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These are the user uploaded subtitles that are being translated: 1 00:00:02,000 --> 00:00:07,000 Downloaded from YTS.MX 2 00:00:08,000 --> 00:00:13,000 Official YIFY movies site: YTS.MX 3 00:00:27,161 --> 00:00:28,596 Industrial light and magic 4 00:00:28,696 --> 00:00:31,265 has created some of the most iconic imagery 5 00:00:31,365 --> 00:00:33,201 that cinema has ever seen. 6 00:00:37,771 --> 00:00:39,240 For the past 35 years, 7 00:00:39,340 --> 00:00:41,575 they have transported us to worlds beyond 8 00:00:41,675 --> 00:00:43,311 the reaches of our imagination. 9 00:00:45,179 --> 00:00:47,481 Their pioneering and breathtaking visual effects 10 00:00:47,581 --> 00:00:49,783 have transformed the way we see movies. 11 00:00:52,720 --> 00:00:54,322 We're all jaded when we go to movies. 12 00:00:54,422 --> 00:00:55,523 I mean, we watch all kinds of stuff 13 00:00:55,623 --> 00:00:57,191 that we aren't suppose to be looking for. 14 00:00:57,291 --> 00:00:58,559 We're looking for the seams, 15 00:00:58,659 --> 00:01:00,261 we're looking for cracks. 16 00:01:00,361 --> 00:01:02,496 But you know, when they make you forget all that, 17 00:01:02,596 --> 00:01:06,867 and pull you into the magic that is the story, 18 00:01:07,135 --> 00:01:08,469 then they've succeeded. 19 00:01:08,569 --> 00:01:11,205 Through their masterful blend of art and technology, 20 00:01:11,305 --> 00:01:13,474 they have revolutionized movie-making 21 00:01:13,574 --> 00:01:16,377 and helped to define popular culture. 22 00:01:16,477 --> 00:01:19,380 From the sublime to the ridiculous. 23 00:01:19,480 --> 00:01:22,750 From "ET" to the amazing work they did on "Transformers". 24 00:01:22,850 --> 00:01:25,186 ILM loves to find different ways 25 00:01:25,286 --> 00:01:27,388 of telling stories visually. 26 00:01:27,488 --> 00:01:28,689 They've made us wonder. 27 00:01:28,789 --> 00:01:30,391 They've made us marvel. 28 00:01:30,491 --> 00:01:32,160 They've made us believe. 29 00:01:33,227 --> 00:01:35,563 It's wonderful to know that the tools are there 30 00:01:35,663 --> 00:01:40,234 to really begin to get what's in here, 31 00:01:40,334 --> 00:01:43,804 you know, out there to the-- into the world. 32 00:01:43,904 --> 00:01:45,906 And ILM has been leading the charge 33 00:01:46,006 --> 00:01:48,576 in that quest since it began. 34 00:01:59,853 --> 00:02:02,290 The digital era that dominates modern day visual effects 35 00:02:02,390 --> 00:02:04,358 was ushered in by ILM. 36 00:02:04,458 --> 00:02:05,693 Hundreds of artists work collectively 37 00:02:05,793 --> 00:02:07,595 to create complex imagery 38 00:02:07,695 --> 00:02:09,463 from a variety of elements that combine 39 00:02:09,563 --> 00:02:11,332 to perform a masterful illusion. 40 00:02:11,432 --> 00:02:12,733 Action. 41 00:02:12,833 --> 00:02:15,236 Through their technology, ILM has given filmmakers 42 00:02:15,336 --> 00:02:16,804 the means to achieve anything. 43 00:02:18,572 --> 00:02:20,341 Photorealistic characters and environments 44 00:02:20,441 --> 00:02:22,210 can be created from scratch, 45 00:02:22,276 --> 00:02:24,445 such as on "Iron Man 2" and "Avatar". 46 00:02:26,079 --> 00:02:27,248 But these high-tech advancements 47 00:02:27,348 --> 00:02:28,416 have not come easy, 48 00:02:28,516 --> 00:02:30,551 nor have they come overnight. 49 00:02:30,651 --> 00:02:31,919 The roots of today's cinema magic 50 00:02:32,019 --> 00:02:34,655 goes back over 100 years. 51 00:02:34,755 --> 00:02:36,224 But the revolution of modern visual effects 52 00:02:36,324 --> 00:02:39,593 began with a story in a galaxy far, far away. 53 00:02:41,429 --> 00:02:44,432 Industrial Light and Magic was formed in 1975, 54 00:02:44,532 --> 00:02:47,735 to realize the complicated special effects challenges 55 00:02:47,835 --> 00:02:50,871 for a new film called "Star Wars". 56 00:02:50,971 --> 00:02:52,005 A space adventure dreamed up 57 00:02:52,105 --> 00:02:54,742 by young filmmaker George Lucas. 58 00:02:54,842 --> 00:02:57,978 His vision was unlike anything Hollywood had heard before. 59 00:02:58,246 --> 00:02:59,247 With "Star Wars", 60 00:02:59,313 --> 00:03:00,614 I wanted to do an action picture. 61 00:03:00,714 --> 00:03:03,016 I wanted to do something where I can pan with the spaceships. 62 00:03:03,116 --> 00:03:05,018 I want to do it with really short cuts. 63 00:03:05,118 --> 00:03:06,387 There's a lot of rhythm, a lot of pace, 64 00:03:06,487 --> 00:03:07,755 a lot of movement on the screen. 65 00:03:07,855 --> 00:03:09,490 I want it to be a very, very cinematic. 66 00:03:09,590 --> 00:03:12,260 And at that point in time that was impossible. 67 00:03:12,326 --> 00:03:14,395 You just could not do that with special effects. 68 00:03:14,495 --> 00:03:15,429 So, when the studio said 69 00:03:15,529 --> 00:03:16,630 "Well how are you going to do this?" 70 00:03:16,730 --> 00:03:17,731 I said, "Oh don't worry we'll figure it out." 71 00:03:17,831 --> 00:03:18,932 you know I got it, you know, 72 00:03:19,032 --> 00:03:21,302 but I had no idea what I was going to do. 73 00:03:23,504 --> 00:03:25,273 At the time, the special effects departments 74 00:03:25,339 --> 00:03:27,975 at the major studios were all but gone. 75 00:03:28,075 --> 00:03:30,478 So George Lucas was able to buy up old equipment 76 00:03:30,578 --> 00:03:32,112 for pennies on the dollar, 77 00:03:32,280 --> 00:03:35,716 and set up ILM in a Van Nuys California warehouse. 78 00:03:35,816 --> 00:03:37,451 With 20th Century Fox onboard, 79 00:03:37,551 --> 00:03:39,453 George Lucas and producer Gary Kurtz 80 00:03:39,553 --> 00:03:42,290 enlisted photographic effects expert John Dykstra 81 00:03:42,356 --> 00:03:43,691 to lead the effort. 82 00:03:43,791 --> 00:03:45,793 Dykstra brought together a rag-tag group 83 00:03:45,893 --> 00:03:48,729 of college students, artists and engineers 84 00:03:48,829 --> 00:03:50,531 whose mixed skills in photography, 85 00:03:50,631 --> 00:03:51,899 model-making, and mechanics 86 00:03:51,999 --> 00:03:55,303 would set the stage for the fantastical space saga. 87 00:03:56,804 --> 00:03:59,940 Creating ILM to do the work for "Star Wars" 88 00:04:00,040 --> 00:04:03,877 was like gambling high odd bets. 89 00:04:03,977 --> 00:04:06,947 We knew we were taking a huge number of risks. 90 00:04:07,047 --> 00:04:09,317 We were incredibly naive to think 91 00:04:09,417 --> 00:04:12,686 that we were going to be successful in doing that. 92 00:04:12,786 --> 00:04:14,655 And we were incredibly fortunate 93 00:04:14,755 --> 00:04:18,792 that George and even Fox in it's own way, 94 00:04:18,892 --> 00:04:20,528 were willing to back us. 95 00:04:21,729 --> 00:04:22,896 When I read the script, 96 00:04:22,996 --> 00:04:26,334 I was just thinking, "my god, what is this movie?" 97 00:04:26,434 --> 00:04:28,336 all these different genres are kind of together 98 00:04:28,402 --> 00:04:30,137 in this massive space film, 99 00:04:30,237 --> 00:04:32,806 and you're reading like the last 30 or 40 pages 100 00:04:32,906 --> 00:04:34,508 and every page is full of another effect shot 101 00:04:34,608 --> 00:04:35,843 of the battle. 102 00:04:35,943 --> 00:04:38,912 Every page it's like-- this thing will never get done. 103 00:04:39,012 --> 00:04:40,814 When I first read the script for "Star Wars", 104 00:04:40,914 --> 00:04:44,952 I think I came across a few lines that were worrisome. 105 00:04:48,722 --> 00:04:49,690 The description, 106 00:04:49,790 --> 00:04:52,526 unlike anything you've ever seen before, 107 00:04:52,626 --> 00:04:56,196 to most studio executives and to producers 108 00:04:56,364 --> 00:04:58,366 and even to directors, was daunting. 109 00:04:58,466 --> 00:05:00,834 We had 365 shots to do for this movie, 110 00:05:00,934 --> 00:05:03,203 which had never really been done for an effects movie. 111 00:05:03,371 --> 00:05:05,739 It was really fun because we all knew we could do it. 112 00:05:05,839 --> 00:05:09,943 We had this nexus of talent that was just outrageous. 113 00:05:11,078 --> 00:05:12,413 To create a believable universe 114 00:05:12,513 --> 00:05:13,681 in the pre-digital age, 115 00:05:13,781 --> 00:05:15,616 known as the photochemical era 116 00:05:15,716 --> 00:05:17,618 ILM had to advance the use of traditional 117 00:05:17,718 --> 00:05:19,387 handcrafted effects techniques, 118 00:05:19,453 --> 00:05:22,790 such as animation and rubber-mask creature work. 119 00:05:22,890 --> 00:05:24,492 Artists would use matte paintings 120 00:05:24,592 --> 00:05:26,660 to increase the scope and production value 121 00:05:26,760 --> 00:05:28,962 of a scene by extending environments 122 00:05:29,062 --> 00:05:31,231 painted on glass that would be photographed 123 00:05:31,399 --> 00:05:33,467 and combined with live action elements. 124 00:05:36,269 --> 00:05:38,238 Detailed miniatures and models were built 125 00:05:38,406 --> 00:05:39,740 and shot against blue screen 126 00:05:39,840 --> 00:05:40,808 to allow the placement 127 00:05:40,908 --> 00:05:42,476 of other elements into the scene. 128 00:05:44,277 --> 00:05:46,680 In a process called optical compositing. 129 00:05:46,780 --> 00:05:48,916 ILM retooled a dormant optical printer 130 00:05:49,016 --> 00:05:51,752 that allowed for a record number of separate filmstrips 131 00:05:51,852 --> 00:05:53,153 to be re-photographed and combined 132 00:05:53,253 --> 00:05:55,088 onto a single layer of film. 133 00:05:56,824 --> 00:05:57,758 I knew what I was up against 134 00:05:57,858 --> 00:05:59,092 and I knew how I wanted to do it. 135 00:05:59,192 --> 00:06:00,428 But I was constantly bumping up 136 00:06:00,528 --> 00:06:02,129 against the technology ceiling. 137 00:06:02,229 --> 00:06:03,664 Sometimes you'd have as many as a hundred 138 00:06:03,764 --> 00:06:05,433 different elements going through 139 00:06:05,499 --> 00:06:06,600 and it would take 24 hours to do it 140 00:06:06,700 --> 00:06:07,901 and if you made one mistake, 141 00:06:08,001 --> 00:06:09,903 with one element, you had to start over again. 142 00:06:11,204 --> 00:06:12,573 There's no second chance. 143 00:06:12,673 --> 00:06:14,675 If anything goes wrong during something, 144 00:06:14,775 --> 00:06:16,710 it's over and you have to sort of stop 145 00:06:16,810 --> 00:06:18,546 and start the entire process over again 146 00:06:18,646 --> 00:06:20,448 and that is really difficult 147 00:06:20,514 --> 00:06:21,749 and that takes a good team 148 00:06:21,849 --> 00:06:24,084 and a lot of concentration to get a high speed model 149 00:06:24,184 --> 00:06:26,454 to blow up quick enough and in the right way. 150 00:06:26,520 --> 00:06:28,288 Or stop motion characters 151 00:06:28,456 --> 00:06:30,991 to walk across the scene over a period of a 12 hour shoot 152 00:06:31,091 --> 00:06:32,660 and it's only going to last four seconds. 153 00:06:32,760 --> 00:06:33,927 There can't be anything go wrong. 154 00:06:34,027 --> 00:06:35,095 No light bulbs can blow out. 155 00:06:35,195 --> 00:06:37,030 No-- nothing can be bumped accidently, 156 00:06:37,130 --> 00:06:38,899 you know between each frame of film. 157 00:06:38,999 --> 00:06:40,934 So it's really hard to do that. 158 00:06:41,034 --> 00:06:42,836 It had to look real. 159 00:06:42,936 --> 00:06:44,304 And so that was the trick. 160 00:06:44,472 --> 00:06:45,939 We would paint ourselves into a corner 161 00:06:46,039 --> 00:06:47,641 and then have to invent our way out of it. 162 00:06:47,741 --> 00:06:49,643 We all knew we could depend on each other. 163 00:06:49,743 --> 00:06:51,612 There was this spirit of camaraderie 164 00:06:51,712 --> 00:06:55,616 and so many of us gave our best ideas to the show. 165 00:06:55,716 --> 00:06:59,152 John Dykstra designed the revolutionary Dykstraflex. 166 00:06:59,252 --> 00:07:01,054 This computer controlled system 167 00:07:01,154 --> 00:07:02,956 allowed for the programming of dynamic 168 00:07:03,056 --> 00:07:05,192 and repeatable camera moves. 169 00:07:05,493 --> 00:07:07,260 The dykstraflex facilitated the combining 170 00:07:07,360 --> 00:07:09,897 of numerous elements into a single, dynamic shot, 171 00:07:09,997 --> 00:07:11,765 freeing up the stationary camera 172 00:07:11,865 --> 00:07:13,501 that has been the norm in model photography 173 00:07:13,567 --> 00:07:15,135 for over 100 years. 174 00:07:17,237 --> 00:07:21,909 It was like we were in Florence during the renaissance. 