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I'm Joe Walker, and welcome to my Arrakis-based cutting room
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to have a look at the "Dune 2" timeline.
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So what I've got in front of me,
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what I thought I'd show you is
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a very early version of a scene.
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The scene is one in which Rabban
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detonates out of anger, really.
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A mountain on Arrakis in search of Muad'Dib lands,
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and then is totally outmaneuvered by a Fremen army
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led by Paul Atreides, played by Timothée Chalamet.
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So this is a really early version.
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This is the first assembly.
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By this stage, it would have been shot in Hungary
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a couple of months before this particular cut.
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And it shows you the kind of nonsense
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that's going on in my timeline here.
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Basically, if I point to things here,
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you'll see that's a masking layer.
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Without that, I've got time codes and vision here,
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which helps me sometimes.
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The film was shot in two formats.
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It was shot 4:3, IMAX.
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And sometimes,
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an A65 camera, which gives you a 6K 2:39 image.
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It's really to do with the fact that sometimes
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it's impossible to get height in a 2:39 image if you don't,
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you have to kind of go the other way round.
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So basically, we're taking a 4:3 image like that,
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and cropping off the top and bottom to make a 2:39 image.
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But in the case of the A65 footage,
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we're creating an IMAX in the center and adding sides,
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if that makes sense.
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So our timeline had to be adapted to,
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we had a kind of unique setup that allowed us
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to carry high quality images that we could zoom into later
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if we needed to and play around.
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Although really, when you see the final result,
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Greig Fraser's grading is a really great place to start
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when you're assembling.
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Anyway, I'll talk less and show you some stuff.
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So when I'm looking at building a sequence,
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which is gonna end up as a VFX shot,
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in the case of this, the ornithopters started life
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as a proxy camera.
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And I'm really throwing into the timeline
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all manner of things like the storyboards,
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which you see on the left hand side there.
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This is a guide and this was one particular shot
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that I think we ended up changing.
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I was trying to kind of find a shot
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that identified the mountain.
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I had a very good reveal of a mountain,
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but also a very good sweep round.
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So we ended up combining the two.
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So you can see how crudely I do this.
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I just do a garbage matte,
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as one of my assistants used to call it.
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And then I hand it to my VFX editor,
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in this case, Eddy Garcia,
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who do a lovely job of trying to stitch it together.
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Here I'm showing on screen the storyboards on the left,
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aerial cameras, which have multiple cameras
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pointed out of a helicopter, and then the proxy.
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So the ornithopter, which is,
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they did build real ornithopters,
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but they couldn't fly them.
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So when we're flying,
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we always have a real world component
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to base the VFX image on.
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This is Denis Villeneuve's approach generally,
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which is to try and film as much as possible for real.
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And if you can't shoot it for real,
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then you can land a helicopter
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and use the dust lifting up off the floor, for example.
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So sometimes the timeline becomes a bit of a,
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I get used to it and I have to remember
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when I'm showing people unfamiliar with it,
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that it's all gonna end up fine one day.
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It's really a repository for little items
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that are gonna be figured out later.
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For example, this indicates in storytelling terms
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that there's, the vehicle does some special thing.
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Let's have a look at the storyboards indicate
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that there's a number of ornithopters are gonna leave
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and detonate the mountain.
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Side shot, another shot.
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So here is quite a complicated shot
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because it goes from storyboards
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with a kind of plate that was shot for use later.
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And we just kind of like blur blend into a real shot here.
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So it's hard to describe,
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but basically I'm putting all stages.
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If I haven't got a shot at this point,
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I still need to time the shot.
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Otherwise I'll say it's too short or too long
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and waste a lot of money in VFX department.
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Here's a really good example.
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The plate at the bottom, if I play that.
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(engine roaring)
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It's just a kind of dust plate.
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And then there's a little plate
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that shows the Harkonnens emerging.
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You can see in the center of frame.
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That was a plate for the Harkonnens moving.
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And then this is how bad it gets.
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And it's a bit laughable.
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I can't believe Denny hasn't fired me.
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(engine roaring)
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So that's what I'd hand Eddy, my VFX editor,
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and he would work up a temp.
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(engine roaring)
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(engine roaring)
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So he's combined three plates
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and done actually a really nice job.
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But that's nowhere near the finished VFX shot.
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It's just a guide that I give for timing.
