Volume III No. 5

A publication of the National Association of Theatre Owners

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THE PIXAR PLAYERS (uncut)
Meet Andrew Stanton and Lee Unkrich — the ‘Batman and Robin’ behind Pixar’s latest, ‘Finding Nemo.’

by Mike Russell

Finding Nemo’ mastermind Andrew Stanton is one of the most successful screenwriters alive, and he doesn’t seem to care.

Working out of the animation hit factory Pixar, Stanton has co-written the scripts for “Toy Story,” “A Bug’s Life,” “Toy Story 2,” and “Monsters Inc.” — films with a combined domestic theatrical gross of $853 million. When confronted with his world-beating status among movie scribes, Stanton at first seems thrown (“Wow – now I want a raise! Could I get back to you?”), then ponders the irony of having attained such Hollywood success so far from Hollywood.

“I don’t even know any other screenwriters,” he says. “It’s kind of weird being up here in the Bay Area and sort of isolated, with just these guys, doing what we do. I think it has probably a direct correlation to our being able to make successful original stories — we’re not jaded and daunted by the whole system, because we’re just not part of it. I don’t even think like that. That’s wild.”

Coming from, say, “Jurassic Park”-”Lost World”-”Spider-Man” scripter David Koepp, this might sound like false modesty. But Stanton’s a Pixar man — one of the Marin County CG animation company’s first employees — and he rhapsodizes about its storytelling-first culture. “To this day, [new Pixar employees] come in and they feel like they’ve found Mecca or paradise,” he says. “They just didn’t think that it could be this good — in the style of moviemaking and the way people collaborate.”

It’s worth noting that he sings these praises on the tail end of a grueling production cycle for Pixar’s fifth feature, “Finding Nemo” – Stanton’s first as director and solo screenwriter. It’s the story of a clownfish named Marlin (voiced by Albert Brooks) searching the seas for his lost son with the help of a memory-impaired sidekick, Dory (Ellen DeGeneres).

Lee Unkrich — a seasoned editor who probably suffered whiplash when he came to Pixar from live-action stints on TV’s “Silk Stalkings” and “Renegade” — serves as “co-director” on the project and says “Nemo” is a very personal effort for Stanton: “It was his vision. He wrote the film, it was his idea to begin with … and he actually does like five different voices.”

In Focus recently grabbed an hour of Stanton and Unkrich’s time to talk about “Finding Nemo,” Albert Brooks, the culture at Pixar, computer animation, surprising cameos and the art of telling a good story.

o o o

ANDREW Stanton:
ACTOR/DIRECTOR

Is Andrew Stanton as funny as his screenplays?

Lee Unkrich: If you get a few drinks in him, yeah.

Andrew Stanton: [laughs] I wish. If you ask me, I don’t think I’m funny at all. I’m always striving to surround myself with people who I think are much funnier; in a vacuum, I think I turn very dour and dark.

Do you have a favorite supporting character in “Finding Nemo”? Do you think there are any that audiences will be quick to embrace?

Unkrich: Oh, I can definitely answer that one: There’s a scene where Marlin and Dory, after battling their way through a jellyfish forest, get stung into unconsciousness — and when they wake up, they find themselves on the back of a sea turtle, Crush, who’s swimming through the East Australian Current. And Crush is like an ’80s surfer dude, a Spicoli kind of character.

On these films, we typically do all the voices ourselves before we hire the actors — and Crush, in those early story reels, was being voiced by Andrew. We spent a long time trying to cast a “real” voice for Crush, but nothing was hitting quite right. But Crush proved to be one of the most popular characters in the test screenings — so we made the decision to just stick with Andrew.

So he’s an actor/director.

Unkrich: He is truly an actor/director. I always joke with him and ask if he was excited when he got the call that he got the part.

I would imagine there’s a sort of merry contest at Pixar to get your temporary “scratch voice” onto the final reel.

Unkrich: Well, we never make any promises — and the expectation’s always that we’ll be replacing Pixar people with real actors … or, should I say, professional actors. I think we broke that for the first time on “A Bug’s Life,” when Joe Ranft, our head of story, played Heimlich the caterpillar — we could never find another actor who made us laugh as much. And now Joe has become part of our stable of actors who do make it into the final films. He also played Wheezy in “Toy Story 2.”