175 00:07:22,009 --> 00:07:23,911 There were so few places that did 176 00:07:24,011 --> 00:07:25,513 that type of visual effects 177 00:07:25,613 --> 00:07:27,247 and there were so few artists that could do it. 178 00:07:27,515 --> 00:07:29,082 I was very rare, very wonderful 179 00:07:29,182 --> 00:07:33,053 and it was a rebirth of the-- the industry. 180 00:07:33,153 --> 00:07:34,655 "Star Wars" was the beginning 181 00:07:34,755 --> 00:07:36,824 of the renaissance of visual effects. 182 00:07:36,924 --> 00:07:40,327 And "Star Wars" woke up the sleeping giant. 183 00:07:40,427 --> 00:07:41,829 George anthropologically 184 00:07:41,929 --> 00:07:43,063 looked out at the world and said, 185 00:07:43,163 --> 00:07:44,364 "What's missing here?" 186 00:07:44,532 --> 00:07:47,167 * ["Star Wars" theme playing] 187 00:07:51,872 --> 00:07:53,340 The first day that I saw "Star Wars", 188 00:07:53,440 --> 00:07:54,775 I was one of those people, 189 00:07:54,875 --> 00:07:55,876 along with my wife Cheryl, 190 00:07:55,976 --> 00:07:57,845 that saw it and immediately went back and got 191 00:07:57,945 --> 00:08:00,681 into the two hour line again to see it right away. 192 00:08:00,781 --> 00:08:01,915 We saw it twice on the first day, 193 00:08:02,015 --> 00:08:03,951 and it was just this transformative, 194 00:08:04,051 --> 00:08:06,654 mind-blowing, cinematic experience. 195 00:08:06,754 --> 00:08:07,888 And I called George and he said, 196 00:08:07,988 --> 00:08:10,357 "well, unfortunately we only got maybe 30, 40 percent 197 00:08:10,457 --> 00:08:11,859 of what I really wanted there." 198 00:08:13,827 --> 00:08:17,565 I'll never forget seeing "Star Wars" for the first time. 199 00:08:17,665 --> 00:08:19,232 I was in film school and it was like, 200 00:08:19,332 --> 00:08:22,570 I was there on opening weekend at the Chinese Theater, 201 00:08:22,670 --> 00:08:24,371 standing in line for six hours. 202 00:08:24,471 --> 00:08:29,009 And the way that that film entertained the audience 203 00:08:29,109 --> 00:08:32,179 was unlike any film in history. 204 00:08:32,279 --> 00:08:34,682 [announcer] from the world famous Chinese Theater 205 00:08:34,782 --> 00:08:37,585 come the stars of the biggest box office success 206 00:08:37,651 --> 00:08:40,621 in motion picture history. 207 00:08:40,721 --> 00:08:42,623 I think the success of "Star Wars" 208 00:08:42,723 --> 00:08:47,360 opened the doors for a whole series of genres of film, 209 00:08:47,460 --> 00:08:49,462 that hadn't been done before because people 210 00:08:49,597 --> 00:08:52,099 simply couldn't figure out how to make the images. 211 00:08:57,004 --> 00:08:59,072 ILM was born out of sort of a rebirth 212 00:08:59,172 --> 00:09:02,710 of the beginning of cinema, which is to say, 213 00:09:02,810 --> 00:09:05,245 it's-- it's all a trick. 214 00:09:05,345 --> 00:09:08,115 And we're in the business of-- we're the tricksters. 215 00:09:12,452 --> 00:09:14,922 The historic success of "Star Wars" 216 00:09:15,022 --> 00:09:17,390 allowed George Lucas to establish a filmmaking center 217 00:09:17,490 --> 00:09:19,660 outside of Hollywood. 218 00:09:19,760 --> 00:09:21,895 He relocated to Marin county in northern California, 219 00:09:21,995 --> 00:09:24,331 and eventually built Skywalker Ranch. 220 00:09:24,431 --> 00:09:25,999 ILM would set up shop 221 00:09:26,099 --> 00:09:27,668 in the nearby town of San Rafael. 222 00:09:27,768 --> 00:09:29,069 Inhabiting a nondescript building 223 00:09:29,169 --> 00:09:30,638 known as Kerner Optical, 224 00:09:30,738 --> 00:09:34,241 their home until 2005. 225 00:09:34,341 --> 00:09:36,376 They immediately began work on the next "Star Wars" film, 226 00:09:36,476 --> 00:09:38,779 "The Empire Strikes Back". 227 00:09:40,848 --> 00:09:43,751 All in all, the real impendence of ILM 228 00:09:43,851 --> 00:09:46,219 was to keep a core group of creative people 229 00:09:46,319 --> 00:09:49,189 and the highly technological environment 230 00:09:49,289 --> 00:09:51,158 they needed functioning. 231 00:09:51,258 --> 00:09:52,693 It was really clear that, 232 00:09:52,793 --> 00:09:56,664 in order for ILM to sustain 233 00:09:56,764 --> 00:09:59,066 we did have to find a model that would work 234 00:09:59,166 --> 00:10:01,501 for becoming a viable business 235 00:10:01,601 --> 00:10:04,271 and working for multiple filmmakers. 236 00:10:05,839 --> 00:10:08,241 ILM, opened its doors to the outside film community, 237 00:10:08,341 --> 00:10:10,944 becoming the first independent visual effects studio 238 00:10:11,044 --> 00:10:12,713 to realize the visions of directors 239 00:10:12,813 --> 00:10:14,614 with unique stories to tell. 240 00:10:15,749 --> 00:10:17,317 First film I collaborated with ILM on 241 00:10:17,417 --> 00:10:18,652 was "Raiders of The Lost Ark". 242 00:10:19,987 --> 00:10:22,522 Most of the effects of Raiders came at the end 243 00:10:22,622 --> 00:10:24,457 when they opened the ark of the covenant, 244 00:10:24,557 --> 00:10:27,761 and the effects involved you know, creating 245 00:10:27,861 --> 00:10:29,663 the power of God I guess. 246 00:10:29,763 --> 00:10:32,365 What was coming out of the actual ark, the spirits. 247 00:10:41,108 --> 00:10:42,976 There were a lot of challenges posed, 248 00:10:43,076 --> 00:10:45,713 I mean I wanted a scene where the one bad Nazi's face 249 00:10:45,813 --> 00:10:48,248 kind of implodes 250 00:10:48,348 --> 00:10:50,350 and where Toht's head melts, 251 00:10:50,450 --> 00:10:53,020 and where Belloq's head explodes. 252 00:10:53,120 --> 00:10:54,454 I didn't know how to do this, 253 00:10:54,554 --> 00:10:56,690 and I just left it to these guys that had done "Star Wars". 254 00:10:56,790 --> 00:10:58,191 I figured well if they can do "Star Wars" 255 00:10:58,291 --> 00:11:00,027 they can certainly melt a head. 256 00:11:00,127 --> 00:11:02,495 And they did figure out how to melt this wax head 257 00:11:02,595 --> 00:11:04,732 they built, it was kind of genius. 258 00:11:12,439 --> 00:11:15,809 And that was all the beginnings of my relationship with ILM. 259 00:11:17,377 --> 00:11:19,379 While ILM continued to push the boundaries 260 00:11:19,479 --> 00:11:21,181 of photochemical effects, 261 00:11:21,281 --> 00:11:22,950 George Lucas could see the potential 262 00:11:23,050 --> 00:11:24,317 for an entirely new way 263 00:11:24,417 --> 00:11:26,286 of creating cinema magic. 264 00:11:27,755 --> 00:11:29,056 In the same way George had so much vision 265 00:11:29,156 --> 00:11:32,292 about marrying computers to cameras and optical printers, 266 00:11:32,392 --> 00:11:34,594 he felt that there were probably ways 267 00:11:34,762 --> 00:11:36,764 to create all the kinds of things he did 268 00:11:36,830 --> 00:11:38,565 in "Star Wars" in the computer. 269 00:11:38,665 --> 00:11:39,867 He felt that there were ways 270 00:11:39,967 --> 00:11:43,036 to do editing with computers. 271 00:11:43,136 --> 00:11:45,172 He thought there were ways to create 272 00:11:45,272 --> 00:11:47,174 and manipulate music with computers, 273 00:11:47,274 --> 00:11:49,810 and those three things led him to start 274 00:11:49,910 --> 00:11:51,779 the Lucasfilm Computer Graphics Division 275 00:11:51,845 --> 00:11:54,782 that he hired Ed Catmull to start. 276 00:11:54,882 --> 00:11:57,150 I was asked to bring in technologists 277 00:11:57,250 --> 00:12:01,254 and computer scientists and wizards of various sorts, 278 00:12:01,354 --> 00:12:03,356 to bring this-- into this industry. 279 00:12:03,456 --> 00:12:06,359 Among PhD students Ed Catmull's early advancements 280 00:12:06,459 --> 00:12:08,061 in computer technology 281 00:12:08,161 --> 00:12:11,131 was the ability to create smooth curved surfaces 282 00:12:11,231 --> 00:12:13,366 and wrap textures around them. 283 00:12:13,466 --> 00:12:14,902 This was a pioneering leap 284 00:12:15,002 --> 00:12:17,037 in the rudimentary world of computer graphics 285 00:12:17,137 --> 00:12:19,239 known as CG. 286 00:12:19,339 --> 00:12:20,974 I think their charter was to make a system 287 00:12:21,074 --> 00:12:23,276 that might be able to make images, 288 00:12:23,376 --> 00:12:26,146 ultimately images onto film that look photo real. 289 00:12:26,246 --> 00:12:29,382 And in the process of that, the Apple came out. 290 00:12:29,482 --> 00:12:31,919 And Dennis Muren had said, 291 00:12:32,019 --> 00:12:33,153 "Gee, can I take six months off 292 00:12:33,253 --> 00:12:36,957 and just learn how to use this Apple?" 293 00:12:37,057 --> 00:12:39,860 so he, was the one that first put his foot in the water 294 00:12:39,960 --> 00:12:43,864 and learned what Ed and the guys were doing. 295 00:12:43,964 --> 00:12:45,065 And that started the link, 296 00:12:45,165 --> 00:12:47,467 so that I could transfer the technology 297 00:12:47,567 --> 00:12:50,370 that the computer division was developing 298 00:12:50,470 --> 00:12:52,840 over into ILM, which is where it was meant to be. 299 00:12:52,940 --> 00:12:54,307 It was a very risky thing certainly 300 00:12:54,407 --> 00:12:55,375 for George to fund this, 301 00:12:55,475 --> 00:12:57,177 and also very visionary 302 00:12:57,277 --> 00:12:59,479 because it all really did pay off. 303 00:13:05,218 --> 00:13:07,220 Today's powerful computer generated imagery 304 00:13:07,320 --> 00:13:09,923 owes it's roots to this early CG group, 305 00:13:10,023 --> 00:13:13,293 who by 1982 were able to prove their various skills 306 00:13:13,393 --> 00:13:16,529 to create a sequence in "Star Trek: Wrath of Khan". 307 00:13:18,098 --> 00:13:19,867 While developing hardware and software, 308 00:13:19,933 --> 00:13:22,502 they spent five months advancing texture mapping, 309 00:13:22,602 --> 00:13:25,305 motion blur, digital matte painting 310 00:13:25,405 --> 00:13:27,240 and compositing programs to create 311 00:13:27,340 --> 00:13:28,876 the first visual effects shot 312 00:13:28,942 --> 00:13:32,079 made in the computer for a motion picture. 313 00:13:32,179 --> 00:13:33,881 It was mind-blowing for the time, 314 00:13:33,947 --> 00:13:35,148 and now of course it looks old fashion. 315 00:13:35,248 --> 00:13:37,717 But it was part of earning the way in. 316 00:13:37,885 --> 00:13:41,321 And the minute Dennis Muren saw the types of things 317 00:13:41,421 --> 00:13:43,090 that could be done in computer graphics, 318 00:13:43,190 --> 00:13:45,525 it led to Dennis using computer graphics 319 00:13:45,625 --> 00:13:49,496 to create the stained-glass man in "Young Sherlock Holmes". 320 00:13:49,596 --> 00:13:52,065 Dennis came over to us and said, 321 00:13:52,165 --> 00:13:54,367 why don't we try it in computer animation. 322 00:13:54,467 --> 00:13:56,469 And this was very innovative 323 00:13:56,569 --> 00:13:58,071 and very forward thinking. 324 00:13:58,171 --> 00:14:00,107 It was really exciting. 325 00:14:03,143 --> 00:14:04,444 I mean it was a lot of work 326 00:14:04,544 --> 00:14:06,679 because back in the day we didn't have the tools. 327 00:14:06,779 --> 00:14:08,381 I literally had to take the footage 328 00:14:08,481 --> 00:14:10,984 and project it onto my computer screen 329 00:14:11,084 --> 00:14:16,223 and I matched-- animated the camera move by hand. 330 00:14:16,323 --> 00:14:18,091 I don't know if I've ever worked harder 331 00:14:18,191 --> 00:14:22,262 on six shots in my life. 332 00:14:22,362 --> 00:14:24,397 But it was worth it because when 333 00:14:24,497 --> 00:14:26,599 "Young Sherlock Holmes" came out, 334 00:14:26,699 --> 00:14:29,069 people who worked in the special effects industry 335 00:14:29,169 --> 00:14:31,638 had no idea how it was done. 336 00:14:33,140 --> 00:14:34,541 The stained-glass knight 337 00:14:34,641 --> 00:14:36,509 was the first computer generated character 338 00:14:36,609 --> 00:14:38,145 in a motion picture, 339 00:14:38,245 --> 00:14:39,712 and the film was nominated for an academy award 340 00:14:39,812 --> 00:14:41,581 for best visual effects. 341 00:14:41,681 --> 00:14:43,250 A testament to the growing impact 342 00:14:43,350 --> 00:14:45,452 of computer technology. 343 00:14:45,552 --> 00:14:47,587 ILM's work in stop-motion animation 344 00:14:47,687 --> 00:14:49,789 and optical effects would advance further 345 00:14:49,957 --> 00:14:52,392 into the digital realm with George's next movie, 346 00:14:52,492 --> 00:14:55,228 a fantasy epic he asked Ron Howard to direct. 