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How slowly do I think the thing should move?
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At what point should the Harkonnens appear?
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And you know, kind of,
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I get it into the range
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and then people far more talented than me
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make it look spectacular.
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So that's a kind of rough idea.
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The shots here have got a little bit of fire
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added to them, for example.
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There's a little bit of work on the plates here.
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Eddy's added a little
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destination on that shot
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so that we could play with the timing.
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It's also a very good guide for the sound department.
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And talking about sound,
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what we're looking at here in the timeline
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are the dialogue tracks, colored yellow in this case.
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For convenience sake, I've just divided things up
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into dialogue here, tracks one to six.
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And then the rest is all sound effects.
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We do a huge amount of work.
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This is, don't forget, this is a very early cut.
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So even when we're assembling,
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I'm adding as much sound as I can.
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For example, I've got footsteps here that I've laid.
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(footsteps crunching)
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And I've added a few other things.
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There's a couple of
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(wind)
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wind tracks,
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quiet rooms, subsonics,
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just a low, it's hard to hear,
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but it's a low threatening sound.
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And here,
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a wind track.
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This one's probably taken from Dune One as a guide.
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Then the dialogue.
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(breathing heavily)
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Mostly breaths.
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I use key frames.
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I'm really keen on key frames.
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I spend forever on it.
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These key frames are my,
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if I'm looking at an edit,
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I'll tend to expand the track.
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Have a look at it.
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That's a guide, gives me an idea of where the breaths are.
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(breathing heavily)
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It makes it really easy if you wanna kind of cut.
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You didn't like that breath
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and you wanna use another one.
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Let's roll it.
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(breathing heavily)
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So I'm just in roughly the same place.
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I put a lower pitch one.
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(breathing heavily)
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That sounded just the same.
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I might put that back.
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So you've got your dialogue tracks.
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There'll be sound effects, footsteps.
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Sometimes I do really stupid things
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like put sound effects slightly out of sync
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by two or three frames.
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And it's a poor man's delay.
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Just feels nice in the desert.
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(breathing heavily)
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Let's get rid of the dialogue there
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and play the footsteps.
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You can hear that short delay.
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I just, I like it.
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It drives everybody in sound department nuts
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that I do all this stuff.
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A little bit of sound here for the pistol.
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(gun firing)
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It's a flesh hit.
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(gun firing)
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Body, I love body falls.
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There's nothing more exciting to me than a body fall.
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They're very standard sound effects.
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And of course I wouldn't ever insist
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that a sound department uses them.
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They've got much better recordings of their own.
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That's something that everybody's heard
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a thousand times probably.
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But it's, I need to kind of map out the rhythm of things
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and it helps me kind of find the rhythm of a scene
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to fill it up with sound.
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And I'm blessed with good assistant like Chris Voutsinas.
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He helps me do that.
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I mean, it tends to work though.
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As I progress the cart,
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I will hack things around a little bit
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in the interest of time.
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And Chris comes back and scoops up and tidies the sound up.
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So that's basically what we're talking about.
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It's, let's have a little look
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at what part of the sequence looks like.
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(clicking)
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(engine revving)
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(heavy breathing)
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(heavy breathing)
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- Muad'Dib!
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Show yourself!
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(gun firing)
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(heavy breathing)
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(screaming)
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(glass breaking)
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- You get the idea.
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I'm trying to make it as rhythmic as possible
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because I love when you give sound effects a chance
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to tell the story and not to make Hans Zimmer
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do all the kind of legwork really.
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I love it when the music gives you something
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that you can feel rather than necessarily,
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doing all the kind of hard work of creating tension
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and things like that.
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I think there's tremendous tension in silence
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and the timeline hopefully reflects that.
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So if we want to have a look at a later version,
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we're talking about 19th fine cut.
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When I look at the bins here, here's the difference.
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This was January 27th, 2023.
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And this is nine months later, more or less.
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Although the cut for this, I would say,
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is one of the cuts that changed the least.
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Now you can see it's gone a long way.
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All of this amazing explosion stuff
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has come from the VFX department.
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So looking at my timeline now,
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I'm looking at what you see there
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is a mask layer on the top on V11, V10.
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It's kind of a confidence check.
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This isn't the final graded image,
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but as part of the process with the DI,
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when they've graded, we get a comp check.
