motions of the miniature and make

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<v Speaker 1>it you have this this really swoopy effect where like

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<v Speaker 1>Chris was saying, you're following the action very closely, and uh,

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<v Speaker 1>it was a necessity for him to achieve the effect

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<v Speaker 1>he wanted. So he builds this thing. Actually he puts

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<v Speaker 1>John Dixtra in charge of it, and John and his

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<v Speaker 1>team built it. I call him John Smart. Uh, and

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<v Speaker 1>they they shoot the movie and in nineteen seventy seven,

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<v Speaker 1>Star Wars New Hope hits theaters and becomes an amazing success.

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<v Speaker 1>And the two movies that that really launched the era

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<v Speaker 1>of blockbuster summer hits were Jaws and Star Wars um

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<v Speaker 1>and uh. You know what you get when you come

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<v Speaker 1>up with a new kind of special effects technology. An

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<v Speaker 1>Academy Award. Yes, they won that for Vision Visual Effects

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<v Speaker 1>in nineteen seventy seven. John Steers, I think of him

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<v Speaker 1>as Dike Strit, John Dikest, Richard Grant, Grant mckewn, and

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<v Speaker 1>Robert Blackock. I can't keep saying any of their names.

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<v Speaker 1>I'm just gonna call him the guys they're all John now, yeah,

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<v Speaker 1>it's a matter of fact. They also got a Special

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<v Speaker 1>Achievement Award in nineteen eighty Visual Effects. Right, but before

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<v Speaker 1>we get to nineteen eighties, something happens in nineteen seventy

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<v Speaker 1>nine that I want to talk about something, something special.

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<v Speaker 1>There was a special division formed in nineteen seventy nine

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<v Speaker 1>and Industrial Light and Magic. That division was called the

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<v Speaker 1>Graphics Group. Uh, specializing in computer animation and effects. Wait,

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<v Speaker 1>I feel like I should know who these guys are.

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<v Speaker 1>When we get to nineteen eight six, it'll all become clear.

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<v Speaker 1>But yeah, in nineteen seventy nine, the division, the Graphics Group,

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<v Speaker 1>forms an Industrial Line Magic. That division will become incredibly

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<v Speaker 1>important and influential and uh, but oddly enough, their most

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<v Speaker 1>influential days will be after they leave Lucas Film and

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<v Speaker 1>Industrial Line Magic. So moving on, uh, nineteen eighty that's

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<v Speaker 1>when Empire Strikes Back the second greatest documentary. Actually, I

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<v Speaker 1>think that people would argue that's better than Star Wars

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<v Speaker 1>most people. You know, I actually prefer a New Hope

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<v Speaker 1>to Empire, but I really love Empire too. It's just

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<v Speaker 1>one of those things where you know, a New Hope

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<v Speaker 1>really resonates with me, but Empire is great. So Empire

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<v Speaker 1>Strikes Back comes out. They do win the Special Achievement

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<v Speaker 1>Academy Award for Visual Effects for that. The nineteen one

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<v Speaker 1>Indiana Johnes and Raiders The Last Start Comes Out. Now,

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<v Speaker 1>that was another UH the project that UH had Spielberg's involvement,

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<v Speaker 1>and they won the Academy Award for Visual Effects for that.

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<v Speaker 1>They also made a movie Did you ever see Dragon Slayer? Okay,

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<v Speaker 1>so I saw Dragon Slayer back when I was a kid.

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<v Speaker 1>Dragon Slayer is a fantasy film, and it's pretty much

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<v Speaker 1>what you would think it is. It's a story about

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<v Speaker 1>a young hero who UH sets out to slay a dragon.

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<v Speaker 1>It's a little more cop kid and that, but that's

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<v Speaker 1>there just yea. So they designed a new kind of

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<v Speaker 1>filmmaking for this as well. They decided that there's a

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<v Speaker 1>problem with working with practical effects for monsters that are

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<v Speaker 1>um the go beyond like something someone in just a suit, right,

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<v Speaker 1>Because one of the things you could do is you

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<v Speaker 1>could do stop motion animation to create a monster effect,

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<v Speaker 1>because it's it's it's hard to build a giant monster

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<v Speaker 1>so and it it really it's hard to make it

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<v Speaker 1>look right. It takes a lot of work. If I've

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<v Speaker 1>shown my kids older monster movie bits, and it's kind

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<v Speaker 1>of easy to on the one hand, when you grew

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<v Speaker 1>up with pre I l M movies and technology and

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<v Speaker 1>and Jonathan and I probably barely qualify for that. But

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<v Speaker 1>you know, you look at some of the old monster

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<v Speaker 1>movies and you could see the zipper marks in the

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<v Speaker 1>costumes and the older stuff. You don't you're not freaked

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<v Speaker 1>out by that anymore. But you know, the practical effects

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<v Speaker 1>um could be done very very well, and even when

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<v Speaker 1>they're done very very well, it still doesn't have the

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<v Speaker 1>same effect that the newer ones do, right, And it's

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<v Speaker 1>just it's it's just weird to think about now. But yeah,

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<v Speaker 1>I mean, looking at the new stuff, it looks so

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<v Speaker 1>very very real. Yeah, well, back then, you know, with

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<v Speaker 1>the practical effects, that's pretty much all they had at

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<v Speaker 1>their their disposal. At this point back they developed something

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<v Speaker 1>called go Motion and Go Motion. Uh. The way that

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<v Speaker 1>they explain it on the Industrial Light and Magic website

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<v Speaker 1>is that it worked by fusing quote both electronic and

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<v Speaker 1>mechanical opponents into a device that could record the dragon

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<v Speaker 1>in Dragon Slayers movements based on an animator's design and

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<v Speaker 1>play them back so the camera could capture them as

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<v Speaker 1>they occurred. So the reason for this is because if

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<v Speaker 1>they if they were to do it in traditional stop motion,

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<v Speaker 1>there'd be no motion blur when something moves quickly, because

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<v Speaker 1>because all you're doing is just taking a bunch of

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<v Speaker 1>individual photographs really of objects that are not in motion,

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<v Speaker 1>and then you're playing them back to make it look

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<v Speaker 1>like the object was in motion. To get motion blur,

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<v Speaker 1>the thing actually needs to be moving. It helps, but

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<v Speaker 1>that's not how stop motion works because the name stop Anyway,

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<v Speaker 1>it was an interesting development. It was something that they

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<v Speaker 1>had um created two again to meet the needs of

0:13:54.040 --> 0:13:59.000
<v Speaker 1>the project that without having to you know, completely reinvent everything.

0:14:00.720 --> 0:14:05.000
<v Speaker 1>Two they they got another Academy award. Um I'm not

0:14:05.000 --> 0:14:07.720
<v Speaker 1>gonna go through every Academy award Industrial Line Magic has

0:14:07.800 --> 0:14:10.280
<v Speaker 1>won because that would be ridiculous. But they got it

0:14:10.280 --> 0:14:12.719
<v Speaker 1>for one of my favorite films as a kid growing up,

0:14:13.040 --> 0:14:18.840
<v Speaker 1>which was Et the Extraterrestrial. Yes, I loved this movie

0:14:18.880 --> 0:14:21.960
<v Speaker 1>as a kid. I think I must have seen it

0:14:22.000 --> 0:14:25.240
<v Speaker 1>three or four times this summer that it came out,

0:14:25.360 --> 0:14:28.240
<v Speaker 1>and I probably cried my eyes out every single time

0:14:28.240 --> 0:14:31.160
<v Speaker 1>I watched it because I'm a SAP. I'm gonna sap

0:14:31.200 --> 0:14:33.360
<v Speaker 1>all my life. I still am a SAP. I probably

0:14:33.360 --> 0:14:36.320
<v Speaker 1>could watch ET without crying now, but back as a kid,

0:14:36.360 --> 0:14:39.800
<v Speaker 1>there was just no hope. Um. But anyway, that that

0:14:39.920 --> 0:14:45.280
<v Speaker 1>was another very popular film made by h. Lucas and Spielberg.

