WEBVTT - TechStuff ReRun: The Wonderful World of Audio Animatronics

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<v Speaker 1>Welcome to tex 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 a lot

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<v Speaker 1>of all things tech, and today I'm going to be

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<v Speaker 1>bringing you a classic episode of tech Stuff. Yes, I

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<v Speaker 1>know it is not a Friday when we normally run

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<v Speaker 1>classic episodes. But behind the curtain, guys, I'm currently getting

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<v Speaker 1>ready to go on a vacation to Disney World, which

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<v Speaker 1>is awesome. I'm gonna be there with my family. I'm

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<v Speaker 1>really looking forward to it. But it meant that I

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<v Speaker 1>had a limited amount of time and not enough time

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<v Speaker 1>to create a whole new episode. But I didn't want

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<v Speaker 1>to leave you guys without any episode, so instead I'm

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<v Speaker 1>bringing you one from the fairly recent past that I

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<v Speaker 1>think thematically ties into my vacation. This episode is titled

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<v Speaker 1>The Wonderful World of Audio Animatronics and originally aired on

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<v Speaker 1>June twenty three, two thousand seventeen. And audio Animatronics is

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<v Speaker 1>you know. It's the technology that Disney has used to

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<v Speaker 1>bring to life lots of different characters on its various

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<v Speaker 1>rides and attractions, So this definitely ties in to what

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<v Speaker 1>I am about to embark upon, and I am very

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<v Speaker 1>hopeful that my little five year old niece ends up

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<v Speaker 1>being just as captivated with audio animatronics as I was

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<v Speaker 1>when I was her age. So sit back, relax, and

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<v Speaker 1>enjoy this classic episode. I am an enormous Disney fanatic.

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<v Speaker 1>I consider myself a Disney fan of film, of television,

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<v Speaker 1>of their theme parks, probably not necessarily in that order,

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<v Speaker 1>maybe film first, then theme parks, then television, but I'm

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<v Speaker 1>a huge fan of Disney stuff. And recently, when I

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<v Speaker 1>was on a trip to Los Angeles to attend E three,

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<v Speaker 1>I found myself with a day with nothing to do.

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<v Speaker 1>I had hoped to book some meetings that did not happen,

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<v Speaker 1>So instead of just sitting around my hotel room feeling

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<v Speaker 1>sorry for myself in a city where I really didn't

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<v Speaker 1>know anybody, I decided to hop on down to Orange County, California,

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<v Speaker 1>that is the home of Disneyland, and to go to

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<v Speaker 1>the happiest place on Earth. It was not my first

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<v Speaker 1>time at Disneyland, but this was the first time I'd

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<v Speaker 1>ever gone to Disneyland completely on my own, and I

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<v Speaker 1>was a little worried about that, like, how am I

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<v Speaker 1>going to have fun just by myself. Turns out Disneyland

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<v Speaker 1>did most of the work for me. I didn't have

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<v Speaker 1>to worry so much and had a great time. But

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<v Speaker 1>it also reminded me of how much I love the

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<v Speaker 1>technology and innovation that goes behind Disneyland. And honestly, I

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<v Speaker 1>could do maybe a dozen episodes about different technologies that

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<v Speaker 1>were pioneered or perfected at the Disney theme parks, because

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<v Speaker 1>there are a ton of them that Disney either directly

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<v Speaker 1>had a hand in developing or tweaked it in a

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<v Speaker 1>way to elevate it beyond what it used to be.

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<v Speaker 1>There are plenty of examples of that. Today, we're specifically

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<v Speaker 1>going to focus on audio animatronics, And for those who

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<v Speaker 1>have not heard what this term is or have any

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<v Speaker 1>idea what it means, this was a system that Walt

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<v Speaker 1>Disney's company pioneered to create animated physical, three dimensional figures.

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<v Speaker 1>So in a way, it's kind of similar to puppetry,

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<v Speaker 1>right with a puppet, typically you're manipulating some sort of

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<v Speaker 1>three dimensional figure beyond shadow puppets and that sort of puppetry,

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<v Speaker 1>which is amazing all on its own. I'm talking about

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<v Speaker 1>your traditional hand puppets, rod puppets, and marionettes. That involves

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<v Speaker 1>manipulating an inanimate object in a way to make it

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<v Speaker 1>seem like it has life, that has anima, and that

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<v Speaker 1>you are using some sort of system, whether it's rods

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<v Speaker 1>or you know, the puppet is essentially a glove puppet,

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<v Speaker 1>or you're using strings with a marionette to create this

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<v Speaker 1>illusion of movement. Well, Disney wanted to create something similar,

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<v Speaker 1>only these would run on a mechanical system that would

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<v Speaker 1>be painstakingly programmed rather than being under the direct control

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<v Speaker 1>of a human being. Those figures, when they're working properly,

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<v Speaker 1>would replicate those same motions and have the same performance

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<v Speaker 1>every single time. So the time the character is doing

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<v Speaker 1>a show, it's exactly the way it was the first time.

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<v Speaker 1>So once you perfect a show and you program that

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<v Speaker 1>into these these figures, you then have the perfect show

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<v Speaker 1>every single time you run it, assuming everything is working properly. Now,

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<v Speaker 1>anyone who has been to Disney enough times knows that's

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<v Speaker 1>a big assumption to make. Sometimes things just don't do

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<v Speaker 1>not work really well. I'll tell you about one of

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<v Speaker 1>those times that I experienced firsthand later on in this show.

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<v Speaker 1>But the technology itself is phenomenal, and even when it

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<v Speaker 1>isn't working properly, that does not take away from how

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<v Speaker 1>amazing this tech really is, especially when you consider what

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<v Speaker 1>people had to work with back in the fifties and

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<v Speaker 1>early sixties when they were first developing these systems. It

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<v Speaker 1>is pretty amazing stuff. Now. The reason why Disney wanted

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<v Speaker 1>this in the first place is he really loved the

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<v Speaker 1>idea of creating a real, three dimensional experience similar to

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<v Speaker 1>what you would get with an animated film. Animated films

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<v Speaker 1>can be perfected right. You can sit there and sketch

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<v Speaker 1>it out and get it just right before you release

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<v Speaker 1>it as a movie. He wanted to have that same

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<v Speaker 1>sort of experience, but in the real physical world. He

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<v Speaker 1>was a stickler for perfection, had very, very very high standards,

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<v Speaker 1>and and the people who worked for him they also

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<v Speaker 1>would end up having very high standards. Everyone wanted to

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<v Speaker 1>make sure that they met Disney's expectations. Now you can

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<v Speaker 1>find animatronic figures in lots of Disney attractions, including The

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<v Speaker 1>Enchanted Tiki Room, Pirates of the Caribbean, The Haunted Mansion,

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<v Speaker 1>Great Moments with Mr Lincoln, The Hall of presidents which

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<v Speaker 1>would be over at the Magic Kingdom and Disney World

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<v Speaker 1>and tons more. There are lots of examples. There are

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<v Speaker 1>also some attractions that had moving figures that didn't use

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<v Speaker 1>the audio animatronics system. So, for example, the Jungle Cruise

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<v Speaker 1>ride has animated animal figures. As you ride through, you

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<v Speaker 1>see hippopotamuses and crocodiles and elephants, but these were running

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<v Speaker 1>on a very simple mechanical loop system. They were not

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<v Speaker 1>specifically audio animatronic. They they worked on something that was

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<v Speaker 1>a little less sophisticated than what would follow. So you

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<v Speaker 1>have both at Disney Parks. And I'm also sad that

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<v Speaker 1>I can't have Holly on this up. So Holly, who's

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<v Speaker 1>one of the co hosts of Stuff you Missed in

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<v Speaker 1>History Class. Apart from being a brilliant podcaster and an

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<v Speaker 1>avid historian, she is an enormous fan of all things

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<v Speaker 1>Disney and uh and she doesn't just give me a

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<v Speaker 1>run for my money, she leaves me in the dust.

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<v Speaker 1>I love Disney, I have been to the Disney Parks

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<v Speaker 1>dozens of times, but Holly is a step beyond even

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<v Speaker 1>my own obsession. So I am sad that I can't

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<v Speaker 1>have her here because I am absolutely certain that she

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<v Speaker 1>would be here dropping nuggets of knowledge and trivia about

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<v Speaker 1>these various Disney attractions that I have yet to uncover.

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<v Speaker 1>So maybe someday I will be able to have Holly

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<v Speaker 1>on this show and we'll do a Disney oriented episode

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<v Speaker 1>about some other type of tech. In the meantime, there

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<v Speaker 1>are some other podcasts we've done that relate to Disney.

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<v Speaker 1>I did one about the peppers Ghost effect, which is

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<v Speaker 1>used extensively in the Haunted Mansion Ride. Pepper's Ghost involves

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<v Speaker 1>reflective surfaces and using lighting in a way so that

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<v Speaker 1>you can create the illusion of a ghostly figure appearing

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<v Speaker 1>before you, but what you're actually looking at is a

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<v Speaker 1>reflection of a physical figure that's just lit in a

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<v Speaker 1>very bright space, whereas you're in a very dark space. Uh.

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<v Speaker 1>The famous ballroom sequence in the Haunted Mansion Ride is

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<v Speaker 1>a big example of Pepper's Ghost. So you can go

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<v Speaker 1>and check out those episodes of tech stuff. If this

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<v Speaker 1>is not enough Disney for you, all right, let's talk

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<v Speaker 1>specifically about what I wanted to concentrate on today. To

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<v Speaker 1>do that, we have to mention Walt Disney because he's

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<v Speaker 1>central to our story. He's kind of our main character

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<v Speaker 1>if this were a narrative. His full name was Walter

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<v Speaker 1>Elias Disney. He was born in nineteen o one in Illinois.

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<v Speaker 1>He grew up in Missouri and attended high school in Chicago.

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<v Speaker 1>He was studying art primarily. When he was sixteen, he

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<v Speaker 1>dropped out to join the army, but they rejected him

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<v Speaker 1>because he was too young. He then joined the Red

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<v Speaker 1>Cross and was shipped over to Europe and drove ambulances

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<v Speaker 1>during World War One in France. Once he is his

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<v Speaker 1>work with the Red Cross was done over there, he

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<v Speaker 1>moved back to the United States and he began to

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<v Speaker 1>work for an ad company. He was making film and animations.

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<v Speaker 1>Uh then he would go on to create his own studio,

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<v Speaker 1>which saw some modest success, but then it ran into

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<v Speaker 1>some hard times and eventually he had to declare bankruptcy

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<v Speaker 1>under his first studio. But despite that, he didn't give up.

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<v Speaker 1>He decided to make a go at it again, and

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<v Speaker 1>he and his brother Roy were able to co found

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<v Speaker 1>the Walt Disney Company, and from that moment forward, his

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<v Speaker 1>influence on tech is been considerable, from actual innovations and

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<v Speaker 1>technology to how creators can protect their intellectual property. Now,

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<v Speaker 1>not all of those influences have been met with enthusiasm.

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<v Speaker 1>Disney is one of the reasons why the United States

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<v Speaker 1>has such incredibly extensive intellectual property protection laws, stuff like

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<v Speaker 1>copyright and trademark laws that protect well beyond the lifetime

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<v Speaker 1>of the creator. UH. A lot of that has to

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<v Speaker 1>do with Disney, as a corporate entity, lobbying to extend

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<v Speaker 1>those parameters. So Disney's impact on technology has been enormous

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<v Speaker 1>in both very specific ways that relate to particular technologies

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<v Speaker 1>to the way that those technologies are protected under intellectual

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<v Speaker 1>property law. So Disney's use of sound with animation was

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<v Speaker 1>a huge leap forward in the nineteen twenties, Steamboat Willie

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<v Speaker 1>being the first cartoun was sound, and Disney himself voiced

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<v Speaker 1>the iconic character of Mickey Mouse, who struck a chord

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<v Speaker 1>with viewers and propelled Disney into enormous success. Over the

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<v Speaker 1>following decades, he would see a lot more success, including

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<v Speaker 1>going into feature length animation, which had not been done before,

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<v Speaker 1>and he was able to UH succeed with Snow White

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<v Speaker 1>and the Seven Dwarves. And he also continued to see

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<v Speaker 1>success with short form stuff. Now, depending upon the account

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<v Speaker 1>you read because there are a couple of different versions

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<v Speaker 1>of the story. We actually begin either in France or

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<v Speaker 1>the French Quarter in New Orleans. The story goes that

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<v Speaker 1>Disney was on vacation with his family, and as he

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<v Speaker 1>was on vacation, he decided to look into some uh,

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<v Speaker 1>some antique shops, and he came across some various clockwork toys,

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<v Speaker 1>like wind up birds and that sort of thing. One

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<v Speaker 1>specific toy he came across in an antique shop was

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<v Speaker 1>a bird cage that had a mechanical bird inside of

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<v Speaker 1>it that would chirp and sing, and it would make

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<v Speaker 1>little motions that you could describe as being somewhat robotic.

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<v Speaker 1>They were pretty primitive motions, but you know, close enough

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<v Speaker 1>to being an actual bird that you knew what it was.

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<v Speaker 1>It was. It wasn't like it looked like a a

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<v Speaker 1>monstrosity or anything like that. He thought it was absolutely charming,

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<v Speaker 1>and he felt that there was a lot of potential

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<v Speaker 1>there that he could use to create three dimensional physical

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<v Speaker 1>animated figurines potentially and a theme park. That was one

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<v Speaker 1>of the things he had been considering around this time,

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<v Speaker 1>although Disneyland had not yet become a reality. So he

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<v Speaker 1>brought the antique bird cage with the mechanical bird inside

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<v Speaker 1>of it back to his company, and he went to

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<v Speaker 1>some of his uh top thinkers over at the Walt

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<v Speaker 1>Disney Company and said, figure out how this thing works.

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<v Speaker 1>So they took it apart and they took a look

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<v Speaker 1>at it, and they began to formulate ideas of how

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<v Speaker 1>they could create their own technology that would also allow

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<v Speaker 1>for animation of this type sort of this automated puppetry

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<v Speaker 1>that I was talking about. Now. Disney was really excited

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<v Speaker 1>about this prospect of having fully realized, three dimensional characters

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<v Speaker 1>capable of delivering a performance consistently. And Jack Gladish, who

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<v Speaker 1>was one of the engineers who would work on developing

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<v Speaker 1>audio animatronic technology, one of many, as it turns out,

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<v Speaker 1>would say that Disney wants joked to him, I'm tired

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<v Speaker 1>of finicky actors. I want to develop a fully animated,

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<v Speaker 1>articulated human being to use in place of motion picture

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<v Speaker 1>actors and actresses. So this was Disney having a bit

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<v Speaker 1>of fun saying that, Hey, the real reason why I

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<v Speaker 1>want to develop this technology is because then I can

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<v Speaker 1>get rid of all these pesky humans that keep on

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<v Speaker 1>asking questions or having issue whereas the animatronic ones will

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<v Speaker 1>just do what we tell them to do. And it's

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<v Speaker 1>kind of funny because there's another famous director who said

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<v Speaker 1>something very similar about Disney's cast. That famous director was

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<v Speaker 1>Alfred Hitchcock, who of course made incredible films of thriller

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<v Speaker 1>and psychological horror genres, things like The Birds and Psycho,

0:14:25.840 --> 0:14:30.920
<v Speaker 1>that sort of stuff. Alfred Hitchcock reportedly once said Disney

0:14:31.040 --> 0:14:33.560
<v Speaker 1>has the best casting. If he doesn't like an actor,

0:14:33.720 --> 0:14:38.800
<v Speaker 1>he just tears him up. So Hitchcock's joke and Disney's

0:14:38.880 --> 0:14:42.120
<v Speaker 1>joke were very similar in that respect, this idea of

0:14:42.160 --> 0:14:45.600
<v Speaker 1>the frustrated director who has to contend with the delicate

0:14:45.600 --> 0:14:49.680
<v Speaker 1>sensibilities of actors and actresses. But in truth, Disney just

0:14:49.720 --> 0:14:51.840
<v Speaker 1>thought this was a really cool technology and he saw

0:14:51.840 --> 0:14:54.760
<v Speaker 1>a lot of potential in it, and he was always

0:14:54.760 --> 0:14:58.000
<v Speaker 1>looking at new ways to make use of the immense

0:14:58.080 --> 0:15:01.760
<v Speaker 1>talent he had attracted to the A. Walt Disney Company.