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So we're able to just make sure that each shot is matching.
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Sometimes there's little conform errors.
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We can look at the original and we can compare it to
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the latest version and just say that,
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yeah, it's completely in sync.
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There's nothing missing.
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It's got the latest VFX version.
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I keep, because we are always capable of reworking a shot
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at any stage, obviously I keep a lot of stuff still going.
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That's something that was back in January,
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is still there in October.
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It's just a resource if I need to kind of get in there
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and restitch a cut.
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The dialogue is all still there.
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It got enhanced a little bit with various crash mixes
267
00:14:10,020 --> 00:14:13,060
from the sound department that got brought
268
00:14:13,060 --> 00:14:14,200
into the timeline.
269
00:14:14,200 --> 00:14:16,620
So the dialogues expanded a little bit.
270
00:14:16,620 --> 00:14:20,780
This, for example, is a dialogue stem.
271
00:14:27,100 --> 00:14:32,020
So that's a feed from a temp mix, I think.
272
00:14:32,020 --> 00:14:34,820
It's not the finished sound, but it's as near as damn.
273
00:14:34,820 --> 00:14:36,200
It's something that we would have done
274
00:14:36,200 --> 00:14:38,060
for a preview audience.
275
00:14:38,060 --> 00:14:41,420
And that's featuring a beautiful delay effect
276
00:14:41,420 --> 00:14:43,040
from Ron Bartlett, I think.
277
00:14:43,040 --> 00:14:47,660
I'm carrying a number of old, you know,
278
00:14:47,660 --> 00:14:52,220
bits of dialogue from pre-mixes from previous dubs
279
00:14:52,220 --> 00:14:53,500
of the preview mix.
280
00:14:53,500 --> 00:14:56,460
Sound effects I'm still carrying,
281
00:14:56,460 --> 00:14:59,060
but of course these things are all muted.
282
00:14:59,060 --> 00:15:02,260
I can unmute it and show you that the footsteps
283
00:15:02,260 --> 00:15:04,960
are still there should we ever need to go back to them.
284
00:15:04,960 --> 00:15:11,380
So I'd unmute that and it would, it still plays.
285
00:15:11,380 --> 00:15:16,420
Then further down by this stage,
286
00:15:16,420 --> 00:15:18,540
music department have come through.
287
00:15:18,540 --> 00:15:24,100
So this lowest step here, I think, is music,
288
00:15:24,100 --> 00:15:28,180
but there's no music here until quite late in the sequence.
289
00:15:28,180 --> 00:15:31,340
Not even short story.
290
00:15:31,340 --> 00:15:33,180
Yeah, there is a little music in here.
291
00:15:33,180 --> 00:15:42,540
And above these muted tracks are kind of older versions
292
00:15:42,540 --> 00:15:47,540
of the temps that I would have got from Clint Bennett,
293
00:15:47,540 --> 00:15:49,400
my music editor.
294
00:15:49,400 --> 00:15:54,400
So this is kind of carrying a lot of older versions of things
295
00:15:54,400 --> 00:15:57,340
because at any moment, even on the dub stage,
296
00:15:57,340 --> 00:16:00,520
me and Denis would probably go in there and fix something
297
00:16:00,520 --> 00:16:02,340
if the sound isn't working right.
298
00:16:02,340 --> 00:16:05,240
And one of the things that we've tried to do
299
00:16:05,240 --> 00:16:10,240
is give sound a really decent kind of roadmap in the Avid.
300
00:16:10,240 --> 00:16:17,000
So that Richard King and his team of sound editors
301
00:16:18,480 --> 00:16:22,780
can really work with a roadmap that we know to work,
302
00:16:22,780 --> 00:16:24,460
that it's got the contours,
303
00:16:24,460 --> 00:16:29,340
but leave it to him to express that the best way he can
304
00:16:29,340 --> 00:16:32,920
with fresh recordings and a whole team of people
305
00:16:32,920 --> 00:16:35,380
working on sound effects properly.
306
00:16:35,380 --> 00:16:39,540
I'm actually showing you this timeline.
307
00:16:39,540 --> 00:16:42,460
This is my 19th fine cut.
308
00:16:42,460 --> 00:16:44,060
And in fact, I've got the wrong timeline.