0:14:45.600 --> 0:14:49.200
<v Speaker 1>So uh, and of course we should point out, uh,

0:14:49.360 --> 0:14:52.080
<v Speaker 1>Lucas's involvement in some of these films is more of

0:14:52.160 --> 0:14:55.560
<v Speaker 1>a kind of advisory sort of role. Industrial Line Magic

0:14:55.560 --> 0:14:58.640
<v Speaker 1>worked on lots of projects, not just lucasfilm projects, which

0:14:58.680 --> 0:15:01.160
<v Speaker 1>is why you know E t s an Eblin project,

0:15:01.200 --> 0:15:03.720
<v Speaker 1>not lucasfilm. Well. I wanted to point that out too,

0:15:03.840 --> 0:15:09.200
<v Speaker 1>that it would have been easy for George Lucas to

0:15:09.520 --> 0:15:13.520
<v Speaker 1>restrict Industrial Light and Magic to working on his films. Yeah,

0:15:13.560 --> 0:15:15.520
<v Speaker 1>but then we would have hardly any of them because

0:15:15.560 --> 0:15:17.800
<v Speaker 1>he didn't do very many. Well, I mean that's that's

0:15:17.840 --> 0:15:19.600
<v Speaker 1>part of it. But I mean he could have he

0:15:19.640 --> 0:15:24.600
<v Speaker 1>could have done say, uh, the Indiana Jones films and

0:15:24.760 --> 0:15:27.520
<v Speaker 1>the Star Wars film stuff that he was intimately more

0:15:27.600 --> 0:15:30.720
<v Speaker 1>intimately involved with, um, you know, the projects that he

0:15:30.760 --> 0:15:34.080
<v Speaker 1>and Spielberg worked on together in some capacity. But he

0:15:35.240 --> 0:15:38.160
<v Speaker 1>you know, they decided to spend this off into its

0:15:38.160 --> 0:15:42.360
<v Speaker 1>own company, and in doing so they made I would

0:15:42.440 --> 0:15:45.000
<v Speaker 1>argue that they made film richer for it. I mean

0:15:45.720 --> 0:15:47.960
<v Speaker 1>you could say that, you know, working on on Star

0:15:48.040 --> 0:15:52.920
<v Speaker 1>Trek two, um, you know, and one of the greatest

0:15:53.120 --> 0:15:56.640
<v Speaker 1>documentaries ever made it Ever, We're gonna take a quick

0:15:56.760 --> 0:15:59.480
<v Speaker 1>break right now and we will come back with more

0:15:59.680 --> 0:16:10.240
<v Speaker 1>about industrial light and magic. So you might say, well,

0:16:10.280 --> 0:16:13.360
<v Speaker 1>you know, start there, there's this whole Star Wars versus

0:16:13.400 --> 0:16:17.840
<v Speaker 1>Star Trek, which I think is silly anyway, um personally,

0:16:18.240 --> 0:16:20.680
<v Speaker 1>but you know they you might say, well, you wouldn't

0:16:20.680 --> 0:16:23.840
<v Speaker 1>necessarily you might want Star Wars to be the dominant

0:16:24.200 --> 0:16:27.800
<v Speaker 1>uh science fiction space franchise. You know, why would you

0:16:27.880 --> 0:16:31.600
<v Speaker 1>let him work on Star Trek. Well, I think, like

0:16:31.640 --> 0:16:36.200
<v Speaker 1>I said, it really populated film with the DNA of

0:16:36.560 --> 0:16:38.960
<v Speaker 1>industrial light and magic and made them the powerhouse that

0:16:39.000 --> 0:16:42.280
<v Speaker 1>they are now. Um, And yeah, I mean they got

0:16:42.320 --> 0:16:45.680
<v Speaker 1>a nomination for that too. Um. They did other work

0:16:45.800 --> 0:16:49.680
<v Speaker 1>for other of the Star Wars and Star Trek films

0:16:49.720 --> 0:16:51.960
<v Speaker 1>and going through You could see this in their the

0:16:52.000 --> 0:16:55.680
<v Speaker 1>timeline on the Industrial Light and Magic website. Um but yeah,

0:16:55.840 --> 0:16:59.560
<v Speaker 1>they really and they got involved in stuff. Now you

0:16:59.560 --> 0:17:03.080
<v Speaker 1>would say, also, these films are going to be heavily

0:17:03.800 --> 0:17:08.359
<v Speaker 1>dependent on uh special effects, and you would expect that

0:17:08.440 --> 0:17:11.879
<v Speaker 1>to be so. But um on other stuff like um,

0:17:11.920 --> 0:17:13.600
<v Speaker 1>you know you would see it too, for things like

0:17:13.640 --> 0:17:15.720
<v Speaker 1>Back to the Future, the Back to the Future franchise,

0:17:16.000 --> 0:17:18.560
<v Speaker 1>but he also worked on the Industrial Line. Magic also

0:17:18.600 --> 0:17:22.400
<v Speaker 1>worked on stuff like Out of Africa and Young Sherlock Holmes,

0:17:23.119 --> 0:17:26.639
<v Speaker 1>stuff that had special effects. But some of this stuff

0:17:26.720 --> 0:17:30.320
<v Speaker 1>is less special effect driven. The special effect the special

0:17:30.359 --> 0:17:33.200
<v Speaker 1>and special effects in this case is making it look

0:17:33.800 --> 0:17:40.240
<v Speaker 1>photo realistic rather than looking fantastic. Yeah, um yeah, I

0:17:40.680 --> 0:17:43.960
<v Speaker 1>agree the UH and and you know, there are other

0:17:44.000 --> 0:17:45.800
<v Speaker 1>analogs we can compare this to, like the wett A

0:17:45.880 --> 0:17:48.920
<v Speaker 1>Workshop which did all the work for the Lord of

0:17:48.920 --> 0:17:52.320
<v Speaker 1>the Rings movies, and the Hobbit has also done work

0:17:52.400 --> 0:17:57.720
<v Speaker 1>for other other production companies. That's so they have done

0:17:57.800 --> 0:18:02.800
<v Speaker 1>designed for lots of stuff, not just the Peter Jackson production,

0:18:02.920 --> 0:18:06.320
<v Speaker 1>So there are other similarities there. I'm glad you mentioned

0:18:06.320 --> 0:18:11.520
<v Speaker 1>Young Sherlock Holmes. Inive I l M achieved something no

0:18:11.560 --> 0:18:14.639
<v Speaker 1>one had done before. They created the first computer generated

0:18:14.800 --> 0:18:18.480
<v Speaker 1>character in a film, fully computer generated character. Uh that

0:18:18.640 --> 0:18:22.320
<v Speaker 1>stained Glass Man, Stained Glass Man from Young Sherlock Holmes. Uh.

0:18:22.359 --> 0:18:24.600
<v Speaker 1>In this case, what's happening for those of you who

0:18:24.640 --> 0:18:28.040
<v Speaker 1>have not seen Young Shelock Holmes, which is a pretty

0:18:28.040 --> 0:18:32.399
<v Speaker 1>good movie that's slowly paced, but it's I enjoyed it. Uh,

0:18:32.520 --> 0:18:35.479
<v Speaker 1>it's It's got a lot of cute references in it

0:18:35.840 --> 0:18:39.119
<v Speaker 1>that clue you into the man that Holmes will become

0:18:39.320 --> 0:18:41.720
<v Speaker 1>and actually the man that Watson will become as well,

0:18:41.960 --> 0:18:45.119
<v Speaker 1>though it really messes up their ages anyway. Uh, there's

0:18:45.160 --> 0:18:48.639
<v Speaker 1>there's this The plot involves this stuff, this substance that

0:18:48.720 --> 0:18:54.240
<v Speaker 1>causes people to hallucinate, and they hallucinate these terrifying visions

0:18:54.280 --> 0:18:58.920
<v Speaker 1>that drive them to essentially suicide. And in this particular case,

0:18:59.200 --> 0:19:02.919
<v Speaker 1>it's a character who is looking he's in a building

0:19:02.920 --> 0:19:05.400
<v Speaker 1>with stained glass windows, and one of the stained glass

0:19:05.600 --> 0:19:08.879
<v Speaker 1>figures comes to life, jumping out of the window, and

0:19:08.920 --> 0:19:11.159
<v Speaker 1>it's a night that is made out stained glass that

0:19:11.560 --> 0:19:14.760
<v Speaker 1>stalks the guy. So that's the scene. And that was

0:19:14.800 --> 0:19:17.640
<v Speaker 1>the first use of a computer a fully computer generated

0:19:17.720 --> 0:19:22.240
<v Speaker 1>character in the film Who's Stalking Nice. So in idea six,

0:19:22.280 --> 0:19:27.399
<v Speaker 1>here's where the spinoff happens. That um that I mentioned.

0:19:27.440 --> 0:19:31.560
<v Speaker 1>So back in seventy nine they had the Graphics Group Division,

0:19:31.960 --> 0:19:36.160
<v Speaker 1>and eighty six Lucasfilm spins off the Graphics Group Division

0:19:36.280 --> 0:19:40.960
<v Speaker 1>as its own company, with a healthy dose of funding

0:19:41.359 --> 0:19:46.040
<v Speaker 1>from a certain Mr. Steve Jobs who had kind of

0:19:46.040 --> 0:19:49.160
<v Speaker 1>lost his job. Yeah, he was, he had a gig

0:19:49.440 --> 0:19:52.159
<v Speaker 1>and then they cut him loose. Yeah, he he just

0:19:52.280 --> 0:19:55.480
<v Speaker 1>founded Apple and then got pushed off to the very

0:19:55.640 --> 0:20:00.680
<v Speaker 1>edges of that company and essentially they kind de fired

0:20:00.760 --> 0:20:05.040
<v Speaker 1>him without saying he's fired. And then he said, all right,

0:20:05.080 --> 0:20:07.400
<v Speaker 1>I guess I'm going and he left. And then but yeah,

0:20:07.520 --> 0:20:10.119
<v Speaker 1>he poured in a great deal of money to the

0:20:10.119 --> 0:20:17.359
<v Speaker 1>Graphics Group, which became Pixar. So Pixar at this time

0:20:17.520 --> 0:20:22.200
<v Speaker 1>was again really kind of pioneering computer graphics, computer animation.

