All language subtitles for [English (United States)] Editor Joe Walker, ACE Shares His Secrets to Building the Worlds of Dune [DownSub.com]

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These are the user uploaded subtitles that are being translated: 1 00:00:09,765 --> 00:00:14,740 I'm Joe Walker, and welcome to my Arrakis-based cutting room 2 00:00:14,740 --> 00:00:18,080 to have a look at the "Dune 2" timeline. 3 00:00:19,088 --> 00:00:21,568 So what I've got in front of me, 4 00:00:21,568 --> 00:00:22,560 what I thought I'd show you is 5 00:00:22,560 --> 00:00:24,440 a very early version of a scene. 6 00:00:24,440 --> 00:00:26,900 The scene is one in which Rabban 7 00:00:28,160 --> 00:00:31,560 detonates out of anger, really. 8 00:00:31,560 --> 00:00:35,800 A mountain on Arrakis in search of Muad'Dib lands, 9 00:00:35,800 --> 00:00:40,800 and then is totally outmaneuvered by a Fremen army 10 00:00:40,800 --> 00:00:44,400 led by Paul Atreides, played by Timothée Chalamet. 11 00:00:44,400 --> 00:00:48,560 So this is a really early version. 12 00:00:48,560 --> 00:00:50,700 This is the first assembly. 13 00:00:50,700 --> 00:00:55,000 By this stage, it would have been shot in Hungary 14 00:00:55,000 --> 00:00:58,240 a couple of months before this particular cut. 15 00:00:58,240 --> 00:01:01,680 And it shows you the kind of nonsense 16 00:01:01,680 --> 00:01:04,000 that's going on in my timeline here. 17 00:01:04,000 --> 00:01:06,800 Basically, if I point to things here, 18 00:01:06,800 --> 00:01:08,320 you'll see that's a masking layer. 19 00:01:08,320 --> 00:01:12,280 Without that, I've got time codes and vision here, 20 00:01:12,280 --> 00:01:14,400 which helps me sometimes. 21 00:01:14,400 --> 00:01:18,440 The film was shot in two formats. 22 00:01:18,440 --> 00:01:22,200 It was shot 4:3, IMAX. 23 00:01:23,280 --> 00:01:25,860 And sometimes, 24 00:01:25,860 --> 00:01:32,860 an A65 camera, which gives you a 6K 2:39 image. 25 00:01:32,860 --> 00:01:35,480 It's really to do with the fact that sometimes 26 00:01:35,480 --> 00:01:40,480 it's impossible to get height in a 2:39 image if you don't, 27 00:01:40,480 --> 00:01:43,400 you have to kind of go the other way round. 28 00:01:43,400 --> 00:01:47,160 So basically, we're taking a 4:3 image like that, 29 00:01:47,160 --> 00:01:52,160 and cropping off the top and bottom to make a 2:39 image. 30 00:01:52,440 --> 00:01:55,140 But in the case of the A65 footage, 31 00:01:55,140 --> 00:02:00,120 we're creating an IMAX in the center and adding sides, 32 00:02:00,120 --> 00:02:01,160 if that makes sense. 33 00:02:01,160 --> 00:02:04,680 So our timeline had to be adapted to, 34 00:02:04,680 --> 00:02:07,240 we had a kind of unique setup that allowed us 35 00:02:07,240 --> 00:02:12,160 to carry high quality images that we could zoom into later 36 00:02:12,160 --> 00:02:15,760 if we needed to and play around. 37 00:02:15,760 --> 00:02:18,920 Although really, when you see the final result, 38 00:02:21,020 --> 00:02:24,940 Greig Fraser's grading is a really great place to start 39 00:02:24,940 --> 00:02:25,900 when you're assembling. 40 00:02:25,900 --> 00:02:29,160 Anyway, I'll talk less and show you some stuff. 41 00:02:29,160 --> 00:02:32,340 So when I'm looking at building a sequence, 42 00:02:32,340 --> 00:02:35,040 which is gonna end up as a VFX shot, 43 00:02:35,040 --> 00:02:38,000 in the case of this, the ornithopters started life 44 00:02:38,000 --> 00:02:40,820 as a proxy camera. 45 00:02:40,820 --> 00:02:43,360 And I'm really throwing into the timeline 46 00:02:43,360 --> 00:02:46,360 all manner of things like the storyboards, 47 00:02:46,360 --> 00:02:48,760 which you see on the left hand side there. 