0:15:01.920 --> 0:15:03.880
<v Speaker 1>Whereas a lot of these people started off in the

0:15:03.920 --> 0:15:07.600
<v Speaker 1>animation department where they were working on various films and

0:15:07.640 --> 0:15:11.280
<v Speaker 1>shorts for Disney, they would eventually move into very different

0:15:11.360 --> 0:15:16.040
<v Speaker 1>departments and develop stuff like the actual Disneyland theme Park

0:15:16.320 --> 0:15:20.880
<v Speaker 1>disney World later on, as well as visual effects and

0:15:21.080 --> 0:15:24.640
<v Speaker 1>props and sets and things of that nature for the

0:15:24.720 --> 0:15:27.840
<v Speaker 1>various live action films that Disney was getting into as well.

0:15:28.120 --> 0:15:31.480
<v Speaker 1>So you had people who started off as animators kind

0:15:31.480 --> 0:15:36.320
<v Speaker 1>of specializing in different areas. This was the dawn of

0:15:36.360 --> 0:15:39.960
<v Speaker 1>the imagineering age. There was no such thing as an

0:15:40.000 --> 0:15:44.280
<v Speaker 1>imagineer yet, no one had called it that, but eventually

0:15:44.840 --> 0:15:48.280
<v Speaker 1>Disney would end up referring to people who worked in

0:15:48.320 --> 0:15:52.560
<v Speaker 1>this sort of field as imagineers. They were thinking outside

0:15:52.600 --> 0:15:57.960
<v Speaker 1>the box, using engineering and creativity married together to create

0:15:58.120 --> 0:16:02.160
<v Speaker 1>really interesting experience is that you could not find anywhere else.

0:16:02.280 --> 0:16:05.600
<v Speaker 1>That was the value that Disney wanted to create to

0:16:05.800 --> 0:16:09.520
<v Speaker 1>justify charging people admission to come and check it out.

0:16:10.560 --> 0:16:16.560
<v Speaker 1>So he was really excited about this potential opportunity, and

0:16:16.640 --> 0:16:19.560
<v Speaker 1>he had a lot of potential ways of using this

0:16:19.640 --> 0:16:23.400
<v Speaker 1>technology already at this time. He was he was thinking ahead.

0:16:23.800 --> 0:16:26.080
<v Speaker 1>One of those was the fact that he wanted to

0:16:26.080 --> 0:16:29.680
<v Speaker 1>open up an amusement park that would eventually become Disneyland.

0:16:30.040 --> 0:16:32.400
<v Speaker 1>He thought, well, I need to have attractions for people

0:16:32.440 --> 0:16:35.800
<v Speaker 1>to come and experience at this park, and he thought

0:16:35.800 --> 0:16:40.640
<v Speaker 1>this technology could potentially provide some of those experiences. He

0:16:40.760 --> 0:16:46.960
<v Speaker 1>also had an ability to contribute to a massive event

0:16:47.040 --> 0:16:49.320
<v Speaker 1>that would happen in the mid nineteen sixties, that is,

0:16:49.360 --> 0:16:53.840
<v Speaker 1>the nineteen sixty four World's Fair in New York that

0:16:53.920 --> 0:16:56.920
<v Speaker 1>was going to end up requiring a lot of work

0:16:56.920 --> 0:17:00.520
<v Speaker 1>on Disney's part. Years in advance, he knew that he

0:17:00.560 --> 0:17:05.720
<v Speaker 1>was going to be providing four attractions for this World's Fair,

0:17:06.600 --> 0:17:09.080
<v Speaker 1>and he knew that the entire attention of the world

0:17:09.200 --> 0:17:12.320
<v Speaker 1>was going to be on New York for this event.

0:17:12.640 --> 0:17:15.680
<v Speaker 1>So he wanted to make absolutely certain that the attractions

0:17:15.680 --> 0:17:20.439
<v Speaker 1>that his company designed were phenomenal and unlike anything anyone

0:17:20.560 --> 0:17:24.000
<v Speaker 1>had ever experienced, and for that he needed to pioneer

0:17:24.119 --> 0:17:28.560
<v Speaker 1>a new technology. So all he had to do from

0:17:28.560 --> 0:17:34.440
<v Speaker 1>that point forward it was just invented, No big shakes, right,

0:17:36.280 --> 0:17:41.280
<v Speaker 1>So to start. One of the earliest experiments with this

0:17:41.440 --> 0:17:46.240
<v Speaker 1>idea of animating a three dimensional figure was what would

0:17:46.240 --> 0:17:50.200
<v Speaker 1>eventually be called the Dancing Man or the Little Man project.

0:17:52.240 --> 0:17:55.040
<v Speaker 1>This would be of a figure that measured about nine

0:17:55.119 --> 0:17:59.399
<v Speaker 1>inches tall and was meant to dance based upon this

0:18:00.040 --> 0:18:04.719
<v Speaker 1>automated system or mechanical system, at least if not fully automated.

0:18:05.359 --> 0:18:09.240
<v Speaker 1>The story goes that Walt Disney approached the artist Ken Anderson,

0:18:09.280 --> 0:18:13.159
<v Speaker 1>who was working for Disney. Anderson would become instrumental for

0:18:13.200 --> 0:18:20.399
<v Speaker 1>the design and implementation of various elements in Disneyland, and

0:18:20.440 --> 0:18:22.439
<v Speaker 1>he said, you know, you know what, You're working on

0:18:22.480 --> 0:18:24.000
<v Speaker 1>a lot of stuff, but I wanna I want to

0:18:24.040 --> 0:18:26.560
<v Speaker 1>pay you out of my own pocket for a project

0:18:26.560 --> 0:18:29.040
<v Speaker 1>that I really believe in that's not really a company

0:18:29.080 --> 0:18:33.280
<v Speaker 1>project yet. I want to create scenes that evoke the

0:18:33.320 --> 0:18:38.080
<v Speaker 1>American way of life. And Disney had a very idyllic

0:18:38.359 --> 0:18:42.639
<v Speaker 1>sense of what that meant. That small town feel that

0:18:42.760 --> 0:18:46.000
<v Speaker 1>you get when you walk down Main Street, USA, if

0:18:46.040 --> 0:18:48.960
<v Speaker 1>you're ever at Disneyland or disney World and you're walking

0:18:48.960 --> 0:18:51.760
<v Speaker 1>down Main Street, especially if you're doing it at a

0:18:51.800 --> 0:18:54.960
<v Speaker 1>time when there's not a huge crowd there, it evokes

0:18:55.000 --> 0:18:59.720
<v Speaker 1>the sense of a small town maybe early nineteen hundreds,

0:18:59.760 --> 0:19:02.000
<v Speaker 1>around the time when Walt Disney himself would have been

0:19:02.040 --> 0:19:07.600
<v Speaker 1>growing up, where things appeared to be simple and elegant.

0:19:08.680 --> 0:19:11.320
<v Speaker 1>That's what Disney wanted to create, and so he talked

0:19:11.359 --> 0:19:13.679
<v Speaker 1>to Anderson, said, I want to have this idea of

0:19:13.720 --> 0:19:17.320
<v Speaker 1>building this kind of experience in miniature where people can

0:19:17.359 --> 0:19:20.840
<v Speaker 1>look at the different miniatures we design and different elements

0:19:20.960 --> 0:19:24.199
<v Speaker 1>of it actually come to life, so at first he

0:19:24.240 --> 0:19:27.840
<v Speaker 1>wanted to get some paintings, some sketches of this. So

0:19:27.920 --> 0:19:30.040
<v Speaker 1>Anderson got to work and one of the first things

0:19:30.119 --> 0:19:35.280
<v Speaker 1>he created was a Norman Rockwell esque scene of a

0:19:35.320 --> 0:19:39.679
<v Speaker 1>soft shoe dancer performing on a stage, a small stage,

0:19:40.920 --> 0:19:43.919
<v Speaker 1>so something that you might see in an old Vaudevillian theater.

0:19:44.840 --> 0:19:48.760
<v Speaker 1>And Disney immediately connected to it. He thought, that's exactly

0:19:48.800 --> 0:19:52.200
<v Speaker 1>what I wanted to see. And he felt that this

0:19:52.359 --> 0:19:55.240
<v Speaker 1>was a figure that if they could create a three

0:19:55.240 --> 0:19:58.440
<v Speaker 1>dimensional version of it and build it in a miniature

0:19:58.560 --> 0:20:01.400
<v Speaker 1>set and it could move of around do its little

0:20:01.480 --> 0:20:05.080
<v Speaker 1>dance routine for people, that would be phenomenal. So he

0:20:05.160 --> 0:20:10.560
<v Speaker 1>took Anderson's design and he then decided to UH to

0:20:10.640 --> 0:20:13.919
<v Speaker 1>work with a couple of other folks over at Disney.

0:20:14.200 --> 0:20:18.280
<v Speaker 1>He UH went to a sculptor who was working for

0:20:18.359 --> 0:20:21.040
<v Speaker 1>the company at the time. As the sculptor's name was

0:20:21.160 --> 0:20:29.119
<v Speaker 1>Charles Clarence Christodoro, and Christodorro's dad was a famous agricultural

0:20:29.440 --> 0:20:33.760
<v Speaker 1>scientist and farmer who had written extensively about agriculture. Christodorro

0:20:33.880 --> 0:20:38.359
<v Speaker 1>himself had become a notable sculptor, working both in the

0:20:38.440 --> 0:20:43.040
<v Speaker 1>public spaces, designing statues that were shown in San Diego

0:20:43.200 --> 0:20:46.280
<v Speaker 1>and other areas of California, and also working in the

0:20:46.280 --> 0:20:49.359
<v Speaker 1>movie industry. He had worked for Disney once during the

0:20:49.440 --> 0:20:52.280
<v Speaker 1>nineteen thirties, left the company, and then came back in

0:20:52.320 --> 0:20:56.480
<v Speaker 1>the early nineteen fifties. He was given the sketch and

0:20:56.520 --> 0:21:00.359
<v Speaker 1>told to make a physical model of the dancer, which

0:21:00.359 --> 0:21:04.280
<v Speaker 1>he did. He sculpted a physical model based upon the

0:21:04.280 --> 0:21:09.119
<v Speaker 1>the Ken Anderson painting and gave that to Disney. Disney

0:21:09.119 --> 0:21:12.280
<v Speaker 1>then took the model over to the machine shop, and

0:21:12.320 --> 0:21:15.000
<v Speaker 1>he also brought in the animation department. Now, right now

0:21:15.040 --> 0:21:16.919
<v Speaker 1>seems like it would be a good time to summarize

0:21:16.960 --> 0:21:21.600
<v Speaker 1>all the areas that came together to make audio animatronics

0:21:21.640 --> 0:21:23.919
<v Speaker 1>even possible. And I realized I haven't even gotten to

0:21:23.960 --> 0:21:26.400
<v Speaker 1>what audio animatronics can do and how they do it.

0:21:26.960 --> 0:21:29.240
<v Speaker 1>But it's important to understand the different departments to kind

0:21:29.280 --> 0:21:32.920
<v Speaker 1>of get a grip on why it was so complicated

0:21:32.960 --> 0:21:36.240
<v Speaker 1>and why it called for a multidisciplinary approach, because that's

0:21:36.280 --> 0:21:41.400
<v Speaker 1>exactly what audio animatronics were. It required people of vastly

0:21:41.480 --> 0:21:44.800
<v Speaker 1>different disciplines and knowledge base in order to make this happen.

0:21:46.119 --> 0:21:49.119
<v Speaker 1>So in no particular order. Here are some of the

0:21:49.680 --> 0:21:55.639
<v Speaker 1>departments at Disney that worked on pioneering audio animatronics. First,

0:21:55.640 --> 0:21:58.520
<v Speaker 1>there was the Sound Department. Now it might seem weird

0:21:58.560 --> 0:22:01.959
<v Speaker 1>that I'm starting with the sound owned department instead of

0:22:02.920 --> 0:22:06.040
<v Speaker 1>the mechanical shop or animation, but the reason for that

0:22:07.080 --> 0:22:10.600
<v Speaker 1>is the Sound department was in charge of the audio

0:22:10.640 --> 0:22:17.280
<v Speaker 1>animatronic projects because those depended so heavily on that audio component.

0:22:17.320 --> 0:22:21.399
<v Speaker 1>I'll explain more about how in a little bit. The

0:22:21.440 --> 0:22:26.280
<v Speaker 1>Sound department was ultimately the one that was holding onto

0:22:26.280 --> 0:22:30.640
<v Speaker 1>the project, the project leader that was the head of development.

0:22:31.560 --> 0:22:35.400
<v Speaker 1>This would end up actually causing some issues later on.

0:22:35.520 --> 0:22:38.159
<v Speaker 1>There would be some disagreements between the Sound department and

0:22:38.200 --> 0:22:41.920
<v Speaker 1>some other departments, and they were run by different unions,

0:22:42.320 --> 0:22:45.879
<v Speaker 1>which also meant that they would run into these weird problems.

0:22:45.920 --> 0:22:48.399
<v Speaker 1>There was a story in one of the articles I

0:22:48.480 --> 0:22:54.639
<v Speaker 1>read about how the mechanical department, the Mechanical Shop, they

0:22:54.680 --> 0:22:57.840
<v Speaker 1>might be working on an audio animatronic figure and they

0:22:57.840 --> 0:23:00.199
<v Speaker 1>would need to disconnect it so that they can an

0:23:00.240 --> 0:23:04.320
<v Speaker 1>adjustment before reconnecting it, but they weren't allowed to actually

0:23:04.359 --> 0:23:08.320
<v Speaker 1>disconnect the figure because that was a union job. That

0:23:08.400 --> 0:23:10.640
<v Speaker 1>one of the Sound department guys would have to do.

0:23:11.119 --> 0:23:12.720
<v Speaker 1>So they'd have to go and get someone from the

0:23:12.720 --> 0:23:16.880
<v Speaker 1>sound department to come over to the machine shop, disconnect

0:23:17.240 --> 0:23:20.840
<v Speaker 1>a tube, wait until the mechanical shop people had made

0:23:20.840 --> 0:23:24.639
<v Speaker 1>their adjustments, reconnect the tube, and then they could proceed.

0:23:24.680 --> 0:23:28.359
<v Speaker 1>By union rules, the machine shop folks were not allowed

0:23:28.400 --> 0:23:30.840
<v Speaker 1>to do that on their own, so it got very

0:23:30.840 --> 0:23:36.720
<v Speaker 1>frustrating at times. Then you've got the animation department, Disney,

0:23:36.720 --> 0:23:39.399
<v Speaker 1>of course famous for animation. This was the group of

0:23:39.480 --> 0:23:42.639
<v Speaker 1>artists who had studied movement extensively. If you're going to

0:23:42.680 --> 0:23:46.040
<v Speaker 1>animate movement, you have to understand how movement works, or

0:23:46.080 --> 0:23:48.400
<v Speaker 1>else you can't replicate it properly and it's not going

0:23:48.440 --> 0:23:51.800
<v Speaker 1>to look right when you watch an animated film. And

0:23:51.840 --> 0:23:56.320
<v Speaker 1>more importantly, they had been studying animated movement in film itself.