309
00:16:44,060 --> 00:16:46,880
I will tend to kind of save a timeline
310
00:16:46,880 --> 00:16:50,100
for different stages.
311
00:16:50,100 --> 00:16:53,460
This one is appropriate for the 19th fine cut.
312
00:16:53,460 --> 00:16:54,940
I mean, it's one way of organizing.
313
00:16:54,940 --> 00:16:56,180
It's just to color things.
314
00:16:56,180 --> 00:17:00,020
If I muted a lot of these takes,
315
00:17:00,020 --> 00:17:04,900
you'd see that there's a kind of pattern to it
316
00:17:04,900 --> 00:17:08,579
that basically dialogue is yellow at the moment
317
00:17:08,579 --> 00:17:10,319
on this particular show.
318
00:17:10,319 --> 00:17:13,339
It's not consistent across everything I've done.
319
00:17:13,339 --> 00:17:15,019
I just make it up every time I start
320
00:17:15,020 --> 00:17:17,980
where sound effects are always gonna be some form
321
00:17:17,980 --> 00:17:20,700
of kind of green or greeny blue.
322
00:17:20,700 --> 00:17:22,579
Let's see what's, this lifts up.
323
00:17:22,579 --> 00:17:23,999
Yeah, light green.
324
00:17:24,000 --> 00:17:30,140
So visually, it's a complicated timeline to work with.
325
00:17:30,140 --> 00:17:33,100
And certainly colors help me.
326
00:17:33,100 --> 00:17:36,700
And labeling is super kind of,
327
00:17:36,700 --> 00:17:40,220
you have to kind of get things really well labeled
328
00:17:40,220 --> 00:17:43,120
to be able to kind of make sense of it later.
329
00:17:43,120 --> 00:17:45,520
I would also say that I don't,
330
00:17:45,520 --> 00:17:49,340
I'm not all the way specifying what tracks are.
331
00:17:49,340 --> 00:17:51,540
And of course, you're constantly updating.
332
00:17:51,540 --> 00:17:53,600
As your timeline grows,
333
00:17:53,600 --> 00:17:56,360
you're having to bust a hole in it
334
00:17:56,360 --> 00:17:57,640
and add a couple of tracks
335
00:17:57,640 --> 00:18:00,520
if you've suddenly got some stereo dialogue coming in,
336
00:18:00,520 --> 00:18:01,860
whereas before they were mono.
337
00:18:01,860 --> 00:18:05,300
So we're basically always chasing the dragon
338
00:18:05,300 --> 00:18:06,580
as far as that's concerned.
339
00:18:06,580 --> 00:18:08,020
I keep it simple.
340
00:18:08,020 --> 00:18:10,380
It's just dialogue, dialogue, dialogue, stereo,
341
00:18:10,380 --> 00:18:14,460
dialogue, stem, dialogue, stem, crowd.
342
00:18:14,460 --> 00:18:17,020
MK dialogue refers to Martin Kwok,
343
00:18:17,020 --> 00:18:20,880
who's one of our beautiful sound people
344
00:18:20,880 --> 00:18:22,820
working on dialogue over in New Zealand.
345
00:18:22,820 --> 00:18:24,900
He was sending me really early
346
00:18:24,900 --> 00:18:26,240
because we were working on things
347
00:18:26,240 --> 00:18:28,520
like the gladiatorial arena,
348
00:18:28,520 --> 00:18:31,860
almost from a week after it was shot.
349
00:18:31,860 --> 00:18:34,160
I was working in collaboration with our friends
350
00:18:34,160 --> 00:18:36,260
in New Zealand to develop the sound for that
351
00:18:36,260 --> 00:18:38,380
because it was so complicated.
352
00:18:38,380 --> 00:18:40,940
And after a while you end up saying,
353
00:18:40,940 --> 00:18:44,420
look, I've got 32 tracks of cheering, basically.
354
00:18:44,420 --> 00:18:46,740
Can I, can you chunk it down for me?
355
00:18:46,740 --> 00:18:48,980
And you carry a timeline of your own
356
00:18:48,980 --> 00:18:51,240
and give me some kind of like easier thing
357
00:18:51,240 --> 00:18:53,420
to manipulate in the timeline.
358
00:18:53,420 --> 00:18:57,800
Sound effects, I don't really break it down very much
359
00:18:57,800 --> 00:18:59,860
because everything just gets moved around.