48 00:02:50,740 --> 00:02:54,640 This is a guide and this was one particular shot 49 00:02:54,640 --> 00:02:56,980 that I think we ended up changing. 50 00:02:56,980 --> 00:02:59,480 I was trying to kind of find a shot 51 00:02:59,480 --> 00:03:00,920 that identified the mountain. 52 00:03:00,920 --> 00:03:03,240 I had a very good reveal of a mountain, 53 00:03:03,240 --> 00:03:04,920 but also a very good sweep round. 54 00:03:04,920 --> 00:03:07,360 So we ended up combining the two. 55 00:03:07,360 --> 00:03:09,760 So you can see how crudely I do this. 56 00:03:09,760 --> 00:03:11,940 I just do a garbage matte, 57 00:03:11,940 --> 00:03:14,360 as one of my assistants used to call it. 58 00:03:14,360 --> 00:03:17,160 And then I hand it to my VFX editor, 59 00:03:17,160 --> 00:03:18,840 in this case, Eddy Garcia, 60 00:03:18,840 --> 00:03:23,040 who do a lovely job of trying to stitch it together. 61 00:03:23,040 --> 00:03:28,040 Here I'm showing on screen the storyboards on the left, 62 00:03:28,040 --> 00:03:33,440 aerial cameras, which have multiple cameras 63 00:03:33,440 --> 00:03:37,660 pointed out of a helicopter, and then the proxy. 64 00:03:37,660 --> 00:03:40,700 So the ornithopter, which is, 65 00:03:40,700 --> 00:03:43,220 they did build real ornithopters, 66 00:03:43,220 --> 00:03:44,880 but they couldn't fly them. 67 00:03:44,880 --> 00:03:46,300 So when we're flying, 68 00:03:46,300 --> 00:03:50,600 we always have a real world component 69 00:03:50,600 --> 00:03:52,980 to base the VFX image on. 70 00:03:52,980 --> 00:03:56,020 This is Denis Villeneuve's approach generally, 71 00:03:56,020 --> 00:03:59,960 which is to try and film as much as possible for real. 72 00:03:59,960 --> 00:04:02,020 And if you can't shoot it for real, 73 00:04:02,020 --> 00:04:03,820 then you can land a helicopter 74 00:04:03,820 --> 00:04:08,260 and use the dust lifting up off the floor, for example. 75 00:04:08,260 --> 00:04:12,680 So sometimes the timeline becomes a bit of a, 76 00:04:12,680 --> 00:04:14,600 I get used to it and I have to remember 77 00:04:14,600 --> 00:04:17,459 when I'm showing people unfamiliar with it, 78 00:04:17,459 --> 00:04:21,119 that it's all gonna end up fine one day. 79 00:04:21,120 --> 00:04:23,840 It's really a repository for little items 80 00:04:23,840 --> 00:04:26,000 that are gonna be figured out later. 81 00:04:26,000 --> 00:04:29,720 For example, this indicates in storytelling terms 82 00:04:29,720 --> 00:04:33,800 that there's, the vehicle does some special thing. 83 00:04:33,800 --> 00:04:38,640 Let's have a look at the storyboards indicate 84 00:04:38,640 --> 00:04:43,120 that there's a number of ornithopters are gonna leave 85 00:04:43,120 --> 00:04:46,480 and detonate the mountain. 86 00:04:46,480 --> 00:04:48,380 Side shot, another shot. 87 00:04:48,380 --> 00:04:52,320 So here is quite a complicated shot 88 00:04:52,320 --> 00:04:56,160 because it goes from storyboards 89 00:04:56,160 --> 00:05:01,160 with a kind of plate that was shot for use later. 90 00:05:01,160 --> 00:05:07,440 And we just kind of like blur blend into a real shot here. 91 00:05:07,440 --> 00:05:09,320 So it's hard to describe, 92 00:05:09,320 --> 00:05:11,680 but basically I'm putting all stages. 93 00:05:11,680 --> 00:05:13,360 If I haven't got a shot at this point, 94 00:05:13,360 --> 00:05:15,800 I still need to time the shot. 95 00:05:15,800 --> 00:05:18,500 Otherwise I'll say it's too short or too long 96 00:05:18,500 --> 00:05:21,040 and waste a lot of money in VFX department. 97 00:05:21,040 --> 00:05:24,580 Here's a really good example. 98 00:05:24,580 --> 00:05:26,960 The plate at the bottom, if I play that. 99 00:05:26,960 --> 00:05:30,200 (engine roaring) 100 00:05:30,200 --> 00:05:33,640 It's just a kind of dust plate. 