0:20:22.800 --> 0:20:27.560
<v Speaker 1>It would of course be several years before um Pixar

0:20:27.800 --> 0:20:33.680
<v Speaker 1>would enter in it's uh, it's long and fruitful relationship

0:20:33.760 --> 0:20:38.080
<v Speaker 1>with Disney. Yes, so, but that that did have its

0:20:38.160 --> 0:20:41.960
<v Speaker 1>you know, start way back then, and yeah, they were. Um,

0:20:42.040 --> 0:20:45.399
<v Speaker 1>of course they weren't what they are now. But you know,

0:20:45.440 --> 0:20:48.000
<v Speaker 1>and you might say, I can't believe that George Lucas

0:20:48.000 --> 0:20:51.240
<v Speaker 1>allowed this to happen. But at the time it probably

0:20:51.280 --> 0:20:54.320
<v Speaker 1>wasn't so clear cut. It was very expensive to do

0:20:54.359 --> 0:20:57.560
<v Speaker 1>what they were doing, and there there were there were

0:20:57.560 --> 0:21:00.520
<v Speaker 1>no clear indicators at that time. I mean, or hardware

0:21:00.560 --> 0:21:02.080
<v Speaker 1>wasn't what it is now either. It would be a

0:21:02.119 --> 0:21:05.280
<v Speaker 1>good long decade before you start to see this really

0:21:05.760 --> 0:21:11.800
<v Speaker 1>kind of payoff, But boy did it. So. Industrial Line

0:21:11.840 --> 0:21:14.679
<v Speaker 1>Magic entered in with a partnership with a little company

0:21:14.720 --> 0:21:17.560
<v Speaker 1>called Kodak, which, uh, of course has seen some hard

0:21:17.600 --> 0:21:22.320
<v Speaker 1>times recently, but Kodak and I LM produced the first

0:21:23.400 --> 0:21:29.000
<v Speaker 1>high resolution film input scanner. Now this was important because

0:21:29.000 --> 0:21:32.960
<v Speaker 1>what I could let you do is digitally scan film,

0:21:33.040 --> 0:21:36.160
<v Speaker 1>then you could edit it with a computer, and then

0:21:36.280 --> 0:21:40.040
<v Speaker 1>you would print it back out onto film. And uh,

0:21:40.320 --> 0:21:44.560
<v Speaker 1>you wouldn't have to do all those edits manually using

0:21:44.640 --> 0:21:48.960
<v Speaker 1>the traditional methods of cutting film and editing that way,

0:21:49.440 --> 0:21:53.040
<v Speaker 1>So it gave a lot more versatility to the editing process.

0:21:53.119 --> 0:21:55.679
<v Speaker 1>And you guys may not be aware of this, but

0:21:55.800 --> 0:21:59.280
<v Speaker 1>it really is true that films are made in the

0:21:59.440 --> 0:22:03.919
<v Speaker 1>editing book that you can shoot hours and hours and

0:22:03.960 --> 0:22:08.640
<v Speaker 1>hours of footage of actors doing lines and and uh

0:22:08.680 --> 0:22:12.760
<v Speaker 1>and running around and explosions and whatever. But until you

0:22:12.760 --> 0:22:14.600
<v Speaker 1>get into the editing booth and put it all together,

0:22:14.680 --> 0:22:16.919
<v Speaker 1>you do not have a movie. And in fact, I

0:22:17.000 --> 0:22:23.280
<v Speaker 1>have seen evidence of amazing films coming from what you

0:22:23.280 --> 0:22:28.400
<v Speaker 1>would imagine to be um worthless footage, and it's all

0:22:28.480 --> 0:22:32.760
<v Speaker 1>due to a really creative editor finding ways to make

0:22:32.840 --> 0:22:35.800
<v Speaker 1>something interesting when before, like you might watch a sequence

0:22:35.840 --> 0:22:39.280
<v Speaker 1>that originally was twelve minutes long and you think, wow,

0:22:39.720 --> 0:22:42.600
<v Speaker 1>this is unusable, and then an editor gets ahold of

0:22:42.600 --> 0:22:44.320
<v Speaker 1>it and cuts it down to like seven and a

0:22:44.359 --> 0:22:49.680
<v Speaker 1>half minutes, and suddenly it's phenomenal. And so uh, this

0:22:49.760 --> 0:22:52.760
<v Speaker 1>is one of those important developments in the industry. Now, granted,

0:22:53.119 --> 0:22:56.680
<v Speaker 1>this is only important as long as film remains a factor,

0:22:56.720 --> 0:22:59.439
<v Speaker 1>and of course that doesn't always hold true. We've got

0:22:59.440 --> 0:23:01.160
<v Speaker 1>a lot of ditch old productions out there. In fact,

0:23:01.160 --> 0:23:03.600
<v Speaker 1>almost everything is digital now. Yeah, and now of course

0:23:03.760 --> 0:23:09.280
<v Speaker 1>uh thanks to who was that anyway? Um foreshadowing h Yeah.

0:23:09.640 --> 0:23:14.159
<v Speaker 1>Although this device used charged couple device UM image sensor,

0:23:14.320 --> 0:23:17.280
<v Speaker 1>it was not a digital camera in the way that

0:23:17.320 --> 0:23:20.320
<v Speaker 1>we think of now. You know, this was a scanner,

0:23:20.600 --> 0:23:22.800
<v Speaker 1>so it was you know, you you you, you did

0:23:22.920 --> 0:23:26.000
<v Speaker 1>use a film camera first and then use the scanner

0:23:26.080 --> 0:23:28.680
<v Speaker 1>and then it would again put film out, so that

0:23:28.800 --> 0:23:30.879
<v Speaker 1>you know, the projectors, the projectors and the projectors we

0:23:30.960 --> 0:23:34.080
<v Speaker 1>use were film projectors. They weren't digital yet, so uh yeah,

0:23:34.240 --> 0:23:37.480
<v Speaker 1>going fully digital was not a viable option at this point.

0:23:38.119 --> 0:23:42.080
<v Speaker 1>UM nine nine they created the first computer generated three

0:23:42.119 --> 0:23:46.600
<v Speaker 1>dimensional fluid based character. And boy, how many fluid based

0:23:46.680 --> 0:23:51.159
<v Speaker 1>characters I have loved in the cinema over the years.

0:23:51.240 --> 0:23:55.640
<v Speaker 1>I can't think of any right now, apart from the

0:23:56.040 --> 0:23:58.879
<v Speaker 1>alien water creature from the Abyss, which is what this

0:23:59.000 --> 0:24:01.760
<v Speaker 1>is talking about now. I saw, well, I don't know

0:24:01.920 --> 0:24:04.520
<v Speaker 1>if you if you argue that the terminators being sort

0:24:04.520 --> 0:24:07.159
<v Speaker 1>of liquid, okay, yeah, and we'll get to the terminators

0:24:07.200 --> 0:24:09.040
<v Speaker 1>as well, but yeah, I guess so so the T

0:24:09.240 --> 0:24:13.960
<v Speaker 1>one thousands, that's really higher so liquid metal? You know, no,

0:24:14.119 --> 0:24:17.439
<v Speaker 1>it was. I remember I saw The Abyss in the

0:24:17.440 --> 0:24:20.800
<v Speaker 1>theater and I remember not thinking as much of the

0:24:20.800 --> 0:24:23.600
<v Speaker 1>plot as I would have liked to have, but the

0:24:23.600 --> 0:24:26.760
<v Speaker 1>effects were amazing. The effects were amazing, and I still

0:24:26.760 --> 0:24:31.680
<v Speaker 1>remember watching, Um well, I shouldn't I suppose I shouldn't

0:24:31.680 --> 0:24:35.680
<v Speaker 1>give away one spoiler, but the pseudopod actually gets um

0:24:36.080 --> 0:24:39.520
<v Speaker 1>it's it's a movie that came out in Okay, spoilers

0:24:39.880 --> 0:24:42.840
<v Speaker 1>don't apply anymore. When the door shuts and cuts the pseudopod,

0:24:44.000 --> 0:24:46.159
<v Speaker 1>I's got to that point yet. I just get to

0:24:46.160 --> 0:24:48.480
<v Speaker 1>the point where the doors open and the pseudopods right there,

0:24:48.480 --> 0:24:49.879
<v Speaker 1>and it's friends, and I thought they were all going

0:24:49.960 --> 0:24:54.159
<v Speaker 1>to have a picnic. And so the pseudopod when it

0:24:54.160 --> 0:24:58.560
<v Speaker 1>gets cut, turns into real water and four floor. Um.