347 00:14:56,263 --> 00:14:58,465 Dennis Muren called George and I 348 00:14:58,565 --> 00:15:01,534 over to his office there at ILM and he said, 349 00:15:01,634 --> 00:15:04,037 "we're beginning to use computers 350 00:15:04,137 --> 00:15:06,073 to work with film digitally." 351 00:15:06,173 --> 00:15:07,074 the first time I ever-- 352 00:15:07,174 --> 00:15:09,409 you know, heard that phrase used, 353 00:15:09,509 --> 00:15:11,378 to sort of blend film images. 354 00:15:11,478 --> 00:15:13,346 So there was this one transformation 355 00:15:13,446 --> 00:15:15,615 that we needed to make in the movie. 356 00:15:15,715 --> 00:15:16,816 I assumed we'd have to do it 357 00:15:16,984 --> 00:15:18,151 the way werewolf transformations 358 00:15:18,251 --> 00:15:21,388 had always been done with dissolves, cuts. 359 00:15:21,488 --> 00:15:24,057 And he thought we could do it in one shot, 360 00:15:24,157 --> 00:15:26,493 which was a really interesting notion to me. 361 00:15:26,593 --> 00:15:27,794 And he said, "I can't guarantee it's going to work, 362 00:15:27,894 --> 00:15:30,130 but you know it just might." 363 00:15:30,230 --> 00:15:33,333 and it was the first morphing shot ever done. 364 00:15:36,736 --> 00:15:39,639 And it really was more like, kind of magic 365 00:15:39,739 --> 00:15:42,709 that you see on stage where there's no camera trickery 366 00:15:42,809 --> 00:15:44,444 it just happened. 367 00:15:44,544 --> 00:15:46,546 And of course there was so much technology behind it. 368 00:15:46,646 --> 00:15:48,015 It was all breakthrough stuff. 369 00:15:48,081 --> 00:15:50,083 That was-- that was amazing for me. 370 00:15:53,220 --> 00:15:54,587 By the late 1980s, 371 00:15:54,687 --> 00:15:57,857 the computer was threatening the analog ways of old. 372 00:15:58,025 --> 00:15:59,092 The Lucasfilm computer group 373 00:15:59,192 --> 00:16:01,028 had developed an astounding array of tools 374 00:16:01,094 --> 00:16:04,164 that remain today's industry standard. 375 00:16:04,264 --> 00:16:06,433 The first digital editing system, 376 00:16:06,533 --> 00:16:08,768 the first digital audio editing system, 377 00:16:08,868 --> 00:16:10,370 a film laser scanner 378 00:16:10,470 --> 00:16:11,871 and a powerful graphics computer 379 00:16:12,039 --> 00:16:15,442 for digital compositing and high-resolution imagery. 380 00:16:15,542 --> 00:16:16,809 The Pixar image computer 381 00:16:16,909 --> 00:16:19,646 and it's processing software called renderman, 382 00:16:19,746 --> 00:16:21,514 enabled the group to create a breakthrough 383 00:16:21,614 --> 00:16:23,516 computer animated short film, 384 00:16:23,616 --> 00:16:25,352 "Andre and Wally B", 385 00:16:25,452 --> 00:16:28,088 which inspired them to pursue their far off goal 386 00:16:28,188 --> 00:16:30,423 of a full length animated feature film. 387 00:16:30,523 --> 00:16:34,094 At the time, as the vagaries for finance come up and down 388 00:16:34,194 --> 00:16:36,529 George realized he couldn't afford all of this, 389 00:16:36,629 --> 00:16:38,398 because there was so many things going on, 390 00:16:38,498 --> 00:16:41,134 and so we had some meetings with George and said, 391 00:16:41,234 --> 00:16:43,203 "We really want to make an animated film." 392 00:16:43,303 --> 00:16:45,238 and he said, "Well that's not what I want to do now." 393 00:16:45,338 --> 00:16:47,107 He wanted the technology, 394 00:16:47,207 --> 00:16:50,710 so we started down the path of selling off the group 395 00:16:50,810 --> 00:16:54,581 to be a separate company, which is what became Pixar. 396 00:16:58,151 --> 00:16:59,886 So we set up our own CG group, 397 00:16:59,986 --> 00:17:01,954 within ILM instead of Lucasfilm, 398 00:17:02,089 --> 00:17:05,225 that's purpose was to use CG work only for films, 399 00:17:05,325 --> 00:17:07,094 and it was great. 400 00:17:07,194 --> 00:17:09,529 And it took a couple of years or so to really get it going. 401 00:17:09,629 --> 00:17:10,830 We did some wire removal stuff 402 00:17:11,098 --> 00:17:13,433 and eventually we did "The Abyss". 403 00:17:13,533 --> 00:17:16,103 It was "The Abyss" that I think, in many ways, 404 00:17:16,169 --> 00:17:18,338 put a larger stake in the ground 405 00:17:18,438 --> 00:17:21,108 for the notion of digital characters 406 00:17:21,174 --> 00:17:24,177 in live-action films created by the computer. 407 00:17:28,014 --> 00:17:31,518 It ended up being about 90 seconds of animation. 408 00:17:31,618 --> 00:17:33,320 It used a mix of computer graphics 409 00:17:33,420 --> 00:17:36,123 and traditional optical compositing techniques 410 00:17:36,189 --> 00:17:38,291 so, it was kind of a transitional step. 411 00:17:38,391 --> 00:17:40,927 That was something very new for us. 412 00:17:41,027 --> 00:17:42,929 There were not a lot of established procedures 413 00:17:43,029 --> 00:17:44,731 for doing any of this work at the time. 414 00:17:44,831 --> 00:17:47,300 So, we just dove into it 415 00:17:47,400 --> 00:17:50,137 and were making it up as we went along. 416 00:17:50,203 --> 00:17:52,572 It was just so exciting to be able to see 417 00:17:52,672 --> 00:17:55,142 that what had been a promise for so long, 418 00:17:55,242 --> 00:17:56,643 and so difficult to do 419 00:17:56,743 --> 00:17:58,578 because nobody had ever done it before. 420 00:17:58,678 --> 00:17:59,579 The tools were now in place, 421 00:17:59,679 --> 00:18:00,880 the software was in place. 422 00:18:00,980 --> 00:18:02,649 The hardware was sort of in place. 423 00:18:02,749 --> 00:18:05,152 It was a matter of applying them. 424 00:18:06,586 --> 00:18:08,421 What happened after "The Abyss" came out 425 00:18:08,521 --> 00:18:12,792 was a number of projects that had been sort of circling 426 00:18:12,892 --> 00:18:16,163 needing effects that couldn't have been accomplished before, 427 00:18:16,229 --> 00:18:18,531 really started to rise up. 428 00:18:18,631 --> 00:18:21,168 One of them came out as a direct result of "The Abyss", 429 00:18:21,234 --> 00:18:23,170 which was "Terminator 2". 430 00:18:25,238 --> 00:18:26,339 After Jim Cameron felt that 431 00:18:26,439 --> 00:18:28,341 we had successfully created what he wanted 432 00:18:28,441 --> 00:18:30,410 for "The Abyss" with CG animation, 433 00:18:30,510 --> 00:18:35,448 um he then created a character in "Terminator 2" 434 00:18:35,548 --> 00:18:38,451 that had to be done in computer graphics. 435 00:18:38,551 --> 00:18:41,521 I think that was the real breakthrough film also for CG. 436 00:18:41,621 --> 00:18:43,223 We did all our work with digital compositing 437 00:18:43,323 --> 00:18:44,791 for the first time. 438 00:18:44,891 --> 00:18:47,694 There's no sign of any sort of matte line around anything, 439 00:18:47,794 --> 00:18:50,930 or any grain mismatching that used to tip people off 440 00:18:51,198 --> 00:18:52,299 to an effects shot. 441 00:18:52,399 --> 00:18:54,434 It looked like it was right in the scene. 442 00:18:54,534 --> 00:18:56,569 So we got 52 shots in it. 443 00:18:56,669 --> 00:18:57,604 And most of the people I don't think 444 00:18:57,704 --> 00:18:59,806 had any idea how we did that work. 445 00:19:02,041 --> 00:19:03,476 In order to create the shape-shifting 446 00:19:03,576 --> 00:19:05,212 t-1000 terminator, 447 00:19:05,312 --> 00:19:08,381 ILM employed a revolutionary laser scanning process 448 00:19:08,481 --> 00:19:10,817 to capture Robert Patrick's form and expressions 449 00:19:10,917 --> 00:19:12,419 that would enable them to animate 450 00:19:12,519 --> 00:19:14,921 and model a realistic computer version of the actor. 451 00:19:19,492 --> 00:19:21,461 It was a lot of breakthroughs 452 00:19:21,561 --> 00:19:22,862 that we had to do to get that show done. 453 00:19:22,962 --> 00:19:24,331 To get the CG to work. 454 00:19:24,431 --> 00:19:25,765 All the reflection maps on it, 455 00:19:25,865 --> 00:19:27,967 and not have it just rip it's geometry apart. 456 00:19:28,067 --> 00:19:30,002 And being able to pan the computer camera 457 00:19:30,102 --> 00:19:33,273 to match the background live action camera. 458 00:19:33,373 --> 00:19:34,574 And so we can follow the guys feet 459 00:19:34,674 --> 00:19:36,809 as he's walking across the checkerboard floor, 460 00:19:36,909 --> 00:19:39,246 and up from that grows this head. 461 00:19:39,312 --> 00:19:41,248 And that was really, really tough stuff to do. 462 00:19:41,348 --> 00:19:42,615 You know it was on the cutting edge. 463 00:19:43,816 --> 00:19:45,017 So everybody in this industry is saying, 464 00:19:45,117 --> 00:19:47,320 "wow everything's changing now." 465 00:19:47,420 --> 00:19:49,822 so then there's this general awareness 466 00:19:49,922 --> 00:19:53,760 that the technology is coming into this industry. 467 00:19:53,860 --> 00:19:55,662 So with that film it made the awareness 468 00:19:55,762 --> 00:19:57,364 that something big is coming. 469 00:20:06,939 --> 00:20:09,108 I was perfectly happy to do the dinosaurs. 470 00:20:09,208 --> 00:20:10,877 The technique that Phil Tippett 471 00:20:10,977 --> 00:20:13,980 had honed to a fine point. 472 00:20:14,080 --> 00:20:16,383 And we had settled on that for "Jurassic Park". 473 00:20:18,585 --> 00:20:19,852 Personally I didn't think the CG was ready 474 00:20:19,952 --> 00:20:21,621 to do "Jurassic Park" 475 00:20:21,721 --> 00:20:23,556 for at least the close ups of the dinosaur. 476 00:20:23,656 --> 00:20:26,326 I thought maybe we could do like some stampede sequences. 477 00:20:26,426 --> 00:20:28,027 Cause what computers are good at is, 478 00:20:28,127 --> 00:20:29,462 like in a word processor 479 00:20:29,562 --> 00:20:31,130 you can clone something a million times, 480 00:20:31,230 --> 00:20:33,300 you can copy a word and duplicate it 481 00:20:33,400 --> 00:20:35,268 100 times on the page or anything you want. 482 00:20:35,368 --> 00:20:36,536 Well it's true also with models 483 00:20:36,636 --> 00:20:38,104 and so you can do it with dinosaurs. 484 00:20:38,204 --> 00:20:40,473 You could make one Gallimimus dinosaur, 485 00:20:40,573 --> 00:20:42,375 and clone 20 of them 486 00:20:42,475 --> 00:20:44,911 and have them all running with the same run cycle. 487 00:20:45,011 --> 00:20:46,746 That's the sort of thing that's really hard to do 488 00:20:46,846 --> 00:20:48,748 with stop motion or anything like that. 489 00:20:48,848 --> 00:20:51,050 But we started doing these tests in CG 490 00:20:51,250 --> 00:20:52,552 before the show was going on. 491 00:20:52,652 --> 00:20:55,922 And our tests started looking better and better. 492 00:20:56,022 --> 00:20:59,125 Until one day Dennis Muren came over to me and said, 493 00:20:59,225 --> 00:21:02,995 "you know I really think we should do this in the computer." 494 00:21:03,095 --> 00:21:05,131 and let me shoot a test and show you. 495 00:21:05,231 --> 00:21:07,500 Dennis was working off in the corner. 496 00:21:07,600 --> 00:21:10,169 We were off going along the normal route. 497 00:21:10,337 --> 00:21:14,106 Dennis then got the audience with Steven, 498 00:21:14,206 --> 00:21:16,909 and part of it is to convince Steven 499 00:21:17,009 --> 00:21:18,144 and part of was me saying, 500 00:21:18,244 --> 00:21:20,079 "we can do this, I will guarantee it, 501 00:21:20,347 --> 00:21:22,382 it'll be fabulous." 502 00:21:22,482 --> 00:21:25,618 the test was a herd of running Gallimimuses, 503 00:21:25,718 --> 00:21:27,954 and he didn't flesh them out. 504 00:21:28,054 --> 00:21:30,990 He just basically put the bones in motion. 505 00:21:31,090 --> 00:21:32,825 It didn't have that kind of artificial look, 506 00:21:32,925 --> 00:21:34,361 it was completely realistic. 507 00:21:34,461 --> 00:21:36,095 It looked like skeletons had come to life 508 00:21:36,195 --> 00:21:38,498 and were just running throughout Hawaii. 509 00:21:38,598 --> 00:21:40,867 And all the onus of stop-motion photography 510 00:21:40,967 --> 00:21:42,935 was suddenly eradicated. 511 00:21:43,035 --> 00:21:45,171 We were both kind of wondrous 512 00:21:45,271 --> 00:21:48,741 about what this was promising this industry. 513 00:21:51,177 --> 00:21:53,145 We literally didn't know from one day to another 514 00:21:53,245 --> 00:21:54,747 how stuff was going to look. 515 00:21:54,847 --> 00:21:56,916 Everyday we'd be looking at the dallies 516 00:21:57,016 --> 00:21:58,651 and saying did we do this? 517 00:21:58,751 --> 00:22:00,420 Did people make these images? 518 00:22:00,520 --> 00:22:02,655 We had never seen anything like this before, you know. 519 00:22:02,755 --> 00:22:03,923 Where's the trickery? 