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*
Industrial light and magic
has created some of the most iconic imagery
that cinema has ever seen.
For the past 35 years,
they have transported us to worlds beyond
the reaches of our imagination.
Their pioneering and breathtaking visual effects
have transformed the way we see movies.
We're all jaded when we go to movies.
I mean, we watch all kinds of stuff
that we aren't suppose to be looking for.
We're looking for the seams,
we're looking for cracks.
But you know, when they make you forget all that,
and pull you into the magic that is the story,
then they've succeeded.
Through their masterful blend of art and technology,
they have revolutionized movie-making
and helped to define popular culture.
From the sublime to the ridiculous.
From "ET" to the amazing work they did on "Transformers".
ILM loves to find different ways
of telling stories visually.
They've made us wonder.
They've made us marvel.
They've made us believe.
It's wonderful to know that the tools are there
to really begin to get what's in here,
you know, out there to the-- into the world.
And ILM has been leading the charge
in that quest since it began.
The digital era that dominates modern day visual effects
was ushered in by ILM.
Hundreds of artists work collectively
to create complex imagery
from a variety of elements that combine
to perform a masterful illusion.
Action.
Through their technology, ILM has given filmmakers
the means to achieve anything.
Photorealistic characters and environments
can be created from scratch,
such as on "Iron Man 2" and "Avatar".
But these high-tech advancements
have not come easy,
nor have they come overnight.
The roots of today's cinema magic
goes back over 100 years.
But the revolution of modern visual effects
began with a story in a galaxy far, far away.
Industrial Light and Magic was formed in 1975,
to realize the complicated special effects challenges
for a new film called "Star Wars".
A space adventure dreamed up
by young filmmaker George Lucas.
His vision was unlike anything Hollywood had heard before.
With "Star Wars",
I wanted to do an action picture.
I wanted to do something where I can pan with the spaceships.
I want to do it with really short cuts.
There's a lot of rhythm, a lot of pace,
a lot of movement on the screen.
I want it to be a very, very cinematic.
And at that point in time that was impossible.
You just could not do that with special effects.
So, when the studio said
"Well how are you going to do this?"
I said, "Oh don't worry we'll figure it out."
you know I got it, you know,
but I had no idea what I was going to do.
At the time, the special effects departments
at the major studios were all but gone.
So George Lucas was able to buy up old equipment
for pennies on the dollar,
and set up ILM in a Van Nuys California warehouse.
With 20th Century Fox onboard,
George Lucas and producer Gary Kurtz
enlisted photographic effects expert John Dykstra
to lead the effort.
Dykstra brought together a rag-tag group
of college students, artists and engineers
whose mixed skills in photography,
model-making, and mechanics
would set the stage for the fantastical space saga.
Creating ILM to do the work for "Star Wars"
was like gambling high odd bets.
We knew we were taking a huge number of risks.
We were incredibly naive to think
that we were going to be successful in doing that.
And we were incredibly fortunate
that George and even Fox in it's own way,
were willing to back us.
When I read the script,
I was just thinking, "my god, what is this movie?"
all these different genres are kind of together
in this massive space film,
and you're reading like the last 30 or 40 pages
and every page is full of another effect shot
of the battle.
Every page it's like-- this thing will never get done.
When I first read the script for "Star Wars",
I think I came across a few lines that were worrisome.
The description,
unlike anything you've ever seen before,
to most studio executives and to producers
and even to directors, was daunting.
We had 365 shots to do for this movie,
which had never really been done for an effects movie.
It was really fun because we all knew we could do it.
We had this nexus of talent that was just outrageous.
To create a believable universe
in the pre-digital age,
known as the photochemical era
ILM had to advance the use of traditional
handcrafted effects techniques,
such as animation and rubber-mask creature work.
Artists would use matte paintings
to increase the scope and production value
of a scene by extending environments
painted on glass that would be photographed
and combined with live action elements.
Detailed miniatures and models were built
and shot against blue screen
to allow the placement
of other elements into the scene.
In a process called optical compositing.
ILM retooled a dormant optical printer
that allowed for a record number of separate filmstrips
to be re-photographed and combined
onto a single layer of film.
I knew what I was up against
and I knew how I wanted to do it.
But I was constantly bumping up
against the technology ceiling.
Sometimes you'd have as many as a hundred
different elements going through
and it would take 24 hours to do it
and if you made one mistake,
with one element, you had to start over again.
There's no second chance.
If anything goes wrong during something,
it's over and you have to sort of stop
and start the entire process over again
and that is really difficult
and that takes a good team
and a lot of concentration to get a high speed model
to blow up quick enough and in the right way.
Or stop motion characters
to walk across the scene over a period of a 12 hour shoot
and it's only going to last four seconds.
There can't be anything go wrong.
No light bulbs can blow out.
No-- nothing can be bumped accidently,
you know between each frame of film.
So it's really hard to do that.
It had to look real.
And so that was the trick.
We would paint ourselves into a corner
and then have to invent our way out of it.
We all knew we could depend on each other.
There was this spirit of camaraderie
and so many of us gave our best ideas to the show.
John Dykstra designed the revolutionary Dykstraflex.
This computer controlled system
allowed for the programming of dynamic
and repeatable camera moves.
The dykstraflex facilitated the combining
of numerous elements into a single, dynamic shot,
freeing up the stationary camera
that has been the norm in model photography
for over 100 years.