360
00:18:59,860 --> 00:19:02,920
And ultimately this work gets forgotten,
361
00:19:02,920 --> 00:19:05,580
hopefully when better stuff turns up.
362
00:19:05,580 --> 00:19:10,460
And stems, foley stems, background sound effects stems.
363
00:19:10,460 --> 00:19:13,700
That's a very standard way of breaking things down
364
00:19:13,700 --> 00:19:16,660
from the sound team is that you get basically
365
00:19:16,660 --> 00:19:20,460
spot and hero effects as an SFX stem
366
00:19:20,460 --> 00:19:23,820
and then a stereo pair of foley only,
367
00:19:23,820 --> 00:19:25,860
and then background atmosphere.
368
00:19:25,860 --> 00:19:27,320
So wind and things like that.
369
00:19:27,320 --> 00:19:29,980
Let's just actually listen to what that sounds like.
370
00:19:29,980 --> 00:19:33,060
Let's find a gunshot, please.
371
00:19:33,060 --> 00:19:34,980
The gunshot, if my theory is correct,
372
00:19:34,980 --> 00:19:36,580
that should be a gunshot here.
373
00:19:36,580 --> 00:19:39,780
(gunshot)
374
00:19:39,780 --> 00:19:42,400
That's rather lovely.
375
00:19:42,400 --> 00:19:44,260
And then background atmospheres.
376
00:19:44,260 --> 00:19:45,700
That's gonna be very quiet,
377
00:19:45,700 --> 00:19:49,820
but it's 'cause it's meant to be a super quiet scene
378
00:19:49,820 --> 00:19:52,400
apart from when people start banging their guns.
379
00:19:52,400 --> 00:19:57,380
So then music, this is stuff that comes from,
380
00:19:57,380 --> 00:19:59,860
these muted tracks are stuff that comes from
381
00:19:59,860 --> 00:20:02,740
my music editor and I'm constantly re-editing that
382
00:20:02,740 --> 00:20:06,760
and using key frames to balance it against the dialogue
383
00:20:06,760 --> 00:20:09,220
and other things, sound effects.
384
00:20:09,220 --> 00:20:12,820
So if I lift up this particular track,
385
00:20:12,820 --> 00:20:15,020
let's solo that track, that's gonna be a
386
00:20:15,020 --> 00:20:19,240
piece of music from Clint.
387
00:20:19,240 --> 00:20:21,980
(dramatic music)
388
00:20:21,980 --> 00:20:32,180
Done a very crude key frame just to get it out
389
00:20:32,180 --> 00:20:34,740
of the way of dialogue at the time.
390
00:20:34,740 --> 00:20:38,300
If I play the whole sequence without this track,
391
00:20:38,300 --> 00:20:40,060
should make some sort of sense.
392
00:20:40,060 --> 00:20:43,860
(dramatic music)
393
00:20:43,860 --> 00:20:52,100
Well, there's a thing, we dropped the music.
394
00:20:52,100 --> 00:20:53,180
(laughs)
395
00:20:53,180 --> 00:20:56,500
So in the final version, there's no music there
396
00:20:56,500 --> 00:20:59,460
or very little, there's nothing.
397
00:20:59,460 --> 00:21:02,860
Yeah, I'm soloing the final music, crash mix
398
00:21:02,860 --> 00:21:04,400
and there's nothing there.
399
00:21:04,400 --> 00:21:16,980
It's so strange VFX, they always want to kind of
400
00:21:16,980 --> 00:21:21,700
abbreviate a scene, an RAB means something to them
401
00:21:21,700 --> 00:21:24,300
on a list, but it means almost nothing to me.
402
00:21:24,300 --> 00:21:26,780
I mean, this scene, if I was gonna categorize it
403
00:21:26,780 --> 00:21:30,320
as anything, I'd say it was scene 44.
404
00:21:30,320 --> 00:21:34,980
But they need a way of organizing the VFX shots.
405
00:21:34,980 --> 00:21:37,340
So that's what all these dots are for.