0:23:56.400 --> 0:23:59.600
<v Speaker 1>As it turns out, film or at least magnetic tape,

0:23:59.640 --> 0:24:03.479
<v Speaker 1>would be come incredibly important with audio animatronics. They leverage

0:24:03.520 --> 0:24:06.440
<v Speaker 1>their expertise to help design not just the physical objects

0:24:06.440 --> 0:24:10.520
<v Speaker 1>that would be animated and the actual motions those objects

0:24:10.560 --> 0:24:16.320
<v Speaker 1>would make, but also the very technique for programming the objects.

0:24:17.160 --> 0:24:19.240
<v Speaker 1>And I'll explain more about that in a little bit.

0:24:20.160 --> 0:24:22.960
<v Speaker 1>Then you had the Modeling department. These were the people

0:24:22.960 --> 0:24:26.000
<v Speaker 1>who would make three dimensional models and sculptures of the

0:24:26.080 --> 0:24:29.360
<v Speaker 1>various components that you wanted so that other departments could

0:24:29.440 --> 0:24:32.000
<v Speaker 1>use that as a reference. And then you had the

0:24:32.040 --> 0:24:35.399
<v Speaker 1>machine shop. The machine department had to fabricate all the

0:24:35.440 --> 0:24:40.040
<v Speaker 1>physical pieces that would be used in these various figures,

0:24:40.119 --> 0:24:42.760
<v Speaker 1>and then you also had props and costumes that would

0:24:42.800 --> 0:24:46.680
<v Speaker 1>end up outfitting these different figures. So there are a

0:24:46.720 --> 0:24:52.800
<v Speaker 1>lot of different moving parts, both metaphorically and literally, as

0:24:52.840 --> 0:24:55.679
<v Speaker 1>it turns out when you get to audio animatronics in

0:24:55.760 --> 0:24:58.720
<v Speaker 1>order to make it possible, and all of those groups

0:24:58.720 --> 0:25:01.960
<v Speaker 1>had their own leaders and their own priorities, but the

0:25:02.000 --> 0:25:04.320
<v Speaker 1>fact that they were able to collaborate and create a

0:25:04.359 --> 0:25:07.760
<v Speaker 1>system as intricate as audio animatronics is pretty amazing all

0:25:07.760 --> 0:25:09.960
<v Speaker 1>on its own. And we haven't even gotten to the

0:25:09.960 --> 0:25:14.240
<v Speaker 1>technology yet. So I want to get to that technology,

0:25:14.680 --> 0:25:18.320
<v Speaker 1>and I will in just a moment, but first let's

0:25:18.359 --> 0:25:27.760
<v Speaker 1>take a quick break and thank our sponsor. All right,

0:25:27.840 --> 0:25:30.640
<v Speaker 1>So you got the Machine Shop and they were creating

0:25:30.720 --> 0:25:35.720
<v Speaker 1>the Dancing Man or the Little Man, and Disney decided

0:25:35.760 --> 0:25:38.679
<v Speaker 1>that he needed to have someone in charge of figuring

0:25:38.720 --> 0:25:41.560
<v Speaker 1>out the animation for this, like figuring out what moves

0:25:41.560 --> 0:25:43.879
<v Speaker 1>would need to be animated, so he tapped a guy

0:25:43.960 --> 0:25:47.320
<v Speaker 1>named Waffle Rogers to work on the animation for it Now.

0:25:47.400 --> 0:25:51.000
<v Speaker 1>Rogers was born in Stratton, Colorado, in nineteen nineteen, and

0:25:51.040 --> 0:25:54.520
<v Speaker 1>he was a sculptor and engineer. He attended an art

0:25:54.520 --> 0:25:57.280
<v Speaker 1>institute in Los Angeles and was recruited directly out of

0:25:57.320 --> 0:26:00.000
<v Speaker 1>school to the Walt Disney Studios in nineteen thirty nine.

0:26:00.680 --> 0:26:04.120
<v Speaker 1>He worked as an animator on films like Pinocchio and Bambi.

0:26:05.240 --> 0:26:08.400
<v Speaker 1>During World War Two, he took leave of the Disney

0:26:08.440 --> 0:26:11.280
<v Speaker 1>Company and served in the United States Marine Corps as

0:26:11.280 --> 0:26:14.600
<v Speaker 1>a staff sergeant in the photographic section. And when he

0:26:14.640 --> 0:26:18.199
<v Speaker 1>wasn't animating, he was tinkering. He was creating toys and

0:26:18.240 --> 0:26:23.120
<v Speaker 1>model trains, and Walt Disney was also a model train fanatic.

0:26:23.200 --> 0:26:27.000
<v Speaker 1>He loved model trains, including trains large enough to ride on,

0:26:27.480 --> 0:26:30.680
<v Speaker 1>and he had a couple at his at his property,

0:26:30.840 --> 0:26:35.320
<v Speaker 1>like he had a private little railroad track because he

0:26:35.520 --> 0:26:39.399
<v Speaker 1>just loved trains and he loved that romantic image of

0:26:39.480 --> 0:26:43.159
<v Speaker 1>travel by train. Um a lot of the things that

0:26:43.200 --> 0:26:45.879
<v Speaker 1>Disney worked on he worked on while he was traveling

0:26:46.240 --> 0:26:50.920
<v Speaker 1>via train, So he and Rogers had a lot of

0:26:51.359 --> 0:26:54.439
<v Speaker 1>common ground there, and Disney thought that Rogers had a

0:26:54.440 --> 0:26:59.840
<v Speaker 1>lot of potential to work on actual physical implementations, not

0:27:00.359 --> 0:27:04.520
<v Speaker 1>just animation, So he began to rely on Rogers to

0:27:04.600 --> 0:27:07.760
<v Speaker 1>sculpt objects for live action pictures, and in nineteen fifty

0:27:07.760 --> 0:27:10.640
<v Speaker 1>four he tapped Rogers to help design buildings for Disneyland.

0:27:10.720 --> 0:27:14.480
<v Speaker 1>So Rogers went from animator to kind of almost like

0:27:14.520 --> 0:27:18.159
<v Speaker 1>an architect. Rogers would also become a chief contributor to

0:27:18.160 --> 0:27:21.399
<v Speaker 1>this audio animatronics project. In fact, some would argue that

0:27:21.480 --> 0:27:24.119
<v Speaker 1>he was essentially, when you got down to it, the

0:27:24.320 --> 0:27:29.840
<v Speaker 1>lead audio animatronic engineer. He is also immortalized by the

0:27:29.880 --> 0:27:34.240
<v Speaker 1>way at Disney's Haunted Mansion attraction. You can find his

0:27:34.400 --> 0:27:37.320
<v Speaker 1>tombstone there. One of the tombstones has a name that

0:27:37.560 --> 0:27:42.240
<v Speaker 1>is a and homage to him. It was created while

0:27:42.280 --> 0:27:48.000
<v Speaker 1>he was still alive. Uh. The tombstone reads, here rests Wattle,

0:27:48.240 --> 0:27:53.520
<v Speaker 1>our Bender. He rode to Glory on a fender, peaceful rest.

0:27:54.680 --> 0:27:58.040
<v Speaker 1>So what his actual name was Rogers, not Bender. That's

0:27:58.160 --> 0:28:02.119
<v Speaker 1>in honor of him now as a reference, Disney decided

0:28:02.160 --> 0:28:05.000
<v Speaker 1>to bring in an actor to actually perform a soft

0:28:05.119 --> 0:28:08.159
<v Speaker 1>shoe routine, and they were going to shoot this actor

0:28:08.280 --> 0:28:12.160
<v Speaker 1>with film film cameras not actually shoot the actor, even

0:28:12.320 --> 0:28:15.240
<v Speaker 1>Disney would not do something so brazen as that, but

0:28:15.400 --> 0:28:18.199
<v Speaker 1>rather to film the actor as he was doing the

0:28:18.200 --> 0:28:21.800
<v Speaker 1>soft shoe routine against a background that was a grid,

0:28:22.240 --> 0:28:26.000
<v Speaker 1>so that the animators could review the footage, use the

0:28:26.040 --> 0:28:29.720
<v Speaker 1>grid as reference points, watch every little motion, and try

0:28:29.760 --> 0:28:31.760
<v Speaker 1>and figure out how they were going to translate that

0:28:31.880 --> 0:28:35.480
<v Speaker 1>into animation when they built this system that they were

0:28:35.520 --> 0:28:39.480
<v Speaker 1>working on. The actor that they got, by the way,

0:28:39.640 --> 0:28:43.240
<v Speaker 1>was Buddy Epson, who was originally going to play the

0:28:43.320 --> 0:28:45.760
<v Speaker 1>role of the Tin Man in the nineteen thirty nine

0:28:45.800 --> 0:28:49.600
<v Speaker 1>Wizard of Oz masterpiece, but Ebson ended up having a

0:28:49.640 --> 0:28:53.080
<v Speaker 1>massive allergic reaction to the aluminum makeup that was used

0:28:53.080 --> 0:28:57.000
<v Speaker 1>for the Tin Woodsman, and so he would end up

0:28:57.040 --> 0:29:00.080
<v Speaker 1>being replaced by Jack Haley. However, you can actual we

0:29:00.200 --> 0:29:04.280
<v Speaker 1>still hear Ebsen's voice in the Wizard of Oz. Uh.

0:29:04.320 --> 0:29:07.240
<v Speaker 1>It's his voice in the song We're off to see

0:29:07.240 --> 0:29:11.080
<v Speaker 1>the Wizard that Dorothy Scarecrow and the Tin Woodsman sing

0:29:11.680 --> 0:29:14.560
<v Speaker 1>after they've rescued the Tin Woodsman, so that that bit

0:29:14.680 --> 0:29:18.720
<v Speaker 1>where there skipping off into the distance. The voice you

0:29:18.800 --> 0:29:22.400
<v Speaker 1>hear is not Jack Hayley's it's Buddy Ebsen. UH. He also,

0:29:22.480 --> 0:29:25.240
<v Speaker 1>by the way, played Jed clamp It in The Beverly Hillbillies,

0:29:25.360 --> 0:29:27.480
<v Speaker 1>so if you ever watched that television series, he was

0:29:27.560 --> 0:29:30.680
<v Speaker 1>Jed clamp It. Ebsen was a song and dance man

0:29:30.760 --> 0:29:33.400
<v Speaker 1>back in the day, so it was a natural choice

0:29:33.560 --> 0:29:35.280
<v Speaker 1>for Disney to bring him on. He would end up

0:29:35.280 --> 0:29:42.200
<v Speaker 1>working on several Disney UH initiatives, including UH Davy Crockett,

0:29:42.680 --> 0:29:45.320
<v Speaker 1>But for this he just got up. He did a

0:29:45.320 --> 0:29:48.280
<v Speaker 1>soft shoe routine. They took several takes of it, and

0:29:48.320 --> 0:29:50.720
<v Speaker 1>they used that to be their reference that the animators

0:29:50.760 --> 0:29:53.320
<v Speaker 1>could use and that the machine shop could use to

0:29:53.360 --> 0:29:56.880
<v Speaker 1>make sure that the pieces they designed would be capable

0:29:57.000 --> 0:30:01.160
<v Speaker 1>of replicating all the different motions that would be necessary. Now,

0:30:01.600 --> 0:30:04.320
<v Speaker 1>ideally you would be able to create pieces that did

0:30:04.400 --> 0:30:07.600
<v Speaker 1>exactly what you needed and nothing else. Because if you

0:30:07.720 --> 0:30:11.600
<v Speaker 1>design a figure to do moves that it doesn't need

0:30:11.640 --> 0:30:15.640
<v Speaker 1>to replicate, that's time you wasted on that effort because

0:30:15.640 --> 0:30:18.560
<v Speaker 1>no one's ever going to see it. So ideally, you

0:30:18.600 --> 0:30:21.440
<v Speaker 1>figure out exactly what you need and you design for

0:30:21.680 --> 0:30:26.840
<v Speaker 1>that specifically. Now, one of the mechanical engineers who was

0:30:26.880 --> 0:30:33.760
<v Speaker 1>working on this project was Roger Edward Braggy technically Rogert E. Braggy, Sr.

0:30:33.920 --> 0:30:36.920
<v Speaker 1>His son was also working for Disney and we become

0:30:36.960 --> 0:30:40.520
<v Speaker 1>an imagineer. Braggy had moved to California from Chicago in

0:30:40.520 --> 0:30:43.640
<v Speaker 1>the late nineteen twenties with experience in machine shop training.

0:30:43.760 --> 0:30:48.240
<v Speaker 1>He joined Disney in nineteen nine, so he was originally

0:30:48.280 --> 0:30:50.760
<v Speaker 1>working on some of their live action films. He helped

0:30:50.760 --> 0:30:53.640
<v Speaker 1>design special effects for twenty thousand Leagues under the Sea.

0:30:54.080 --> 0:30:56.680
<v Speaker 1>He also helped Walt Disney build some of those model

0:30:56.760 --> 0:31:00.520
<v Speaker 1>trains for his personal collection, and Braggy was one of

0:31:00.560 --> 0:31:04.520
<v Speaker 1>the engineers working on this Dancing Man project. He would

0:31:04.600 --> 0:31:09.320
<v Speaker 1>later say that was a huge challenge, in part because Ebsen,

0:31:09.640 --> 0:31:12.000
<v Speaker 1>when he did his soft shoe routine for the cameras,

0:31:12.680 --> 0:31:17.080
<v Speaker 1>never repeated movements in the routine, so all the movements

0:31:17.080 --> 0:31:21.960
<v Speaker 1>he did were original and not patterned. They weren't repetition,

0:31:22.680 --> 0:31:25.479
<v Speaker 1>and that's difficult. If you're an animator. You would like

0:31:25.560 --> 0:31:28.600
<v Speaker 1>to have that repetition because you can design it once

0:31:29.080 --> 0:31:32.080
<v Speaker 1>and then essentially cut and paste it and use it again.

0:31:32.400 --> 0:31:36.400
<v Speaker 1>But if everything is new, then you have to design

0:31:36.440 --> 0:31:38.880
<v Speaker 1>it from scratch all the way through. It made their

0:31:38.960 --> 0:31:44.000
<v Speaker 1>job more difficult. Ultimately, they produced this nine inch tall

0:31:44.120 --> 0:31:47.640
<v Speaker 1>figure and they used cables to attach to various points

0:31:47.640 --> 0:31:51.240
<v Speaker 1>on the figure, and this was controlled by external machinery.