520 00:22:04,023 --> 00:22:06,025 We've been seeing movies for you know, 80 years? 521 00:22:06,125 --> 00:22:07,860 There's nothing there, it looks real. 522 00:22:07,960 --> 00:22:09,529 A visual effects shot starts 523 00:22:09,629 --> 00:22:12,399 with a line in the script that describes something. 524 00:22:12,499 --> 00:22:15,868 Let's say a dinosaur runs across the field. 525 00:22:15,968 --> 00:22:18,104 You start by going on the live action set, 526 00:22:18,204 --> 00:22:20,072 and shooting what's called a plate. 527 00:22:20,172 --> 00:22:21,474 The plate is the background 528 00:22:21,574 --> 00:22:22,742 that you're ultimately gonna insert 529 00:22:22,842 --> 00:22:24,977 that digital character in this example. 530 00:22:25,077 --> 00:22:26,979 The plate comes back to the artists, 531 00:22:27,079 --> 00:22:30,082 they create a virtual topography 532 00:22:30,182 --> 00:22:32,419 that reflects what they've seen in that shot. 533 00:22:32,485 --> 00:22:35,422 They build a character in the computer. 534 00:22:35,522 --> 00:22:37,424 They build its bones, they build its structure. 535 00:22:37,490 --> 00:22:40,192 They then come up with surfaces and skins for it. 536 00:22:40,292 --> 00:22:42,862 They color it, they give it eyes, 537 00:22:42,962 --> 00:22:45,064 they give it motion, they give it fingernails, 538 00:22:45,164 --> 00:22:47,567 they rig it so that it can be animated. 539 00:22:47,667 --> 00:22:49,702 So they take that photograph background plate. 540 00:22:49,802 --> 00:22:51,170 They take that character, 541 00:22:51,270 --> 00:22:52,605 and they animate the character 542 00:22:52,705 --> 00:22:53,973 in the computer space 543 00:22:54,073 --> 00:22:57,143 to fit into that photographic plate. 544 00:22:57,243 --> 00:22:59,178 When that's done to the director's satisfaction 545 00:22:59,278 --> 00:23:02,014 they actually composite it into the scene. 546 00:23:02,114 --> 00:23:03,450 Once it's composited into the scene 547 00:23:03,516 --> 00:23:05,685 it is filmed out of the computer, 548 00:23:05,785 --> 00:23:07,153 and cut into the film. 549 00:23:07,253 --> 00:23:10,590 And hopefully everybody loves it in the movie house. 550 00:23:10,690 --> 00:23:12,859 Here there was not even going to be a thought 551 00:23:12,959 --> 00:23:16,663 in the audience's mind that what they were seeing 552 00:23:16,763 --> 00:23:18,831 was not absolutely real. 553 00:23:18,931 --> 00:23:21,634 And because Stan Winston did this amazing job 554 00:23:21,734 --> 00:23:26,606 of creating full-size life replicas of a t-rex 555 00:23:26,706 --> 00:23:29,041 we were able to effortlessly cut together 556 00:23:29,141 --> 00:23:30,276 the digital dinosaurs 557 00:23:30,376 --> 00:23:33,780 with the Stan Winston full-size dinosaurs. 558 00:23:33,880 --> 00:23:35,247 And the audience sometimes was confused 559 00:23:35,347 --> 00:23:36,616 as to which was which. 560 00:23:42,889 --> 00:23:44,624 The major breakthrough really was 561 00:23:44,724 --> 00:23:47,760 when Steve bought off on the idea of making that leap 562 00:23:47,860 --> 00:23:50,597 from analog to digital. 563 00:23:50,697 --> 00:23:52,899 And that really is what changed everything. 564 00:23:52,999 --> 00:23:54,501 Once we did those dinosaurs 565 00:23:54,567 --> 00:23:57,504 I saw that we had unlimited possibilities. 566 00:23:59,105 --> 00:24:00,306 From the point of view of the industry, 567 00:24:00,406 --> 00:24:03,610 the turning point was "Jurassic park". 568 00:24:03,710 --> 00:24:05,545 When "Jurassic park" happened then 569 00:24:05,645 --> 00:24:07,914 that was like this big switch was thrown. 570 00:24:08,014 --> 00:24:10,049 It was like the world has changed. 571 00:24:18,224 --> 00:24:21,528 It started kind of a revolution 572 00:24:21,628 --> 00:24:23,863 and an evolution that began to move faster 573 00:24:23,963 --> 00:24:24,931 than the speed of light. 574 00:24:25,031 --> 00:24:28,635 It's-- it's a dinosaur. 575 00:24:28,735 --> 00:24:31,671 I was amazed at how much ILM was able to accomplish 576 00:24:31,771 --> 00:24:33,372 and go beyond the dinosaurs, 577 00:24:33,540 --> 00:24:34,974 with everything else they did 578 00:24:35,074 --> 00:24:36,709 in the next several years. 579 00:24:50,723 --> 00:24:52,391 Transferring the culture from the analog culture 580 00:24:52,559 --> 00:24:56,328 to a digital culture was huge, huge problem. 581 00:24:56,428 --> 00:24:58,297 Lots of pain, lots of heartache, 582 00:24:58,397 --> 00:25:00,567 lots of emotions for people 583 00:25:00,667 --> 00:25:03,736 who were getting crunched in the shift. 584 00:25:05,304 --> 00:25:07,907 It caused concern for the people 585 00:25:08,007 --> 00:25:10,009 who were used to doing traditional effects. 586 00:25:10,109 --> 00:25:14,313 You know would their jobs become obsolete someday? 587 00:25:14,413 --> 00:25:19,251 When I started working in computer graphics training, 588 00:25:19,351 --> 00:25:21,621 they referred to me as going to work for the dark side. 589 00:25:21,721 --> 00:25:23,823 The model shop were threatened by this-- 590 00:25:23,923 --> 00:25:26,659 by this whole, division that was growing up. 591 00:25:26,759 --> 00:25:28,060 And I was one of the few people 592 00:25:28,160 --> 00:25:31,030 who made the first jump into CG from the model shop. 593 00:25:31,130 --> 00:25:32,164 Since then there have been many, 594 00:25:32,264 --> 00:25:33,165 and we've all been-- most, 595 00:25:33,265 --> 00:25:34,967 on the whole, been very successful. 596 00:25:35,067 --> 00:25:37,336 But at first it was not considered 597 00:25:37,436 --> 00:25:40,139 to be loyal to the shop. 598 00:25:40,239 --> 00:25:41,608 I had an interesting experience 599 00:25:41,674 --> 00:25:46,345 where we had a shot in the movie that was just really bad. 600 00:25:46,445 --> 00:25:47,647 It was an optical composite, 601 00:25:47,747 --> 00:25:52,351 and we re-did the comp with some frustration 602 00:25:52,451 --> 00:25:55,387 and people didn't want to do it with digital, with Photoshop, 603 00:25:55,487 --> 00:25:57,456 and it was like night and day. 604 00:25:57,624 --> 00:25:59,959 So I showed this to one of the old timer optical guys 605 00:26:00,059 --> 00:26:02,629 who had done it the first time. 606 00:26:02,695 --> 00:26:04,430 Showed him both versions and I said, 607 00:26:04,530 --> 00:26:05,865 "which one do you like?" 608 00:26:05,965 --> 00:26:07,634 cause I wanted to bring him into the digital world, 609 00:26:07,734 --> 00:26:10,069 and he liked-- he picked the old one. 610 00:26:10,169 --> 00:26:12,104 And I thought what the heck are you seeing? 611 00:26:12,204 --> 00:26:14,173 What's going on? 612 00:26:14,273 --> 00:26:17,209 And I realized then there was a problem here. 613 00:26:17,309 --> 00:26:19,378 You know, there's fear going on, 614 00:26:19,478 --> 00:26:21,247 denial is going on, 615 00:26:21,347 --> 00:26:24,984 but he ended up being one of our best digital compeers. 616 00:26:25,084 --> 00:26:27,754 Once he came over to it, and saw what he could do. 617 00:26:31,023 --> 00:26:32,224 Right around the same time 618 00:26:32,324 --> 00:26:34,694 Bob Zemeckis did "Forrest Gump". 619 00:26:34,794 --> 00:26:39,031 And "Forrest Gump" had a similar importance 620 00:26:39,131 --> 00:26:42,201 in terms of changing the industry. 621 00:26:42,301 --> 00:26:43,836 What "Jurassic Park" did 622 00:26:43,936 --> 00:26:46,305 in terms of big in your face visual effects, 623 00:26:46,405 --> 00:26:49,676 big characters, bringing fantasy 624 00:26:49,742 --> 00:26:51,711 and sci-fi to the foreground. 625 00:26:51,811 --> 00:26:54,947 Um, "Forest Gump" did in exactly the opposite 626 00:26:55,047 --> 00:26:56,382 and understated way, 627 00:26:56,482 --> 00:26:58,250 invisible effects. 628 00:26:58,350 --> 00:27:00,152 Doing things that you couldn't do before, 629 00:27:00,252 --> 00:27:01,921 changing people's performances 630 00:27:02,021 --> 00:27:03,956 by changing the way their lips moved, 631 00:27:04,056 --> 00:27:05,892 changing the skies and pictures 632 00:27:05,992 --> 00:27:07,727 to create a different mood. 633 00:27:07,827 --> 00:27:09,195 All kinds of little things 634 00:27:09,295 --> 00:27:11,430 that had you been able to do photograph 635 00:27:11,698 --> 00:27:13,966 it that way originally you would've, 636 00:27:14,066 --> 00:27:15,301 but you couldn't. 637 00:27:15,401 --> 00:27:19,505 So manipulated everything to enhance the storytelling. 638 00:27:19,605 --> 00:27:25,044 At one point in "Forrest Gump", he's playing ping pong. 639 00:27:25,144 --> 00:27:27,146 And he's playing at this phenomenal speed. 640 00:27:27,246 --> 00:27:28,514 And you might ask how did tom hanks 641 00:27:28,614 --> 00:27:30,349 learn how to play ping pong? 642 00:27:30,449 --> 00:27:32,952 Well the answer is of course he doesn't 643 00:27:33,052 --> 00:27:34,120 he's just moving the paddle. 644 00:27:34,220 --> 00:27:36,155 And somebody's putting a ball in 645 00:27:36,255 --> 00:27:38,991 and it's used with renderman. 646 00:27:39,091 --> 00:27:40,526 So, it's this simple little thing, 647 00:27:40,626 --> 00:27:43,029 but what it meant was a story point 648 00:27:43,129 --> 00:27:44,764 would go into the movie and the audience 649 00:27:44,864 --> 00:27:47,199 doesn't know or care about 650 00:27:47,299 --> 00:27:49,135 and we reached that point where 651 00:27:49,235 --> 00:27:51,203 it's not about special effects anymore. 652 00:27:51,303 --> 00:27:53,372 It's about telling a story. 653 00:27:53,472 --> 00:27:56,909 So, suddenly visual effects has a place in dramatic films, 654 00:27:57,009 --> 00:27:59,078 in comedies, all types of things 655 00:27:59,178 --> 00:28:01,580 that it just didn't fit into before. 656 00:28:01,748 --> 00:28:03,282 And at that point in time everybody started to try 657 00:28:03,382 --> 00:28:06,786 to figure out how to dust off those old scripts 658 00:28:06,886 --> 00:28:09,388 the had that they didn't know how to make before. 659 00:28:09,488 --> 00:28:11,523 As ILM approached their 100th movie. 660 00:28:11,623 --> 00:28:14,961 They would be challenged with the next level of realism. 661 00:28:15,061 --> 00:28:15,962 It was the beginning of 662 00:28:16,062 --> 00:28:18,264 kind of, working with CG creatures. 663 00:28:18,364 --> 00:28:19,598 Cause I remember at one point 664 00:28:19,766 --> 00:28:21,868 there's a wall blew open and a guy came through 665 00:28:21,968 --> 00:28:23,069 he's the rhino, 666 00:28:23,169 --> 00:28:24,136 ok, 667 00:28:24,236 --> 00:28:26,773 run away from the rhino. 668 00:28:26,839 --> 00:28:27,840 And that was the beginning of kind of, 669 00:28:27,940 --> 00:28:29,776 ok imagine now that's the rhino, 670 00:28:29,842 --> 00:28:31,477 the one on the right is an elephant, 671 00:28:31,577 --> 00:28:33,545 Phil is the hippopotamus. 672 00:28:33,645 --> 00:28:35,014 Ok, good I got it. 673 00:28:35,114 --> 00:28:36,115 Let's do this. 674 00:28:38,384 --> 00:28:40,152 Run! 675 00:28:40,252 --> 00:28:41,453 It's a stampede! 676 00:28:41,553 --> 00:28:42,789 Basically it's just fight or flight. 677 00:28:42,889 --> 00:28:44,123 Most of the time you're just running. 678 00:28:44,223 --> 00:28:46,158 It's not a creature that's having a dialogue 679 00:28:46,258 --> 00:28:47,626 it's nothing that's talking to you. 680 00:28:47,794 --> 00:28:50,062 It's basically chasing you or confronting you 681 00:28:50,162 --> 00:28:53,499 or running from you or you're both in a state of fear. 682 00:28:53,599 --> 00:28:55,534 I was amazed by all the larger creatures, 683 00:28:55,634 --> 00:28:57,804 it was insanely beautiful. 684 00:28:57,904 --> 00:29:00,239 And I found out they had taken some of the programs 685 00:29:00,339 --> 00:29:02,308 from "Jurassic Park", 686 00:29:02,408 --> 00:29:04,276 and applied them to elephants and rhinos. 687 00:29:05,577 --> 00:29:06,913 And they are working you through 688 00:29:07,013 --> 00:29:08,848 going, you can't go there you have to look over there 689 00:29:08,948 --> 00:29:11,050 and they're going literally this area is a no go 690 00:29:11,150 --> 00:29:12,985 especially if you're thinking can I run over there? 691 00:29:13,085 --> 00:29:14,253 No. Why? 692 00:29:14,353 --> 00:29:15,254 That's a pit. 693 00:29:15,354 --> 00:29:16,488 Okay cool. 694 00:29:16,588 --> 00:29:19,158 It's a twister, it's a twister! 