101 00:05:33,640 --> 00:05:35,920 And then there's a little plate 102 00:05:35,920 --> 00:05:39,560 that shows the Harkonnens emerging. 103 00:05:39,560 --> 00:05:42,200 You can see in the center of frame. 104 00:05:42,200 --> 00:05:44,280 That was a plate for the Harkonnens moving. 105 00:05:44,280 --> 00:05:46,680 And then this is how bad it gets. 106 00:05:46,680 --> 00:05:47,800 And it's a bit laughable. 107 00:05:47,800 --> 00:05:49,520 I can't believe Denny hasn't fired me. 108 00:05:49,520 --> 00:05:52,780 (engine roaring) 109 00:05:52,780 --> 00:06:00,040 So that's what I'd hand Eddy, my VFX editor, 110 00:06:00,040 --> 00:06:01,680 and he would work up a temp. 111 00:06:01,680 --> 00:06:04,920 (engine roaring) 112 00:06:04,920 --> 00:06:08,160 (engine roaring) 113 00:06:08,160 --> 00:06:14,460 So he's combined three plates 114 00:06:14,460 --> 00:06:17,680 and done actually a really nice job. 115 00:06:17,680 --> 00:06:20,380 But that's nowhere near the finished VFX shot. 116 00:06:20,380 --> 00:06:23,540 It's just a guide that I give for timing. 117 00:06:23,540 --> 00:06:27,880 How slowly do I think the thing should move? 118 00:06:27,880 --> 00:06:31,580 At what point should the Harkonnens appear? 119 00:06:32,960 --> 00:06:35,720 And you know, kind of, 120 00:06:35,720 --> 00:06:38,960 I get it into the range 121 00:06:38,960 --> 00:06:41,160 and then people far more talented than me 122 00:06:41,160 --> 00:06:44,040 make it look spectacular. 123 00:06:44,040 --> 00:06:47,500 So that's a kind of rough idea. 124 00:06:47,500 --> 00:06:52,360 The shots here have got a little bit of fire 125 00:06:52,360 --> 00:06:54,640 added to them, for example. 126 00:06:54,640 --> 00:06:58,200 There's a little bit of work on the plates here. 127 00:06:58,200 --> 00:06:59,520 Eddy's added a little 128 00:07:02,320 --> 00:07:04,880 destination on that shot 129 00:07:04,880 --> 00:07:06,440 so that we could play with the timing. 130 00:07:06,440 --> 00:07:10,080 It's also a very good guide for the sound department. 131 00:07:10,080 --> 00:07:11,360 And talking about sound, 132 00:07:11,360 --> 00:07:13,600 what we're looking at here in the timeline 133 00:07:13,600 --> 00:07:17,680 are the dialogue tracks, colored yellow in this case. 134 00:07:17,680 --> 00:07:19,920 For convenience sake, I've just divided things up 135 00:07:19,920 --> 00:07:24,920 into dialogue here, tracks one to six. 136 00:07:24,920 --> 00:07:27,420 And then the rest is all sound effects. 137 00:07:27,420 --> 00:07:29,000 We do a huge amount of work. 138 00:07:29,000 --> 00:07:33,120 This is, don't forget, this is a very early cut. 139 00:07:33,120 --> 00:07:35,280 So even when we're assembling, 140 00:07:35,280 --> 00:07:39,240 I'm adding as much sound as I can. 141 00:07:39,240 --> 00:07:41,840 For example, I've got footsteps here that I've laid. 142 00:07:41,840 --> 00:07:46,440 (footsteps crunching) 143 00:07:46,440 --> 00:07:55,860 And I've added a few other things. 144 00:07:55,860 --> 00:07:56,700 There's a couple of 145 00:07:56,700 --> 00:07:58,600 (wind) 146 00:07:58,600 --> 00:08:01,040 wind tracks, 147 00:08:01,040 --> 00:08:03,400 quiet rooms, subsonics, 148 00:08:03,400 --> 00:08:05,360 just a low, it's hard to hear, 149 00:08:05,360 --> 00:08:07,320 but it's a low threatening sound. 150 00:08:07,320 --> 00:08:09,200 And here, 151 00:08:09,200 --> 00:08:12,120 a wind track. 152 00:08:12,120 --> 00:08:15,120 This one's probably taken from Dune One as a guide. 153 00:08:15,120 --> 00:08:17,920 Then the dialogue. 154 00:08:17,920 --> 00:08:23,360 (breathing heavily) 155 00:08:23,360 --> 00:08:25,140 Mostly breaths. 156 00:08:25,140 --> 00:08:26,160 I use key frames. 