It was like we were in Florence during the renaissance.
There were so few places that did
that type of visual effects
and there were so few artists that could do it.
I was very rare, very wonderful
and it was a rebirth of the-- the industry.
"Star Wars" was the beginning
of the renaissance of visual effects.
And "Star Wars" woke up the sleeping giant.
George anthropologically
looked out at the world and said,
"What's missing here?"
* ["Star Wars" theme playing]
The first day that I saw "Star Wars",
I was one of those people,
along with my wife Cheryl,
that saw it and immediately went back and got
into the two hour line again to see it right away.
We saw it twice on the first day,
and it was just this transformative,
mind-blowing, cinematic experience.
And I called George and he said,
"well, unfortunately we only got maybe 30, 40 percent
of what I really wanted there."
I'll never forget seeing "Star Wars" for the first time.
I was in film school and it was like,
I was there on opening weekend at the Chinese Theater,
standing in line for six hours.
And the way that that film entertained the audience
was unlike any film in history.
[announcer] from the world famous Chinese Theater
come the stars of the biggest box office success
in motion picture history.
I think the success of "Star Wars"
opened the doors for a whole series of genres of film,
that hadn't been done before because people
simply couldn't figure out how to make the images.
ILM was born out of sort of a rebirth
of the beginning of cinema, which is to say,
it's-- it's all a trick.
And we're in the business of-- we're the tricksters.
The historic success of "Star Wars"
allowed George Lucas to establish a filmmaking center
outside of Hollywood.
He relocated to Marin county in northern California,
and eventually built Skywalker Ranch.
ILM would set up shop
in the nearby town of San Rafael.
Inhabiting a nondescript building
known as Kerner Optical,
their home until 2005.
They immediately began work on the next "Star Wars" film,
"The Empire Strikes Back".
All in all, the real impendence of ILM
was to keep a core group of creative people
and the highly technological environment
they needed functioning.
It was really clear that,
in order for ILM to sustain
we did have to find a model that would work
for becoming a viable business
and working for multiple filmmakers.
ILM, opened its doors to the outside film community,
becoming the first independent visual effects studio
to realize the visions of directors
with unique stories to tell.
First film I collaborated with ILM on
was "Raiders of The Lost Ark".
Most of the effects of Raiders came at the end
when they opened the ark of the covenant,
and the effects involved you know, creating
the power of God I guess.
What was coming out of the actual ark, the spirits.
There were a lot of challenges posed,
I mean I wanted a scene where the one bad Nazi's face
kind of implodes
and where Toht's head melts,
and where Belloq's head explodes.
I didn't know how to do this,
and I just left it to these guys that had done "Star Wars".
I figured well if they can do "Star Wars"
they can certainly melt a head.
And they did figure out how to melt this wax head
they built, it was kind of genius.
And that was all the beginnings of my relationship with ILM.
While ILM continued to push the boundaries
of photochemical effects,
George Lucas could see the potential
for an entirely new way
of creating cinema magic.
In the same way George had so much vision
about marrying computers to cameras and optical printers,
he felt that there were probably ways
to create all the kinds of things he did
in "Star Wars" in the computer.
He felt that there were ways
to do editing with computers.
He thought there were ways to create
and manipulate music with computers,
and those three things led him to start
the Lucasfilm Computer Graphics Division
that he hired Ed Catmull to start.
I was asked to bring in technologists
and computer scientists and wizards of various sorts,
to bring this-- into this industry.
Among PhD students Ed Catmull's early advancements
in computer technology
was the ability to create smooth curved surfaces
and wrap textures around them.
This was a pioneering leap
in the rudimentary world of computer graphics
known as CG.
I think their charter was to make a system
that might be able to make images,
ultimately images onto film that look photo real.
And in the process of that, the Apple came out.
And Dennis Muren had said,
"Gee, can I take six months off
and just learn how to use this Apple?"
so he, was the one that first put his foot in the water
and learned what Ed and the guys were doing.
And that started the link,
so that I could transfer the technology
that the computer division was developing
over into ILM, which is where it was meant to be.
It was a very risky thing certainly
for George to fund this,
and also very visionary
because it all really did pay off.
Today's powerful computer generated imagery
owes it's roots to this early CG group,
who by 1982 were able to prove their various skills
to create a sequence in "Star Trek: Wrath of Khan".
While developing hardware and software,
they spent five months advancing texture mapping,
motion blur, digital matte painting
and compositing programs to create
the first visual effects shot
made in the computer for a motion picture.
It was mind-blowing for the time,
and now of course it looks old fashion.
But it was part of earning the way in.
And the minute Dennis Muren saw the types of things
that could be done in computer graphics,
it led to Dennis using computer graphics
to create the stained-glass man in "Young Sherlock Holmes".
Dennis came over to us and said,
why don't we try it in computer animation.
And this was very innovative
and very forward thinking.
It was really exciting.
I mean it was a lot of work
because back in the day we didn't have the tools.
I literally had to take the footage
and project it onto my computer screen
and I matched-- animated the camera move by hand.
I don't know if I've ever worked harder
on six shots in my life.
But it was worth it because when
"Young Sherlock Holmes" came out,
people who worked in the special effects industry
had no idea how it was done.
The stained-glass knight
was the first computer generated character
in a motion picture,
and the film was nominated for an academy award
for best visual effects.
A testament to the growing impact
of computer technology.