0:31:51.320 --> 0:31:54.240
<v Speaker 1>So you would have one amounts to a very complex

0:31:54.280 --> 0:31:59.040
<v Speaker 1>gearbox that used cams and cables in order to control

0:31:59.480 --> 0:32:01.840
<v Speaker 1>the figure. Year Now, a cam in case you don't

0:32:01.880 --> 0:32:04.680
<v Speaker 1>know what that term is, it's a rotating or sliding

0:32:04.720 --> 0:32:09.200
<v Speaker 1>piece of machinery, particularly used to transform rotary motion into

0:32:09.280 --> 0:32:13.280
<v Speaker 1>linear motion or vice versa. So in other words, you

0:32:13.320 --> 0:32:18.120
<v Speaker 1>can turn a rotational motion into a back and forth

0:32:18.240 --> 0:32:21.600
<v Speaker 1>or up and down motion a linear one using these,

0:32:21.720 --> 0:32:23.880
<v Speaker 1>or you can use a linear motion to create a

0:32:24.000 --> 0:32:28.440
<v Speaker 1>rotational motion. If you have heard the term camshaft in vehicles,

0:32:28.480 --> 0:32:32.800
<v Speaker 1>that's what a camshaft does. Uh. This was not yet

0:32:33.000 --> 0:32:37.040
<v Speaker 1>an example of audio animatronics. This figure, it didn't quite

0:32:37.080 --> 0:32:39.760
<v Speaker 1>work on a full audio animatronic system, but it did

0:32:39.880 --> 0:32:43.200
<v Speaker 1>help plot the course for the next innovation. And Disney,

0:32:43.240 --> 0:32:46.840
<v Speaker 1>not satisfied with creating this nine inch tall figure, wanted

0:32:46.880 --> 0:32:51.120
<v Speaker 1>to create something more complicated. His next thought was a

0:32:51.160 --> 0:32:55.400
<v Speaker 1>barbershop quartet, a little mechanical barbershop quartet that can move

0:32:55.560 --> 0:32:59.080
<v Speaker 1>and dance and sing. He wanted to sing sweet add

0:32:59.080 --> 0:33:02.600
<v Speaker 1>a line. But the system that the machine shop had

0:33:02.640 --> 0:33:09.000
<v Speaker 1>created wasn't really sufficient because the dancing figure couldn't make

0:33:09.200 --> 0:33:13.160
<v Speaker 1>very subtle movements. It was all because all or nothing. Really.

0:33:13.280 --> 0:33:15.120
<v Speaker 1>With each of the movements this thing made, it jerked

0:33:15.120 --> 0:33:17.800
<v Speaker 1>around a lot, and it wasn't really a lifelike representation.

0:33:18.520 --> 0:33:20.760
<v Speaker 1>The mechanism that controlled the figure had to be within

0:33:20.800 --> 0:33:24.120
<v Speaker 1>a couple of feet of it, so this gearbox essentially

0:33:24.160 --> 0:33:27.360
<v Speaker 1>had to be really close to the dancing figure, uh,

0:33:27.600 --> 0:33:29.960
<v Speaker 1>which meant that you had spatial issues you had to

0:33:30.160 --> 0:33:34.160
<v Speaker 1>take into account. So Disney's original thought was this could

0:33:34.160 --> 0:33:37.480
<v Speaker 1>be an attraction where maybe you walk up to a cabinet,

0:33:37.880 --> 0:33:41.840
<v Speaker 1>you plunk a quarter in, a little curtain draws back,

0:33:41.920 --> 0:33:45.600
<v Speaker 1>and you see this dancing figure dance for a quarter,

0:33:46.120 --> 0:33:49.200
<v Speaker 1>and then once it's done, the curtain draws close and

0:33:49.240 --> 0:33:55.120
<v Speaker 1>you move on. But the mechanics said, well, here's the problem.

0:33:55.200 --> 0:33:57.360
<v Speaker 1>The amount of money it took to develop this and

0:33:57.400 --> 0:33:59.840
<v Speaker 1>the amount of money it will take to maintain it,

0:34:00.240 --> 0:34:03.520
<v Speaker 1>you will never recapture by going a quarter of you

0:34:04.840 --> 0:34:06.600
<v Speaker 1>cents of you is not going to cut it. And

0:34:06.640 --> 0:34:09.359
<v Speaker 1>you can't really go more expensive than that because at

0:34:09.400 --> 0:34:13.560
<v Speaker 1>the time cents was, you know, not insignificant amount of money.

0:34:14.200 --> 0:34:17.680
<v Speaker 1>And keep in mind this is the nineteen fifties, so

0:34:18.680 --> 0:34:21.439
<v Speaker 1>these initial attempts to create an animated figure in real life,

0:34:21.440 --> 0:34:24.480
<v Speaker 1>it kind of stalled out. The plans for Disneyland were

0:34:24.520 --> 0:34:27.760
<v Speaker 1>continuing at the same time. The park opened in July

0:34:27.960 --> 0:34:32.440
<v Speaker 1>nineteen five, but the first attraction to use audio animatronics

0:34:32.920 --> 0:34:36.439
<v Speaker 1>would follow in five years. That was a ride called

0:34:36.480 --> 0:34:40.000
<v Speaker 1>the Mind Train through Nature's Wonderland, which opened in May

0:34:40.160 --> 0:34:43.680
<v Speaker 1>nineteen sixty. And this was able to take advantage of

0:34:43.760 --> 0:34:46.040
<v Speaker 1>something that some of the engineers had noticed. They said,

0:34:46.400 --> 0:34:49.400
<v Speaker 1>you know, these small figures, they require all these cams

0:34:49.440 --> 0:34:52.080
<v Speaker 1>and cables and everything has to be external. We have

0:34:52.160 --> 0:34:56.480
<v Speaker 1>to build the actual power system outside of the figure,

0:34:57.000 --> 0:34:59.480
<v Speaker 1>so you've always got to figure out how to mask

0:34:59.719 --> 0:35:02.240
<v Speaker 1>all the cables that are running up to the figure.

0:35:02.760 --> 0:35:06.200
<v Speaker 1>If we make the figures larger life size, then we

0:35:06.280 --> 0:35:09.279
<v Speaker 1>can store a lot of these mechanical components inside the

0:35:09.280 --> 0:35:13.480
<v Speaker 1>figures themselves. It won't have to be externally controlled. You

0:35:13.480 --> 0:35:17.120
<v Speaker 1>could actually build these figures that they have the internal parts,

0:35:17.840 --> 0:35:20.680
<v Speaker 1>and that's you have a lot more freedom to stage

0:35:20.719 --> 0:35:23.280
<v Speaker 1>them the way you want to. And this really appealed

0:35:23.320 --> 0:35:26.160
<v Speaker 1>to Disney, so one of the first implementations they had

0:35:26.360 --> 0:35:31.359
<v Speaker 1>was this Mind Train through Nature's Wonderland. Now that ride

0:35:31.440 --> 0:35:35.000
<v Speaker 1>might sound unfamiliar to you if you've been to Disneyland

0:35:35.040 --> 0:35:37.759
<v Speaker 1>and you're wondering where the Mind Trained through Nature's Wonderland

0:35:37.840 --> 0:35:40.760
<v Speaker 1>ride is. Well, it used to be where Big Thunder

0:35:40.760 --> 0:35:43.520
<v Speaker 1>Mountain is now, so Big Thunder Mountain is a totally

0:35:43.560 --> 0:35:46.640
<v Speaker 1>different kind of train ride. The Mind Train through Nature's

0:35:46.680 --> 0:35:49.839
<v Speaker 1>Wonderland was a slow moving ride that puts you through

0:35:50.120 --> 0:35:54.520
<v Speaker 1>various scenes that were inspired by the Western United States

0:35:54.520 --> 0:35:58.319
<v Speaker 1>of America. It was kind of the western version of

0:35:58.719 --> 0:36:01.600
<v Speaker 1>Jungle Crews. So if you've ever been on the Jungle Cruise,

0:36:01.600 --> 0:36:04.120
<v Speaker 1>that's a boat ride where you go through areas have

0:36:04.239 --> 0:36:10.600
<v Speaker 1>been inspired by India and Africa. The Nature's Wonderland was similar,

0:36:10.640 --> 0:36:13.840
<v Speaker 1>except it was a train ride through the Western US

0:36:14.560 --> 0:36:18.440
<v Speaker 1>inspired areas and included things like bears playing around in

0:36:18.480 --> 0:36:21.760
<v Speaker 1>a pond. Now, that was the first attraction to feature

0:36:22.200 --> 0:36:25.799
<v Speaker 1>audio animatronics, and I guess now as good a time

0:36:25.840 --> 0:36:30.640
<v Speaker 1>as any as to explain what audio animatronics are. Audio

0:36:30.680 --> 0:36:35.280
<v Speaker 1>animatronics take on these mechanical figures that you can power

0:36:35.360 --> 0:36:38.200
<v Speaker 1>in various ways, and they pair it with a system

0:36:38.400 --> 0:36:43.279
<v Speaker 1>that is programmable that uses audio as its method of

0:36:43.320 --> 0:36:48.360
<v Speaker 1>transmitting information and taking the information and turning it into action.

0:36:49.480 --> 0:36:52.880
<v Speaker 1>So everything is based off sound, which is kind of

0:36:52.920 --> 0:36:55.440
<v Speaker 1>weird to think about it. But you would store the

0:36:55.440 --> 0:36:59.560
<v Speaker 1>information on these massive cassettes, these magnetic tapes. Really they're

0:36:59.600 --> 0:37:02.880
<v Speaker 1>magnetic reels. They weren't really cassettes. So you take magnetic

0:37:02.920 --> 0:37:07.280
<v Speaker 1>reels of tape and you would encode information in sound

0:37:07.920 --> 0:37:10.600
<v Speaker 1>on the tape, and when you played it back, that's

0:37:10.600 --> 0:37:15.000
<v Speaker 1>what would create the uh well, it's what would allow

0:37:15.080 --> 0:37:18.879
<v Speaker 1>circuits to be completed to create the movement. You see now,

0:37:19.000 --> 0:37:21.680
<v Speaker 1>how that all works, It requires a bit more of

0:37:21.719 --> 0:37:27.400
<v Speaker 1>a deeper dive. First of all, the earliest audio animatronic

0:37:27.480 --> 0:37:30.799
<v Speaker 1>systems were digital. Now by that, I don't mean they

0:37:30.800 --> 0:37:36.880
<v Speaker 1>were computer systems. This is purely mechanical approach. It's not electronic,

0:37:37.000 --> 0:37:41.160
<v Speaker 1>it's not uh you know, there's no microprocessors or transistors.

0:37:41.600 --> 0:37:45.000
<v Speaker 1>It's all mechanical elements. But it is digital in the

0:37:45.040 --> 0:37:48.000
<v Speaker 1>sense that it's binary and that you have two positions,

0:37:48.040 --> 0:37:51.400
<v Speaker 1>you have on and off. That meant that any motion

0:37:51.480 --> 0:37:57.760
<v Speaker 1>you wanted to make had only two outcomes. Arrest, position,

0:37:58.080 --> 0:38:02.200
<v Speaker 1>which would be whatever it started off as. So let's

0:38:02.200 --> 0:38:05.120
<v Speaker 1>take let's say that it's a human figure that you're

0:38:05.200 --> 0:38:08.399
<v Speaker 1>trying to animate, and one of your animations is your

0:38:08.480 --> 0:38:11.720
<v Speaker 1>human figure needs to turn her head to the left.

0:38:13.400 --> 0:38:17.600
<v Speaker 1>So in the off position, in the rest position, she's

0:38:17.680 --> 0:38:21.720
<v Speaker 1>just staring straight forward and isn't moving. When you activate

0:38:21.760 --> 0:38:25.480
<v Speaker 1>a circuit, then she moves her head to the left,

0:38:26.520 --> 0:38:30.439
<v Speaker 1>but she can't halfway move her head to the left.

0:38:30.480 --> 0:38:32.799
<v Speaker 1>She can't move it a quarter of the way. It's

0:38:32.840 --> 0:38:35.680
<v Speaker 1>either all the way to the left as far as

0:38:35.680 --> 0:38:39.880
<v Speaker 1>her freedom of movement allows, or it's in the that

0:38:40.040 --> 0:38:43.319
<v Speaker 1>rest position. That's it. Those two positions on or off,

0:38:43.440 --> 0:38:47.520
<v Speaker 1>zero or one. That's why we call it digital. This

0:38:47.560 --> 0:38:50.440
<v Speaker 1>was a little primitive. It limited what the animators could do.

0:38:50.560 --> 0:38:53.360
<v Speaker 1>They could not put in subtle movements, So it was

0:38:53.440 --> 0:38:57.680
<v Speaker 1>good for certain types of audio animatronics early on, but

0:38:57.840 --> 0:39:01.279
<v Speaker 1>it had limited use. It also was limited in how

0:39:01.400 --> 0:39:07.520
<v Speaker 1>much force it could use. Uh that these original audio

0:39:07.520 --> 0:39:11.920
<v Speaker 1>animatronics used one of two different systems to create movement.

0:39:12.520 --> 0:39:16.520
<v Speaker 1>Either it was using pneumatics or it was using solenoids.

0:39:17.880 --> 0:39:21.880
<v Speaker 1>A pneumatic system uses compressed air. Compressed air is what

0:39:22.040 --> 0:39:27.960
<v Speaker 1>creates the force that translates into mechanical motion in your system.

0:39:28.040 --> 0:39:30.920
<v Speaker 1>So you would have tubes, pneumatic tubes that would move

0:39:31.000 --> 0:39:34.480
<v Speaker 1>through this figure. You would have them, you know, wherever

0:39:34.520 --> 0:39:38.000
<v Speaker 1>they needed to be, and you would have valves that

0:39:38.080 --> 0:39:41.400
<v Speaker 1>when they're closed, do not allow air to move through.

0:39:42.239 --> 0:39:45.120
<v Speaker 1>When you would complete a circuit, it would make the

0:39:45.200 --> 0:39:48.319
<v Speaker 1>valve open, which would allow air to move through, which

0:39:48.360 --> 0:39:52.560
<v Speaker 1>would then create the mechanical force necessary to make the

0:39:52.600 --> 0:39:55.040
<v Speaker 1>figure move in whichever way you wanted it to. So

0:39:55.360 --> 0:39:59.680
<v Speaker 1>let's say it's a a bird in the enchanted Tiki room,

0:39:59.680 --> 0:40:03.480
<v Speaker 1>which one of the earliest audio animatronic attractions outside of

0:40:03.560 --> 0:40:09.600
<v Speaker 1>Nature's Wonderland and still exists to this day. The pneumatics

0:40:09.640 --> 0:40:13.560
<v Speaker 1>would allow the mouth to open. The closed position would

0:40:13.560 --> 0:40:16.839
<v Speaker 1>be the rest position, and it would allow the mouth

0:40:16.960 --> 0:40:20.880
<v Speaker 1>to open up. And when you do a lot of

0:40:20.920 --> 0:40:23.800
<v Speaker 1>opening and closing, it gives the illusion that the bird

0:40:23.920 --> 0:40:27.520
<v Speaker 1>is actually talking when you pair it with the appropriate sound.

0:40:28.960 --> 0:40:32.200
<v Speaker 1>That was one way of creating motion, but the solenoids

0:40:32.200 --> 0:40:34.640
<v Speaker 1>were a different way that was also being used in

0:40:34.680 --> 0:40:39.680
<v Speaker 1>this digital system. Solenoids are a variation on electro magnets.

0:40:39.760 --> 0:40:42.439
<v Speaker 1>So those of you who have listened to me talk

0:40:42.680 --> 0:40:47.160
<v Speaker 1>endlessly about electromagnetism. Get ready for some more so. Your

0:40:47.160 --> 0:40:51.280
<v Speaker 1>basic electromagnet consists of a coil of conductive material. Often

0:40:51.360 --> 0:40:55.240
<v Speaker 1>it is insulated copper wire. You run a current through

0:40:55.320 --> 0:41:00.200
<v Speaker 1>this coil and that generates a magnetic field. The magnetic

0:41:00.280 --> 0:41:02.920
<v Speaker 1>field can then be used to attract any sort of

0:41:02.920 --> 0:41:07.240
<v Speaker 1>faro magnetic material. That's the case of a solenoid, where

0:41:07.360 --> 0:41:10.720
<v Speaker 1>you have a core that connect kind of like a piston.