406
00:21:37,340 --> 00:21:40,940
I will occasionally drop a dot on as a way of saying,
407
00:21:40,940 --> 00:21:45,380
I would almost certainly when this gunshot happened,
408
00:21:45,380 --> 00:21:47,940
identify the frame, although it's lost now
409
00:21:47,940 --> 00:21:50,980
in the midst of time, but at one stage,
410
00:21:50,980 --> 00:21:53,940
I would have dropped a little red marker on there
411
00:21:53,940 --> 00:21:58,140
or something that is identified as my little mark
412
00:21:58,140 --> 00:22:01,260
that Eddy, my VFX editor could say, yeah,
413
00:22:01,260 --> 00:22:02,700
that's where the gunshot is gonna be
414
00:22:02,700 --> 00:22:05,880
or that's where the little laser light is gonna be.
415
00:22:05,880 --> 00:22:10,460
Let me show you the bin 'cause that is probably
416
00:22:10,460 --> 00:22:13,380
where I use markers the most.
417
00:22:13,380 --> 00:22:15,620
I mean, this is a very standard thing
418
00:22:15,620 --> 00:22:18,980
that the beginning of a take gets a marker.
419
00:22:18,980 --> 00:22:22,980
So basically action, but here I think,
420
00:22:22,980 --> 00:22:23,820
action.
421
00:22:23,820 --> 00:22:27,820
These are dailies.
422
00:22:27,820 --> 00:22:28,660
Down.
423
00:22:28,660 --> 00:22:33,300
Breathe.
424
00:22:33,300 --> 00:22:38,300
It may surprise people to hear an interior sound on this.
425
00:22:38,300 --> 00:22:41,460
This is in a special stage in Budapest.
426
00:22:41,460 --> 00:22:43,900
I'm giving away big trade secrets here,
427
00:22:43,900 --> 00:22:46,980
but this was not shot outdoors.
428
00:22:46,980 --> 00:22:50,300
It was shot in basically a huge steam bath
429
00:22:50,300 --> 00:22:51,920
in Origo Studios.
430
00:22:51,920 --> 00:22:55,620
Basically every actor on the show just got tons and tons
431
00:22:55,620 --> 00:22:59,860
of dust thrown at them on a daily basis.
432
00:22:59,860 --> 00:23:01,740
Some of the people in this film are actually
433
00:23:01,740 --> 00:23:04,140
really very attractive when you get to meet them.
434
00:23:04,140 --> 00:23:07,040
But let me show you a bin.
435
00:23:07,040 --> 00:23:13,040
That's how I'd organize a bin, hoping that you can see that.
436
00:23:13,040 --> 00:23:18,420
This shows you some early stages because I will tend
437
00:23:18,420 --> 00:23:23,420
to cut the storyboards earlier than filmmaking.
438
00:23:23,420 --> 00:23:29,840
It's just my way of getting into the process
439
00:23:29,840 --> 00:23:32,640
and trying to find a kind of rhythm to things.
440
00:23:32,640 --> 00:23:37,120
I'll start long before they shoot anything.
441
00:23:37,120 --> 00:23:39,060
So I do have a resource.
442
00:23:39,060 --> 00:23:42,160
All the storyboards are painstakingly brought
443
00:23:42,160 --> 00:23:44,520
into the Avid and I can edit them.
444
00:23:44,520 --> 00:23:46,740
You can see here, I've laid things out
445
00:23:46,740 --> 00:23:48,900
that these are all the takes.
446
00:23:48,900 --> 00:23:52,760
It's scene 44, Y indicates that it's second unit.
447
00:23:52,760 --> 00:23:58,480
This is a slate AB, take 10.
448
00:23:58,480 --> 00:24:03,480
And I'll tend to ask if there's anything selected,
449
00:24:03,480 --> 00:24:05,600
then I'll ask for an asterisk on it.
450
00:24:05,600 --> 00:24:07,660
It's a quick way of going well.
451
00:24:07,660 --> 00:24:09,440
That was your selected take.
452
00:24:09,440 --> 00:24:15,500
Although honestly, Denis does me a great favour
453
00:24:15,500 --> 00:24:16,780
of not overshooting.
454
00:24:16,780 --> 00:24:21,780
He always briefs his camera team to be like snipers.
455
00:24:21,780 --> 00:24:24,220
He doesn't like running and running and running
456
00:24:24,220 --> 00:24:26,460
and doing multiple pickups.
457
00:24:26,460 --> 00:24:29,520
He'll try and develop a really good shot.
458
00:24:29,520 --> 00:24:31,940
And so he doesn't overshoot.