ILM's work in stop-motion animation
and optical effects would advance further
into the digital realm with George's next movie,
a fantasy epic he asked Ron Howard to direct.
Dennis Muren called George and I
over to his office there at ILM and he said,
"we're beginning to use computers
to work with film digitally."
the first time I ever--
you know, heard that phrase used,
to sort of blend film images.
So there was this one transformation
that we needed to make in the movie.
I assumed we'd have to do it
the way werewolf transformations
had always been done with dissolves, cuts.
And he thought we could do it in one shot,
which was a really interesting notion to me.
And he said, "I can't guarantee it's going to work,
but you know it just might."
and it was the first morphing shot ever done.
And it really was more like, kind of magic
that you see on stage where there's no camera trickery
it just happened.
And of course there was so much technology behind it.
It was all breakthrough stuff.
That was-- that was amazing for me.
By the late 1980s,
the computer was threatening the analog ways of old.
The Lucasfilm computer group
had developed an astounding array of tools
that remain today's industry standard.
The first digital editing system,
the first digital audio editing system,
a film laser scanner
and a powerful graphics computer
for digital compositing and high-resolution imagery.
The Pixar image computer
and it's processing software called renderman,
enabled the group to create a breakthrough
computer animated short film,
"Andre and Wally B",
which inspired them to pursue their far off goal
of a full length animated feature film.
At the time, as the vagaries for finance come up and down
George realized he couldn't afford all of this,
because there was so many things going on,
and so we had some meetings with George and said,
"We really want to make an animated film."
and he said, "Well that's not what I want to do now."
He wanted the technology,
so we started down the path of selling off the group
to be a separate company, which is what became Pixar.
So we set up our own CG group,
within ILM instead of Lucasfilm,
that's purpose was to use CG work only for films,
and it was great.
And it took a couple of years or so to really get it going.
We did some wire removal stuff
and eventually we did "The Abyss".
It was "The Abyss" that I think, in many ways,
put a larger stake in the ground
for the notion of digital characters
in live-action films created by the computer.
It ended up being about 90 seconds of animation.
It used a mix of computer graphics
and traditional optical compositing techniques
so, it was kind of a transitional step.
That was something very new for us.
There were not a lot of established procedures
for doing any of this work at the time.
So, we just dove into it
and were making it up as we went along.
It was just so exciting to be able to see
that what had been a promise for so long,
and so difficult to do
because nobody had ever done it before.
The tools were now in place,
the software was in place.
The hardware was sort of in place.
It was a matter of applying them.
What happened after "The Abyss" came out
was a number of projects that had been sort of circling
needing effects that couldn't have been accomplished before,
really started to rise up.
One of them came out as a direct result of "The Abyss",
which was "Terminator 2".
After Jim Cameron felt that
we had successfully created what he wanted
for "The Abyss" with CG animation,
um he then created a character in "Terminator 2"
that had to be done in computer graphics.
I think that was the real breakthrough film also for CG.
We did all our work with digital compositing
for the first time.
There's no sign of any sort of matte line around anything,
or any grain mismatching that used to tip people off
to an effects shot.
It looked like it was right in the scene.
So we got 52 shots in it.
And most of the people I don't think
had any idea how we did that work.
In order to create the shape-shifting
t-1000 terminator,
ILM employed a revolutionary laser scanning process
to capture Robert Patrick's form and expressions
that would enable them to animate
and model a realistic computer version of the actor.
It was a lot of breakthroughs
that we had to do to get that show done.
To get the CG to work.
All the reflection maps on it,
and not have it just rip it's geometry apart.
And being able to pan the computer camera
to match the background live action camera.
And so we can follow the guys feet
as he's walking across the checkerboard floor,
and up from that grows this head.
And that was really, really tough stuff to do.
You know it was on the cutting edge.
So everybody in this industry is saying,
"wow everything's changing now."
so then there's this general awareness
that the technology is coming into this industry.
So with that film it made the awareness
that something big is coming.
I was perfectly happy to do the dinosaurs.
The technique that Phil Tippett
had honed to a fine point.
And we had settled on that for "Jurassic Park".
Personally I didn't think the CG was ready
to do "Jurassic Park"
for at least the close ups of the dinosaur.
I thought maybe we could do like some stampede sequences.
Cause what computers are good at is,
like in a word processor
you can clone something a million times,
you can copy a word and duplicate it
100 times on the page or anything you want.
Well it's true also with models
and so you can do it with dinosaurs.
You could make one Gallimimus dinosaur,
and clone 20 of them
and have them all running with the same run cycle.
That's the sort of thing that's really hard to do
with stop motion or anything like that.
But we started doing these tests in CG
before the show was going on.
And our tests started looking better and better.
Until one day Dennis Muren came over to me and said,
"you know I really think we should do this in the computer."
and let me shoot a test and show you.
Dennis was working off in the corner.
We were off going along the normal route.
Dennis then got the audience with Steven,
and part of it is to convince Steven
and part of was me saying,
"we can do this, I will guarantee it,
it'll be fabulous."
the test was a herd of running Gallimimuses,
and he didn't flesh them out.
He just basically put the bones in motion.
It didn't have that kind of artificial look,
it was completely realistic.
It looked like skeletons had come to life
and were just running throughout Hawaii.
And all the onus of stop-motion photography
was suddenly eradicated.
We were both kind of wondrous
about what this was promising this industry.