695 00:29:24,897 --> 00:29:26,132 The tornado in "Wizard of Oz" to me 696 00:29:26,232 --> 00:29:28,434 just stood out as being strikingly real 697 00:29:28,534 --> 00:29:30,336 compared to other stuff I had seen. 698 00:29:30,436 --> 00:29:33,840 It was beautiful also to look at. 699 00:29:33,906 --> 00:29:35,441 It had this-- I had never seen that done before 700 00:29:35,541 --> 00:29:37,243 and I don't think it's been done since 701 00:29:37,343 --> 00:29:40,512 as well the beautiful cylindrical design. 702 00:29:43,315 --> 00:29:45,151 ILM is consistently breaking new ground. 703 00:29:45,251 --> 00:29:47,954 I think that the visual effects industry requires that. 704 00:29:48,054 --> 00:29:50,156 "Twister" I remember got green lit 705 00:29:50,256 --> 00:29:52,424 because of a special effects shot that ILM did. 706 00:29:52,524 --> 00:29:53,692 And we did a test 707 00:29:53,860 --> 00:29:55,427 and we sat in the screening room at Amblin. 708 00:29:55,527 --> 00:29:56,863 Everybody loved the shot so much 709 00:29:56,963 --> 00:29:59,198 that's when the movie got green lit at that moment. 710 00:30:00,432 --> 00:30:01,901 When we started working on "Twister" 711 00:30:02,001 --> 00:30:04,403 we were dealing with really organic materials. 712 00:30:04,503 --> 00:30:08,440 Things like dust and debris and tornados and water. 713 00:30:08,540 --> 00:30:10,276 And those things hadn't been solved 714 00:30:10,376 --> 00:30:12,578 and creating those elements in the digital world 715 00:30:12,678 --> 00:30:14,046 was extremely difficult. 716 00:30:14,146 --> 00:30:16,448 We had to develop our own particle system, 717 00:30:16,548 --> 00:30:18,584 and a way of rendering the particles 718 00:30:18,684 --> 00:30:19,952 that was realistic. 719 00:30:24,190 --> 00:30:25,858 In doing anything photo real 720 00:30:25,958 --> 00:30:28,227 you need to look at the real world around you. 721 00:30:28,327 --> 00:30:30,329 To see how light bounces off of things 722 00:30:30,429 --> 00:30:31,363 or illuminates us, 723 00:30:31,463 --> 00:30:33,032 or how cloth bends, 724 00:30:33,132 --> 00:30:35,734 or how people move, and animals move. 725 00:30:35,834 --> 00:30:38,070 ILM's stock and trade is photo realism. 726 00:30:38,170 --> 00:30:40,839 That we make stuff that you can really believe is real. 727 00:30:42,208 --> 00:30:43,475 A lot of painters, 728 00:30:43,575 --> 00:30:45,511 a lot of the modelers tend to either fall 729 00:30:45,611 --> 00:30:47,513 into what we call a hard surface camp, 730 00:30:47,613 --> 00:30:49,916 which are things like planes, spaceships, hardware. 731 00:30:50,016 --> 00:30:53,119 And then you've got your organic creature type stuff. 732 00:30:53,219 --> 00:30:56,555 What helps me is to go back to real things. 733 00:30:56,655 --> 00:30:59,892 To study nature to see how a feather functions. 734 00:30:59,992 --> 00:31:02,628 How it's actually constructed so brilliantly, 735 00:31:02,728 --> 00:31:07,934 and if I can take some of that enthusiasm and curiosity. 736 00:31:08,000 --> 00:31:10,937 I can bring that into my work. 737 00:31:11,003 --> 00:31:12,171 To create the reality 738 00:31:12,271 --> 00:31:13,940 the visual effects supervisors lead an army 739 00:31:14,006 --> 00:31:16,342 of production managers, artists, and technicians 740 00:31:16,442 --> 00:31:19,178 to realize the most complicated imagery on time 741 00:31:19,278 --> 00:31:20,779 and on budget. 742 00:31:20,947 --> 00:31:23,415 The starting point begins with the ILM art department. 743 00:31:24,816 --> 00:31:25,717 The concept artists 744 00:31:25,817 --> 00:31:26,752 and the art department in general 745 00:31:26,852 --> 00:31:29,355 are sort of the front end group 746 00:31:29,455 --> 00:31:31,123 or the spearhead to get everybody 747 00:31:31,223 --> 00:31:33,325 on the same page the starting point. 748 00:31:33,425 --> 00:31:35,127 In a lot of cases at ILM 749 00:31:35,227 --> 00:31:37,363 they'll be designing the effects sequences, 750 00:31:37,463 --> 00:31:40,166 or the creatures or the environments 751 00:31:40,266 --> 00:31:43,469 of the world of our clients. 752 00:31:43,569 --> 00:31:45,471 The directors we work with. 753 00:31:45,571 --> 00:31:47,739 As often happens, directors ask ILM 754 00:31:47,839 --> 00:31:50,242 to create imagery that has never been done. 755 00:31:50,342 --> 00:31:51,210 The visual effects supervisor 756 00:31:51,310 --> 00:31:52,611 brings these challenges 757 00:31:52,711 --> 00:31:55,514 to ILM's research and development department. 758 00:31:55,614 --> 00:31:57,316 One of the great things about ILM 759 00:31:57,416 --> 00:32:00,119 is that you have a R&D department. 760 00:32:00,219 --> 00:32:01,353 I can go to them and say you know what? 761 00:32:01,453 --> 00:32:04,656 I need controllable smoke. 762 00:32:04,756 --> 00:32:06,392 It just has to do this, 763 00:32:06,492 --> 00:32:08,027 and you've got a brilliant team of smart people 764 00:32:08,127 --> 00:32:09,261 that can say, "ok you know what? 765 00:32:09,361 --> 00:32:10,629 We're going to make you smoke system." 766 00:32:10,729 --> 00:32:13,365 and they come out with the goods. 767 00:32:13,465 --> 00:32:16,302 Everything that you see on the screen 768 00:32:16,402 --> 00:32:19,505 is meticulously assembled out of hundreds or thousands 769 00:32:19,605 --> 00:32:21,007 of different elements. 770 00:32:21,107 --> 00:32:24,643 And those are all there because an artist put them there. 771 00:32:24,743 --> 00:32:27,013 So much of it is about giving them tools to layer 772 00:32:27,079 --> 00:32:28,780 in greater and greater complexity, 773 00:32:28,880 --> 00:32:31,283 but always with the control that's necessary 774 00:32:31,383 --> 00:32:35,621 to give the director the images that he's after. 775 00:32:35,721 --> 00:32:37,789 On set, the visual effects supervisor 776 00:32:37,889 --> 00:32:40,326 is responsible for delivering the live action elements 777 00:32:40,426 --> 00:32:42,128 to ILM's artists. 778 00:32:42,228 --> 00:32:43,595 When you are in principle photography 779 00:32:43,695 --> 00:32:46,198 you have 300, 350 people in your crew, 780 00:32:46,298 --> 00:32:49,168 your days is costing about 250,000 dollars a day. 781 00:32:49,268 --> 00:32:50,269 And there is a question, 782 00:32:50,369 --> 00:32:51,670 and you need to answer that question, 783 00:32:51,770 --> 00:32:54,340 everybody turns to you and you have about two seconds 784 00:32:54,440 --> 00:32:56,775 to say exactly what you need these people to do, 785 00:32:56,875 --> 00:32:58,710 and then they do it. 786 00:32:58,810 --> 00:33:03,049 One of things I love about this place is the ILM methodology. 787 00:33:03,149 --> 00:33:04,583 You know we try to create an atmosphere here 788 00:33:04,683 --> 00:33:07,053 where creative people are free 789 00:33:07,119 --> 00:33:09,221 to share their opinions about things 790 00:33:09,321 --> 00:33:11,690 if somebody has a good idea about a shot say it. 791 00:33:11,790 --> 00:33:13,392 And when people are honest about what they think, 792 00:33:13,492 --> 00:33:14,826 the work is better. 793 00:33:14,926 --> 00:33:16,128 There's amazing times 794 00:33:16,228 --> 00:33:17,829 when you're struggling with something. 795 00:33:17,929 --> 00:33:19,198 You're maybe working on it for days 796 00:33:19,298 --> 00:33:21,333 or even weeks and everybody is thinking 797 00:33:21,433 --> 00:33:23,102 how to solve this certain problem, 798 00:33:23,202 --> 00:33:24,503 and you really get a sense 799 00:33:24,603 --> 00:33:27,139 of a community art going on at that time, 800 00:33:27,239 --> 00:33:29,608 where everybody's-- where it's all been worth it 801 00:33:29,708 --> 00:33:31,477 to come together and contribute on something 802 00:33:31,577 --> 00:33:32,544 that's never been done. 803 00:33:35,647 --> 00:33:37,449 Nearing the dawn of the new millennium 804 00:33:37,549 --> 00:33:38,717 George Lucas returned to ILM 805 00:33:38,817 --> 00:33:40,586 as a client with a daunting task 806 00:33:40,686 --> 00:33:43,722 of making three new "Star Wars" prequels. 807 00:33:43,822 --> 00:33:45,924 George had to wait to do the prequels. 808 00:33:46,092 --> 00:33:49,428 Because his vision was so grand, and it was so big, 809 00:33:49,528 --> 00:33:51,630 and he wanted to do so much 810 00:33:51,730 --> 00:33:54,600 that he had to wait for the technology to catch up. 811 00:33:54,700 --> 00:33:57,803 And I think what he saw in ILM 812 00:33:57,903 --> 00:34:01,307 and the work ILM was doing throughout the 1990s 813 00:34:01,407 --> 00:34:03,109 sort of encouraged him to believe, 814 00:34:03,175 --> 00:34:04,843 that finally the time had come, 815 00:34:04,943 --> 00:34:08,747 and it was absolutely possible to achieve greatness. 816 00:34:08,847 --> 00:34:12,218 I could sort of come in and push things forward 817 00:34:12,318 --> 00:34:16,488 as the owner and as the client. 818 00:34:16,588 --> 00:34:18,390 You know we're pushing the envelope in a few places. 819 00:34:18,490 --> 00:34:20,126 But the biggest issue is volume. 820 00:34:20,192 --> 00:34:22,561 Just the amount of stuff. 821 00:34:22,661 --> 00:34:26,598 We were attempting a scale of visual effects 822 00:34:26,698 --> 00:34:28,567 that had never been done before. 823 00:34:28,667 --> 00:34:30,669 And over 90% of that movie 824 00:34:30,769 --> 00:34:33,539 had some sort of visual effect in it. 825 00:34:33,639 --> 00:34:35,174 We over doubled the size 826 00:34:35,274 --> 00:34:38,277 of our computer graphics department for that movie. 827 00:34:38,377 --> 00:34:40,446 As well as the potential changing culture 828 00:34:40,546 --> 00:34:42,781 of the company because we were growing so much. 829 00:34:42,881 --> 00:34:44,550 So, there was the trepidation of, 830 00:34:44,650 --> 00:34:46,652 have we bitten off more than we can chew, 831 00:34:46,752 --> 00:34:48,720 and can we do this. 832 00:34:48,820 --> 00:34:50,622 It's not just that we have to do it for this picture, 833 00:34:50,722 --> 00:34:51,890 we have to do it for two more pictures. 834 00:34:51,990 --> 00:34:53,492 And also if this picture works 835 00:34:53,592 --> 00:34:55,727 then everybody else will want it done for their picture. 836 00:34:55,827 --> 00:34:59,165 And what are we going to do? 837 00:34:59,231 --> 00:35:01,233 We had over 2000 visual effects shots in it. 838 00:35:01,333 --> 00:35:04,203 There were so many aspects of what needed to be depicted 839 00:35:04,303 --> 00:35:07,373 that couldn't be done with tools we had at the time. 840 00:35:07,473 --> 00:35:10,041 It was painful, scary, a lot of things. 841 00:35:10,176 --> 00:35:11,443 You need somebody there to hold your hand and say, 842 00:35:11,543 --> 00:35:13,745 "Look I'll take the blame, 843 00:35:13,845 --> 00:35:16,415 if this doesn't work I take the blame" 844 00:35:16,515 --> 00:35:19,218 and that's what I've always done on my own movie. 845 00:35:19,318 --> 00:35:23,189 Okay so, I am doing my damndest to figure out 846 00:35:23,255 --> 00:35:25,324 well how do we even do a shot like this. 847 00:35:25,424 --> 00:35:27,859 And ok these are the techniques 848 00:35:27,959 --> 00:35:30,596 I think are going to be the most bang for the buck, 849 00:35:30,696 --> 00:35:33,665 and geez we'll just have to able to animate 850 00:35:33,765 --> 00:35:34,866 that in two weeks. 851 00:35:34,966 --> 00:35:36,202 We had very dense scenes 852 00:35:36,302 --> 00:35:38,604 with hundreds of thousands of characters in them. 853 00:35:38,704 --> 00:35:40,606 And we had to do rigid body dynamics, 854 00:35:40,706 --> 00:35:44,009 cloth simulations, synthetic terrains. 855 00:35:44,109 --> 00:35:47,879 The list of things that we needed to develop 856 00:35:47,979 --> 00:35:51,383 new tools for was quite large and intimidating. 857 00:35:51,483 --> 00:35:53,352 The real point is how can we manage to change 858 00:35:53,452 --> 00:35:54,853 the operating procedures in a way 859 00:35:54,953 --> 00:35:56,555 that we can completely revolutionize 860 00:35:56,655 --> 00:35:59,925 the way we make movies, so that this is all do-able. 861 00:36:00,025 --> 00:36:02,228 We'd have discussions back and forth in the beginning. 862 00:36:02,328 --> 00:36:04,996 You know the supervisors, myself 863 00:36:05,096 --> 00:36:05,964 now I want to do this and I want to do that, 864 00:36:06,064 --> 00:36:07,666 and they go well... 865 00:36:07,766 --> 00:36:10,369 and sometimes I'd say, "we're going to do it anyway." 