0:24:58.840 --> 0:25:02.440
<v Speaker 1>Just it was amazing, It was fantastic. Yeah, And that

0:25:02.440 --> 0:25:04.040
<v Speaker 1>that was one of those challenges. I mean, there are

0:25:04.040 --> 0:25:08.280
<v Speaker 1>several things that have been challenges for computer graphics artists

0:25:08.320 --> 0:25:12.240
<v Speaker 1>to recreate in a photo realistic way. Water was one

0:25:12.280 --> 0:25:15.840
<v Speaker 1>of them. Fire is another one. Hair is a big one.

0:25:16.359 --> 0:25:19.919
<v Speaker 1>So there are a lot of fire, a lot of

0:25:20.000 --> 0:25:25.119
<v Speaker 1>challenges that that that various people working on computer graphics.

0:25:25.160 --> 0:25:27.679
<v Speaker 1>I've had to try and find a way of of

0:25:27.720 --> 0:25:30.760
<v Speaker 1>designing so that it has that realistic feel on camera.

0:25:31.280 --> 0:25:32.800
<v Speaker 1>And of course Pixar was doing a lot of this

0:25:32.840 --> 0:25:37.000
<v Speaker 1>too around the same time. So in ninety one they

0:25:37.040 --> 0:25:40.520
<v Speaker 1>created the first computer graphics main character. This is the

0:25:40.520 --> 0:25:42.879
<v Speaker 1>one you were referring to the T one. Yes, that

0:25:42.960 --> 0:25:46.280
<v Speaker 1>was in ninety one and in Terminator two Judgment Day,

0:25:46.280 --> 0:25:50.280
<v Speaker 1>which I remember. I liked it a lot when it

0:25:50.359 --> 0:25:53.040
<v Speaker 1>came out, and as the years go on, I start

0:25:53.119 --> 0:25:56.400
<v Speaker 1>to change my opinion on that, mainly because of my

0:25:56.520 --> 0:25:59.400
<v Speaker 1>love for the first film, even as schlocky and goofy

0:25:59.400 --> 0:26:02.760
<v Speaker 1>as it is um because they kind of totally changed

0:26:02.760 --> 0:26:05.520
<v Speaker 1>the tea character Terminator character in that one anyway now

0:26:05.560 --> 0:26:11.119
<v Speaker 1>need too. They won their twelve Academy Award for Computer

0:26:11.160 --> 0:26:15.600
<v Speaker 1>Graphics Work, which is pretty amazing. They also had the

0:26:15.640 --> 0:26:21.120
<v Speaker 1>first time they with human skin texture computer generated human

0:26:21.119 --> 0:26:23.520
<v Speaker 1>skin texture. This was for the movie Death Becomes Her.

0:26:24.400 --> 0:26:29.840
<v Speaker 1>Did you see that, Alan, No? I have great effects

0:26:30.200 --> 0:26:33.479
<v Speaker 1>and it's an interesting concept, but I don't know, just

0:26:33.560 --> 0:26:36.879
<v Speaker 1>did not click with me. But but again, people, the

0:26:36.920 --> 0:26:40.959
<v Speaker 1>effects were amazing, so that's undeniable. The actual film, however,

0:26:41.240 --> 0:26:46.720
<v Speaker 1>it left me a little cold. Death Becomes Her It's stiff. Hey,

0:26:46.760 --> 0:26:49.520
<v Speaker 1>it's Jonathan from the President again here to say we're

0:26:49.560 --> 0:26:52.119
<v Speaker 1>gonna take another quick break and then come back to

0:26:52.240 --> 0:27:04.840
<v Speaker 1>conclude our episode about industrial light and magic. There wasn't.

0:27:04.840 --> 0:27:08.120
<v Speaker 1>It was a short time later when they actually created

0:27:08.200 --> 0:27:14.000
<v Speaker 1>a character that seemed to breathe with skin, muscles and texture.

0:27:14.160 --> 0:27:17.040
<v Speaker 1>This is a Jurassic Park. Now. Jurassic Park was one

0:27:17.040 --> 0:27:19.440
<v Speaker 1>of those movies again that when it first came out,

0:27:19.560 --> 0:27:24.159
<v Speaker 1>I remember that people were just completely stunned with the

0:27:24.240 --> 0:27:28.120
<v Speaker 1>quality of the of the digital dinosaurs, and that those

0:27:28.119 --> 0:27:31.639
<v Speaker 1>movies you would watch scenes and you'd think, Okay, that

0:27:31.720 --> 0:27:35.280
<v Speaker 1>had to be practical. They must have built a giant

0:27:35.440 --> 0:27:38.879
<v Speaker 1>robot dinosaur for this scene. And then most times that

0:27:39.000 --> 0:27:42.880
<v Speaker 1>was not the case. It was all computer generated from

0:27:43.000 --> 0:27:45.040
<v Speaker 1>today's standards. If you were to go back and watch

0:27:45.119 --> 0:27:49.000
<v Speaker 1>Jurassic Park, I say, it largely holds up, but there

0:27:49.040 --> 0:27:52.000
<v Speaker 1>are definitely bits where you'll think, Okay, I can kind

0:27:52.000 --> 0:27:54.680
<v Speaker 1>of tell that's computer generated. Apart from the fact that, yes,

0:27:54.720 --> 0:27:58.160
<v Speaker 1>we know that dinosaurs aren't walking around right now. Beyond that,

0:27:58.400 --> 0:28:01.320
<v Speaker 1>I can tell its computer generated. Uh, And there are

0:28:01.320 --> 0:28:04.879
<v Speaker 1>a couple of scenes that are more obvious than others.

0:28:05.160 --> 0:28:07.879
<v Speaker 1>But you gotta thank you know, for for nine it

0:28:07.960 --> 0:28:10.440
<v Speaker 1>was a pretty phenomenal achievement. And like I said, it

0:28:11.040 --> 0:28:15.879
<v Speaker 1>more it holds up more than it doesn't right now. Again,

0:28:16.080 --> 0:28:20.160
<v Speaker 1>another short jump to a film where they did their

0:28:20.160 --> 0:28:27.520
<v Speaker 1>first computer graphic photo realistic hair and fur. Yeah, and uh,

0:28:27.600 --> 0:28:30.560
<v Speaker 1>it's interesting because they had a great model to work

0:28:30.600 --> 0:28:34.120
<v Speaker 1>from with Robin Williams, who is probably the haryest, furiest

0:28:34.160 --> 0:28:38.160
<v Speaker 1>man on the planet. You're looking at me, funny, that

0:28:38.240 --> 0:28:40.720
<v Speaker 1>was a that was a joke. That was a joke.

0:28:41.360 --> 0:28:43.920
<v Speaker 1>He's a hairy man. But that's a joke. Make jokes

0:28:43.960 --> 0:28:48.280
<v Speaker 1>about that. They created the effects for all these computer

0:28:48.360 --> 0:28:51.880
<v Speaker 1>generated animals, and these animals were supposed to look not

0:28:52.640 --> 0:28:56.560
<v Speaker 1>They were supposed to like almost a slight fantasy version

0:28:56.760 --> 0:28:58.640
<v Speaker 1>of the real animal, because the idea was these were

0:28:58.680 --> 0:29:02.840
<v Speaker 1>all generated on this magical board game, and so it

0:29:02.920 --> 0:29:06.480
<v Speaker 1>wasn't They didn't need to look exactly like the real

0:29:06.560 --> 0:29:08.960
<v Speaker 1>world version of those animals. They need to look a

0:29:09.000 --> 0:29:13.040
<v Speaker 1>little hyper realistic, but not so much as to be distracting.

0:29:13.120 --> 0:29:16.760
<v Speaker 1>So that was the goal they had for that film. Um.

0:29:16.840 --> 0:29:22.080
<v Speaker 1>They also created, uh, the first synthetic speaking character with

0:29:22.200 --> 0:29:25.720
<v Speaker 1>distinct personality, so how they word it on their timeline,

0:29:25.720 --> 0:29:29.720
<v Speaker 1>That would be Casper from Casper the Ghost which uh,

0:29:29.760 --> 0:29:33.840
<v Speaker 1>good ghosts. I did not watch, but now these were

0:29:34.480 --> 0:29:36.120
<v Speaker 1>This was a case where you're talking about a computer

0:29:36.160 --> 0:29:40.040
<v Speaker 1>generate character that not only appears on screen but has

0:29:40.240 --> 0:29:43.560
<v Speaker 1>a large, an important presence in the film and has

0:29:43.600 --> 0:29:48.000
<v Speaker 1>to be able to convey emotion and meeting and motive. Uh.