We literally didn't know from one day to another
how stuff was going to look.
Everyday we'd be looking at the dallies
and saying did we do this?
Did people make these images?
We had never seen anything like this before, you know.
Where's the trickery?
We've been seeing movies for you know, 80 years?
There's nothing there, it looks real.
A visual effects shot starts
with a line in the script that describes something.
Let's say a dinosaur runs across the field.
You start by going on the live action set,
and shooting what's called a plate.
The plate is the background
that you're ultimately gonna insert
that digital character in this example.
The plate comes back to the artists,
they create a virtual topography
that reflects what they've seen in that shot.
They build a character in the computer.
They build its bones, they build its structure.
They then come up with surfaces and skins for it.
They color it, they give it eyes,
they give it motion, they give it fingernails,
they rig it so that it can be animated.
So they take that photograph background plate.
They take that character,
and they animate the character
in the computer space
to fit into that photographic plate.
When that's done to the director's satisfaction
they actually composite it into the scene.
Once it's composited into the scene
it is filmed out of the computer,
and cut into the film.
And hopefully everybody loves it in the movie house.
Here there was not even going to be a thought
in the audience's mind that what they were seeing
was not absolutely real.
And because Stan Winston did this amazing job
of creating full-size life replicas of a t-rex
we were able to effortlessly cut together
the digital dinosaurs
with the Stan Winston full-size dinosaurs.
And the audience sometimes was confused
as to which was which.
The major breakthrough really was
when Steve bought off on the idea of making that leap
from analog to digital.
And that really is what changed everything.
Once we did those dinosaurs
I saw that we had unlimited possibilities.
From the point of view of the industry,
the turning point was "Jurassic park".
When "Jurassic park" happened then
that was like this big switch was thrown.
It was like the world has changed.
It started kind of a revolution
and an evolution that began to move faster
than the speed of light.
It's-- it's a dinosaur.
I was amazed at how much ILM was able to accomplish
and go beyond the dinosaurs,
with everything else they did
in the next several years.
Transferring the culture from the analog culture
to a digital culture was huge, huge problem.
Lots of pain, lots of heartache,
lots of emotions for people
who were getting crunched in the shift.
It caused concern for the people
who were used to doing traditional effects.
You know would their jobs become obsolete someday?
When I started working in computer graphics training,
they referred to me as going to work for the dark side.
The model shop were threatened by this--
by this whole, division that was growing up.
And I was one of the few people
who made the first jump into CG from the model shop.
Since then there have been many,
and we've all been-- most,
on the whole, been very successful.
But at first it was not considered
to be loyal to the shop.
I had an interesting experience
where we had a shot in the movie that was just really bad.
It was an optical composite,
and we re-did the comp with some frustration
and people didn't want to do it with digital, with Photoshop,
and it was like night and day.
So I showed this to one of the old timer optical guys
who had done it the first time.
Showed him both versions and I said,
"which one do you like?"
cause I wanted to bring him into the digital world,
and he liked-- he picked the old one.
And I thought what the heck are you seeing?
What's going on?
And I realized then there was a problem here.
You know, there's fear going on,
denial is going on,
but he ended up being one of our best digital compeers.
Once he came over to it, and saw what he could do.
Right around the same time
Bob Zemeckis did "Forrest Gump".
And "Forrest Gump" had a similar importance
in terms of changing the industry.
What "Jurassic Park" did
in terms of big in your face visual effects,
big characters, bringing fantasy
and sci-fi to the foreground.
Um, "Forest Gump" did in exactly the opposite
and understated way,
invisible effects.
Doing things that you couldn't do before,
changing people's performances
by changing the way their lips moved,
changing the skies and pictures
to create a different mood.
All kinds of little things
that had you been able to do photograph
it that way originally you would've,
but you couldn't.
So manipulated everything to enhance the storytelling.
At one point in "Forrest Gump", he's playing ping pong.
And he's playing at this phenomenal speed.
And you might ask how did tom hanks
learn how to play ping pong?
Well the answer is of course he doesn't
he's just moving the paddle.
And somebody's putting a ball in
and it's used with renderman.
So, it's this simple little thing,
but what it meant was a story point
would go into the movie and the audience
doesn't know or care about
and we reached that point where
it's not about special effects anymore.
It's about telling a story.
So, suddenly visual effects has a place in dramatic films,
in comedies, all types of things
that it just didn't fit into before.
And at that point in time everybody started to try
to figure out how to dust off those old scripts
the had that they didn't know how to make before.
As ILM approached their 100th movie.
They would be challenged with the next level of realism.
It was the beginning of
kind of, working with CG creatures.
Cause I remember at one point
there's a wall blew open and a guy came through
he's the rhino,
ok,
run away from the rhino.
And that was the beginning of kind of,
ok imagine now that's the rhino,
the one on the right is an elephant,
Phil is the hippopotamus.
Ok, good I got it.
Let's do this.
Run!
It's a stampede!
Basically it's just fight or flight.
Most of the time you're just running.
It's not a creature that's having a dialogue
it's nothing that's talking to you.
It's basically chasing you or confronting you
or running from you or you're both in a state of fear.
I was amazed by all the larger creatures,
it was insanely beautiful.
And I found out they had taken some of the programs
from "Jurassic Park",
and applied them to elephants and rhinos.
And they are working you through
going, you can't go there you have to look over there
and they're going literally this area is a no go
especially if you're thinking can I run over there?