And now other people have made it onto the finished films. Bob Peterson — the head of story on “Monsters Inc.” — played Roz, the slug receptionist. Andrew’s played little cameos here and there. I play a pelican in this film. It’s oftentimes because the part is so small that it’s not worth trying to get an actor for.

I have this image of all the Pixar guys doing voice exercises at their keyboards.

Unkrich: It’s called “The Pixar Players.” Actually, when we start each film, we have a series of auditions, and anyone who’s interested can come in and do some readings.

So Andrew, you’re an animator who writes dialogue and does voices. Is that combination of skill sets fairly unusual in professional animation?

Stanton: I think it’s random. I mean, I was an actor, I did a lot of theater, I made short films with my video camera and my Super 8-mm camera, like a lot of other budding filmmakers. I had to write, direct and act in them with all my friends, because nobody else would. And all those things still come into play — even though the stakes are higher and the bucks are bigger and the toys are fancier. You’re still using those same instincts that you had when you were a kid running around in your backyard.

You used to work on “Mighty Mouse Adventures” with John Kricfalusi, right?

Stanton: For one summer, on the first season.

Kricfalusi insisted during the “Ren and Stimpy” era that cartoons should always be written by animators. If you can’t draw, you can’t write.

Stanton: Well, that’s a bit of a purist theory. But there is a certain sixth sense that animators have — that you know what there is to be mined, entertainment-wise, from that medium. So I certainly think I have that as an advantage — I definitely feel that I have a good sense of what to take advantage of.

o o o

‘SPREZZATURA’

It strikes me that the thing that Pixar is best at is getting to the primal heart of an idea — boiling the story idea down so thoroughly that it’s obvious.

Stanton: Yeah. We’re junkies for the truth of something. Well, we’re junkies for entertainment, first and foremost — but then we’re almost equal junkies for tapping into the life-truth of something. And when the two can be married just right, I mean, there’s nothing better.

There’s a great term I learned from Joe Morgenstern, who reviews for the Wall Street Journal — it’s called “sprezzatura.” It basically means “the art of concealing art.” Even when we were in art school, we started to recognize that equation — that if something looked deceivingly simple, there was probably so much blood, sweat and tears behind it to make it look effortless.

We re-do so many things — again and again and again. I mean, I don’t consider myself a writer as much as I do a re-writer; I wouldn’t trust anything I did that went right on the first pass. [laughs]

But there is something to be said for getting in that alpha state where you’re making free associations.

Stanton: That’s certainly how you start. And sometimes, that’s how you finish. But there’s a lot of ugliness in between.

o o o

BATMAN and ROBIN

What’s the difference between a director and a co-director?

Unkrich: I liken it to the team of Batman and Robin.

Stanton: Exactly.

This is the first film where you’re Batman, isn’t it, Andrew?

Stanton: Yes. I’d been Robin for a while, and it’s … different. [laughs] I can’t say I like it more. You get to be the point man and you get to call the shots — but man, being number two is pretty cool. You get to go to all the same meetings, almost have as much creative input, but you can also hide in the shadows and not go to the meetings you don’t want to and not be the target when you don’t want to.

Unkrich: Ultimately, this film is Andrew’s film. And it’s been my job to help him achieve his vision.

We learned long ago that each of us brings different skills to the table. I come from a live-action background and have a lot of experience in directing and editing. I was just editing for a while, but it became clear that I had a lot to contribute in staging the films and supervising all the camera work. Doing a lot of work like that on “Bug’s Life” proved to John [Lasseter, head of Pixar] that I was capable of more. I ended up co-directing “Toy Story 2” with him; after that, I went on to “Monsters Inc.” and now “Finding Nemo.” And I’ll be directing “Cars” with John when I finish this film.

So for now, you’re Robin.

Unkrich: For now. Hopefully I’ll be able to step into Batman’s shoes one of these days pretty soon. But for now I’m being Robin and loving it.

Stanton: It’s a nice position to be in. I appreciate it more now that I’m not Robin.

o o o

THE TRUTH about ‘TOY STORY 2’

Andrew, how did you come to get sole screenplay credit on “Finding Nemo”?