157 00:08:26,160 --> 00:08:27,660 I'm really keen on key frames. 158 00:08:27,660 --> 00:08:29,680 I spend forever on it. 159 00:08:29,680 --> 00:08:31,840 These key frames are my, 160 00:08:31,840 --> 00:08:33,080 if I'm looking at an edit, 161 00:08:33,080 --> 00:08:36,020 I'll tend to expand the track. 162 00:08:36,020 --> 00:08:38,220 Have a look at it. 163 00:08:38,220 --> 00:08:41,240 That's a guide, gives me an idea of where the breaths are. 164 00:08:41,240 --> 00:08:43,179 (breathing heavily) 165 00:08:43,179 --> 00:08:46,120 It makes it really easy if you wanna kind of cut. 166 00:08:46,120 --> 00:08:47,280 You didn't like that breath 167 00:08:47,280 --> 00:08:48,500 and you wanna use another one. 168 00:08:48,500 --> 00:08:49,340 Let's roll it. 169 00:08:49,340 --> 00:08:54,160 (breathing heavily) 170 00:08:54,160 --> 00:08:56,420 So I'm just in roughly the same place. 171 00:08:56,420 --> 00:08:58,700 I put a lower pitch one. 172 00:08:58,700 --> 00:09:01,700 (breathing heavily) 173 00:09:01,700 --> 00:09:04,720 That sounded just the same. 174 00:09:04,720 --> 00:09:07,680 I might put that back. 175 00:09:07,680 --> 00:09:09,700 So you've got your dialogue tracks. 176 00:09:09,700 --> 00:09:13,140 There'll be sound effects, footsteps. 177 00:09:13,140 --> 00:09:16,240 Sometimes I do really stupid things 178 00:09:16,240 --> 00:09:19,720 like put sound effects slightly out of sync 179 00:09:19,720 --> 00:09:21,480 by two or three frames. 180 00:09:21,480 --> 00:09:24,320 And it's a poor man's delay. 181 00:09:24,320 --> 00:09:26,240 Just feels nice in the desert. 182 00:09:26,780 --> 00:09:28,520 (breathing heavily) 183 00:09:28,520 --> 00:09:30,060 Let's get rid of the dialogue there 184 00:09:30,060 --> 00:09:31,740 and play the footsteps. 185 00:09:31,740 --> 00:09:39,100 You can hear that short delay. 186 00:09:39,100 --> 00:09:40,800 I just, I like it. 187 00:09:40,800 --> 00:09:43,100 It drives everybody in sound department nuts 188 00:09:43,100 --> 00:09:44,940 that I do all this stuff. 189 00:09:44,940 --> 00:09:48,120 A little bit of sound here for the pistol. 190 00:09:48,120 --> 00:09:50,380 (gun firing) 191 00:09:50,380 --> 00:09:51,360 It's a flesh hit. 192 00:09:51,360 --> 00:09:54,000 (gun firing) 193 00:09:54,000 --> 00:09:56,260 Body, I love body falls. 194 00:09:56,260 --> 00:10:00,900 There's nothing more exciting to me than a body fall. 195 00:10:00,900 --> 00:10:06,540 They're very standard sound effects. 196 00:10:06,540 --> 00:10:08,660 And of course I wouldn't ever insist 197 00:10:08,660 --> 00:10:11,460 that a sound department uses them. 198 00:10:11,460 --> 00:10:13,700 They've got much better recordings of their own. 199 00:10:13,700 --> 00:10:15,400 That's something that everybody's heard 200 00:10:15,400 --> 00:10:17,500 a thousand times probably. 201 00:10:17,500 --> 00:10:21,020 But it's, I need to kind of map out the rhythm of things 202 00:10:21,020 --> 00:10:24,520 and it helps me kind of find the rhythm of a scene 203 00:10:24,520 --> 00:10:26,360 to fill it up with sound. 204 00:10:26,360 --> 00:10:29,440 And I'm blessed with good assistant like Chris Voutsinas. 205 00:10:29,440 --> 00:10:30,880 He helps me do that. 206 00:10:30,880 --> 00:10:32,240 I mean, it tends to work though. 207 00:10:32,240 --> 00:10:34,120 As I progress the cart, 208 00:10:34,120 --> 00:10:36,960 I will hack things around a little bit 209 00:10:36,960 --> 00:10:38,600 in the interest of time. 210 00:10:38,600 --> 00:10:42,640 And Chris comes back and scoops up and tidies the sound up. 211 00:10:42,640 --> 00:10:45,720 So that's basically what we're talking about. 