No. Why?
That's a pit.
Okay cool.
It's a twister, it's a twister!
The tornado in "Wizard of Oz" to me
just stood out as being strikingly real
compared to other stuff I had seen.
It was beautiful also to look at.
It had this-- I had never seen that done before
and I don't think it's been done since
as well the beautiful cylindrical design.
ILM is consistently breaking new ground.
I think that the visual effects industry requires that.
"Twister" I remember got green lit
because of a special effects shot that ILM did.
And we did a test
and we sat in the screening room at Amblin.
Everybody loved the shot so much
that's when the movie got green lit at that moment.
When we started working on "Twister"
we were dealing with really organic materials.
Things like dust and debris and tornados and water.
And those things hadn't been solved
and creating those elements in the digital world
was extremely difficult.
We had to develop our own particle system,
and a way of rendering the particles
that was realistic.
In doing anything photo real
you need to look at the real world around you.
To see how light bounces off of things
or illuminates us,
or how cloth bends,
or how people move, and animals move.
ILM's stock and trade is photo realism.
That we make stuff that you can really believe is real.
A lot of painters,
a lot of the modelers tend to either fall
into what we call a hard surface camp,
which are things like planes, spaceships, hardware.
And then you've got your organic creature type stuff.
What helps me is to go back to real things.
To study nature to see how a feather functions.
How it's actually constructed so brilliantly,
and if I can take some of that enthusiasm and curiosity.
I can bring that into my work.
To create the reality
the visual effects supervisors lead an army
of production managers, artists, and technicians
to realize the most complicated imagery on time
and on budget.
The starting point begins with the ILM art department.
The concept artists
and the art department in general
are sort of the front end group
or the spearhead to get everybody
on the same page the starting point.
In a lot of cases at ILM
they'll be designing the effects sequences,
or the creatures or the environments
of the world of our clients.
The directors we work with.
As often happens, directors ask ILM
to create imagery that has never been done.
The visual effects supervisor
brings these challenges
to ILM's research and development department.
One of the great things about ILM
is that you have a R&D department.
I can go to them and say you know what?
I need controllable smoke.
It just has to do this,
and you've got a brilliant team of smart people
that can say, "ok you know what?
We're going to make you smoke system."
and they come out with the goods.
Everything that you see on the screen
is meticulously assembled out of hundreds or thousands
of different elements.
And those are all there because an artist put them there.
So much of it is about giving them tools to layer
in greater and greater complexity,
but always with the control that's necessary
to give the director the images that he's after.
On set, the visual effects supervisor
is responsible for delivering the live action elements
to ILM's artists.
When you are in principle photography
you have 300, 350 people in your crew,
your days is costing about 250,000 dollars a day.
And there is a question,
and you need to answer that question,
everybody turns to you and you have about two seconds
to say exactly what you need these people to do,
and then they do it.
One of things I love about this place is the ILM methodology.
You know we try to create an atmosphere here
where creative people are free
to share their opinions about things
if somebody has a good idea about a shot say it.
And when people are honest about what they think,
the work is better.
There's amazing times
when you're struggling with something.
You're maybe working on it for days
or even weeks and everybody is thinking
how to solve this certain problem,
and you really get a sense
of a community art going on at that time,
where everybody's-- where it's all been worth it
to come together and contribute on something
that's never been done.
Nearing the dawn of the new millennium
George Lucas returned to ILM
as a client with a daunting task
of making three new "Star Wars" prequels.
George had to wait to do the prequels.
Because his vision was so grand, and it was so big,
and he wanted to do so much
that he had to wait for the technology to catch up.
And I think what he saw in ILM
and the work ILM was doing throughout the 1990s
sort of encouraged him to believe,
that finally the time had come,
and it was absolutely possible to achieve greatness.
I could sort of come in and push things forward
as the owner and as the client.
You know we're pushing the envelope in a few places.
But the biggest issue is volume.
Just the amount of stuff.
We were attempting a scale of visual effects
that had never been done before.
And over 90% of that movie
had some sort of visual effect in it.
We over doubled the size
of our computer graphics department for that movie.
As well as the potential changing culture
of the company because we were growing so much.
So, there was the trepidation of,
have we bitten off more than we can chew,
and can we do this.
It's not just that we have to do it for this picture,
we have to do it for two more pictures.
And also if this picture works
then everybody else will want it done for their picture.
And what are we going to do?
We had over 2000 visual effects shots in it.
There were so many aspects of what needed to be depicted
that couldn't be done with tools we had at the time.
It was painful, scary, a lot of things.
You need somebody there to hold your hand and say,
"Look I'll take the blame,
if this doesn't work I take the blame"
and that's what I've always done on my own movie.
Okay so, I am doing my damndest to figure out
well how do we even do a shot like this.
And ok these are the techniques
I think are going to be the most bang for the buck,
and geez we'll just have to able to animate
that in two weeks.
We had very dense scenes
with hundreds of thousands of characters in them.
And we had to do rigid body dynamics,
cloth simulations, synthetic terrains.
The list of things that we needed to develop
new tools for was quite large and intimidating.
The real point is how can we manage to change
the operating procedures in a way
that we can completely revolutionize
the way we make movies, so that this is all do-able.
We'd have discussions back and forth in the beginning.