Stanton: Well, after having four films under my belt, they really let me run free on this one. I’d had the idea running in my head since before “Bug’s Life” came out, and John knew about that — but he sort of left me alone, because we had to do “Toy Story 2” and “Monsters.”

But as each year went on, I got a little more serious. Because we were all proving our worth again and again, the leash just got longer and longer and longer, until basically it was, “Just go do what you want and just write what you want to write.” Which was nice, but it’s also scary — because you start to realize that some of your best work is becauseof the obstacles and the resistance that you complain about.

Sudden total freedom can be terrifying.

Stanton: It’s over-fantasized, you know. Limitations are a good thing; it depends on who the limitation is or what the limitations are.

After having gone through the hell of so many movies, you keep wondering: “Maybe this time I can make it a little easier on myself. Maybe this time I can actually get it a little closer to the bull’s-eye in the script form before we have to go and add a lot of people to the process.” Because it’s always painful to have to change your mind, and a lot of people’s labor is involved, and time. It’s more than just yours.

The most famous example of that at Pixar is “Toy Story 2” — which was, if I’m not mistaken, almost completely reconceived.

Stanton: Yes. It was completely reconceived until the 11th hour.

Why did that happen? Was it because they wanted to take it to the big screen?

Stanton: Well, it’s because the movie sucked.

[laughs] I don’t think I’ve ever had a filmmaker say that.

Stanton: [laughs] Well, you really hear it a lot from us. We always think our stuff sucks. And then we’re like, “Well, then let’s do it again, until it doesn’t.”

It was just one of those things where all the people that were involved in making “Toy Story” were busy making “A Bug’s Life” — and we basically hired a whole completely new crew to make what we thought would be a direct-to-video “Toy Story 2.” And it wasn’t until we had finished with “Bug’s Life” and had the time to focus on what this other group had been doing that we realized how off-the-mark it was, and how much we cared about “Toy Story” — enough to realize we didn’t want this to go that way.

Was it the same story?

Stanton: The bones were pretty much the same. There were some key things that we felt were missing — and that were ideas that actually came from a lot of think-tank sessions from the first movie.

So then, suddenly, it’s like having a class reunion — you get all those guys back in a room that worked on first one, and we all start collectively remembering ideas that we never used for the first one and we were finishing each other’s sentences after a couple hours. Suddenly, a million ideas were coming back to us — you know, the whole thing with Squeeze-Toy Penguin, having two Buzzes, a toy collector…. They were all vestiges of avenues we thought we might go down on the first movie.

o o o

ALBERT BROOKS and the PIZZA PLANET TRUCK

Is improvisation a big part of the voice-recording process?

Unkrich: Oh, absolutely. It can take a character that’s working well on paper and make it a lot more personal.
A lot of people’s perceptions are either that we do the voices after we do the animation — although a lot of people are starting to be educated that we do the voices before— or that we have an actor come in, read a script, and that’s the end of their involvement. That couldn’t be any further from the truth.

I think we ended up spending 24 hours in the recording studio with Ellen DeGeneres on “Finding Nemo” — in little two- to four-hour chunks over the course of few years — because we’re constantly bringing the actors back in to read the new material that we’ve come up with. And we always encourage our actors to improvise and bring a dose of reality to the scenes, and to bring a lot of themselves — especially in the case of Albert Brooks and Ellen DeGeneres. Andrew wrote the parts specifically with those actors in mind, but he really only took it to a certain point; it was bringing Ellen and Albert into the studio that really brought them to life.

Many people have hailed Brooks as the funniest man alive.

Unkrich: I’d put him way up there, definitely. But I think people will really be surprised by the level of emotion and heart that Albert brings to the role. I mean, he’s played some characters in the past that people had some empathy for, like his character in “Broadcast News.” But I’ll tell you — after people see this, they’re gonna have a whole new level of respect for what Albert’s capable of. Because while this film is very, very funny, it’s also tragic and emotionally powerful at times — and a great deal of that has to do with Albert’s performance.

Stanton: Even Albert said that. Albert said, “Wow, you really likemy character. You really care for him. Who would have thought that it took for me to be a voice on a fish for people to care about me that much in a movie?” You know, he’s being very Albert Brooks — but it’s true.