0:29:48.080 --> 0:29:52.000
<v Speaker 1>And so that's you know, that's more challenging than creating

0:29:52.080 --> 0:29:54.240
<v Speaker 1>something that looks real. You have to have something that's

0:29:54.360 --> 0:29:57.520
<v Speaker 1>behaving in a realistic way and a believable way so

0:29:57.560 --> 0:30:01.080
<v Speaker 1>that the audience has an emotional connect with that character.

0:30:01.640 --> 0:30:05.080
<v Speaker 1>And then that's not easy to do. I mean, computer

0:30:05.520 --> 0:30:08.719
<v Speaker 1>animators and animators in general will tell you, you know,

0:30:08.960 --> 0:30:11.160
<v Speaker 1>once you developed that kind of style where you can

0:30:11.200 --> 0:30:15.800
<v Speaker 1>create that on a reliable basis, it's an amazingly effective

0:30:15.840 --> 0:30:18.720
<v Speaker 1>and useful tool. And before you get there, it is

0:30:18.800 --> 0:30:23.600
<v Speaker 1>just a painstaking process thinking, well, you know, I created

0:30:23.600 --> 0:30:26.000
<v Speaker 1>this character and the sad thing happens to this character,

0:30:26.040 --> 0:30:28.440
<v Speaker 1>but no one seems to care. It's I mean, it's

0:30:28.440 --> 0:30:31.800
<v Speaker 1>a tricky thing to to be able to invoke empathy

0:30:31.960 --> 0:30:38.200
<v Speaker 1>in your audience. Eight they were awarded to I l

0:30:38.360 --> 0:30:41.000
<v Speaker 1>M was awarded two patents for some techniques. One was

0:30:41.040 --> 0:30:45.440
<v Speaker 1>for hair, fur and feathers. Uh. In this case, it

0:30:45.520 --> 0:30:48.400
<v Speaker 1>was the hair, fur and feathers effects they made for

0:30:48.440 --> 0:30:52.600
<v Speaker 1>another movie, Mighty Joe Young, which was am I saw

0:30:52.640 --> 0:30:56.160
<v Speaker 1>the original Mighty Joe Young way back when I didn't

0:30:56.200 --> 0:30:59.800
<v Speaker 1>see the remake. Um, this one was hair raising, I'm sure.

0:31:00.120 --> 0:31:03.080
<v Speaker 1>And the other one was for facial animation, which was

0:31:03.160 --> 0:31:07.280
<v Speaker 1>again created originally for the film Casper, but was also

0:31:07.480 --> 0:31:11.920
<v Speaker 1>used on other movies like Men in Black ninety nine.

0:31:12.280 --> 0:31:17.200
<v Speaker 1>They created the most realistic digital human character ever seen

0:31:17.280 --> 0:31:23.320
<v Speaker 1>in film, which was not the Daddy. It was the Mummy.

0:31:26.120 --> 0:31:29.520
<v Speaker 1>Chris is not having a great morning right now. Hey,

0:31:29.920 --> 0:31:32.760
<v Speaker 1>I just listened by the way slight tangent. I just

0:31:32.840 --> 0:31:37.280
<v Speaker 1>listened to one of our older episodes, and uh, and

0:31:37.840 --> 0:31:42.240
<v Speaker 1>you ground my my will to live into the dirt

0:31:42.320 --> 0:31:44.680
<v Speaker 1>with your puns. So you're gonna sit here and you're gonna,

0:31:44.960 --> 0:31:50.040
<v Speaker 1>you're gonna, you're gonna endure this, all right? Two thousand Um.

0:31:50.160 --> 0:31:54.120
<v Speaker 1>That was with the real time on character motion capture

0:31:54.160 --> 0:31:57.040
<v Speaker 1>system developed for Star Wars episode one. So this is

0:31:57.480 --> 0:32:02.760
<v Speaker 1>this is where they have someone's favorite movie ball thank you. Yeah.

0:32:03.000 --> 0:32:07.200
<v Speaker 1>Star Wars episode one the phenominas, which I'll say this,

0:32:07.920 --> 0:32:11.720
<v Speaker 1>I think it's the best of the prequels. Alright, that's

0:32:11.720 --> 0:32:14.720
<v Speaker 1>as much praise as I can give it. But anyway,

0:32:15.280 --> 0:32:18.800
<v Speaker 1>Also it has jar Jar, so do the other two prequels.

0:32:19.160 --> 0:32:22.080
<v Speaker 1>It also has Darth Vader saying yippie, and I still

0:32:22.120 --> 0:32:25.560
<v Speaker 1>say it's better than the other two. Um, but that's

0:32:25.600 --> 0:32:28.240
<v Speaker 1>neither here nor there. What they developed was this motion

0:32:28.320 --> 0:32:30.640
<v Speaker 1>capture system that worked in real time. Now, this is

0:32:30.640 --> 0:32:35.000
<v Speaker 1>really useful, and that you could get an actor wearing

0:32:35.040 --> 0:32:37.440
<v Speaker 1>a special suit that would have sensors on our or

0:32:37.560 --> 0:32:39.960
<v Speaker 1>really it's not even sensors, it's just points of reference

0:32:40.240 --> 0:32:43.040
<v Speaker 1>for a camera to pick up UM and then the

0:32:43.080 --> 0:32:48.520
<v Speaker 1>actor could physically portray a performance within a space. And

0:32:48.560 --> 0:32:51.960
<v Speaker 1>then they take that information that the actor has created

0:32:52.000 --> 0:32:54.840
<v Speaker 1>by moving through the space and the camera picks up,

0:32:54.840 --> 0:32:58.320
<v Speaker 1>they feed it through software and that becomes the guideline

0:32:58.640 --> 0:33:01.760
<v Speaker 1>for the computer generated character that will replace the physical

0:33:01.800 --> 0:33:04.800
<v Speaker 1>actor who was moving through there. Jar Jar is an

0:33:04.800 --> 0:33:08.640
<v Speaker 1>example of that. That was one of the characters that

0:33:09.360 --> 0:33:15.479
<v Speaker 1>that used this UM this technology to create the performance. Now,

0:33:16.120 --> 0:33:18.280
<v Speaker 1>while I do not much care for the character of

0:33:18.360 --> 0:33:21.800
<v Speaker 1>jar Jar, I do admit that it was an interesting

0:33:22.320 --> 0:33:25.640
<v Speaker 1>use of technology to be able to give a computer

0:33:25.680 --> 0:33:30.760
<v Speaker 1>generated character more of a physical performance by actually mapping

0:33:30.760 --> 0:33:34.440
<v Speaker 1>it to someone's real movements, because otherwise you've got animators

0:33:34.680 --> 0:33:37.840
<v Speaker 1>trying to simulate real movements as best they can, and

0:33:37.920 --> 0:33:40.440
<v Speaker 1>sometimes it works great, and you watch and you're think, oh,

0:33:40.480 --> 0:33:42.720
<v Speaker 1>well that looks real, and sometimes you're like, huh, that

0:33:42.840 --> 0:33:45.280
<v Speaker 1>doesn't look right at all. Yeah, they're going to use

0:33:45.320 --> 0:33:47.160
<v Speaker 1>this technique again in some of the movies that are

0:33:47.160 --> 0:33:52.080
<v Speaker 1>coming up to to pardon my pun, great effect, um,

0:33:52.160 --> 0:33:55.720
<v Speaker 1>some of my my favorite recent more recent movies. Yep.

0:33:55.880 --> 0:33:58.800
<v Speaker 1>They also began to develop other stuff. In two thousand

0:33:58.800 --> 0:34:03.720
<v Speaker 1>and one, they developed ambient occlusion. Yeah that's uh what,

0:34:03.840 --> 0:34:08.040
<v Speaker 1>it's just what it sounds like. Which, there you go.

0:34:08.200 --> 0:34:10.279
<v Speaker 1>They actually used this in the movie Pearl Harbor. Like

0:34:10.320 --> 0:34:12.560
<v Speaker 1>it's just what it sounds like. I have no idea

0:34:12.560 --> 0:34:15.640
<v Speaker 1>what you mean. Basically, they were using a combination of

0:34:15.760 --> 0:34:22.160
<v Speaker 1>light and shadows that made the lighting appear realistic through

0:34:22.160 --> 0:34:26.240
<v Speaker 1>the use of computer graphics. And they really it really

0:34:26.280 --> 0:34:28.920
<v Speaker 1>showed uh showed up for the first time in Pearl Harbor,

0:34:29.880 --> 0:34:32.480
<v Speaker 1>the movie. Not not the actual actual Pearl Harbor, not

0:34:32.719 --> 0:34:36.399
<v Speaker 1>the place nor the historical event. Yes, but they Yeah,

0:34:36.440 --> 0:34:38.440
<v Speaker 1>I mean with the the planes in the attack on

0:34:38.520 --> 0:34:41.520
<v Speaker 1>the the American fleet and that you know, in the

0:34:41.560 --> 0:34:45.000
<v Speaker 1>early morning hours. Um, you know, it required a lot

0:34:45.040 --> 0:34:48.440
<v Speaker 1>of clever lighting. Yeah, and shadows. Yeah, you're talking about explosions,

0:34:48.440 --> 0:34:51.200
<v Speaker 1>you're talking about shadows being cast by lots of different objects.