You know the supervisors, myself
now I want to do this and I want to do that,
and they go well...
and sometimes I'd say, "we're going to do it anyway."
they said, "No we can't"
and I said, "we're going to do this.
I know we can do this."
what he brought to us was something
that had never been sort of accomplished before,
and he really pushed us as a company
to grow and learn how to create such a large vision.
*
To do a big complicated show like that
you develop some confidence in the process
of you take big problems, you break them down
into smaller problems.
You break those smaller problems
down into yet smaller problems.
Until you get to a scale
where it's tractable by a single person.
And so when a new big project comes
with some kind of scary unknown aspect to it.
You have to comfort yourself with the fact
that we've been doing this for a long time,
and this process works, it always works.
When I was asked to paint Yoda
as a computer generated character
I really remembered what it was like for me
when I first saw Yoda on that screen.
And what Frank Oz had done with him as a character.
That was a really honor to be asked to work on him.
To get Yoda's expression,
to get his character was terribly important
that we get that right.
The fear of loss is a path to the dark side.
In the CG Universe performers were now challenged
to act in virtual worlds
when invisible characters unlike ever before.
That was the time we created the Jar Jar Binks character.
And a lot of people feel different ways
about Jar Jar Binks,
but the fact of the matter was
you had a living breathing character
who was acting alongside the actors
for a large portion of that film.
And it really showed you could have digital characters
integrated with live action people,
and make that work.
Get away, get out of here!
[mumbles]
I remember meeting Liam Neeson
after he had done one of the "Star Wars" movies
and he went, "Robin I don't know anymore
I really don't want to act.
I've given up, I don't really think I can.
Cause I've just spent times looking at an X,
I don't know what it's about anymore really.
I've been trained to do lots of amazing things,
but now I've just been looking at an X for a long time."
and if I saw him--
I'm going, "Oh no they've gotten poor Liam!"
Dear God, Dear God.
I would've liked to work with a Yoda character.
That would've been fun.
'cause I've worked with the Muppets,
I can deal with the fact
there's a guy under there going [mumbles]
I'll work with a puppet, I see you.
It's okay.
[Yoda voice] Syntax none have.
Mhmm the dark side clouds everything.
Impossible to see the future is.
They would bring the puppet in,
so you could see it and get a visual of how tall he was,
or where he was going to be
and sometimes I had to walk with him and talk with him,
which was kind of new too
because he usually didn't walk and talk.
That was a whole bunch of new stuff
they were able to do with him.
So, I just had to pick a spot and kinda do it.
I kind of like that,
I'm an only child so I played by myself
a lot in my room I made up stuff,
and I'm used to fighting things that aren't there,
talking to people that aren't there.
It was perfect for me.
So when actors complain about it
I just kind of look at them and go,
"Where's your imagination?"
this is the perfect time to do what you want.
I was very happy to know
that I was part of something that was changing
the way people were going to make,
watch, and create films
for the rest of the time.
"The Phantom Menace" was released on may 19th, 1999
and became the highest grossing
"Star Wars" film of all.
Its success paved the way
for the next two films that were shot
completely on digital high definition cameras,
and showcasing the most extensive use
of virtual characters and environments ever.
George brought the original "Star Wars" universe
back into popular culture in a whole new way.
You're George Lucas!
Uh, I take it you're here
for the "Star Wars" convention.
Oh dear god.
Oh my god!
George Lucas!!!
Ahhh!!!
All of the films that Lucasfilm have made
have become culturally significant
in one way or another.
And people have a very emotional connection
to props and costumes and artwork.
Because it's part of something much larger
that really effected them.
So when I walk around here
everything that I see fills me with memories
of you know movies that I watched
and the experience I had.
It's pretty incredible to see all the costumes,
and it was like nerd's paradise.
All of a sudden I was 12, that's so cool.
No matter how much you romanticize a weapon or a mask
or a costume or a character,
you come and touch it
and somebody had to paint it and build it
and cast it out of foam or wood or plastic
or what have you.
It's really wonderful and heartwarming
for me to come up here and see these models
that I built almost 30 years ago.
'cause it brings back so many memories
you don't think about these things for so long,
and then you see them and it's like,
oh gosh I remember when I built that.
Whoops, ten people just died.
It's odd though, we didn't build them to last forever,
and we certainly didn't build them
to go out into travelling shows and be in museums.
And so it's kind of odd to see them up here
where they won't let us touch them
and if something breaks off
they photograph where it came off,
and they put it in little plastic bag and seal it up.
When you see them
and you realize that when they lit them,
they had a life.
They were a creature.
Yoda, to see Yoda like,
[Yoda voice] mreaaa moving not.
CG take work is.
In 2001 ILM brought history to life
like never before with the epic
world war 2 battle sequences in "Pearl Harbor".
Another series of landmark achievements for the company.
In 2004 they created the first extreme close up
of a realistic digital human
for "Lemony Snicket's: A Series of Unfortunate Events"
ushering in a new era for digital actors.
The realism paved the way for the highly anticipated
"Pirates of The Caribbean" films.
When the script for "Pirates" came in.
The gag was that our crew of pirates were cursed,
so that when they appeared in moonlight
they were these tattered skeletons.
Which immediately brought back memories
of "Jason and The Argonauts".
There's a scene of sword fighting skeletons
that's an iconic scene.
You know that image came immediately to mind
when I read that in the script.
It's a really fun opportunity
to pay homage to Ray's work,
but to update with some of the newer technologies.