0:41:11.680 --> 0:41:14.719
<v Speaker 1>So when it's in his rest position, the core is

0:41:15.000 --> 0:41:18.480
<v Speaker 1>outside of the cylinder. May his positioned right at the

0:41:18.560 --> 0:41:21.960
<v Speaker 1>very end, so the cylinder is big enough so that

0:41:22.000 --> 0:41:25.239
<v Speaker 1>the core can fit completely inside the cylinder. And when

0:41:25.280 --> 0:41:28.719
<v Speaker 1>you run a current through the coil, it generates a

0:41:28.760 --> 0:41:33.520
<v Speaker 1>magnetic field which attracts the faro magnetic core into the cylinder,

0:41:33.920 --> 0:41:37.600
<v Speaker 1>pulls it in. And if you connect something to the

0:41:37.600 --> 0:41:41.759
<v Speaker 1>other end of that little core, like a cable that

0:41:41.880 --> 0:41:47.200
<v Speaker 1>then attaches to a piece on a larger animatronic figure,

0:41:47.640 --> 0:41:51.960
<v Speaker 1>like let's say a mouth of the character, whenever the

0:41:52.040 --> 0:41:55.560
<v Speaker 1>circuit activates, it'll pull the solenoid in the core into

0:41:55.600 --> 0:41:59.320
<v Speaker 1>the solenoid, which in turn pulls on the wire or cable,

0:41:59.760 --> 0:42:04.960
<v Speaker 1>but just attached to whatever body part the mouth let's say,

0:42:05.080 --> 0:42:09.560
<v Speaker 1>of Mr. Lincoln, and pull pulls it down, pulls it open,

0:42:10.239 --> 0:42:14.080
<v Speaker 1>and then by turning off the electricity to this coil,

0:42:14.360 --> 0:42:18.400
<v Speaker 1>it negates that magnetic field. It returns to rest position,

0:42:18.440 --> 0:42:24.080
<v Speaker 1>and Lincoln shuts his trap. And thus, by controlling the

0:42:24.080 --> 0:42:27.279
<v Speaker 1>the flow of electricity through the solenoid, you can open

0:42:27.320 --> 0:42:30.880
<v Speaker 1>and close the mouth of one of the greatest presidents

0:42:31.000 --> 0:42:37.080
<v Speaker 1>of United States history, and thus magnificence is born. I mean,

0:42:37.080 --> 0:42:40.719
<v Speaker 1>this was a an enormous use of technology, a very

0:42:40.760 --> 0:42:44.040
<v Speaker 1>innovative use of technology at the time. So that was

0:42:44.080 --> 0:42:47.279
<v Speaker 1>the basics for the movement, but that we still haven't

0:42:47.280 --> 0:42:49.360
<v Speaker 1>talked about the audio part. That's kind of more the

0:42:49.400 --> 0:42:55.719
<v Speaker 1>animatronic part, the idea of this animated physical being. But

0:42:55.840 --> 0:43:00.359
<v Speaker 1>whether it was a bird or a president, or or

0:43:00.719 --> 0:43:03.520
<v Speaker 1>a hippopotamus or whatever it might be that was using

0:43:03.560 --> 0:43:11.399
<v Speaker 1>audio animatronics, the secret sauce was in that audio. They

0:43:11.440 --> 0:43:13.880
<v Speaker 1>found that what they could do is create a tone

0:43:15.000 --> 0:43:19.480
<v Speaker 1>on a cassette or on a magnetic reel, I should say,

0:43:19.719 --> 0:43:23.120
<v Speaker 1>they could create a tone, and they used these little

0:43:23.239 --> 0:43:27.080
<v Speaker 1>metal reads that would connect to circuits. When the reds

0:43:27.120 --> 0:43:30.279
<v Speaker 1>would vibrate, it would close the circuit and allow a

0:43:30.360 --> 0:43:34.600
<v Speaker 1>current to pass through. So if you made the reds vibrate,

0:43:35.040 --> 0:43:38.359
<v Speaker 1>it would create a physical circuit that would end up

0:43:38.640 --> 0:43:42.719
<v Speaker 1>making the pneumatic or solenoid system activate and thus be

0:43:42.840 --> 0:43:46.200
<v Speaker 1>either on or off. You know, well on really, and

0:43:46.239 --> 0:43:48.799
<v Speaker 1>once it stopped activating, it would be off. You could

0:43:48.800 --> 0:43:51.560
<v Speaker 1>have your character open his or her mouth or move

0:43:51.600 --> 0:43:53.759
<v Speaker 1>his or her head, or whatever the action needed to be.

0:43:55.320 --> 0:43:57.160
<v Speaker 1>And the reason the way they would make it vibrate

0:43:57.239 --> 0:44:01.400
<v Speaker 1>is they would use a resonant frequency. So resonant frequencies

0:44:01.560 --> 0:44:06.319
<v Speaker 1>are the natural vibrating frequency of any given material. If

0:44:06.360 --> 0:44:08.680
<v Speaker 1>you have a glass and you tap the glass and

0:44:08.680 --> 0:44:12.000
<v Speaker 1>it makes a little ringing noise, that is its resonant frequency,

0:44:12.080 --> 0:44:15.640
<v Speaker 1>and if you're able to replicate that resonant frequency, then

0:44:15.680 --> 0:44:19.160
<v Speaker 1>you will make the glass vibrate just by exposing it

0:44:19.640 --> 0:44:23.319
<v Speaker 1>to that frequency. So if you create a sound that

0:44:23.520 --> 0:44:27.280
<v Speaker 1>is of the same pitch as an object's resonant frequency,

0:44:27.360 --> 0:44:29.880
<v Speaker 1>it will naturally begin to vibrate. And if you then

0:44:29.920 --> 0:44:33.160
<v Speaker 1>amplify that signal, in other words, if you increase the volume,

0:44:33.760 --> 0:44:38.440
<v Speaker 1>you will increase the amount of vibration that you're creating

0:44:38.560 --> 0:44:43.040
<v Speaker 1>in that material. So, again with the example, of a glass.

0:44:43.120 --> 0:44:45.759
<v Speaker 1>If you have a crystal glass, then it generates a

0:44:45.760 --> 0:44:48.880
<v Speaker 1>particular tone when you strike it. If you replicate that

0:44:48.960 --> 0:44:51.919
<v Speaker 1>tone and you amplify the signal enough, you can make

0:44:51.920 --> 0:44:55.400
<v Speaker 1>the glass vibrate enough so that it shatters. This is

0:44:55.440 --> 0:44:58.400
<v Speaker 1>what we see when opera singers replicate a particular note

0:44:58.480 --> 0:45:00.839
<v Speaker 1>and they try and shatter a glass. Some people can

0:45:00.880 --> 0:45:02.759
<v Speaker 1>do it, but it all depends on the glass. It

0:45:02.800 --> 0:45:05.600
<v Speaker 1>all depends on the person's range and how how pitch

0:45:05.680 --> 0:45:08.920
<v Speaker 1>perfect they are and creating that particular frequency. It has

0:45:08.960 --> 0:45:12.520
<v Speaker 1>to be close enough. There's actually a small range where

0:45:12.600 --> 0:45:14.120
<v Speaker 1>it will work, but you need to be as close

0:45:14.160 --> 0:45:16.480
<v Speaker 1>as possible to really get the maximum effect. It's a

0:45:16.680 --> 0:45:20.120
<v Speaker 1>it's much easier to do with amplification than it is unamplified.

0:45:21.160 --> 0:45:23.879
<v Speaker 1>But that's the basis for audio animatronics. They had these

0:45:23.880 --> 0:45:28.200
<v Speaker 1>little metallic reads that would be connected to the various circuitry,

0:45:28.400 --> 0:45:32.160
<v Speaker 1>and each one would have its own specific resonant frequency.

0:45:32.239 --> 0:45:35.319
<v Speaker 1>When you played the magnetic tape back, it would play

0:45:35.560 --> 0:45:40.720
<v Speaker 1>tones at that resonant frequency for whichever particular action it needed.

0:45:41.680 --> 0:45:46.000
<v Speaker 1>That specific metallic read would start to vibrate close that

0:45:46.120 --> 0:45:49.080
<v Speaker 1>specific circuit and then you get the motion. So if

0:45:49.120 --> 0:45:52.880
<v Speaker 1>it's a figure that has several motions associated with it,

0:45:53.120 --> 0:45:55.600
<v Speaker 1>Let's say it's a bird that can turn its head,

0:45:55.920 --> 0:45:59.760
<v Speaker 1>flap its wings, or open its mouth. That's three different motions.

0:45:59.800 --> 0:46:02.160
<v Speaker 1>That means you would have three different circuits with three

0:46:02.200 --> 0:46:06.239
<v Speaker 1>different metallic reads, with three different resonant frequencies. So that

0:46:06.280 --> 0:46:09.520
<v Speaker 1>way you could produce different tones and make the specific

0:46:09.600 --> 0:46:13.720
<v Speaker 1>outcome that you wanted. Otherwise, every time you generated a tone,

0:46:14.120 --> 0:46:17.799
<v Speaker 1>everything would go off and you would have chaos. More

0:46:17.800 --> 0:46:20.799
<v Speaker 1>on that in a little bit. Again, this is a

0:46:20.840 --> 0:46:24.319
<v Speaker 1>digital system, so there's no variation here. You could not

0:46:24.520 --> 0:46:27.160
<v Speaker 1>have the bird turn its head halfway. It's always going

0:46:27.200 --> 0:46:30.920
<v Speaker 1>to turn it as far as the animatronic is allowed.

0:46:31.080 --> 0:46:33.400
<v Speaker 1>Whatever it's freedom of movement is, that's where it's going

0:46:33.440 --> 0:46:38.240
<v Speaker 1>to go to. So it's still had limitations. However, by

0:46:38.360 --> 0:46:41.880
<v Speaker 1>creating a specific circuit for every single motion, you could

0:46:41.920 --> 0:46:47.040
<v Speaker 1>make a pretty sophisticated figure. The individual motions were pretty primitive,

0:46:47.480 --> 0:46:51.920
<v Speaker 1>but collectively it could be very sophisticated. It did require

0:46:52.040 --> 0:46:57.880
<v Speaker 1>a lot of work, and it required a lot of cheating,

0:46:58.000 --> 0:46:59.840
<v Speaker 1>I guess is the right way of putting it. So,

0:47:00.080 --> 0:47:04.000
<v Speaker 1>for example, one of the figures that Disney was working

0:47:04.000 --> 0:47:08.080
<v Speaker 1>on for the New York World's Fair was Abraham Lincoln,

0:47:09.520 --> 0:47:12.480
<v Speaker 1>and in order to make all the different motions of

0:47:12.520 --> 0:47:16.160
<v Speaker 1>the face the way they wanted to UH, they had

0:47:16.200 --> 0:47:19.799
<v Speaker 1>to put in more components than could fit within the

0:47:19.840 --> 0:47:23.040
<v Speaker 1>constraint of a human head, and they weren't They didn't

0:47:23.040 --> 0:47:25.640
<v Speaker 1>really have the option of scaling it up. They couldn't

0:47:25.680 --> 0:47:28.840
<v Speaker 1>build Lincoln larger than human sized and get the effect

0:47:28.880 --> 0:47:33.239
<v Speaker 1>they wanted. They wanted to keep Lincoln at the dimensions

0:47:33.239 --> 0:47:37.480
<v Speaker 1>that they felt were important for him to get the

0:47:37.520 --> 0:47:40.600
<v Speaker 1>feeling across that they wanted to make. So they had

0:47:40.640 --> 0:47:42.040
<v Speaker 1>to figure out, well, how can we fit all these

0:47:42.080 --> 0:47:45.680
<v Speaker 1>components inside a human head when they're larger than what

0:47:45.800 --> 0:47:48.480
<v Speaker 1>the space can contain. And eventually they were able to

0:47:48.480 --> 0:47:50.680
<v Speaker 1>make a head that had kind of a bulge in

0:47:50.719 --> 0:47:53.239
<v Speaker 1>the back of it, and they were able to fake

0:47:53.320 --> 0:47:56.040
<v Speaker 1>it with the wig that they put on Mr. Lincoln,

0:47:56.080 --> 0:47:59.160
<v Speaker 1>although apparently, and at least some of the wigs that

0:47:59.239 --> 0:48:03.080
<v Speaker 1>they designed for the character UH, the bulge in the

0:48:03.080 --> 0:48:08.040
<v Speaker 1>back of the head was noticeable, so, considering Lincoln's fate,

0:48:08.120 --> 0:48:11.359
<v Speaker 1>that might have been viewed as being tasteless, but they

0:48:11.360 --> 0:48:15.160
<v Speaker 1>were working within the constraints of a very new technology. Now,

0:48:15.200 --> 0:48:20.080
<v Speaker 1>I mentioned that this approach had its limitations that you

0:48:20.120 --> 0:48:23.400
<v Speaker 1>could only be on or off, and that they needed

0:48:23.440 --> 0:48:27.279
<v Speaker 1>to have something with a little bit more of a

0:48:27.400 --> 0:48:31.120
<v Speaker 1>spectrum of outcomes in order to get the effect that

0:48:31.160 --> 0:48:35.400
<v Speaker 1>they really wanted. That approach required them to switch from

0:48:35.440 --> 0:48:41.320
<v Speaker 1>pneumatic and solenoid systems to hydraulic systems. Hydraulic system uses liquid.

0:48:41.440 --> 0:48:45.160
<v Speaker 1>Typically it's just water as its means of creating that

0:48:45.239 --> 0:48:48.799
<v Speaker 1>same sort of mechanical force. You can't really compress water,

0:48:49.440 --> 0:48:51.839
<v Speaker 1>as it turns out, so if you just put force

0:48:51.920 --> 0:48:55.000
<v Speaker 1>behind water, it will push against whatever constraints you have

0:48:55.080 --> 0:48:57.520
<v Speaker 1>it in. So if you put a good amount of

0:48:57.520 --> 0:49:01.279
<v Speaker 1>water pressure in and you use valves to control where

0:49:01.320 --> 0:49:04.680
<v Speaker 1>that water can go by opening and closing those valves,

0:49:04.840 --> 0:49:09.120
<v Speaker 1>you can allow for some pretty powerful movements, including stuff

0:49:09.160 --> 0:49:12.200
<v Speaker 1>that's strong enough to do something like lift and arm.

0:49:12.239 --> 0:49:17.279
<v Speaker 1>Because the various pieces of machinery that Disney engineers were

0:49:17.320 --> 0:49:20.480
<v Speaker 1>creating they weighed a good amount of they had a

0:49:20.480 --> 0:49:21.840
<v Speaker 1>good amount of weight to him, a good amount of

0:49:21.920 --> 0:49:26.120
<v Speaker 1>mass to them, and pneumatic ability on pneumatic systems weren't

0:49:26.120 --> 0:49:29.719
<v Speaker 1>strong enough to move them, especially not smoothly. If you

0:49:29.719 --> 0:49:31.879
<v Speaker 1>want to build a compressed air system that can move

0:49:32.320 --> 0:49:35.279
<v Speaker 1>a significant amount of weight, Chances are you're going to

0:49:35.400 --> 0:49:37.920
<v Speaker 1>end up with an air catapult, which was not exactly

0:49:37.960 --> 0:49:40.920
<v Speaker 1>what Disney was hoping for when he was thinking of

0:49:40.960 --> 0:49:46.520
<v Speaker 1>these different designs. So imagineers switched to these hydraulic systems UH,

0:49:46.600 --> 0:49:48.759
<v Speaker 1>and it also meant that they wanted to create more

0:49:49.440 --> 0:49:52.279
<v Speaker 1>gradations of movement. They didn't want to just be on

0:49:52.440 --> 0:49:55.319
<v Speaker 1>and off then just want to be open and closed,

0:49:55.480 --> 0:49:59.520
<v Speaker 1>or left or right. They wanted to have some different abilities.