866 00:36:10,469 --> 00:36:11,503 they said, "No we can't" 867 00:36:11,603 --> 00:36:12,504 and I said, "we're going to do this. 868 00:36:12,604 --> 00:36:14,740 I know we can do this." 869 00:36:14,840 --> 00:36:17,343 what he brought to us was something 870 00:36:17,443 --> 00:36:20,579 that had never been sort of accomplished before, 871 00:36:20,679 --> 00:36:22,914 and he really pushed us as a company 872 00:36:23,014 --> 00:36:27,686 to grow and learn how to create such a large vision. 873 00:36:27,786 --> 00:36:30,456 * 874 00:36:35,494 --> 00:36:37,396 To do a big complicated show like that 875 00:36:37,496 --> 00:36:40,098 you develop some confidence in the process 876 00:36:40,266 --> 00:36:42,301 of you take big problems, you break them down 877 00:36:42,401 --> 00:36:43,302 into smaller problems. 878 00:36:43,402 --> 00:36:44,470 You break those smaller problems 879 00:36:44,570 --> 00:36:46,037 down into yet smaller problems. 880 00:36:46,137 --> 00:36:47,439 Until you get to a scale 881 00:36:47,539 --> 00:36:49,541 where it's tractable by a single person. 882 00:36:49,641 --> 00:36:51,377 And so when a new big project comes 883 00:36:51,477 --> 00:36:54,946 with some kind of scary unknown aspect to it. 884 00:36:55,046 --> 00:36:56,782 You have to comfort yourself with the fact 885 00:36:56,882 --> 00:36:58,850 that we've been doing this for a long time, 886 00:36:58,950 --> 00:37:01,287 and this process works, it always works. 887 00:37:02,421 --> 00:37:03,855 When I was asked to paint Yoda 888 00:37:03,955 --> 00:37:05,691 as a computer generated character 889 00:37:05,791 --> 00:37:08,560 I really remembered what it was like for me 890 00:37:08,660 --> 00:37:10,629 when I first saw Yoda on that screen. 891 00:37:10,729 --> 00:37:13,499 And what Frank Oz had done with him as a character. 892 00:37:13,599 --> 00:37:16,034 That was a really honor to be asked to work on him. 893 00:37:16,134 --> 00:37:18,670 To get Yoda's expression, 894 00:37:18,770 --> 00:37:21,807 to get his character was terribly important 895 00:37:21,907 --> 00:37:23,375 that we get that right. 896 00:37:25,877 --> 00:37:29,581 The fear of loss is a path to the dark side. 897 00:37:30,882 --> 00:37:32,918 In the CG Universe performers were now challenged 898 00:37:33,018 --> 00:37:34,653 to act in virtual worlds 899 00:37:34,753 --> 00:37:37,656 when invisible characters unlike ever before. 900 00:37:37,756 --> 00:37:41,560 That was the time we created the Jar Jar Binks character. 901 00:37:41,660 --> 00:37:43,329 And a lot of people feel different ways 902 00:37:43,395 --> 00:37:44,330 about Jar Jar Binks, 903 00:37:44,430 --> 00:37:45,597 but the fact of the matter was 904 00:37:45,697 --> 00:37:49,435 you had a living breathing character 905 00:37:49,535 --> 00:37:51,503 who was acting alongside the actors 906 00:37:51,603 --> 00:37:54,139 for a large portion of that film. 907 00:37:54,239 --> 00:37:56,875 And it really showed you could have digital characters 908 00:37:56,975 --> 00:37:59,445 integrated with live action people, 909 00:37:59,545 --> 00:38:01,347 and make that work. 910 00:38:05,216 --> 00:38:06,785 Get away, get out of here! 911 00:38:11,022 --> 00:38:13,158 [mumbles] 912 00:38:13,258 --> 00:38:14,526 I remember meeting Liam Neeson 913 00:38:14,626 --> 00:38:15,994 after he had done one of the "Star Wars" movies 914 00:38:16,094 --> 00:38:17,829 and he went, "Robin I don't know anymore 915 00:38:17,929 --> 00:38:19,598 I really don't want to act. 916 00:38:19,698 --> 00:38:21,700 I've given up, I don't really think I can. 917 00:38:21,800 --> 00:38:24,436 Cause I've just spent times looking at an X, 918 00:38:24,536 --> 00:38:26,104 I don't know what it's about anymore really. 919 00:38:26,372 --> 00:38:27,673 I've been trained to do lots of amazing things, 920 00:38:27,773 --> 00:38:29,941 but now I've just been looking at an X for a long time." 921 00:38:30,041 --> 00:38:31,410 and if I saw him-- 922 00:38:31,510 --> 00:38:34,480 I'm going, "Oh no they've gotten poor Liam!" 923 00:38:34,580 --> 00:38:35,814 Dear God, Dear God. 924 00:38:38,450 --> 00:38:40,552 I would've liked to work with a Yoda character. 925 00:38:40,652 --> 00:38:41,753 That would've been fun. 926 00:38:41,853 --> 00:38:42,788 'cause I've worked with the Muppets, 927 00:38:42,888 --> 00:38:43,989 I can deal with the fact 928 00:38:44,089 --> 00:38:45,424 there's a guy under there going [mumbles] 929 00:38:45,524 --> 00:38:46,925 I'll work with a puppet, I see you. 930 00:38:47,025 --> 00:38:48,694 It's okay. 931 00:38:48,794 --> 00:38:52,030 [Yoda voice] Syntax none have. 932 00:38:52,130 --> 00:38:55,867 Mhmm the dark side clouds everything. 933 00:38:57,268 --> 00:39:01,673 Impossible to see the future is. 934 00:39:01,773 --> 00:39:03,074 They would bring the puppet in, 935 00:39:03,174 --> 00:39:05,811 so you could see it and get a visual of how tall he was, 936 00:39:05,911 --> 00:39:07,145 or where he was going to be 937 00:39:07,245 --> 00:39:09,214 and sometimes I had to walk with him and talk with him, 938 00:39:09,314 --> 00:39:10,516 which was kind of new too 939 00:39:10,616 --> 00:39:12,050 because he usually didn't walk and talk. 940 00:39:12,150 --> 00:39:13,985 That was a whole bunch of new stuff 941 00:39:14,085 --> 00:39:15,654 they were able to do with him. 942 00:39:15,754 --> 00:39:17,723 So, I just had to pick a spot and kinda do it. 943 00:39:17,823 --> 00:39:19,057 I kind of like that, 944 00:39:19,157 --> 00:39:21,560 I'm an only child so I played by myself 945 00:39:21,660 --> 00:39:23,995 a lot in my room I made up stuff, 946 00:39:24,095 --> 00:39:26,898 and I'm used to fighting things that aren't there, 947 00:39:26,998 --> 00:39:28,700 talking to people that aren't there. 948 00:39:28,800 --> 00:39:29,735 It was perfect for me. 949 00:39:29,835 --> 00:39:31,036 So when actors complain about it 950 00:39:31,136 --> 00:39:32,504 I just kind of look at them and go, 951 00:39:32,604 --> 00:39:34,740 "Where's your imagination?" 952 00:39:34,840 --> 00:39:37,509 this is the perfect time to do what you want. 953 00:39:37,609 --> 00:39:38,877 I was very happy to know 954 00:39:38,977 --> 00:39:41,179 that I was part of something that was changing 955 00:39:41,279 --> 00:39:42,848 the way people were going to make, 956 00:39:42,948 --> 00:39:45,717 watch, and create films 957 00:39:45,817 --> 00:39:48,820 for the rest of the time. 958 00:39:48,920 --> 00:39:52,524 "The Phantom Menace" was released on may 19th, 1999 959 00:39:52,624 --> 00:39:54,092 and became the highest grossing 960 00:39:54,192 --> 00:39:55,894 "Star Wars" film of all. 961 00:39:55,994 --> 00:39:56,928 Its success paved the way 962 00:39:57,028 --> 00:39:58,263 for the next two films that were shot 963 00:39:58,363 --> 00:40:01,199 completely on digital high definition cameras, 964 00:40:01,299 --> 00:40:02,868 and showcasing the most extensive use 965 00:40:02,968 --> 00:40:05,937 of virtual characters and environments ever. 966 00:40:06,037 --> 00:40:07,806 George brought the original "Star Wars" universe 967 00:40:07,906 --> 00:40:10,876 back into popular culture in a whole new way. 968 00:40:13,779 --> 00:40:15,180 You're George Lucas! 969 00:40:15,280 --> 00:40:16,582 Uh, I take it you're here 970 00:40:16,682 --> 00:40:17,849 for the "Star Wars" convention. 971 00:40:17,949 --> 00:40:18,917 Oh dear god. 972 00:40:19,017 --> 00:40:20,218 Oh my god! 973 00:40:20,318 --> 00:40:22,187 George Lucas!!! 974 00:40:22,420 --> 00:40:23,889 Ahhh!!! 975 00:40:26,024 --> 00:40:28,059 All of the films that Lucasfilm have made 976 00:40:28,159 --> 00:40:29,595 have become culturally significant 977 00:40:29,695 --> 00:40:30,962 in one way or another. 978 00:40:31,062 --> 00:40:32,731 And people have a very emotional connection 979 00:40:32,831 --> 00:40:36,167 to props and costumes and artwork. 980 00:40:36,267 --> 00:40:37,836 Because it's part of something much larger 981 00:40:37,936 --> 00:40:39,871 that really effected them. 982 00:40:39,971 --> 00:40:41,540 So when I walk around here 983 00:40:41,640 --> 00:40:44,610 everything that I see fills me with memories 984 00:40:44,710 --> 00:40:46,712 of you know movies that I watched 985 00:40:46,812 --> 00:40:49,047 and the experience I had. 986 00:40:49,147 --> 00:40:51,650 It's pretty incredible to see all the costumes, 987 00:40:51,750 --> 00:40:54,553 and it was like nerd's paradise. 988 00:40:54,653 --> 00:40:57,088 All of a sudden I was 12, that's so cool. 989 00:41:05,997 --> 00:41:09,167 No matter how much you romanticize a weapon or a mask 990 00:41:09,267 --> 00:41:11,069 or a costume or a character, 991 00:41:11,169 --> 00:41:12,270 you come and touch it 992 00:41:12,370 --> 00:41:14,305 and somebody had to paint it and build it 993 00:41:14,405 --> 00:41:16,542 and cast it out of foam or wood or plastic 994 00:41:16,608 --> 00:41:18,376 or what have you. 995 00:41:18,544 --> 00:41:19,911 It's really wonderful and heartwarming 996 00:41:20,011 --> 00:41:21,647 for me to come up here and see these models 997 00:41:21,747 --> 00:41:23,782 that I built almost 30 years ago. 998 00:41:23,882 --> 00:41:25,316 'cause it brings back so many memories 999 00:41:25,416 --> 00:41:27,285 you don't think about these things for so long, 1000 00:41:27,385 --> 00:41:28,954 and then you see them and it's like, 1001 00:41:29,054 --> 00:41:31,557 oh gosh I remember when I built that. 1002 00:41:33,458 --> 00:41:36,227 Whoops, ten people just died. 1003 00:41:36,327 --> 00:41:39,297 It's odd though, we didn't build them to last forever, 1004 00:41:39,397 --> 00:41:40,766 and we certainly didn't build them 1005 00:41:40,866 --> 00:41:43,835 to go out into travelling shows and be in museums. 1006 00:41:43,935 --> 00:41:45,336 And so it's kind of odd to see them up here 1007 00:41:45,436 --> 00:41:46,972 where they won't let us touch them 1008 00:41:47,072 --> 00:41:48,339 and if something breaks off 1009 00:41:48,439 --> 00:41:50,609 they photograph where it came off, 1010 00:41:50,709 --> 00:41:52,878 and they put it in little plastic bag and seal it up. 1011 00:41:54,312 --> 00:41:55,280 When you see them 1012 00:41:55,380 --> 00:41:56,582 and you realize that when they lit them, 1013 00:41:56,648 --> 00:41:57,583 they had a life. 1014 00:41:57,683 --> 00:41:59,084 They were a creature. 1015 00:41:59,184 --> 00:42:01,219 Yoda, to see Yoda like, 1016 00:42:01,319 --> 00:42:03,354 [Yoda voice] mreaaa moving not. 1017 00:42:03,454 --> 00:42:05,691 CG take work is. 1018 00:42:08,894 --> 00:42:11,262 In 2001 ILM brought history to life 1019 00:42:11,362 --> 00:42:13,231 like never before with the epic 1020 00:42:13,331 --> 00:42:16,234 world war 2 battle sequences in "Pearl Harbor". 1021 00:42:16,334 --> 00:42:18,837 Another series of landmark achievements for the company. 1022 00:42:20,338 --> 00:42:22,774 In 2004 they created the first extreme close up 1023 00:42:22,874 --> 00:42:24,375 of a realistic digital human 1024 00:42:24,475 --> 00:42:27,345 for "Lemony Snicket's: A Series of Unfortunate Events" 1025 00:42:27,613 --> 00:42:30,949 ushering in a new era for digital actors. 1026 00:42:31,049 --> 00:42:33,318 The realism paved the way for the highly anticipated 1027 00:42:33,418 --> 00:42:36,321 "Pirates of The Caribbean" films. 1028 00:42:36,622 --> 00:42:38,423 When the script for "Pirates" came in. 1029 00:42:38,523 --> 00:42:40,959 The gag was that our crew of pirates were cursed, 1030 00:42:41,059 --> 00:42:42,193 so that when they appeared in moonlight 1031 00:42:42,293 --> 00:42:45,130 they were these tattered skeletons. 1032 00:42:45,230 --> 00:42:48,133 Which immediately brought back memories 1033 00:42:48,233 --> 00:42:49,701 of "Jason and The Argonauts". 1034 00:42:49,801 --> 00:42:51,937 There's a scene of sword fighting skeletons 1035 00:42:52,037 --> 00:42:54,906 that's an iconic scene. 1036 00:42:55,006 --> 00:42:56,007 You know that image came immediately to mind 1037 00:42:56,107 --> 00:42:57,709 when I read that in the script. 1038 00:42:57,809 --> 00:42:59,377 It's a really fun opportunity 1039 00:42:59,477 --> 00:43:02,113 to pay homage to Ray's work, 1040 00:43:02,213 --> 00:43:05,283 but to update with some of the newer technologies. 1041 00:43:05,383 --> 00:43:07,252 The "Pirates of The Caribbean" series 1042 00:43:07,352 --> 00:43:09,220 made extensive use of in camera 1043 00:43:09,320 --> 00:43:11,022 motion capture technology. 1044 00:43:11,122 --> 00:43:13,458 Otherwise known as Imocap. 1045 00:43:13,558 --> 00:43:15,761 This advanced system of sensors records actions 1046 00:43:15,861 --> 00:43:18,063 of human actors and uses the information 1047 00:43:18,163 --> 00:43:20,465 to animate digital characters. 