The "Pirates of The Caribbean" series
made extensive use of in camera
motion capture technology.
Otherwise known as Imocap.
This advanced system of sensors records actions
of human actors and uses the information
to animate digital characters.
I mean the characters were all created
by the visual effects.
It wasn't make-up.
They were walking around in gray suits.
And uh you know it's very difficult you know
for actors sometimes to interact with a character
that's wearing a gray suit with a beanie,
but since our actors
are so well trained, so professional,
they did a fantastic job.
Most challenging thing on pirates was Davy Jones.
We had motion capture trackers on him.
He had all these silly dots on his face.
But Bill Nighy was that character.
And I think for me that was the first time
I really saw a direct transference
of someone's performance onto a CG creature,
and it was so complex and so layered.
You've got all these tentacles
trying to get them to operate
like they really would is a major challenge.
Because in the computer
although you've got the shape of the tentacles
if they are going in different directions
they'll just penetrate right through each other.
The idea that they would hit and react
is just not in the computer, it has to be worked out.
And it takes a lot of calculations
to make something like that work.
It was just so incredibly detailed
and the work that the model builders
and the texture painters
and all the guys that contributed
to that show in all the different ways
just bringing this immensely complicated crew
and ship to life.
Technology changes very quickly
and gets better and better
so it gives the artists at ILM
and their supervisors more fun to play with
more things to play with more toys,
and it pushes the limits
which is exactly what we want to do.
We thrive on developing new techniques
to achieve something that's never been done before,
so imagination is unencumbered.
Inspired by the original 1953 version
of "War of The Worlds"
Steven Spielberg teamed with ILM
once again to push visual storytelling
to a whole new level.
Well I had this crazy idea one day
when I was doing my storyboards.
I had sketched out a three minute dialogue scene
between the two kids and tom cruise in the car
after they escape new jersey.
I began sketching it in cuts
you know in close ups, profiles,
and over the shoulder shots.
And then threw all that stuff out
because it wasn't exciting enough.
And I thought,
there's got to be a way to do this,
what if I did this all in one shot?
And then I had some of the pre-vis guys come in
and I pre-vised the entire scene with the moving camera,
that actually went through the car at one point,
when through the back window at another point,
went out into the middle of the turnpike
to make room for cars that are passing,
then went back into the window again.
It was an impossible dream
and I knew it was not achievable
cause I didn't quite know how to blend it,
where are the blend lines going to be?
How do we glue these disparate pieces together
to make it seem like it's one shot.
So when I showed Dennis Muren the pre-vis,
Dennis said, right away this time
he didn't even have to think about it,
he said, "You could do it in two shots."
I said, "Where's the break?"
he said, "When you come back in through the car
through the back of the car."
and then when you're pulling back out
to the high crane shot at the end
as the car moves off into the vanishing point.
So, Dennis thought that was going to be no problem.
I don't think there's much clue
that you're seeing an effect in those scenes
because there are no camera cuts
it's done much more like documentary style,
and that's got a really great
sense of surprise when that happens.
It's much more realistic and immediate,
and that's hard to do with any kind of effect.
Every little thing as a collection
of what we do in the history
of all the films that we've done kind of goes
into every movie we're doing right now.
"Transformers" represents a colossal collection
of all these different stair steps
of ideas on the way.
By this point in time in computer graphics,
we have learned how to do hard shiny objects.
Yes.
But have we really conquered how they are lit.
Have we really conquered
a more realistic style of animation,
or a cooler style lets say.
No.
We're constantly re-assessing what can we do better?
Then we start designing the robots.
I think initially a lot of the robots were made
out of all these questionable material
that looked very CG-ish.
And we actually started building a couple robots
out of these bony fragments that look like,
you know what is alien space stuff,
we don't know what it is.
Michael Bay, our director,
and myself kept going back and forth on this--
you know what, this is not working.
Let's just go to car parts
and just start drawing from real world
because you and I go to the movie
and if we something we don't quite understand
it looks fake.
If you want it to look photo real,
well what does that mean?
It's go to look like people made it.
And so that's why we gravitated
all toward these designs
that were more or less things that we know.
I think the transformation scenes
from the first movie you know,
were something that people had never seen before.
There were about 10,000 moving parts.
And all those pieces have to move and articulate
with one another.
Technology wise that stuff didn't exist before,
so again it puts ILM on the leading edge
of technology breakthrough.
On "Iron Man" we drew a lot
from what they learned on "Transformers".
Um and that made me extremely comfortable
with how ambitious to get with "Iron Man",
because I 've always been a bit of a skeptic about CGI.
I think primarily because it hasn't been done right
in many cases.
A challenge was I think initially
to impress him with the idea
that we could make the Iron Man suit
look pretty seamless and realistic.
I love this suit!!
The other issue was that there were some
very beautiful practical suits
created by what was then known as Stan Winston studios.
Robert, he was finding the suit very uncomfortable to wear,
and so we would usually pull one or two pieces off
just so that he had more freedom with his are movements.
It was clearly still constricting
so we pulled more and more pieces off.
So in the end I said, "look, let's pull it all off.
I'm confident based on what we've done
we can replace the whole thing."
and so we did, we pulled it all off
and I was putting the markers on Robert
he was like, "I love you."
because he was so happy that he could now act and emote,
and we would just add it all digitally later.