459
00:24:31,940 --> 00:24:34,040
It tends to be single camera.
460
00:24:34,040 --> 00:24:37,980
In this case, this is all single camera.
461
00:24:37,980 --> 00:24:40,140
It's second unit and second unit will tend
462
00:24:40,140 --> 00:24:42,180
to kind of finesse quite complicated shots.
463
00:24:42,180 --> 00:24:45,100
So this is a higher than average amount of takes,
464
00:24:45,100 --> 00:24:46,420
take 16.
465
00:24:46,420 --> 00:24:48,700
That wouldn't be typical for the main unit
466
00:24:48,700 --> 00:24:52,580
where I'm looking at anything from three to six takes
467
00:24:52,580 --> 00:24:54,620
or maybe a few more.
468
00:24:54,620 --> 00:24:56,740
With second unit, it's quite usual for them
469
00:24:56,740 --> 00:24:58,640
to just keep finessing the smaller parts.
470
00:24:58,640 --> 00:25:02,200
They have also, although they're under a lot of pressure,
471
00:25:02,200 --> 00:25:05,480
they have slightly less time pressure than main unit.
472
00:25:05,480 --> 00:25:09,700
So this organises the shots.
473
00:25:09,700 --> 00:25:13,260
There are one, two, three, four, five, six, seven, eight,
474
00:25:13,260 --> 00:25:15,340
nine, 10 shots.
475
00:25:15,340 --> 00:25:18,300
I've got a few little extra things.
476
00:25:18,300 --> 00:25:20,760
I hide the VFX plates.
477
00:25:20,760 --> 00:25:23,920
So if you open up the bin, it says VFX paints
478
00:25:23,920 --> 00:25:26,980
and points me over here and it will show me things
479
00:25:26,980 --> 00:25:31,900
that the VFX team need like the balls and reflectors
480
00:25:31,900 --> 00:25:36,540
and material that might even be used photographically.
481
00:25:36,540 --> 00:25:40,060
So that's the inside life of a bin.
482
00:25:42,440 --> 00:25:45,480
What I'm showing you here is the timeline
483
00:25:45,480 --> 00:25:49,760
with all the storyboards that I've edited
484
00:25:49,760 --> 00:25:53,580
and I've laid music up and sorry, sound effects up
485
00:25:53,580 --> 00:25:54,740
in this case.
486
00:25:54,740 --> 00:25:57,780
I've looked, part of the attempt is to kind of hold off
487
00:25:57,780 --> 00:26:00,220
from using music as long as possible
488
00:26:00,220 --> 00:26:02,960
and see if you can find a rhythm out of the shots,
489
00:26:02,960 --> 00:26:06,880
the dialogue, the performance, the sound effects,
490
00:26:06,880 --> 00:26:09,960
all in a way are a kind of music to me.
491
00:26:11,200 --> 00:26:14,140
So let's have a look at a little section of this.
492
00:26:14,140 --> 00:26:15,940
You can probably see on this timeline
493
00:26:15,940 --> 00:26:20,060
that is just storyboards, nothing else.
494
00:26:20,060 --> 00:26:22,100
I haven't got any other material at this point.
495
00:26:22,100 --> 00:26:24,940
I've done a few picture in picture kind of,
496
00:26:24,940 --> 00:26:27,720
everybody has a different way of doing the same thing.
497
00:26:27,720 --> 00:26:31,620
Me, I like picture in picture 'cause it's really easy.
498
00:26:31,620 --> 00:26:33,540
I can show you in this case,
499
00:26:33,540 --> 00:26:35,860
I've just maybe changed the position a little bit
500
00:26:35,860 --> 00:26:38,020
of the Y-axis.
501
00:26:38,020 --> 00:26:40,140
Yeah, I lifted it up a little bit.
502
00:26:40,140 --> 00:26:45,140
That's partly in anticipation of a IMAX shot
503
00:26:45,140 --> 00:26:47,960
that has to convert to a 2:39.
504
00:26:47,960 --> 00:26:51,780
And also this is something I can feed back to Denis and Greig
505
00:26:51,780 --> 00:26:56,780
and think ahead a little bit about framing,
506
00:26:56,780 --> 00:26:59,740
although things change completely on set
507
00:26:59,740 --> 00:27:04,740
and I'm very much taking care of what they shoot.