0:34:51.239 --> 0:34:53.880
<v Speaker 1>You're talking about smoke. I mean, there's there are a

0:34:53.920 --> 0:34:56.680
<v Speaker 1>lot of effects here that we kind of you know,

0:34:56.800 --> 0:34:58.880
<v Speaker 1>you take for granted when you watch it on a film,

0:34:59.000 --> 0:35:01.920
<v Speaker 1>but to be able to recreate it realistically in a

0:35:01.920 --> 0:35:05.880
<v Speaker 1>computer environment is not easy, and that that's why a

0:35:05.880 --> 0:35:08.120
<v Speaker 1>lot of this technology went toward. That same year, they

0:35:08.200 --> 0:35:15.160
<v Speaker 1>also created onset visualization processes that would allow a filmmaker

0:35:15.280 --> 0:35:19.520
<v Speaker 1>to put actors into an environment, let's say, like a

0:35:19.560 --> 0:35:23.560
<v Speaker 1>big green screen environment, and look at the virtual sets

0:35:23.680 --> 0:35:29.319
<v Speaker 1>around the real actors, complete with the actual camera motions. Um.

0:35:29.600 --> 0:35:32.200
<v Speaker 1>This was This is useful when you're making a movie

0:35:32.360 --> 0:35:36.520
<v Speaker 1>where a lot of the backgrounds you create are digitally inserted.

0:35:36.600 --> 0:35:39.279
<v Speaker 1>It's not it's not a computer animated film. It's still

0:35:39.280 --> 0:35:44.239
<v Speaker 1>a live action film, but the the the sets might

0:35:44.280 --> 0:35:46.319
<v Speaker 1>be virtual. And we saw this in a lot of

0:35:46.360 --> 0:35:48.480
<v Speaker 1>the movies, like a lot of the Star Wars prequels

0:35:48.520 --> 0:35:52.000
<v Speaker 1>had it. The example they give specifically within the Island

0:35:52.080 --> 0:35:58.080
<v Speaker 1>timeline is with Steven Spielberg's movie AI Artificial Intelligence. Uh,

0:35:58.600 --> 0:36:01.680
<v Speaker 1>it's another let down. There's a lot of movies here

0:36:01.719 --> 0:36:04.440
<v Speaker 1>that I didn't really care for so much. Yeah, but

0:36:04.719 --> 0:36:07.080
<v Speaker 1>back to the future I loved So there's there's that

0:36:07.120 --> 0:36:09.760
<v Speaker 1>address a park. I love that too. So it's okay,

0:36:10.080 --> 0:36:13.799
<v Speaker 1>I'll just keep going, all right, two thousand three, or

0:36:13.800 --> 0:36:15.279
<v Speaker 1>do we You were about to say something, I'm sorry, Well,

0:36:15.280 --> 0:36:17.360
<v Speaker 1>I was going to point out that the U for

0:36:17.400 --> 0:36:22.240
<v Speaker 1>the ambient occlusion thing. They do point out that. UM

0:36:22.280 --> 0:36:25.400
<v Speaker 1>a few years later in the Academy of Motion Picture

0:36:25.520 --> 0:36:29.320
<v Speaker 1>Arts and Sciences gave them a cry Tech Award for

0:36:29.520 --> 0:36:34.280
<v Speaker 1>the ways in which ambient inclusion helped advance computer graphics

0:36:34.320 --> 0:36:37.000
<v Speaker 1>in the motion picture industry. Yeah so, I mean, you know,

0:36:37.040 --> 0:36:39.680
<v Speaker 1>looking at it in retrospect, it may not have seemed

0:36:39.800 --> 0:36:41.279
<v Speaker 1>like a big deal at the time. It may have

0:36:41.320 --> 0:36:43.640
<v Speaker 1>seemed all that that movie is lit and you know,

0:36:43.719 --> 0:36:47.560
<v Speaker 1>shadowed very well. But it has played a significant role

0:36:47.600 --> 0:36:50.560
<v Speaker 1>in many many other films since then. So yeah, yeah,

0:36:50.600 --> 0:36:52.600
<v Speaker 1>I mean that's went before we went too far. Sure,

0:36:52.680 --> 0:36:56.680
<v Speaker 1>these these developments they're making are things that are are

0:36:56.719 --> 0:37:00.279
<v Speaker 1>pushing forward the filmmaking industry across the entire industry, not

0:37:00.400 --> 0:37:04.080
<v Speaker 1>just for a single movie. Uh it really I l

0:37:04.239 --> 0:37:07.800
<v Speaker 1>M has done a lot to shape the way movies

0:37:08.040 --> 0:37:12.160
<v Speaker 1>are today. Uh. Without their influence, I would say that

0:37:12.840 --> 0:37:16.160
<v Speaker 1>we'd be we'd have very different films right now if

0:37:16.160 --> 0:37:19.240
<v Speaker 1>it were not for industrial light and magic. Doesn't necessarily

0:37:19.239 --> 0:37:20.799
<v Speaker 1>mean that they would be better or worse, but they

0:37:20.800 --> 0:37:25.120
<v Speaker 1>would certainly be different. They would So, yeah, you mentioned

0:37:25.120 --> 0:37:27.600
<v Speaker 1>the two thousand three or you mentioned the awards. They

0:37:27.640 --> 0:37:30.720
<v Speaker 1>also got an award for the way that they found

0:37:31.160 --> 0:37:36.640
<v Speaker 1>to render skin or translucent materials, uh from the the

0:37:37.120 --> 0:37:39.320
<v Speaker 1>good Old cy Tech Award. They also in two thousand

0:37:39.400 --> 0:37:45.319
<v Speaker 1>four created a digital baby for a lemony snicket. It's

0:37:45.360 --> 0:37:49.440
<v Speaker 1>a series of unfortunate events and it was this marked,

0:37:49.480 --> 0:37:52.000
<v Speaker 1>according to I l M, the first time that you

0:37:52.080 --> 0:37:56.720
<v Speaker 1>had a computer generated human character shown an extreme close

0:37:56.840 --> 0:38:00.560
<v Speaker 1>up y. So we're getting to the point now where

0:38:01.360 --> 0:38:06.360
<v Speaker 1>photo realistic computer generated characters are within the realm of

0:38:06.360 --> 0:38:10.799
<v Speaker 1>possibility for a serious filmmaker, um to the to the

0:38:10.800 --> 0:38:13.640
<v Speaker 1>point where it's not necessarily going to be distracting when

0:38:13.640 --> 0:38:15.239
<v Speaker 1>you watch it and you think, wow, that does not

0:38:15.360 --> 0:38:19.160
<v Speaker 1>look real. Doesn't mean that everyone pulls it off successfully

0:38:19.200 --> 0:38:22.239
<v Speaker 1>these days, but at least it's much more possible. Two

0:38:22.239 --> 0:38:26.000
<v Speaker 1>thousand six, they developed imo CAP, which was an image

0:38:26.000 --> 0:38:29.480
<v Speaker 1>based performance capture system, and this was for one of

0:38:29.520 --> 0:38:32.799
<v Speaker 1>the Pirates of the Caribbean movies. And that same year,

0:38:32.840 --> 0:38:38.560
<v Speaker 1>two thousand six, was when Disney made an acquisition. Disney

0:38:38.600 --> 0:38:43.080
<v Speaker 1>purchased Pixar. So you remember back in that's when Pixar

0:38:43.200 --> 0:38:45.920
<v Speaker 1>struck out on its own, not not struck out in

0:38:45.960 --> 0:38:49.560
<v Speaker 1>the baseball sense, but set out as its own company

0:38:50.400 --> 0:38:54.239
<v Speaker 1>under the the the financial support of Steve Jobs. Well,

0:38:54.239 --> 0:38:58.720
<v Speaker 1>two thousand six, Disney makes a move to acquire that company, Pixar.