At one point in the process
I was giving notes on a shot,
saying how I didn't believe a certain reflection,
it looked fake to me.
And that's when Ben Snow,
who was the ILM supervisor said,
"That's the real suit."
so I was giving notes on the real suit
thinking it was the CGI suit.
And that's when I knew that it crossed that line.
And from that moment on
I realized that technology was a good one
it had passed the point
where I could tell the difference.
And then it became about how best to design the shots
to make full use of what it could do well,
and not to ask of those shots or that technology
what it wasn't good at.
So I think a lot of times now when you see bad CGI
it's because of poor planning on behalf of the filmmaker
as opposed to the artists that are working on it.
And it's a big-- that's a big leap,
that's a big change,
and so now I think it's incumbent upon the filmmakers
to learn more about CGI
because it's a tool that's here to stay.
The suit is the star you know of the "Iron Man" movies.
You watch that suit do stuff
that's what we go there for.
When the screws come out, the boots come on,
the tu-tu-tu-- things come on his arms.
You really wish you had one of those things
and the ability to make you want to be
that particular character is the dream
of, I'm sure all the guys
that are working in those particular places
that sit there and go, ah that would be so cool,
what if the suit did this.
And they make us want to be those characters
the make us want to see that stuff happen.
In 2009 director J.J. Abrams
reinvigorated the original "Star Trek" universe
through the help of ILM's illusionists.
The first challenge
being a new design for the starship enterprise.
The thing about the enterprise was
you can't really play with it too much
because it's so iconic.
I just knew we were dealing with those very vocal fans
who were going to be pissed off no matter what we did.
So I thought, let's just update a little bit
but let's maintain it's essential silhouette.
There's certain level of pressure involved in that too
because I remember when we did the new enterprise
for the J.J Abrams "Star Trek",
and the first image that was revealed to the public,
it sounded like they were going to kill us
if they could find us.
And we were talking about an artist relocation program
because we're like, "Oh my god" you know.
They got so upset,
and then it came out and they loved it.
You know the amazing thing is ILM
took these designs that were done
and it made this thing live and breathe.
It brought this ship to life.
"Star Wars" made it impossible to do anything new.
There's not a weather system, a terrain,
an environment, a character color,
a number of arms or legs.
There's nothing--
I mean he did everything
like in the last three films probably exponentially more
than you know all science fiction films put together.
And every once in awhile
someone would whisper you know
remember, "Star Trek" came before "Star Wars".
And I was like yea yea it doesn't help me
cause George had out done it.
ILM made the most of practical and visual effects magic
by shooting two very different worlds
side by side just 30 feet apart
in the parking lot of Dodger Stadium.
Creating kirk stranded on the icy Delta Vega Planet
was done on a partial set
under the balmy skies of Los Angeles.
It was a really fun magic trick
to get to kind of shoot those things so closely,
and yet have them seem so worlds apart.
There's a step with lighting
and rendering that is just unnervingly magical
that when you get you're like, "huh!"
You can work on a shot for months.
You go and watch one of the movies you've worked on,
and you see the audience react
to something, you go, "Wow that's awesome."
so, it's very fulfilling from that aspect.
It just requires an incredible organizational
and artistic endeavor,
and I think that the fact that it works as well as it does
is a testament to how ILM is built,
and the kind of people that work there.
It's an amazing team, a huge amazing team.
In 2005 ILM moved from Marin county
across The Golden Gate Bridge
to a 23-acre complex at the historic Presidio.
Within this house that "Star Wars" built,
ILM's team of visual effects wizards
continue to push the envelope.
From their humble beginnings in a Van Nuys warehouse
to a state of the art facility.
They've single handedly transformed
the photo chemical days of old into a new digital era
changing the industry one film at a time.
Over the last 35 years
ILM has created visual effects
in nearly 300 movies.
Their innovations and artistry
has been recognized
with 15 visual effects academy awards,
23 additional nominations,
and awarded the National Medal of Technology.
In dark theaters everywhere
they transport us to other worlds
with their cinema magic
always inspired to create the impossible.
I think ILM's greatest challenge
is, in a way, their own reputation.
You know continuing to grow,
and expand and live up to the standards they've set.
This work is very complicated
and it's very labor intensive,
but it's, to some extent become commoditized
and the expectation is that the more of this we're doing
we should be getting cheaper, cheaper, cheaper.
The competition from overseas especially has been really hard
when the salaries are so much less than here
so how do we work faster and better
and still keep the quality of it?
And we've had a lot of people
who have gone through ILM set up other companies
around that are doing great work also
and we need to try to keep on top of it
to come up with the next thing
that's better than what someone else is doing.
ILM's body of work is something to be extremely proud of.
I mean you go back and look at all the things
that ILM has done.
It's the history of movies at the last part
of 20th century and into the 21st century.
Lightning just keeps striking at ILM.
That's the remarkable thing about ILM.
It's not like they had their moment
and it's moved on,
they find ways to reinvigorate
the facility, by breaking new ground.
I think ILM's biggest accomplishment
isn't any one show
it's that they've managed to realize the dream
that any filmmaker would have,
which is the ability to do anything.
The ability to continue to make us believe
what we see is the true genius
of what these guys do.
George made his company available to every studio,
and to every filmmaker.
And in a sense it was the first time
that had ever happened before.
Where a company was formed for all us
to be able to achieve our our impossible dreams.
And George made that possible for all of us.
*
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