0:49:59.520 --> 0:50:04.200
<v Speaker 1>They wanted to create a lot of different potential movements

0:50:04.440 --> 0:50:08.600
<v Speaker 1>within the limbs of characters. One of the UH exhibits

0:50:08.600 --> 0:50:10.840
<v Speaker 1>that they were working on for the New York World's

0:50:10.840 --> 0:50:14.439
<v Speaker 1>Fair was the Carousel of Progress, which you can still

0:50:14.480 --> 0:50:19.160
<v Speaker 1>see in certain Disney parks. The Carousel Progress features multiple

0:50:19.239 --> 0:50:25.000
<v Speaker 1>scenes of a family through different eras of human history,

0:50:25.040 --> 0:50:29.239
<v Speaker 1>including near future, where you get to see the innovation

0:50:29.520 --> 0:50:34.399
<v Speaker 1>of progress, how systems have improved over time to make

0:50:34.680 --> 0:50:39.600
<v Speaker 1>our lives more convenient and enjoyable, and all of these

0:50:40.280 --> 0:50:45.280
<v Speaker 1>various exhibits. A New York had different sponsors, so Disney

0:50:45.360 --> 0:50:48.000
<v Speaker 1>was partnering with other companies that had a vested interest

0:50:48.520 --> 0:50:53.000
<v Speaker 1>in the public seeing this stuff. So there were branded

0:50:54.000 --> 0:50:57.960
<v Speaker 1>materials inside Carousel of Progress so that people would say, oh,

0:50:58.000 --> 0:51:00.719
<v Speaker 1>you know what, I need to buy X kind of

0:51:01.040 --> 0:51:03.760
<v Speaker 1>refrigerator because I want my life to be as convenient

0:51:03.800 --> 0:51:06.279
<v Speaker 1>as it was for those robots we just saw. So

0:51:07.680 --> 0:51:11.200
<v Speaker 1>in order to make this look convincing, they wanted the

0:51:11.320 --> 0:51:16.759
<v Speaker 1>human characters to have very lifelike motions. Well, you can't

0:51:16.800 --> 0:51:19.280
<v Speaker 1>do that with just the digital system, so they needed

0:51:19.280 --> 0:51:23.680
<v Speaker 1>to go with an analog system. Analog means that you

0:51:23.719 --> 0:51:28.279
<v Speaker 1>can have a variable element. It's not just on or off.

0:51:28.680 --> 0:51:31.600
<v Speaker 1>That's what digital is. Either the signals going or it's not.

0:51:32.120 --> 0:51:35.799
<v Speaker 1>Variable means you can actually create variations, and you do

0:51:35.840 --> 0:51:39.799
<v Speaker 1>this through voltage. By changing the amount of voltage in

0:51:39.840 --> 0:51:43.680
<v Speaker 1>a system, and by increasing it or decreasing it, you

0:51:43.719 --> 0:51:50.000
<v Speaker 1>could create different ranges of motion within a properly designed system.

0:51:50.040 --> 0:51:52.919
<v Speaker 1>So that's what the imagineers started working on with both

0:51:53.000 --> 0:51:56.520
<v Speaker 1>Lincoln and the Carousel Progress. They wanted to create more

0:51:56.560 --> 0:52:01.760
<v Speaker 1>sophisticated systems that would allow for this sort of realistic motion,

0:52:02.840 --> 0:52:08.880
<v Speaker 1>and by pairing the hydraulic systems with this analog voltage system,

0:52:08.920 --> 0:52:15.040
<v Speaker 1>they could then create a more natural movement. Now, in

0:52:15.160 --> 0:52:20.800
<v Speaker 1>order to encode that they had to use varying tones

0:52:21.400 --> 0:52:24.560
<v Speaker 1>on this magnetic tape, and to do that, they ended

0:52:24.640 --> 0:52:27.840
<v Speaker 1>up having to use multiple tracks on a single piece

0:52:27.880 --> 0:52:31.240
<v Speaker 1>of magnetic tape in order to conserve space, because otherwise

0:52:31.520 --> 0:52:34.880
<v Speaker 1>you would have to have a real for every single

0:52:36.000 --> 0:52:42.360
<v Speaker 1>component that is controlled by some sort of hydraulic system,

0:52:42.400 --> 0:52:47.000
<v Speaker 1>and that's just not feasible. So they ended up creating

0:52:47.160 --> 0:52:52.239
<v Speaker 1>multi track systems where they could record I think up

0:52:52.239 --> 0:52:55.560
<v Speaker 1>to twenty four eventually different tracks. But not all of

0:52:55.600 --> 0:52:58.319
<v Speaker 1>those tracks were for the actual animatronic figures. Some of

0:52:58.320 --> 0:53:02.440
<v Speaker 1>them were for theat coal elements like lighting queues, or

0:53:03.200 --> 0:53:07.480
<v Speaker 1>whether or not certain uh like products would open, like

0:53:07.480 --> 0:53:11.080
<v Speaker 1>the refrigerator door might open, a drawer might slide out,

0:53:11.880 --> 0:53:14.759
<v Speaker 1>an element in the fridge might tilt so people can

0:53:14.800 --> 0:53:17.399
<v Speaker 1>get a better look at it. All of those were

0:53:17.400 --> 0:53:20.400
<v Speaker 1>their own separate little circuits, and they all needed to

0:53:20.440 --> 0:53:25.560
<v Speaker 1>be programmed into the audio animatronic reels, which again we're

0:53:25.600 --> 0:53:28.920
<v Speaker 1>still using tones, So the sound department was still heavily

0:53:28.960 --> 0:53:33.600
<v Speaker 1>involved in this. As you can imagine this complicated thing

0:53:33.760 --> 0:53:37.040
<v Speaker 1>significantly once they got to the part where it was

0:53:37.080 --> 0:53:41.320
<v Speaker 1>time to program the carousel of progress and the great

0:53:41.320 --> 0:53:44.160
<v Speaker 1>moments with Mr Lincoln and I'll explain how some of

0:53:44.200 --> 0:53:47.759
<v Speaker 1>that turned out in just a minute, but first let's

0:53:47.800 --> 0:53:57.839
<v Speaker 1>take another quick break and thank our sponsor. So when

0:53:57.840 --> 0:54:01.080
<v Speaker 1>we talk about programming this this stone where you've got

0:54:01.120 --> 0:54:06.280
<v Speaker 1>all these different tracks that control these different elements within

0:54:06.520 --> 0:54:11.000
<v Speaker 1>an animatronic UH system, keep in mind that depending on

0:54:11.040 --> 0:54:13.480
<v Speaker 1>how many figures you have and how many points of

0:54:13.560 --> 0:54:16.479
<v Speaker 1>articulation they have and what they need to do, these

0:54:16.480 --> 0:54:21.000
<v Speaker 1>could be incredibly complicated. From a macro standpoint, each individual

0:54:21.120 --> 0:54:25.200
<v Speaker 1>figure might be fairly simple, but taken as a as

0:54:25.200 --> 0:54:29.600
<v Speaker 1>a whole, it gets to be enormously complex. One of

0:54:29.600 --> 0:54:34.399
<v Speaker 1>the earliest ways that they experimented with programming was using

0:54:34.440 --> 0:54:38.279
<v Speaker 1>silver paint. They use these old movieola movie editors that

0:54:38.320 --> 0:54:41.799
<v Speaker 1>were designed to edit film, but instead of that, what

0:54:41.840 --> 0:54:46.200
<v Speaker 1>they did was they took this this tape and they

0:54:46.200 --> 0:54:50.800
<v Speaker 1>would paint silver lines on it to create a circuit,

0:54:51.760 --> 0:54:56.280
<v Speaker 1>and whenever the reading head would pass over the silver

0:54:56.480 --> 0:55:00.520
<v Speaker 1>it would create UH an electrical circuit that in would

0:55:01.000 --> 0:55:05.600
<v Speaker 1>send out as a command for the various action to happen.

0:55:06.040 --> 0:55:08.960
<v Speaker 1>So let's say again that it's a parrot opening its beak,

0:55:10.360 --> 0:55:12.640
<v Speaker 1>and you would use a little line of silver paint

0:55:12.719 --> 0:55:17.040
<v Speaker 1>along the length of this tape to indicate this is

0:55:17.080 --> 0:55:20.680
<v Speaker 1>where the beak needs to be opened. Because they were

0:55:20.760 --> 0:55:25.399
<v Speaker 1>using animators to design the system, in part, the animators

0:55:25.480 --> 0:55:27.759
<v Speaker 1>loved it. They were using it very similar to the

0:55:27.760 --> 0:55:32.120
<v Speaker 1>way they would edit animation reels. With animation, you think

0:55:32.320 --> 0:55:38.120
<v Speaker 1>of the work in terms of feet, not necessarily in seconds.

0:55:38.160 --> 0:55:41.080
<v Speaker 1>So instead of saying, oh, I need this mouth to

0:55:41.120 --> 0:55:43.200
<v Speaker 1>be open for two seconds, you might say, oh, I

0:55:43.239 --> 0:55:47.200
<v Speaker 1>need this to happen for two ft of film. So

0:55:47.280 --> 0:55:50.400
<v Speaker 1>you would literally mark out the spot on the tape

0:55:50.480 --> 0:55:53.200
<v Speaker 1>where the action needed to start, and you would mark

0:55:53.239 --> 0:55:55.240
<v Speaker 1>out the spot on the tape where the action needed

0:55:55.280 --> 0:55:58.040
<v Speaker 1>to stop, and you would just connect those two points

0:55:58.080 --> 0:56:01.120
<v Speaker 1>with some silver paint, and then when it would read

0:56:01.160 --> 0:56:03.440
<v Speaker 1>through the system, it would play back that way. When

0:56:03.440 --> 0:56:06.760
<v Speaker 1>it would hit that point in the tape, the action

0:56:06.800 --> 0:56:10.920
<v Speaker 1>would happen. So as long as you either had all

0:56:10.960 --> 0:56:14.319
<v Speaker 1>of your tracks on one tape, and they could do

0:56:14.440 --> 0:56:17.719
<v Speaker 1>up to six tracks on this method. This was just

0:56:17.760 --> 0:56:21.880
<v Speaker 1>the prototype method. If you had six different sets of

0:56:21.920 --> 0:56:25.479
<v Speaker 1>actions all on their each individual lines, you had six

0:56:25.600 --> 0:56:29.040
<v Speaker 1>contacts that could create the different circuits. Then you can

0:56:29.120 --> 0:56:33.640
<v Speaker 1>program up to six different components of your audio animatronic

0:56:33.719 --> 0:56:37.319
<v Speaker 1>scene using one reel of tape, and they'd all be

0:56:37.320 --> 0:56:39.440
<v Speaker 1>synchronized because you would just measure it out on the

0:56:39.440 --> 0:56:43.200
<v Speaker 1>physical tape and draw where you needed the elements to happen.

0:56:43.760 --> 0:56:47.240
<v Speaker 1>So maybe you'd say, all right, well, in three seconds

0:56:47.239 --> 0:56:49.440
<v Speaker 1>in I need the bird to flap its wings, and

0:56:49.600 --> 0:56:52.640
<v Speaker 1>at second number four I needed to start talking, but

0:56:52.719 --> 0:56:55.200
<v Speaker 1>by second number five and needed to stop flapping its wings.

0:56:55.200 --> 0:56:59.799
<v Speaker 1>But it keeps talking on and off until second number ten. Well,

0:57:00.080 --> 0:57:02.879
<v Speaker 1>that's how you would mark it out on your magnetic tape,

0:57:02.920 --> 0:57:05.120
<v Speaker 1>and you would just draw one line to be the

0:57:05.160 --> 0:57:07.640
<v Speaker 1>control for the beak and another line to be the

0:57:07.640 --> 0:57:10.719
<v Speaker 1>control for the wings, and as it would move through

0:57:10.719 --> 0:57:14.759
<v Speaker 1>the Moviola editor and the contacts that the engineers that

0:57:14.920 --> 0:57:18.680
<v Speaker 1>essentially added into this Moviola editor, it would play it

0:57:18.720 --> 0:57:21.640
<v Speaker 1>back the same way every time. Now, this was not

0:57:21.760 --> 0:57:25.760
<v Speaker 1>the system that Disney decided to use for everything. They

0:57:25.800 --> 0:57:29.920
<v Speaker 1>again switched to an audio tone format instead of using

0:57:30.000 --> 0:57:33.120
<v Speaker 1>lines of silver paint, the reason being that you could

0:57:33.120 --> 0:57:35.680
<v Speaker 1>only play the tape so many times before the silver

0:57:35.720 --> 0:57:37.920
<v Speaker 1>paint started to flake off, and once it started to

0:57:37.920 --> 0:57:40.160
<v Speaker 1>flake off, then you no longer had a strong signal.

0:57:40.240 --> 0:57:44.280
<v Speaker 1>You never didn't necessarily have the circuit completing anymore, and

0:57:44.400 --> 0:57:49.160
<v Speaker 1>so you would get jitter emotions, or sometimes enough paint

0:57:49.160 --> 0:57:52.080
<v Speaker 1>would peel off where you wouldn't even get the result

0:57:52.120 --> 0:57:55.160
<v Speaker 1>you wanted at all. So it wasn't a permanent solution,

0:57:55.400 --> 0:57:58.480
<v Speaker 1>but it was an interesting step towards what they needed.

0:57:59.240 --> 0:58:03.000
<v Speaker 1>When they went with tones, they found that that was

0:58:03.120 --> 0:58:06.320
<v Speaker 1>a better approach. But as they started programming the Great

0:58:06.320 --> 0:58:08.800
<v Speaker 1>Moments with Mr. Lincoln, they started to run into some

0:58:08.920 --> 0:58:13.440
<v Speaker 1>serious issues. The way they did this is they had

0:58:14.000 --> 0:58:17.480
<v Speaker 1>editing machines and had playback machines. The playback machines all

0:58:17.480 --> 0:58:21.440
<v Speaker 1>they could do was play the magnetic tape back again.

0:58:21.760 --> 0:58:26.680
<v Speaker 1>And this was they would call these machines dummies, because

0:58:26.720 --> 0:58:28.800
<v Speaker 1>that's all they could do is just play something back.

0:58:29.440 --> 0:58:32.520
<v Speaker 1>So they had more dummies than they had editing machines

0:58:32.520 --> 0:58:36.760
<v Speaker 1>where they could write to magnetic tape. They would record

0:58:36.800 --> 0:58:40.200
<v Speaker 1>to magnetic tape both the tones that would control the

0:58:40.240 --> 0:58:44.880
<v Speaker 1>various animatronic actions, the lighting of the theater, any other

0:58:44.960 --> 0:58:47.320
<v Speaker 1>elements that needed to happen within the theater. They would

0:58:47.360 --> 0:58:50.480
<v Speaker 1>all be encoded on this magnetic tape as well, and

0:58:50.520 --> 0:58:55.320
<v Speaker 1>they would also have the audio for the actual presentation.