1048 00:43:20,565 --> 00:43:21,900 I mean the characters were all created 1049 00:43:22,000 --> 00:43:22,868 by the visual effects. 1050 00:43:22,968 --> 00:43:23,969 It wasn't make-up. 1051 00:43:24,069 --> 00:43:25,436 They were walking around in gray suits. 1052 00:43:25,536 --> 00:43:27,839 And uh you know it's very difficult you know 1053 00:43:27,939 --> 00:43:30,475 for actors sometimes to interact with a character 1054 00:43:30,575 --> 00:43:32,043 that's wearing a gray suit with a beanie, 1055 00:43:32,143 --> 00:43:33,078 but since our actors 1056 00:43:33,178 --> 00:43:34,980 are so well trained, so professional, 1057 00:43:35,080 --> 00:43:37,683 they did a fantastic job. 1058 00:43:37,749 --> 00:43:41,186 Most challenging thing on pirates was Davy Jones. 1059 00:43:43,054 --> 00:43:46,491 We had motion capture trackers on him. 1060 00:43:46,591 --> 00:43:48,493 He had all these silly dots on his face. 1061 00:43:48,593 --> 00:43:51,697 But Bill Nighy was that character. 1062 00:43:51,797 --> 00:43:52,931 And I think for me that was the first time 1063 00:43:53,031 --> 00:43:54,866 I really saw a direct transference 1064 00:43:54,966 --> 00:43:57,836 of someone's performance onto a CG creature, 1065 00:43:57,936 --> 00:44:00,906 and it was so complex and so layered. 1066 00:44:01,006 --> 00:44:02,507 You've got all these tentacles 1067 00:44:02,708 --> 00:44:03,742 trying to get them to operate 1068 00:44:03,842 --> 00:44:06,912 like they really would is a major challenge. 1069 00:44:07,012 --> 00:44:08,179 Because in the computer 1070 00:44:08,279 --> 00:44:09,948 although you've got the shape of the tentacles 1071 00:44:10,048 --> 00:44:11,850 if they are going in different directions 1072 00:44:11,950 --> 00:44:13,885 they'll just penetrate right through each other. 1073 00:44:13,985 --> 00:44:15,854 The idea that they would hit and react 1074 00:44:15,954 --> 00:44:18,824 is just not in the computer, it has to be worked out. 1075 00:44:18,924 --> 00:44:20,458 And it takes a lot of calculations 1076 00:44:20,558 --> 00:44:22,861 to make something like that work. 1077 00:44:22,961 --> 00:44:25,831 It was just so incredibly detailed 1078 00:44:25,931 --> 00:44:27,999 and the work that the model builders 1079 00:44:28,099 --> 00:44:29,134 and the texture painters 1080 00:44:29,234 --> 00:44:31,002 and all the guys that contributed 1081 00:44:31,102 --> 00:44:33,238 to that show in all the different ways 1082 00:44:33,338 --> 00:44:36,507 just bringing this immensely complicated crew 1083 00:44:36,607 --> 00:44:38,777 and ship to life. 1084 00:44:38,877 --> 00:44:41,079 Technology changes very quickly 1085 00:44:41,179 --> 00:44:42,280 and gets better and better 1086 00:44:42,380 --> 00:44:43,749 so it gives the artists at ILM 1087 00:44:43,815 --> 00:44:45,250 and their supervisors more fun to play with 1088 00:44:45,350 --> 00:44:46,752 more things to play with more toys, 1089 00:44:46,818 --> 00:44:48,386 and it pushes the limits 1090 00:44:48,486 --> 00:44:50,255 which is exactly what we want to do. 1091 00:44:51,857 --> 00:44:53,892 We thrive on developing new techniques 1092 00:44:53,992 --> 00:44:56,762 to achieve something that's never been done before, 1093 00:44:56,828 --> 00:44:58,764 so imagination is unencumbered. 1094 00:45:01,332 --> 00:45:04,035 Inspired by the original 1953 version 1095 00:45:04,135 --> 00:45:05,771 of "War of The Worlds" 1096 00:45:05,837 --> 00:45:07,505 Steven Spielberg teamed with ILM 1097 00:45:07,773 --> 00:45:09,474 once again to push visual storytelling 1098 00:45:09,574 --> 00:45:11,376 to a whole new level. 1099 00:45:13,945 --> 00:45:14,913 Well I had this crazy idea one day 1100 00:45:15,013 --> 00:45:16,915 when I was doing my storyboards. 1101 00:45:17,015 --> 00:45:18,549 I had sketched out a three minute dialogue scene 1102 00:45:18,649 --> 00:45:20,919 between the two kids and tom cruise in the car 1103 00:45:21,019 --> 00:45:23,254 after they escape new jersey. 1104 00:45:23,354 --> 00:45:25,190 I began sketching it in cuts 1105 00:45:25,290 --> 00:45:28,226 you know in close ups, profiles, 1106 00:45:28,326 --> 00:45:30,095 and over the shoulder shots. 1107 00:45:30,195 --> 00:45:31,262 And then threw all that stuff out 1108 00:45:31,362 --> 00:45:32,563 because it wasn't exciting enough. 1109 00:45:32,663 --> 00:45:33,865 And I thought, 1110 00:45:33,965 --> 00:45:35,100 there's got to be a way to do this, 1111 00:45:35,200 --> 00:45:37,135 what if I did this all in one shot? 1112 00:45:37,235 --> 00:45:38,970 And then I had some of the pre-vis guys come in 1113 00:45:39,070 --> 00:45:42,040 and I pre-vised the entire scene with the moving camera, 1114 00:45:42,140 --> 00:45:43,809 that actually went through the car at one point, 1115 00:45:43,875 --> 00:45:45,076 when through the back window at another point, 1116 00:45:45,176 --> 00:45:46,344 went out into the middle of the turnpike 1117 00:45:46,444 --> 00:45:48,579 to make room for cars that are passing, 1118 00:45:48,679 --> 00:45:50,415 then went back into the window again. 1119 00:45:50,515 --> 00:45:52,183 It was an impossible dream 1120 00:45:52,283 --> 00:45:53,584 and I knew it was not achievable 1121 00:45:53,684 --> 00:45:55,954 cause I didn't quite know how to blend it, 1122 00:45:56,054 --> 00:45:57,823 where are the blend lines going to be? 1123 00:45:57,889 --> 00:46:00,826 How do we glue these disparate pieces together 1124 00:46:00,892 --> 00:46:02,828 to make it seem like it's one shot. 1125 00:46:02,894 --> 00:46:05,063 So when I showed Dennis Muren the pre-vis, 1126 00:46:05,163 --> 00:46:06,932 Dennis said, right away this time 1127 00:46:07,032 --> 00:46:08,299 he didn't even have to think about it, 1128 00:46:08,399 --> 00:46:10,101 he said, "You could do it in two shots." 1129 00:46:10,201 --> 00:46:11,837 I said, "Where's the break?" 1130 00:46:11,903 --> 00:46:13,304 he said, "When you come back in through the car 1131 00:46:13,404 --> 00:46:14,505 through the back of the car." 1132 00:46:14,605 --> 00:46:15,907 and then when you're pulling back out 1133 00:46:16,007 --> 00:46:17,642 to the high crane shot at the end 1134 00:46:17,742 --> 00:46:20,078 as the car moves off into the vanishing point. 1135 00:46:20,178 --> 00:46:23,214 So, Dennis thought that was going to be no problem. 1136 00:46:31,122 --> 00:46:32,223 I don't think there's much clue 1137 00:46:32,323 --> 00:46:33,859 that you're seeing an effect in those scenes 1138 00:46:33,959 --> 00:46:35,093 because there are no camera cuts 1139 00:46:35,193 --> 00:46:37,528 it's done much more like documentary style, 1140 00:46:37,628 --> 00:46:39,030 and that's got a really great 1141 00:46:39,130 --> 00:46:41,132 sense of surprise when that happens. 1142 00:46:41,232 --> 00:46:43,168 It's much more realistic and immediate, 1143 00:46:43,268 --> 00:46:46,204 and that's hard to do with any kind of effect. 1144 00:47:08,960 --> 00:47:11,529 Every little thing as a collection 1145 00:47:11,629 --> 00:47:12,898 of what we do in the history 1146 00:47:12,998 --> 00:47:14,732 of all the films that we've done kind of goes 1147 00:47:14,900 --> 00:47:16,601 into every movie we're doing right now. 1148 00:47:19,604 --> 00:47:23,041 "Transformers" represents a colossal collection 1149 00:47:23,141 --> 00:47:24,509 of all these different stair steps 1150 00:47:24,609 --> 00:47:26,177 of ideas on the way. 1151 00:47:26,277 --> 00:47:28,379 By this point in time in computer graphics, 1152 00:47:28,479 --> 00:47:31,082 we have learned how to do hard shiny objects. 1153 00:47:31,182 --> 00:47:32,717 Yes. 1154 00:47:32,817 --> 00:47:35,453 But have we really conquered how they are lit. 1155 00:47:35,553 --> 00:47:36,922 Have we really conquered 1156 00:47:36,988 --> 00:47:38,924 a more realistic style of animation, 1157 00:47:39,024 --> 00:47:40,926 or a cooler style lets say. 1158 00:47:40,992 --> 00:47:42,928 No. 1159 00:47:42,994 --> 00:47:45,563 We're constantly re-assessing what can we do better? 1160 00:47:49,234 --> 00:47:51,937 Then we start designing the robots. 1161 00:47:52,003 --> 00:47:54,105 I think initially a lot of the robots were made 1162 00:47:54,205 --> 00:47:56,374 out of all these questionable material 1163 00:47:56,474 --> 00:47:58,776 that looked very CG-ish. 1164 00:47:58,944 --> 00:48:00,745 And we actually started building a couple robots 1165 00:48:00,845 --> 00:48:03,281 out of these bony fragments that look like, 1166 00:48:03,381 --> 00:48:06,084 you know what is alien space stuff, 1167 00:48:06,184 --> 00:48:07,185 we don't know what it is. 1168 00:48:07,285 --> 00:48:08,419 Michael Bay, our director, 1169 00:48:08,519 --> 00:48:10,521 and myself kept going back and forth on this-- 1170 00:48:10,621 --> 00:48:12,090 you know what, this is not working. 1171 00:48:12,190 --> 00:48:13,191 Let's just go to car parts 1172 00:48:13,291 --> 00:48:17,462 and just start drawing from real world 1173 00:48:17,562 --> 00:48:19,464 because you and I go to the movie 1174 00:48:19,564 --> 00:48:21,366 and if we something we don't quite understand 1175 00:48:21,466 --> 00:48:22,567 it looks fake. 1176 00:48:22,667 --> 00:48:24,402 If you want it to look photo real, 1177 00:48:24,502 --> 00:48:25,636 well what does that mean? 1178 00:48:25,736 --> 00:48:28,706 It's go to look like people made it. 1179 00:48:28,974 --> 00:48:30,375 And so that's why we gravitated 1180 00:48:30,475 --> 00:48:32,377 all toward these designs 1181 00:48:32,477 --> 00:48:35,646 that were more or less things that we know. 1182 00:48:35,746 --> 00:48:37,382 I think the transformation scenes 1183 00:48:37,482 --> 00:48:39,150 from the first movie you know, 1184 00:48:39,250 --> 00:48:41,252 were something that people had never seen before. 1185 00:48:41,352 --> 00:48:43,588 There were about 10,000 moving parts. 1186 00:48:51,362 --> 00:48:53,231 And all those pieces have to move and articulate 1187 00:48:53,331 --> 00:48:54,799 with one another. 1188 00:48:54,899 --> 00:48:56,501 Technology wise that stuff didn't exist before, 1189 00:48:56,601 --> 00:48:59,004 so again it puts ILM on the leading edge 1190 00:48:59,070 --> 00:49:00,505 of technology breakthrough. 1191 00:49:06,377 --> 00:49:07,378 On "Iron Man" we drew a lot 1192 00:49:07,478 --> 00:49:09,547 from what they learned on "Transformers". 1193 00:49:09,647 --> 00:49:12,017 Um and that made me extremely comfortable 1194 00:49:12,083 --> 00:49:13,884 with how ambitious to get with "Iron Man", 1195 00:49:14,019 --> 00:49:17,522 because I 've always been a bit of a skeptic about CGI. 1196 00:49:17,622 --> 00:49:20,258 I think primarily because it hasn't been done right 1197 00:49:20,358 --> 00:49:22,327 in many cases. 1198 00:49:22,427 --> 00:49:24,262 A challenge was I think initially 1199 00:49:24,362 --> 00:49:25,796 to impress him with the idea 1200 00:49:25,896 --> 00:49:27,798 that we could make the Iron Man suit 1201 00:49:27,898 --> 00:49:30,035 look pretty seamless and realistic. 1202 00:49:31,202 --> 00:49:33,104 I love this suit!! 1203 00:49:34,939 --> 00:49:37,175 The other issue was that there were some 1204 00:49:37,275 --> 00:49:38,543 very beautiful practical suits 1205 00:49:38,643 --> 00:49:41,879 created by what was then known as Stan Winston studios. 1206 00:49:42,047 --> 00:49:45,183 Robert, he was finding the suit very uncomfortable to wear, 1207 00:49:45,283 --> 00:49:47,818 and so we would usually pull one or two pieces off 1208 00:49:47,918 --> 00:49:50,588 just so that he had more freedom with his are movements. 1209 00:49:50,688 --> 00:49:52,857 It was clearly still constricting 1210 00:49:52,957 --> 00:49:54,525 so we pulled more and more pieces off. 1211 00:49:54,625 --> 00:49:57,295 So in the end I said, "look, let's pull it all off. 1212 00:49:57,395 --> 00:49:59,530 I'm confident based on what we've done 1213 00:49:59,630 --> 00:50:01,866 we can replace the whole thing." 1214 00:50:01,966 --> 00:50:03,601 and so we did, we pulled it all off 1215 00:50:03,701 --> 00:50:06,404 and I was putting the markers on Robert 1216 00:50:06,504 --> 00:50:07,705 he was like, "I love you." 1217 00:50:07,805 --> 00:50:11,442 because he was so happy that he could now act and emote, 1218 00:50:11,542 --> 00:50:14,145 and we would just add it all digitally later. 