212 00:10:45,720 --> 00:10:46,920 It's, let's have a little look 213 00:10:46,920 --> 00:10:49,380 at what part of the sequence looks like. 214 00:10:49,380 --> 00:10:51,620 (clicking) 215 00:10:51,620 --> 00:10:54,360 (engine revving) 216 00:10:54,360 --> 00:11:16,920 (heavy breathing) 217 00:11:16,920 --> 00:11:19,760 (heavy breathing) 218 00:11:19,760 --> 00:11:26,680 - Muad'Dib! 219 00:11:26,680 --> 00:11:29,760 Show yourself! 220 00:11:29,760 --> 00:11:37,100 (gun firing) 221 00:11:37,100 --> 00:11:39,940 (heavy breathing) 222 00:11:39,940 --> 00:11:47,020 (screaming) 223 00:11:47,020 --> 00:11:56,100 (glass breaking) 224 00:11:56,100 --> 00:12:04,980 - You get the idea. 225 00:12:04,980 --> 00:12:06,900 I'm trying to make it as rhythmic as possible 226 00:12:06,900 --> 00:12:10,260 because I love when you give sound effects a chance 227 00:12:10,260 --> 00:12:13,900 to tell the story and not to make Hans Zimmer 228 00:12:13,900 --> 00:12:17,940 do all the kind of legwork really. 229 00:12:17,940 --> 00:12:20,860 I love it when the music gives you something 230 00:12:20,860 --> 00:12:24,500 that you can feel rather than necessarily, 231 00:12:24,500 --> 00:12:28,700 doing all the kind of hard work of creating tension 232 00:12:28,700 --> 00:12:29,540 and things like that. 233 00:12:29,540 --> 00:12:32,540 I think there's tremendous tension in silence 234 00:12:32,540 --> 00:12:36,000 and the timeline hopefully reflects that. 235 00:12:36,000 --> 00:12:39,460 So if we want to have a look at a later version, 236 00:12:39,460 --> 00:12:41,040 we're talking about 19th fine cut. 237 00:12:41,040 --> 00:12:43,700 When I look at the bins here, here's the difference. 238 00:12:43,700 --> 00:12:47,260 This was January 27th, 2023. 239 00:12:47,260 --> 00:12:51,060 And this is nine months later, more or less. 240 00:12:51,060 --> 00:12:53,660 Although the cut for this, I would say, 241 00:12:53,660 --> 00:12:57,100 is one of the cuts that changed the least. 242 00:12:57,100 --> 00:12:59,320 Now you can see it's gone a long way. 243 00:12:59,320 --> 00:13:03,380 All of this amazing explosion stuff 244 00:13:03,380 --> 00:13:05,900 has come from the VFX department. 245 00:13:05,900 --> 00:13:08,180 So looking at my timeline now, 246 00:13:08,180 --> 00:13:11,420 I'm looking at what you see there 247 00:13:11,420 --> 00:13:14,900 is a mask layer on the top on V11, V10. 248 00:13:14,900 --> 00:13:16,520 It's kind of a confidence check. 249 00:13:16,520 --> 00:13:18,860 This isn't the final graded image, 250 00:13:18,860 --> 00:13:21,880 but as part of the process with the DI, 251 00:13:21,880 --> 00:13:25,760 when they've graded, we get a comp check. 252 00:13:25,760 --> 00:13:29,780 So we're able to just make sure that each shot is matching. 253 00:13:29,780 --> 00:13:32,180 Sometimes there's little conform errors. 254 00:13:32,180 --> 00:13:36,120 We can look at the original and we can compare it to 255 00:13:36,120 --> 00:13:38,040 the latest version and just say that, 256 00:13:38,040 --> 00:13:40,220 yeah, it's completely in sync. 257 00:13:40,220 --> 00:13:41,140 There's nothing missing. 258 00:13:41,140 --> 00:13:43,320 It's got the latest VFX version. 259 00:13:43,320 --> 00:13:49,620 I keep, because we are always capable of reworking a shot 260 00:13:49,620 --> 00:13:53,860 at any stage, obviously I keep a lot of stuff still going. 261 00:13:53,860 --> 00:13:56,100 That's something that was back in January, 262 00:13:56,100 --> 00:13:58,140 is still there in October. 263 00:13:58,140 --> 00:14:01,340 It's just a resource if I need to kind of get in there 264 00:14:01,340 --> 00:14:03,140 and restitch a cut. 265 00:14:03,140 --> 00:14:05,740 The dialogue is all still there. 266 00:14:05,740 --> 00:14:10,020 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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