0:58:55.520 --> 0:58:59.040
<v Speaker 1>So in the case of Great Moments with Mr Lincoln,

0:58:59.360 --> 0:59:03.160
<v Speaker 1>the various speeches that Mr Lincoln delivers had to be

0:59:03.240 --> 0:59:06.960
<v Speaker 1>on that magnetic tape as well. You would first produce

0:59:07.160 --> 0:59:10.600
<v Speaker 1>an individual tape for every single one of those, and

0:59:10.640 --> 0:59:16.280
<v Speaker 1>then you would end up combining those onto a master tape. Eventually,

0:59:16.680 --> 0:59:18.920
<v Speaker 1>there's actually a step in between, called a sub master,

0:59:19.080 --> 0:59:21.760
<v Speaker 1>but we're gonna simplify for the purposes of this podcast,

0:59:22.440 --> 0:59:24.400
<v Speaker 1>so that if ultimately you would end up with a

0:59:24.440 --> 0:59:27.080
<v Speaker 1>master tape that would have everything you needed on it,

0:59:27.920 --> 0:59:31.240
<v Speaker 1>you might imagine that having one master tape that has

0:59:31.440 --> 0:59:35.280
<v Speaker 1>multiple tracks numbering and more than two dozen in some cases,

0:59:36.200 --> 0:59:38.520
<v Speaker 1>that you could run into some interference and you would

0:59:38.560 --> 0:59:42.400
<v Speaker 1>be right. It turned out that some of these, because

0:59:42.440 --> 0:59:45.600
<v Speaker 1>of the different volumes that they recorded at the tones,

0:59:45.640 --> 0:59:49.920
<v Speaker 1>would sometimes mask one another and or other times they

0:59:49.960 --> 0:59:53.640
<v Speaker 1>would activate more than one element and you'd end up

0:59:53.640 --> 0:59:57.320
<v Speaker 1>with chaos. So Mr Lincoln might end up having a

0:59:57.400 --> 1:00:00.080
<v Speaker 1>bit of a freak out on stage while deliver the

1:00:00.120 --> 1:00:04.160
<v Speaker 1>Getty's Brig address, and that just doesn't convey the stately

1:00:04.320 --> 1:00:09.560
<v Speaker 1>nature that you want when you're trying to reenact one

1:00:09.560 --> 1:00:13.120
<v Speaker 1>of the most iconic moments in American history that there is.

1:00:14.240 --> 1:00:17.840
<v Speaker 1>Having Abraham Lincoln's eyebrows go crazy all over his face

1:00:17.880 --> 1:00:21.520
<v Speaker 1>while he's talking might be a little distracting, so it

1:00:21.600 --> 1:00:26.320
<v Speaker 1>required a painstaking process of editing. They would get the

1:00:26.360 --> 1:00:29.120
<v Speaker 1>magnetic tape, they would run it through the system using

1:00:29.160 --> 1:00:33.640
<v Speaker 1>one of these dummies. They would take notes, copious notes

1:00:33.720 --> 1:00:38.680
<v Speaker 1>about everything that was going on with the performance of

1:00:38.760 --> 1:00:42.640
<v Speaker 1>the audio animatronic show, in this case Great Moments with

1:00:42.720 --> 1:00:45.760
<v Speaker 1>Mr Lincoln, and anything that went wrong. They had to

1:00:45.800 --> 1:00:49.960
<v Speaker 1>make note of whether it was a hand motion or

1:00:50.000 --> 1:00:52.880
<v Speaker 1>an eyebrow, or the mouth wasn't moving in sync with

1:00:53.000 --> 1:00:55.240
<v Speaker 1>the sound, or maybe the sound itself was at the

1:00:55.280 --> 1:00:57.400
<v Speaker 1>wrong volume. Whatever the problem was, they had to make

1:00:57.440 --> 1:00:59.840
<v Speaker 1>note of it, and then they had to take that

1:01:00.120 --> 1:01:03.480
<v Speaker 1>same magnetic tape back and figure out how they could

1:01:03.520 --> 1:01:06.240
<v Speaker 1>fix it. Sometimes they could fix it by making a

1:01:06.240 --> 1:01:10.240
<v Speaker 1>couple of tweaks. Sometimes it require re recording an entire section,

1:01:10.720 --> 1:01:13.520
<v Speaker 1>so it might be that you're recording a brand new

1:01:13.560 --> 1:01:16.440
<v Speaker 1>section just to control the fingers on the left hand.

1:01:16.920 --> 1:01:20.600
<v Speaker 1>That's how exacting this had to be. And again you

1:01:20.600 --> 1:01:22.800
<v Speaker 1>had to make sure that you were synchronizing it with

1:01:22.840 --> 1:01:25.640
<v Speaker 1>everything else. And it may be that you would find

1:01:25.680 --> 1:01:28.560
<v Speaker 1>that one element is slightly out of sync of everything else.

1:01:28.600 --> 1:01:31.520
<v Speaker 1>You had planned it out, you plotted it, you recorded it.

1:01:31.600 --> 1:01:34.000
<v Speaker 1>When you laid down the tracks, you didn't realize that

1:01:34.080 --> 1:01:36.240
<v Speaker 1>they didn't quite line up the way you wanted them to,

1:01:36.720 --> 1:01:39.520
<v Speaker 1>and that might require you to cut out one of

1:01:39.560 --> 1:01:43.120
<v Speaker 1>the tracks and then splice it back in by hand

1:01:43.240 --> 1:01:47.080
<v Speaker 1>cranking the system to the right starting point and adjusting

1:01:47.080 --> 1:01:49.720
<v Speaker 1>it that way. So maybe you would say, all right, well,

1:01:49.720 --> 1:01:51.880
<v Speaker 1>the track for the left hand needs to start at

1:01:51.920 --> 1:01:56.040
<v Speaker 1>second number two point four, and unfortunately it's starting at

1:01:56.080 --> 1:01:59.000
<v Speaker 1>two point eight, and because of that, the left hand

1:01:59.280 --> 1:02:02.480
<v Speaker 1>is making just years point four seconds after it's supposed to,

1:02:02.680 --> 1:02:05.640
<v Speaker 1>and it looks ridiculous. You would have to go back

1:02:06.000 --> 1:02:07.919
<v Speaker 1>and try and hand crank it to the spot where

1:02:07.920 --> 1:02:10.160
<v Speaker 1>it needs to start and splice it back in that

1:02:10.320 --> 1:02:15.360
<v Speaker 1>section that track back into the master. Worst case scenario scenario,

1:02:15.360 --> 1:02:18.120
<v Speaker 1>you'd have to rerecord the master and just make sure

1:02:18.160 --> 1:02:22.160
<v Speaker 1>everything is lined up in its new orientation based upon

1:02:22.320 --> 1:02:25.280
<v Speaker 1>the notes you made. To make matters even more complicated,

1:02:25.320 --> 1:02:28.320
<v Speaker 1>they were using a sound studio that was busy during

1:02:28.360 --> 1:02:31.160
<v Speaker 1>the day, so the only time the engineers could actually

1:02:31.160 --> 1:02:34.960
<v Speaker 1>work on this project, which had to be done before

1:02:35.000 --> 1:02:38.280
<v Speaker 1>the World's Fair opened was at night. They would go

1:02:38.400 --> 1:02:41.760
<v Speaker 1>to this recording studio at night that had its equipment

1:02:41.760 --> 1:02:44.160
<v Speaker 1>on different floors, so they actually had to run cabling

1:02:44.240 --> 1:02:47.120
<v Speaker 1>systems to go up and down floors so that they

1:02:47.120 --> 1:02:49.880
<v Speaker 1>could connect the various parts that they were using in

1:02:50.000 --> 1:02:54.240
<v Speaker 1>order to make these minute changes. It was an incredibly

1:02:54.360 --> 1:02:58.200
<v Speaker 1>painstaking process to get the the performance that they wanted,

1:02:58.680 --> 1:03:03.520
<v Speaker 1>all using this combination of pneumatics, hydraulics, and solenoids to

1:03:03.600 --> 1:03:08.200
<v Speaker 1>see if they can get the right sequence of movements

1:03:08.520 --> 1:03:14.080
<v Speaker 1>to match the prerecorded audio and give the experience that

1:03:14.160 --> 1:03:19.480
<v Speaker 1>they intended to their audience. Programming this way took a

1:03:19.520 --> 1:03:23.520
<v Speaker 1>lot of work. If you watch there's a Wonderful World

1:03:23.520 --> 1:03:28.920
<v Speaker 1>of Color episode where they talk about the Disneyland presence

1:03:28.960 --> 1:03:32.120
<v Speaker 1>at the World's Fair and the way the audio animatronics work.

1:03:32.800 --> 1:03:35.560
<v Speaker 1>There's a point where Walt Disney walks up to one

1:03:35.600 --> 1:03:39.880
<v Speaker 1>of his imagineers who's wearing this weird harness. Uh, there's

1:03:39.920 --> 1:03:44.240
<v Speaker 1>a control system. It's directly connected to the father character

1:03:44.360 --> 1:03:48.520
<v Speaker 1>of carousela Progress. So when the guy makes a big

1:03:48.560 --> 1:03:51.760
<v Speaker 1>motion with his arm, you see the Carousel of Progress

1:03:51.840 --> 1:03:55.240
<v Speaker 1>character make that same motion, and Disney refers to that

1:03:55.320 --> 1:03:58.120
<v Speaker 1>as programming, but that's not actually how they programmed it.

1:03:58.160 --> 1:04:03.840
<v Speaker 1>They programmed it more more granularly than that. They could

1:04:04.400 --> 1:04:08.800
<v Speaker 1>control a character directly using this method, but that was

1:04:08.840 --> 1:04:12.400
<v Speaker 1>only really good for one on one digital puppetry, as in,

1:04:12.640 --> 1:04:16.000
<v Speaker 1>you have a human controller actually manipulating the character at

1:04:16.040 --> 1:04:18.800
<v Speaker 1>that very moment. If you wanted it automated, you had

1:04:18.840 --> 1:04:22.800
<v Speaker 1>to go through this other, very painstaking process. And this

1:04:22.840 --> 1:04:26.480
<v Speaker 1>is pretty much how they used audio animatronics. For the

1:04:26.520 --> 1:04:30.040
<v Speaker 1>next several years, they would develop lots of different rides

1:04:30.560 --> 1:04:33.920
<v Speaker 1>that used audio animatronic figures. Pirates of the Caribbean, the

1:04:33.960 --> 1:04:38.760
<v Speaker 1>Haunted Mansion, rides like that, where you had some sophisticated movements,

1:04:38.760 --> 1:04:43.160
<v Speaker 1>something a little more advanced than just a static character turning.

1:04:43.240 --> 1:04:46.240
<v Speaker 1>A lot of the dark rides in fantasy Land are

1:04:46.600 --> 1:04:49.919
<v Speaker 1>more primitive and don't need to be audio animatronic because

1:04:49.920 --> 1:04:53.120
<v Speaker 1>there's no real articulation with the characters. They're kind of

1:04:53.280 --> 1:04:56.240
<v Speaker 1>static and they can move up and down or turn

1:04:56.360 --> 1:04:59.640
<v Speaker 1>left and right, but they don't have any facial motion

1:04:59.840 --> 1:05:03.760
<v Speaker 1>or their limbs don't really move in any meaningful way

1:05:04.600 --> 1:05:07.880
<v Speaker 1>as opposed to characters that say Pirates or Haunted Mansion.

1:05:08.160 --> 1:05:11.400
<v Speaker 1>Some of those have much more sophisticated movements and needed

1:05:11.400 --> 1:05:14.240
<v Speaker 1>the audio animatronic system in order to do it. To me,

1:05:14.280 --> 1:05:16.840
<v Speaker 1>it's fascinating that they were able to do all of

1:05:16.840 --> 1:05:20.720
<v Speaker 1>this using tones, whether it was to just create that

1:05:20.840 --> 1:05:25.080
<v Speaker 1>binary system or the UH analog system where you had

1:05:25.120 --> 1:05:29.680
<v Speaker 1>the variable voltage that could create different types of movement.

1:05:30.840 --> 1:05:33.560
<v Speaker 1>And I'm also fascinated by all the different people who

1:05:33.560 --> 1:05:36.600
<v Speaker 1>worked on these systems. There were a ton of them

1:05:36.680 --> 1:05:41.520
<v Speaker 1>who all contributed, and without them, these just wouldn't even

1:05:41.600 --> 1:05:45.560
<v Speaker 1>be a reality today. UH. They were able to make

1:05:46.160 --> 1:05:48.520
<v Speaker 1>a huge impact at the New York World's Fair, and

1:05:48.560 --> 1:05:52.160
<v Speaker 1>this really did cement Disney as being an innovative company,

1:05:52.160 --> 1:05:57.160
<v Speaker 1>not just in movies and animation, but also in theme

1:05:57.240 --> 1:06:03.520
<v Speaker 1>parks and experiences. UH set them apart from their competitors.

1:06:03.680 --> 1:06:06.560
<v Speaker 1>And it wasn't just the theming, which has always been

1:06:06.560 --> 1:06:09.880
<v Speaker 1>one of disney strong suits, but the technology itself, the

1:06:09.920 --> 1:06:13.760
<v Speaker 1>fact that the company was willing to be a pioneer

1:06:13.800 --> 1:06:16.400
<v Speaker 1>in those spaces. So I find it one of the

1:06:16.400 --> 1:06:18.880
<v Speaker 1>most interesting stories, and I love the fact that it

1:06:18.960 --> 1:06:22.080
<v Speaker 1>also gives me the opportunity to touch on other elements

1:06:22.400 --> 1:06:26.000
<v Speaker 1>of the mechanical and technological worlds. Stuff like pneumatic systems,

1:06:26.040 --> 1:06:31.080
<v Speaker 1>hydraulic systems, the concept of cams, the concept of solenoids.

1:06:31.120 --> 1:06:35.000
<v Speaker 1>All of these elements are obviously components of the audio

1:06:35.040 --> 1:06:38.640
<v Speaker 1>animatronic systems, but also it's fun to have that opportunity

1:06:38.680 --> 1:06:41.200
<v Speaker 1>to just touch on those in this episode and to

1:06:41.360 --> 1:06:44.120
<v Speaker 1>tell you, guys, you know what those were and how

1:06:44.240 --> 1:06:49.440
<v Speaker 1>they were incorporated into this audio animatronic system. So the

1:06:49.480 --> 1:06:53.000
<v Speaker 1>next time you ride one of these rides, think about

1:06:53.040 --> 1:06:55.320
<v Speaker 1>all the technology that went into it and the fact

1:06:55.320 --> 1:06:58.480
<v Speaker 1>that it's just magnetic tape that's giving all the instructions

1:06:58.560 --> 1:07:02.320
<v Speaker 1>and not through any sort of computer program, but literally

1:07:02.400 --> 1:07:06.280
<v Speaker 1>through sound. That the sound itself is what allows those

1:07:06.320 --> 1:07:09.760
<v Speaker 1>circuits to complete, and it varies that voltage, and it

1:07:09.800 --> 1:07:13.520
<v Speaker 1>allows Mr Lincoln to stand up as he addresses you.