508
00:27:04,740 --> 00:27:07,380
But at this stage, I'm just,
509
00:27:07,380 --> 00:27:10,340
where the storyboard isn't perfect, I'll try
510
00:27:10,340 --> 00:27:12,380
and improve it a little bit.
511
00:27:12,380 --> 00:27:13,420
It is perfect.
512
00:27:13,420 --> 00:27:16,580
I'm just, I'm sometimes short of things to do.
513
00:27:16,580 --> 00:27:21,860
And I do these stupid little things that suggest,
514
00:27:21,860 --> 00:27:25,180
that help suggest a tilt down in this case.
515
00:27:25,180 --> 00:27:27,340
So let's have a little listen to that.
516
00:27:27,340 --> 00:27:32,500
(air whooshing)
517
00:27:35,760 --> 00:27:38,860
I mean, I hate to tell you, but I grew up in the sixties
518
00:27:38,860 --> 00:27:43,160
and that would be kind of basically family entertainment
519
00:27:43,160 --> 00:27:46,460
on television in 1969.
520
00:27:46,460 --> 00:27:49,100
It was, I grew up on children's programs
521
00:27:49,100 --> 00:27:52,440
where basically they had two cameras in a studio pointed
522
00:27:52,440 --> 00:27:56,420
at a book and sometimes you'd see somebody's hand
523
00:27:56,420 --> 00:27:57,260
turning the page.
524
00:27:57,260 --> 00:28:00,460
So this is high art to me still.
525
00:28:02,400 --> 00:28:06,160
So I'll do little things just to kind of convey speed
526
00:28:06,160 --> 00:28:11,020
of things, nobody, it's just an indication at this point,
527
00:28:11,020 --> 00:28:13,740
more for me than anybody else.
528
00:28:13,740 --> 00:28:16,500
How long will I need for a shot?
529
00:28:16,500 --> 00:28:18,820
How can I time the thumper?
530
00:28:18,820 --> 00:28:20,780
Let's have a look at a section from it.
531
00:28:20,780 --> 00:28:26,280
(thump)
532
00:28:26,280 --> 00:28:28,940
(thump)
533
00:28:28,940 --> 00:28:42,760
(metal hooks clicking)
534
00:28:42,760 --> 00:28:45,420
(thump)
535
00:28:45,420 --> 00:28:48,080
(thump)
536
00:28:48,080 --> 00:28:57,960
(thump)
537
00:28:57,960 --> 00:29:04,400
(thump)
538
00:29:04,400 --> 00:29:07,060
(thump)
539
00:29:07,060 --> 00:29:25,060
I can drive my assistants nuts with my dedication
540
00:29:25,060 --> 00:29:29,300
to creating a really clean timeline.
541
00:29:29,300 --> 00:29:32,860
And I know it's probably speaks more of some kind
542
00:29:32,860 --> 00:29:37,860
of spectrum deficiency in me than an artistic pursuit.
543
00:29:37,860 --> 00:29:41,060
But here's my view is I try, you know,
544
00:29:41,060 --> 00:29:44,040
we're gonna share this timeline with a number of departments
545
00:29:44,040 --> 00:29:47,660
like VFX, sound department, even to a degree
546
00:29:47,660 --> 00:29:51,080
with the music editor and the music department.
547
00:29:51,080 --> 00:29:53,620
And it has to be really clean.
548
00:29:53,620 --> 00:29:58,620
You know, I go through and tidy the thing up like mad
549
00:29:58,620 --> 00:30:00,740
so that it's unambiguous.
550
00:30:00,740 --> 00:30:03,260
I try and avoid lots of muted tracks
551
00:30:03,260 --> 00:30:04,580
that aren't there anymore
552
00:30:04,580 --> 00:30:07,180
and take people down rabbit holes.
553
00:30:07,180 --> 00:30:12,180
So thank you for just enjoying this beautiful obsession
554
00:30:12,180 --> 00:30:16,780
of mine to create the one day I'll do the perfect timeline
555
00:30:16,780 --> 00:30:17,940
and then retire.
556
00:30:17,940 --> 00:30:21,580
But until now, here's my little messy middle.
557
00:30:21,580 --> 00:30:23,100
And thank you for joining me
558
00:30:23,100 --> 00:30:44,160
and having a look at June part two timeline.
40386
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