0:38:59.600 --> 0:39:02.800
<v Speaker 1>Disney and Pixar had already been making several movies together

0:39:02.880 --> 0:39:06.400
<v Speaker 1>for several years, and uh, it was it was a

0:39:06.440 --> 0:39:10.520
<v Speaker 1>strategic move to guarantee that Pixar would remain under the

0:39:10.960 --> 0:39:14.880
<v Speaker 1>Disney family. And that also it was kind of a

0:39:15.200 --> 0:39:18.520
<v Speaker 1>talent grab because John Lasseter, who was the head of

0:39:18.560 --> 0:39:21.480
<v Speaker 1>Pixar at the time, would become the creative head of

0:39:21.640 --> 0:39:27.160
<v Speaker 1>Walt Disney Animation as well as a imagineering. So um

0:39:27.200 --> 0:39:31.719
<v Speaker 1>that that little acquisition was made for seven point four

0:39:32.120 --> 0:39:36.160
<v Speaker 1>billion dollars in stocks and other assets. So that made

0:39:36.320 --> 0:39:40.319
<v Speaker 1>Steve Jobs the largest shareholder in Disney at that time

0:39:40.880 --> 0:39:44.239
<v Speaker 1>and put him on the border directors to seven point

0:39:44.280 --> 0:39:46.680
<v Speaker 1>four billion. Now that to me is interesting because we

0:39:46.719 --> 0:39:50.239
<v Speaker 1>already mentioned, you know, Disney's buying or trying to buy Lucasfilm.

0:39:50.239 --> 0:39:52.200
<v Speaker 1>As of the recording of this podcast, the deal has

0:39:52.239 --> 0:39:55.799
<v Speaker 1>not been approved, but a Disney would be purchasing them

0:39:55.880 --> 0:39:58.920
<v Speaker 1>for four point oh five billions. So you've got a division,

0:39:58.960 --> 0:40:04.560
<v Speaker 1>a former division of Lucasfilm sold for uh, not quite

0:40:04.600 --> 0:40:08.200
<v Speaker 1>twice as much as what the parent company sold for.

0:40:08.840 --> 0:40:15.520
<v Speaker 1>That's interesting. So two thousand seven, Uh, at this point,

0:40:16.600 --> 0:40:21.680
<v Speaker 1>I LM is working on creating a system to simulate

0:40:22.520 --> 0:40:25.719
<v Speaker 1>fluid motion. And this again is tricky. You know, we

0:40:25.760 --> 0:40:30.280
<v Speaker 1>talked about getting a water effect is challenging, and that's true.

0:40:30.760 --> 0:40:35.600
<v Speaker 1>It's also challenging to simulate fluid mechanics, especially you're talking

0:40:35.640 --> 0:40:38.560
<v Speaker 1>about huge quantities, you know, with with the Pirates of

0:40:38.560 --> 0:40:40.600
<v Speaker 1>the Caribbean movies, you're talking about ships on the ocean.

0:40:40.680 --> 0:40:43.080
<v Speaker 1>So you need to be able to simulate the way

0:40:43.160 --> 0:40:46.320
<v Speaker 1>the ocean really moves and the way that objects floating

0:40:46.719 --> 0:40:50.080
<v Speaker 1>or otherwise you know, somehow in the water, how they

0:40:50.080 --> 0:40:54.640
<v Speaker 1>would move as well. So they did a lot of

0:40:54.680 --> 0:40:57.799
<v Speaker 1>work in two thousand seven to perfect that technique. Yeah,

0:40:57.800 --> 0:41:01.720
<v Speaker 1>they actually used a particular system that they called Zeno

0:41:02.040 --> 0:41:05.719
<v Speaker 1>and UH an engine, a graphics engine called fiz bam

0:41:06.719 --> 0:41:09.560
<v Speaker 1>um and this uh, this was the series I was

0:41:10.280 --> 0:41:14.360
<v Speaker 1>mentioning a few minutes ago, because they modeled these effects

0:41:14.440 --> 0:41:18.120
<v Speaker 1>within what they were calling a virtual water tank. But

0:41:18.280 --> 0:41:20.680
<v Speaker 1>of course in the in the last in the second

0:41:20.760 --> 0:41:23.719
<v Speaker 1>and third movies, in the installment UM, there were lots

0:41:23.719 --> 0:41:29.440
<v Speaker 1>of appearances by Davy Jones and his UH daydream Believers,

0:41:32.080 --> 0:41:36.719
<v Speaker 1>his crew, which were who had taken on aspects of

0:41:37.320 --> 0:41:42.000
<v Speaker 1>sea life. They lived underwater UM and they there's a

0:41:42.360 --> 0:41:45.919
<v Speaker 1>really cool picture out there where they show the UH

0:41:46.160 --> 0:41:50.279
<v Speaker 1>motion capture UM sticker things that they put on the

0:41:50.640 --> 0:41:54.640
<v Speaker 1>actors to UH while they are you know, pretending to

0:41:54.680 --> 0:41:57.080
<v Speaker 1>be or they're acting as the crew, and it's it's

0:41:57.120 --> 0:41:58.840
<v Speaker 1>kind of cool because they can't get weight. They don't

0:41:59.080 --> 0:42:04.040
<v Speaker 1>have alliant fish heads on UM. But that's you know,

0:42:04.080 --> 0:42:07.640
<v Speaker 1>how they did that, and the amazing sea battle effects

0:42:07.640 --> 0:42:12.800
<v Speaker 1>and all the things, the giant maelstrom UM just amazing stuff.

0:42:12.880 --> 0:42:15.960
<v Speaker 1>And then of course you know the YEP. And in

0:42:16.000 --> 0:42:19.440
<v Speaker 1>two thousand and eight they began to work on FEZ

0:42:19.560 --> 0:42:23.080
<v Speaker 1>because fezes are cool. They are according to a doctor

0:42:23.120 --> 0:42:28.480
<v Speaker 1>I know, yes, but no. FEZ was the name of

0:42:29.719 --> 0:42:33.160
<v Speaker 1>a facial animation system that they had been working on.

0:42:33.200 --> 0:42:36.799
<v Speaker 1>And again this is to refine that that ability to

0:42:37.080 --> 0:42:40.280
<v Speaker 1>capture an actor's performance to translate it to a computer

0:42:40.360 --> 0:42:43.720
<v Speaker 1>generated character. This is one of those things that really

0:42:43.880 --> 0:42:48.320
<v Speaker 1>is problematic. It's interest. It's an interesting question to ask

0:42:48.840 --> 0:42:55.560
<v Speaker 1>who is ultimately responsible for a computer generated character's performance? Um,

0:42:55.560 --> 0:42:58.440
<v Speaker 1>because if you have a performance within a film that

0:42:58.680 --> 0:43:02.600
<v Speaker 1>is award worthy, but it's a computer generated character, who

0:43:02.600 --> 0:43:05.040
<v Speaker 1>do you give the award to? Do you give it

0:43:05.080 --> 0:43:09.080
<v Speaker 1>to the animator who built or the people who built

0:43:09.080 --> 0:43:12.680
<v Speaker 1>the textures and rendered everything and made it now that

0:43:12.840 --> 0:43:14.920
<v Speaker 1>made sure they made all the tweaks to make the

0:43:15.000 --> 0:43:17.400
<v Speaker 1>character look exactly the way the character looks. Do you

0:43:17.400 --> 0:43:21.800
<v Speaker 1>give it to the actor who physically portrayed that character

0:43:22.000 --> 0:43:25.399
<v Speaker 1>and it's that actor's movements that you are watching, even

0:43:25.400 --> 0:43:30.160
<v Speaker 1>though it's a different, uh computer generated body that's doing

0:43:30.160 --> 0:43:33.160
<v Speaker 1>the motions. Ultimately it was an actor who went through

0:43:33.200 --> 0:43:35.920
<v Speaker 1>those motions. Is it the voice actor who may or

0:43:36.000 --> 0:43:39.080
<v Speaker 1>may not be the same person who did the physical motions.

0:43:39.680 --> 0:43:42.919
<v Speaker 1>It's a it's a complicated question because the performance comes

0:43:42.960 --> 0:43:46.640
<v Speaker 1>from so many different people working together to create this

0:43:46.800 --> 0:43:48.960
<v Speaker 1>thing you're watching. And I know that that was one

0:43:48.960 --> 0:43:51.080
<v Speaker 1>of those questions that came up during the Lord of

0:43:51.080 --> 0:43:53.800
<v Speaker 1>the Rings movies because there were people who were saying

0:43:53.800 --> 0:43:58.680
<v Speaker 1>that Andy Serkis should be nominated for his performance as

0:43:58.800 --> 0:44:04.160
<v Speaker 1>Gollum in those movies. But how much of that performance

0:44:04.200 --> 0:44:07.880
<v Speaker 1>would you say is his versus the animators who created

0:44:07.960 --> 0:44:11.640
<v Speaker 1>the uh I hesitate to use the word physical, but

0:44:11.680 --> 0:44:13.960
<v Speaker 1>the the visual version of the character that you see

0:44:13.960 --> 0:44:16.560
<v Speaker 1>on the screen. And it's I don't think there's an

0:44:16.560 --> 0:44:18.520
<v Speaker 1>easy answer to that question. It may very well mean

0:44:18.600 --> 0:44:22.280
<v Speaker 1>that one day we'll see a new category of award

0:44:22.360 --> 0:44:26.200
<v Speaker 1>come up where it's best performance of some sort as

0:44:26.239 --> 0:44:32.800
<v Speaker 1>opposed to just best Actor or Best Supporting Actor or actress. Yes, wow,

0:44:32.920 --> 0:44:34.960
<v Speaker 1>you waited all that time just to do that, all right?