1:07:13.840 --> 1:07:17.400
<v Speaker 1>And here's where we get to my story of a

1:07:17.520 --> 1:07:21.120
<v Speaker 1>funny little disney World fail. This was at disney World,

1:07:21.240 --> 1:07:25.040
<v Speaker 1>not at Disneyland, and it was the first time my

1:07:25.120 --> 1:07:29.680
<v Speaker 1>wife had ever been to disney World. And I was

1:07:29.800 --> 1:07:34.240
<v Speaker 1>so excited because if you've been to disney World several times,

1:07:35.200 --> 1:07:39.080
<v Speaker 1>after a while, you know what to expect. And while

1:07:39.240 --> 1:07:42.960
<v Speaker 1>it is still an amazing achievement to have built an

1:07:43.000 --> 1:07:49.080
<v Speaker 1>amusement park so uh immersive and with such detail, and

1:07:49.400 --> 1:07:51.920
<v Speaker 1>to then staff it with people who have some of

1:07:51.920 --> 1:07:57.080
<v Speaker 1>the best customer service points in the world. That alone

1:07:57.120 --> 1:07:59.520
<v Speaker 1>is amazing. But if you go with someone who has

1:07:59.560 --> 1:08:02.520
<v Speaker 1>never been before and you've been several times, there's a

1:08:02.560 --> 1:08:05.800
<v Speaker 1>special kind of joy there because you can almost experience

1:08:05.920 --> 1:08:10.360
<v Speaker 1>Disney World for the first time by vicariously experiencing it

1:08:10.440 --> 1:08:12.960
<v Speaker 1>through your friend who had not been there before. In

1:08:13.000 --> 1:08:14.960
<v Speaker 1>this case, it was my wife. She had never been

1:08:15.000 --> 1:08:18.280
<v Speaker 1>to Disney World, so I was having this wonderful experience

1:08:18.320 --> 1:08:20.400
<v Speaker 1>of taking her to different rides and she gets to

1:08:20.439 --> 1:08:23.160
<v Speaker 1>see them for the first time, and she's blown away,

1:08:23.200 --> 1:08:26.040
<v Speaker 1>and I remember how special it is because again I've

1:08:26.120 --> 1:08:29.599
<v Speaker 1>ridden most of these rides dozens of times, so for me,

1:08:29.720 --> 1:08:32.040
<v Speaker 1>while I enjoyed them, the special part it kind of

1:08:32.040 --> 1:08:35.479
<v Speaker 1>worn off. Seeing it through her eyes brought it all

1:08:35.520 --> 1:08:38.920
<v Speaker 1>back and it was amazing. Then we go to the

1:08:38.920 --> 1:08:43.720
<v Speaker 1>Hall of Presidents, and at the Hall of Presidents, uh,

1:08:43.960 --> 1:08:45.960
<v Speaker 1>the curtains open and if you've never been to the

1:08:45.960 --> 1:08:48.880
<v Speaker 1>Hall of Presidents at Disney World, there's a point where

1:08:49.240 --> 1:08:54.080
<v Speaker 1>curtains open up and you see all of the presidence

1:08:54.080 --> 1:08:57.240
<v Speaker 1>of the United States they're all there, every single one

1:08:57.360 --> 1:09:01.719
<v Speaker 1>who's ever sat as president is there, animated this audio

1:09:01.760 --> 1:09:04.639
<v Speaker 1>animatronic and they all do little weird things like they fidget,

1:09:05.120 --> 1:09:07.680
<v Speaker 1>they look around. Some of them appear to be a

1:09:07.680 --> 1:09:10.200
<v Speaker 1>little bored with what's going on. Some of them seem

1:09:10.280 --> 1:09:14.080
<v Speaker 1>really engaged. It's kind of it's kind of charming. They

1:09:14.120 --> 1:09:18.639
<v Speaker 1>introduced them one at a time. Well, Mr Lincoln uh

1:09:18.760 --> 1:09:21.360
<v Speaker 1>sits in a chair and then when it's his turn

1:09:21.520 --> 1:09:26.520
<v Speaker 1>to actually address the audience, because he first, they introduce everybody,

1:09:26.520 --> 1:09:28.800
<v Speaker 1>and everyone does a little gesture. They might not or

1:09:29.200 --> 1:09:33.200
<v Speaker 1>wave a hand, but ultimately Lincoln stands up and then

1:09:33.240 --> 1:09:36.559
<v Speaker 1>delivers a speech to the audience. When the curtains open,

1:09:36.760 --> 1:09:39.680
<v Speaker 1>Lincoln was already standing. He was not seated as he

1:09:39.720 --> 1:09:42.920
<v Speaker 1>normally would be, which tells me that the hydraulic system

1:09:43.000 --> 1:09:46.240
<v Speaker 1>for his legs had already activated. However, he was not

1:09:46.400 --> 1:09:51.960
<v Speaker 1>standing tall. He was bent at the waist. So he's

1:09:52.000 --> 1:09:54.880
<v Speaker 1>standing up bent down as if he's tying his shoes,

1:09:55.920 --> 1:09:59.000
<v Speaker 1>and his two arms are dangling at his sides. But

1:09:59.040 --> 1:10:02.680
<v Speaker 1>they're still animated, so you still see them fidget and gesture.

1:10:02.680 --> 1:10:06.599
<v Speaker 1>When he's announced and the spotlight hits his chair, which

1:10:06.600 --> 1:10:08.920
<v Speaker 1>he was not sitting in, so the spotlight's actually hitting

1:10:08.920 --> 1:10:12.200
<v Speaker 1>behind where he was. His hand made a little motion.

1:10:13.200 --> 1:10:15.759
<v Speaker 1>It was at that point that I expected someone from Disney,

1:10:15.840 --> 1:10:18.080
<v Speaker 1>one of the cast members to come down and hit

1:10:18.120 --> 1:10:22.120
<v Speaker 1>the stop on the show, but they had not yet

1:10:22.160 --> 1:10:26.559
<v Speaker 1>noticed the problem, and so I was starting to get

1:10:26.560 --> 1:10:29.960
<v Speaker 1>the giggles a little bit. My wife was definitely getting

1:10:30.000 --> 1:10:33.120
<v Speaker 1>the giggles, and my dad was encouraging it. My dad

1:10:33.240 --> 1:10:37.080
<v Speaker 1>is the ultimate dad joke dad, and I love him dearly.

1:10:38.000 --> 1:10:40.559
<v Speaker 1>But I hear my dad just say I begged them

1:10:40.600 --> 1:10:45.080
<v Speaker 1>not to make an animatronic John Wilkes booth completely inappropriate

1:10:45.520 --> 1:10:51.320
<v Speaker 1>and hilarious and tragic and hilarious. So we're watching as

1:10:51.360 --> 1:10:57.480
<v Speaker 1>Lincoln continues to gesticulate while bent over, staring at the floor. Ah,

1:10:57.560 --> 1:11:01.320
<v Speaker 1>And then it gets to his speech and music swells

1:11:01.400 --> 1:11:04.320
<v Speaker 1>and he starts to speak and move his arms more expressively,

1:11:04.479 --> 1:11:06.639
<v Speaker 1>still bent at the waist, he does not stand up.

1:11:07.120 --> 1:11:09.479
<v Speaker 1>It's at that point that a Disney cast member takes

1:11:09.520 --> 1:11:11.880
<v Speaker 1>notice and rushes down and hits the stop button, which

1:11:11.880 --> 1:11:14.679
<v Speaker 1>closes the curtains, and says, Mr Lincoln is not feeling

1:11:14.760 --> 1:11:18.320
<v Speaker 1>very well, please check back again later today. And as

1:11:18.360 --> 1:11:20.840
<v Speaker 1>we walk out I you know, we start making other

1:11:20.920 --> 1:11:24.160
<v Speaker 1>jokes like is that my face on that penny, little

1:11:24.240 --> 1:11:28.240
<v Speaker 1>jokes about Lincoln bent over for some reason. And Uh,

1:11:28.280 --> 1:11:33.120
<v Speaker 1>it's unfortunate because that's my wife's first and first impression

1:11:33.240 --> 1:11:35.799
<v Speaker 1>of the Hall of Presidents. That's her, that's the memory

1:11:35.840 --> 1:11:39.200
<v Speaker 1>she associates with it. And I know for a fact

1:11:39.400 --> 1:11:41.640
<v Speaker 1>that I can never take her to the Hall of

1:11:41.680 --> 1:11:46.120
<v Speaker 1>Presidents ever again and have her take it seriously at all.

1:11:46.360 --> 1:11:49.559
<v Speaker 1>Whenever it gets to Lincoln, she's gonna get the giggles,

1:11:49.920 --> 1:11:52.160
<v Speaker 1>and she's gonna expect him to stand up and bend

1:11:52.200 --> 1:11:54.280
<v Speaker 1>over at the waist and just stare at the floor

1:11:54.320 --> 1:11:59.639
<v Speaker 1>for the rest of the day. So these animatronics didn't

1:11:59.680 --> 1:12:03.320
<v Speaker 1>always is work perfectly. Sometimes some part of the system

1:12:03.400 --> 1:12:08.760
<v Speaker 1>or other would fail, and once that happens, then you

1:12:08.840 --> 1:12:11.720
<v Speaker 1>get these sort of experiences where maybe part of the

1:12:11.720 --> 1:12:14.400
<v Speaker 1>animation just isn't working. It could be something as simple

1:12:14.439 --> 1:12:17.320
<v Speaker 1>as an arm is not animating the way it's supposed to,

1:12:17.840 --> 1:12:20.439
<v Speaker 1>or it could be something a little more noticeable, like

1:12:20.479 --> 1:12:23.439
<v Speaker 1>a character is bent over and slumped down because they

1:12:23.520 --> 1:12:28.200
<v Speaker 1>don't have the proper pressure to stand up. Uh, it

1:12:28.360 --> 1:12:31.679
<v Speaker 1>probably was just a valve that had failed to open,

1:12:32.160 --> 1:12:35.240
<v Speaker 1>so there was probably some circuit where it no longer

1:12:35.400 --> 1:12:40.439
<v Speaker 1>was completing, and therefore the hydraulic system could not actually

1:12:40.560 --> 1:12:44.080
<v Speaker 1>activate through the upper half of Mr. Lincoln, so he

1:12:44.080 --> 1:12:47.640
<v Speaker 1>couldn't stand up tall. That's that's my guess as a

1:12:48.360 --> 1:12:53.240
<v Speaker 1>you know, armchair technologist taking a look at what happened.

1:12:54.920 --> 1:12:58.559
<v Speaker 1>So that's it. That's how audio animatronics work. It is

1:12:58.600 --> 1:13:02.519
<v Speaker 1>a really interesting system. I love the fact that it

1:13:02.840 --> 1:13:06.599
<v Speaker 1>predates computer systems. For theme parks. These days, you're going

1:13:06.640 --> 1:13:11.040
<v Speaker 1>to find much more complicated programming. There's gonna be microprocessors

1:13:11.040 --> 1:13:14.320
<v Speaker 1>and characters. I don't know for a fact that the

1:13:14.439 --> 1:13:17.280
<v Speaker 1>characters they added to the Pirates of the Caribbean Ride,

1:13:17.280 --> 1:13:21.679
<v Speaker 1>for example, are more advanced versions, like there's a Johnny

1:13:21.680 --> 1:13:24.720
<v Speaker 1>Depp character that shows up three times and the new

1:13:24.760 --> 1:13:29.320
<v Speaker 1>Pirates of the Caribbean Ride. Uh, there's Barbosa character. Jeffrey

1:13:29.360 --> 1:13:32.680
<v Speaker 1>Rush's character from the movies is also in that. I

1:13:32.760 --> 1:13:35.960
<v Speaker 1>suspect that those are updated systems that are not running

1:13:36.080 --> 1:13:40.120
<v Speaker 1>on the old audio animatronic system, but that's just a guess.

1:13:40.720 --> 1:13:42.800
<v Speaker 1>I do not know that for a fact. They are

1:13:42.840 --> 1:13:46.320
<v Speaker 1>certainly much more sophisticated than the original Pirates of the

1:13:46.320 --> 1:13:49.640
<v Speaker 1>Caribbean characters were. Now there's a lot more stuff I

1:13:49.640 --> 1:13:52.599
<v Speaker 1>could talk about, Like I could talk about how Disney

1:13:52.640 --> 1:13:55.080
<v Speaker 1>had to work on building a new type of material

1:13:55.360 --> 1:13:58.280
<v Speaker 1>for these human figures called d reflex. It's not the

1:13:58.320 --> 1:14:00.840
<v Speaker 1>same thing that you find in cars that have d

1:14:00.960 --> 1:14:04.320
<v Speaker 1>reflex bumpers, but they had to create d reflex because

1:14:04.400 --> 1:14:08.400
<v Speaker 1>latex was too delicate to work over and over, especially

1:14:08.439 --> 1:14:12.280
<v Speaker 1>in an environment that had lots of oil and moving parts.

1:14:12.840 --> 1:14:14.960
<v Speaker 1>Uh sod reflex was the thing that they had to

1:14:15.000 --> 1:14:18.840
<v Speaker 1>create in order to keep a realistic skin looking texture.

1:14:19.640 --> 1:14:23.320
<v Speaker 1>But I figured that's for another episode further down the line. Well,

1:14:23.360 --> 1:14:27.040
<v Speaker 1>I hope you enjoyed that classic episode, and please forgive me.

1:14:27.400 --> 1:14:30.880
<v Speaker 1>It was not something I entered into lightly to do

1:14:31.000 --> 1:14:34.519
<v Speaker 1>a classic episode instead of a normal one. But honestly,

1:14:34.640 --> 1:14:37.040
<v Speaker 1>I ran out of time and I and rather than

1:14:37.400 --> 1:14:41.720
<v Speaker 1>give you a haphazard, you know, jerky kind of tech

1:14:41.760 --> 1:14:44.240
<v Speaker 1>stuff episode that clearly I did not put my full

1:14:44.280 --> 1:14:48.520
<v Speaker 1>effort and attention into would not have met my standards.

1:14:48.600 --> 1:14:51.160
<v Speaker 1>So it was a tough call. But I think this

1:14:51.280 --> 1:14:54.439
<v Speaker 1>is probably the best option. But I'm very curious about

1:14:54.479 --> 1:14:57.720
<v Speaker 1>you guys out there, if you have any favorite technology

1:14:57.760 --> 1:15:02.840
<v Speaker 1>that relates to things like amusement part or attractions like that.

1:15:03.040 --> 1:15:05.080
<v Speaker 1>Let me know because I would love to really do

1:15:05.120 --> 1:15:09.519
<v Speaker 1>another dive into this kind of topic. I love amusement parks,

1:15:09.920 --> 1:15:11.880
<v Speaker 1>So let me know what you would like. Send me

1:15:11.920 --> 1:15:14.679
<v Speaker 1>an email the addresses text stuff at how stuff works

1:15:14.720 --> 1:15:17.000
<v Speaker 1>dot com or pop on over to our website that's

1:15:17.080 --> 1:15:20.519
<v Speaker 1>text stuff podcast dot com. You'll find an archive of

1:15:20.520 --> 1:15:22.840
<v Speaker 1>all of our past episodes. You'll find links to where

1:15:22.880 --> 1:15:25.519
<v Speaker 1>we are on social media. You can always reach out there,

1:15:25.800 --> 1:15:27.840
<v Speaker 1>and you'll find a link to our online store where

1:15:27.840 --> 1:15:30.080
<v Speaker 1>every purchasing make goes to help the show and greatly

1:15:30.120 --> 1:15:33.360
<v Speaker 1>appreciate it, and I'll talk to you again really soon.

1:15:37.800 --> 1:15:40.000
<v Speaker 1>Text Stuff is a production of I Heart Radio's How

1:15:40.080 --> 1:15:43.439
<v Speaker 1>Stuff Works. For more podcasts from my heart Radio, visit

1:15:43.479 --> 1:15:46.519
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