1219 00:50:14,245 --> 00:50:16,181 At one point in the process 1220 00:50:16,281 --> 00:50:18,716 I was giving notes on a shot, 1221 00:50:18,816 --> 00:50:21,719 saying how I didn't believe a certain reflection, 1222 00:50:21,819 --> 00:50:22,753 it looked fake to me. 1223 00:50:22,853 --> 00:50:25,056 And that's when Ben Snow, 1224 00:50:25,156 --> 00:50:28,359 who was the ILM supervisor said, 1225 00:50:28,459 --> 00:50:32,063 "That's the real suit." 1226 00:50:32,163 --> 00:50:34,232 so I was giving notes on the real suit 1227 00:50:34,332 --> 00:50:35,900 thinking it was the CGI suit. 1228 00:50:36,000 --> 00:50:38,736 And that's when I knew that it crossed that line. 1229 00:50:38,836 --> 00:50:39,837 And from that moment on 1230 00:50:39,937 --> 00:50:41,806 I realized that technology was a good one 1231 00:50:41,906 --> 00:50:43,074 it had passed the point 1232 00:50:43,174 --> 00:50:44,509 where I could tell the difference. 1233 00:50:44,609 --> 00:50:47,078 And then it became about how best to design the shots 1234 00:50:47,178 --> 00:50:49,380 to make full use of what it could do well, 1235 00:50:49,480 --> 00:50:52,517 and not to ask of those shots or that technology 1236 00:50:52,617 --> 00:50:53,951 what it wasn't good at. 1237 00:50:54,051 --> 00:50:56,754 So I think a lot of times now when you see bad CGI 1238 00:50:56,854 --> 00:50:59,957 it's because of poor planning on behalf of the filmmaker 1239 00:51:00,057 --> 00:51:02,660 as opposed to the artists that are working on it. 1240 00:51:02,760 --> 00:51:05,130 And it's a big-- that's a big leap, 1241 00:51:05,196 --> 00:51:06,464 that's a big change, 1242 00:51:06,564 --> 00:51:08,699 and so now I think it's incumbent upon the filmmakers 1243 00:51:08,799 --> 00:51:10,468 to learn more about CGI 1244 00:51:10,568 --> 00:51:11,636 because it's a tool that's here to stay. 1245 00:51:17,208 --> 00:51:20,745 The suit is the star you know of the "Iron Man" movies. 1246 00:51:20,845 --> 00:51:22,513 You watch that suit do stuff 1247 00:51:22,613 --> 00:51:24,182 that's what we go there for. 1248 00:51:24,282 --> 00:51:26,884 When the screws come out, the boots come on, 1249 00:51:26,984 --> 00:51:29,420 the tu-tu-tu-- things come on his arms. 1250 00:51:29,520 --> 00:51:32,190 You really wish you had one of those things 1251 00:51:32,290 --> 00:51:35,760 and the ability to make you want to be 1252 00:51:35,860 --> 00:51:38,196 that particular character is the dream 1253 00:51:38,296 --> 00:51:40,665 of, I'm sure all the guys 1254 00:51:40,765 --> 00:51:42,367 that are working in those particular places 1255 00:51:42,467 --> 00:51:44,302 that sit there and go, ah that would be so cool, 1256 00:51:44,402 --> 00:51:45,503 what if the suit did this. 1257 00:51:45,603 --> 00:51:47,605 And they make us want to be those characters 1258 00:51:47,705 --> 00:51:49,240 the make us want to see that stuff happen. 1259 00:51:50,541 --> 00:51:53,211 In 2009 director J.J. Abrams 1260 00:51:53,311 --> 00:51:55,513 reinvigorated the original "Star Trek" universe 1261 00:51:55,613 --> 00:51:57,648 through the help of ILM's illusionists. 1262 00:51:57,748 --> 00:51:58,949 The first challenge 1263 00:51:59,049 --> 00:52:01,719 being a new design for the starship enterprise. 1264 00:52:01,819 --> 00:52:03,288 The thing about the enterprise was 1265 00:52:03,388 --> 00:52:05,290 you can't really play with it too much 1266 00:52:05,390 --> 00:52:06,591 because it's so iconic. 1267 00:52:06,691 --> 00:52:10,027 I just knew we were dealing with those very vocal fans 1268 00:52:10,195 --> 00:52:12,497 who were going to be pissed off no matter what we did. 1269 00:52:12,597 --> 00:52:15,032 So I thought, let's just update a little bit 1270 00:52:15,200 --> 00:52:17,435 but let's maintain it's essential silhouette. 1271 00:52:19,537 --> 00:52:20,838 There's certain level of pressure involved in that too 1272 00:52:20,938 --> 00:52:22,740 because I remember when we did the new enterprise 1273 00:52:22,840 --> 00:52:24,542 for the J.J Abrams "Star Trek", 1274 00:52:24,642 --> 00:52:26,977 and the first image that was revealed to the public, 1275 00:52:27,077 --> 00:52:28,213 it sounded like they were going to kill us 1276 00:52:28,279 --> 00:52:29,514 if they could find us. 1277 00:52:29,614 --> 00:52:31,282 And we were talking about an artist relocation program 1278 00:52:31,382 --> 00:52:32,583 because we're like, "Oh my god" you know. 1279 00:52:32,683 --> 00:52:34,519 They got so upset, 1280 00:52:34,619 --> 00:52:37,255 and then it came out and they loved it. 1281 00:52:37,355 --> 00:52:38,989 You know the amazing thing is ILM 1282 00:52:39,089 --> 00:52:41,359 took these designs that were done 1283 00:52:41,459 --> 00:52:43,561 and it made this thing live and breathe. 1284 00:52:43,661 --> 00:52:45,730 It brought this ship to life. 1285 00:52:45,830 --> 00:52:49,300 "Star Wars" made it impossible to do anything new. 1286 00:52:50,368 --> 00:52:53,238 There's not a weather system, a terrain, 1287 00:52:53,338 --> 00:52:54,972 an environment, a character color, 1288 00:52:55,072 --> 00:52:56,307 a number of arms or legs. 1289 00:52:56,407 --> 00:52:57,642 There's nothing-- 1290 00:52:57,742 --> 00:52:58,976 I mean he did everything 1291 00:52:59,076 --> 00:53:02,913 like in the last three films probably exponentially more 1292 00:53:03,013 --> 00:53:06,384 than you know all science fiction films put together. 1293 00:53:06,484 --> 00:53:07,385 And every once in awhile 1294 00:53:07,485 --> 00:53:08,519 someone would whisper you know 1295 00:53:08,619 --> 00:53:09,987 remember, "Star Trek" came before "Star Wars". 1296 00:53:10,087 --> 00:53:12,423 And I was like yea yea it doesn't help me 1297 00:53:12,523 --> 00:53:13,491 cause George had out done it. 1298 00:53:15,560 --> 00:53:18,028 ILM made the most of practical and visual effects magic 1299 00:53:18,128 --> 00:53:20,030 by shooting two very different worlds 1300 00:53:20,130 --> 00:53:22,600 side by side just 30 feet apart 1301 00:53:22,700 --> 00:53:24,835 in the parking lot of Dodger Stadium. 1302 00:53:24,935 --> 00:53:27,605 Creating kirk stranded on the icy Delta Vega Planet 1303 00:53:27,705 --> 00:53:28,839 was done on a partial set 1304 00:53:28,939 --> 00:53:30,808 under the balmy skies of Los Angeles. 1305 00:53:34,645 --> 00:53:35,713 It was a really fun magic trick 1306 00:53:35,813 --> 00:53:37,382 to get to kind of shoot those things so closely, 1307 00:53:37,482 --> 00:53:40,618 and yet have them seem so worlds apart. 1308 00:53:40,718 --> 00:53:41,786 There's a step with lighting 1309 00:53:41,886 --> 00:53:45,022 and rendering that is just unnervingly magical 1310 00:53:45,122 --> 00:53:46,657 that when you get you're like, "huh!" 1311 00:53:46,757 --> 00:53:49,093 You can work on a shot for months. 1312 00:53:49,193 --> 00:53:51,296 You go and watch one of the movies you've worked on, 1313 00:53:51,362 --> 00:53:53,298 and you see the audience react 1314 00:53:53,398 --> 00:53:55,833 to something, you go, "Wow that's awesome." 1315 00:53:55,933 --> 00:53:59,304 so, it's very fulfilling from that aspect. 1316 00:53:59,370 --> 00:54:00,905 It just requires an incredible organizational 1317 00:54:01,005 --> 00:54:02,407 and artistic endeavor, 1318 00:54:02,507 --> 00:54:04,909 and I think that the fact that it works as well as it does 1319 00:54:05,009 --> 00:54:07,345 is a testament to how ILM is built, 1320 00:54:07,445 --> 00:54:08,479 and the kind of people that work there. 1321 00:54:08,579 --> 00:54:11,582 It's an amazing team, a huge amazing team. 1322 00:54:15,453 --> 00:54:17,988 In 2005 ILM moved from Marin county 1323 00:54:18,088 --> 00:54:19,424 across The Golden Gate Bridge 1324 00:54:19,524 --> 00:54:22,893 to a 23-acre complex at the historic Presidio. 1325 00:54:26,163 --> 00:54:28,833 Within this house that "Star Wars" built, 1326 00:54:28,933 --> 00:54:30,801 ILM's team of visual effects wizards 1327 00:54:30,901 --> 00:54:32,537 continue to push the envelope. 1328 00:54:34,739 --> 00:54:36,574 From their humble beginnings in a Van Nuys warehouse 1329 00:54:36,674 --> 00:54:38,376 to a state of the art facility. 1330 00:54:38,476 --> 00:54:40,010 They've single handedly transformed 1331 00:54:40,110 --> 00:54:43,013 the photo chemical days of old into a new digital era 1332 00:54:43,113 --> 00:54:45,850 changing the industry one film at a time. 1333 00:54:45,950 --> 00:54:47,952 Over the last 35 years 1334 00:54:48,052 --> 00:54:50,355 ILM has created visual effects 1335 00:54:50,421 --> 00:54:52,723 in nearly 300 movies. 1336 00:54:52,823 --> 00:54:53,758 Their innovations and artistry 1337 00:54:53,858 --> 00:54:54,859 has been recognized 1338 00:54:54,959 --> 00:54:58,095 with 15 visual effects academy awards, 1339 00:54:58,195 --> 00:55:00,064 23 additional nominations, 1340 00:55:00,164 --> 00:55:02,533 and awarded the National Medal of Technology. 1341 00:55:03,468 --> 00:55:04,702 In dark theaters everywhere 1342 00:55:04,802 --> 00:55:06,471 they transport us to other worlds 1343 00:55:06,571 --> 00:55:07,838 with their cinema magic 1344 00:55:07,938 --> 00:55:10,708 always inspired to create the impossible. 1345 00:55:11,942 --> 00:55:14,745 I think ILM's greatest challenge 1346 00:55:14,845 --> 00:55:16,881 is, in a way, their own reputation. 1347 00:55:16,981 --> 00:55:18,616 You know continuing to grow, 1348 00:55:18,716 --> 00:55:21,886 and expand and live up to the standards they've set. 1349 00:55:21,986 --> 00:55:24,154 This work is very complicated 1350 00:55:24,254 --> 00:55:25,956 and it's very labor intensive, 1351 00:55:26,056 --> 00:55:28,726 but it's, to some extent become commoditized 1352 00:55:28,826 --> 00:55:31,962 and the expectation is that the more of this we're doing 1353 00:55:32,062 --> 00:55:33,898 we should be getting cheaper, cheaper, cheaper. 1354 00:55:33,998 --> 00:55:37,602 The competition from overseas especially has been really hard 1355 00:55:37,702 --> 00:55:39,504 when the salaries are so much less than here 1356 00:55:39,604 --> 00:55:41,105 so how do we work faster and better 1357 00:55:41,205 --> 00:55:42,607 and still keep the quality of it? 1358 00:55:42,707 --> 00:55:43,841 And we've had a lot of people 1359 00:55:43,941 --> 00:55:46,210 who have gone through ILM set up other companies 1360 00:55:46,310 --> 00:55:48,813 around that are doing great work also 1361 00:55:48,913 --> 00:55:50,948 and we need to try to keep on top of it 1362 00:55:51,048 --> 00:55:52,783 to come up with the next thing 1363 00:55:52,883 --> 00:55:55,853 that's better than what someone else is doing. 1364 00:55:55,953 --> 00:55:59,757 ILM's body of work is something to be extremely proud of. 1365 00:55:59,857 --> 00:56:01,859 I mean you go back and look at all the things 1366 00:56:01,959 --> 00:56:03,260 that ILM has done. 1367 00:56:03,428 --> 00:56:07,164 It's the history of movies at the last part 1368 00:56:07,264 --> 00:56:10,067 of 20th century and into the 21st century. 1369 00:56:13,203 --> 00:56:15,272 Lightning just keeps striking at ILM. 1370 00:56:15,440 --> 00:56:16,707 That's the remarkable thing about ILM. 1371 00:56:16,807 --> 00:56:18,543 It's not like they had their moment 1372 00:56:18,643 --> 00:56:20,845 and it's moved on, 1373 00:56:20,945 --> 00:56:22,547 they find ways to reinvigorate 1374 00:56:22,647 --> 00:56:24,782 the facility, by breaking new ground. 1375 00:56:26,517 --> 00:56:27,452 I think ILM's biggest accomplishment 1376 00:56:27,518 --> 00:56:29,219 isn't any one show 1377 00:56:29,319 --> 00:56:31,822 it's that they've managed to realize the dream 1378 00:56:31,922 --> 00:56:33,624 that any filmmaker would have, 1379 00:56:33,724 --> 00:56:35,726 which is the ability to do anything. 1380 00:56:37,862 --> 00:56:41,165 The ability to continue to make us believe 1381 00:56:41,265 --> 00:56:44,769 what we see is the true genius 1382 00:56:44,869 --> 00:56:47,204 of what these guys do. 1383 00:56:47,304 --> 00:56:50,007 George made his company available to every studio, 1384 00:56:50,107 --> 00:56:51,742 and to every filmmaker. 1385 00:56:51,842 --> 00:56:54,311 And in a sense it was the first time 1386 00:56:54,479 --> 00:56:55,279 that had ever happened before. 1387 00:56:55,379 --> 00:56:58,315 Where a company was formed for all us 1388 00:56:58,483 --> 00:57:02,152 to be able to achieve our our impossible dreams. 1389 00:57:02,252 --> 00:57:03,921 And George made that possible for all of us. 101303

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