0:44:35.000 --> 0:44:39.959
<v Speaker 1>Two thousand nine we had the very GPU engine which

0:44:40.360 --> 0:44:44.960
<v Speaker 1>was designed to create firestorms. So again you know, looking

0:44:45.000 --> 0:44:47.719
<v Speaker 1>at the stuff that's hard to make look real on

0:44:48.560 --> 0:44:51.399
<v Speaker 1>computer graphics. You know, fire and water, those are big

0:44:51.440 --> 0:44:54.839
<v Speaker 1>and for those are the big ones. Well they they're

0:44:54.840 --> 0:44:58.200
<v Speaker 1>working on the Harry Potter series of movies and they

0:44:58.239 --> 0:45:01.360
<v Speaker 1>for the sixth film, they needed to be able to

0:45:01.640 --> 0:45:05.839
<v Speaker 1>have realistic fire effects. So you know, it's it's the

0:45:05.880 --> 0:45:07.480
<v Speaker 1>I L M way. When if you don't have a

0:45:07.520 --> 0:45:10.719
<v Speaker 1>system that already does it, go build one yep. Well

0:45:10.840 --> 0:45:13.880
<v Speaker 1>and they did, and so this kind of wraps up

0:45:13.920 --> 0:45:16.920
<v Speaker 1>where they are today. I mean, i l M is

0:45:16.960 --> 0:45:20.920
<v Speaker 1>not the only property outside of Lucasfilm that will be

0:45:20.960 --> 0:45:23.920
<v Speaker 1>acquired by Disney if this deal goes through. Skywalker's sound

0:45:24.040 --> 0:45:28.120
<v Speaker 1>is also in there. And you know, Lucas has, like

0:45:28.120 --> 0:45:31.440
<v Speaker 1>we said, he's had a huge influence on the way

0:45:31.840 --> 0:45:35.840
<v Speaker 1>movies are shown today. I mean, th h X is

0:45:35.880 --> 0:45:40.439
<v Speaker 1>another example, uh, which Disney I was also going to get.

0:45:40.760 --> 0:45:45.640
<v Speaker 1>So really, when it comes down to the the technology

0:45:45.760 --> 0:45:50.919
<v Speaker 1>behind filmmaking and film projection, film screening, Disney is making

0:45:50.920 --> 0:45:54.200
<v Speaker 1>a huge move here and and some people are a

0:45:54.200 --> 0:45:56.920
<v Speaker 1>little nervous about it. I've got friends who work in effects.

0:45:57.560 --> 0:46:01.400
<v Speaker 1>They work for for affect houses that often we'll get

0:46:01.560 --> 0:46:05.560
<v Speaker 1>contracted to work on companies UM. And some of these

0:46:05.680 --> 0:46:07.840
<v Speaker 1>friends of mine are a little nervous because this is

0:46:07.920 --> 0:46:12.759
<v Speaker 1>sort of showing a consolidation of effects houses and that

0:46:13.000 --> 0:46:18.120
<v Speaker 1>could mean less competition and fewer opportunities for these artists.

0:46:18.160 --> 0:46:21.719
<v Speaker 1>So there are things to worry about, depending upon what

0:46:21.880 --> 0:46:25.799
<v Speaker 1>field you are in. Yeah, But nonetheless, I still think

0:46:25.800 --> 0:46:28.160
<v Speaker 1>it will be interesting to see and if some of

0:46:28.200 --> 0:46:33.239
<v Speaker 1>the people leave UM, you know, they may very well

0:46:33.320 --> 0:46:37.320
<v Speaker 1>take the ability to Uh, do these complex the knowledge

0:46:37.360 --> 0:46:40.520
<v Speaker 1>that it takes to to build these complex effects with them,

0:46:40.560 --> 0:46:45.360
<v Speaker 1>making the acquisition less valuable. There's always a chance that

0:46:45.400 --> 0:46:49.120
<v Speaker 1>people could strike out and create their own uh companies

0:46:49.160 --> 0:46:51.960
<v Speaker 1>as well and start competing with their old company. I

0:46:52.000 --> 0:46:53.960
<v Speaker 1>mean that's happened several times in the past as well,

0:46:54.000 --> 0:46:57.680
<v Speaker 1>So it's too early to say. But some of the

0:46:57.719 --> 0:47:00.600
<v Speaker 1>movies ALM has worked on we've talked about, of course,

0:47:01.000 --> 0:47:05.160
<v Speaker 1>the Star Wars series all the way from episode four

0:47:05.200 --> 0:47:09.440
<v Speaker 1>through six and then one through three. Uh, the several

0:47:09.440 --> 0:47:13.719
<v Speaker 1>Star Trek films generations first contact Star Wars are Star

0:47:13.800 --> 0:47:16.160
<v Speaker 1>Trek Wrath of con which is my favorite of all

0:47:16.160 --> 0:47:20.920
<v Speaker 1>of the Star Trek films because it's very cold. It's space. Yes,

0:47:21.000 --> 0:47:25.600
<v Speaker 1>it is fine Corinthian leather. Yeah. The Jurassic Park movies. Uh,

0:47:25.840 --> 0:47:30.560
<v Speaker 1>you know had the mask Forrest Gump, Twister. Never had

0:47:30.560 --> 0:47:33.320
<v Speaker 1>I felt that a cow really did fly past someone's

0:47:33.320 --> 0:47:38.520
<v Speaker 1>windshield until I saw Twister, Mission Impossible three. They they've

0:47:38.520 --> 0:47:41.719
<v Speaker 1>worked on many, many, many movies. I mean, if you

0:47:42.160 --> 0:47:44.200
<v Speaker 1>if you watch any film that has a lot of

0:47:44.239 --> 0:47:47.360
<v Speaker 1>special effects in it and you wait to the end, Uh,

0:47:47.440 --> 0:47:50.040
<v Speaker 1>it's amazing how many of them have industrial light magic

0:47:50.120 --> 0:47:52.440
<v Speaker 1>listed as at least part of the team that worked

0:47:52.480 --> 0:47:57.319
<v Speaker 1>on the effects. Also, it's it's interesting to realize how

0:47:57.320 --> 0:47:59.960
<v Speaker 1>many films you may not have realized have a lot

0:48:00.000 --> 0:48:02.680
<v Speaker 1>of special effects in them because the special effects are

0:48:03.120 --> 0:48:07.120
<v Speaker 1>to make the film look more like real life. Forrestcump

0:48:07.239 --> 0:48:10.200
<v Speaker 1>is a good one, although you could argue that no, no,

0:48:10.480 --> 0:48:12.880
<v Speaker 1>that's clear because you know, Tom Hanks never actually shook

0:48:12.920 --> 0:48:17.359
<v Speaker 1>hands with that many presidents still. But but even so,

0:48:17.480 --> 0:48:19.520
<v Speaker 1>that's that's one of those where the special effects are

0:48:19.560 --> 0:48:22.279
<v Speaker 1>there to create the story, but they're not you know,

0:48:22.760 --> 0:48:25.400
<v Speaker 1>it's not spectacle the way it would be in a

0:48:25.440 --> 0:48:29.359
<v Speaker 1>big science fiction film or something. Right, So, yeah, they

0:48:29.360 --> 0:48:32.880
<v Speaker 1>have had a monumental effect on the movie industry, definitely,

0:48:33.040 --> 0:48:35.399
<v Speaker 1>and uh, I'm sure they will continue to do so,

0:48:35.560 --> 0:48:39.680
<v Speaker 1>even whether whether Disney's deal goes through or not. I'm

0:48:39.680 --> 0:48:42.800
<v Speaker 1>sure it will remain a big player in the the

0:48:42.920 --> 0:48:47.280
<v Speaker 1>effects industry. And that's it. I hope you guys enjoyed

0:48:47.400 --> 0:48:50.680
<v Speaker 1>this classic episode of tech Stuff. If you have any

0:48:50.719 --> 0:48:54.759
<v Speaker 1>suggestions for future episodes that I should cover, well, why

0:48:54.800 --> 0:48:57.920
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0:48:58.040 --> 0:49:00.279
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0:49:00.360 --> 0:49:03.360
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0:49:03.400 --> 0:49:06.000
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0:49:06.000 --> 0:49:08.879
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0:49:08.960 --> 0:49:11.640
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0:49:11.680 --> 0:49:15.680
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0:49:15.840 --> 0:49:18.200
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0:49:18.200 --> 0:49:21.200
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0:49:21.280 --> 0:49:24.680
<v Speaker 1>we've never published for good reason because they were bad

0:49:25.520 --> 0:49:28.240
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0:49:30.320 --> 0:49:33.000
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0:49:33.080 --> 0:49:36.879
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0:49:37.200 --> 0:49:44.520
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0:49:44.560 --> 0:49:47.040
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