I have to say that I thought working with Ellen and Albert would mean they’re going to just knock the comedy out of the park, and we’re going to have to work with the drama and the emotion to get those line right. And it was actually a win-win situation: They knocked the comedy out of the park and they just nailed the drama.

Is it weird when you’re directing someone who’s an acclaimed comedy director himself?

Stanton: Oh, my gosh. I mean, I walk around all day quotingAlbert Brooks lines. And to suddenly be asking him to read a line — and then to suddenly be telling him he’s not reading the lines the way I think is funny enough — you really sort of stop yourself and you go, “Geez — should I be doing this? Am I really in the right place to be suggesting this?” But you have to just go with your gut; they wouldn’t be working with you if they didn’t think you had a good sixth sense about those things.

Albert made it very comfortable. I thought he might end up being overbearing, because he can do it all — write, direct and act — but actually it turned out to be the exact opposite. He knows what it’s like to be on the other side and to have to direct others, and so he was very, very, very understanding. He would even say, “If you didn’t get what you wanted, tell me. I’ll do it again.”

Brooks’ voice work on “The Simpsons” is the stuff of legend.

Stanton: I always worried that I wasn’t taking advantage of him the way “The Simpsons” groups do, because he just shines on those shows.

I had to explain to him what we asked of Tom Hanks for Woody: It’s not funny on the surface. He’s the heart of the movie.

Is there a voice actor who’s just brought you an exceptional level of joy?

Unkrich: We call John Ratzenberger “Our Little Lucky Charm.” We just couldn’t imagine making a movie without him — and I doubt we ever will make a movie without him.

You’ll never make a movie without him or the Pizza Planet truck.

Unkrich: Well, both. [laughs]

Is the Pizza Planet truck [which has made a cameo appearance in every Pixar film] somewhere in “Finding Nemo”?

Unkrich: The Pizza Planet truck is in “Finding Nemo.” For a while, we thought about having it be a wreck at the bottom of the ocean, but we didn’t end up doing that — so people will have to keep their eyes peeled.

“Monsters Inc.” is one of the first films in which you have a retroactive cameo — you have a character from “Finding Nemo” who turned up in “Monsters Inc.”

Unkrich: Yep, that’s true.

And nobody will get the joke until May.

Unkrich: Nemo actually makes two cameos in “Monsters Inc.” He’s in Boo’s bedroom at the very end of the movie, when Boo is running around her room and grabbing toys to show Sully; Nemo is one of the little squeak-toys she picks up. And he also shows up when Randall gets jettisoned at the very end of the film into the backwoods swamp trailer: You catch a little glimpse into the inside of the trailer, and you can see Nemo mounted on a plaque.

And that’s also the trailer that the “Bug’s Life” village is underneath.

Unkrich: With the Pizza Planet truck parked next to it.

You sort of back-loaded all your cameos into one shot, just in case.

Unkrich: And we have an “Incredibles” cameo of sorts in “Finding Nemo.” So I think that will become a little tradition now — to catch a little glimpse of the next film in each previous film.
You know, I believe we have a “Cars” cameo in “Finding Nemo,” as well.

o o o

‘BAMBI’ UNDERWATER?

Andrew, you’re the only person who’s worked on the screenplays for all the Pixar films. What’s the trick to squeezing huge laughs out of G-rated material?

Stanton: I don’t necessarily feel that we’re trying to be funny. A lot of the things that make you laugh aren’t necessarily jokes; sometimes they’re just quirky truths. They could be just the pantomime of how a character walks across the screen, or it could be the juxtaposition of two shots — and they all root themselves in telling a great story. I think that’s always been sort of our touchstone to “getting the funny,” but that’s never been the goal. The goal is that the funny will be included in the story they’re trying to tell.

Unkrich mentioned that “Finding Nemo” is surprisingly sad and tragic.

Stanton: It wasn’t for the sake of being different; I felt the story was telling us what it wanted to be. I don’t know how else to put it: It was somewhat in the camp of “Bambi” underwater — not that it literally is that — and it just required a little bit more intimacy and sensitivity. And even though it may feel like there’s less humor from a percentage standpoint in comparison to the other movies, you laugh just as hard when you do because you care just as much — and that’s the key.

You’ve got to get the audience to care about the situation of these characters — and then humor can come sometimes just out of somebody saying “No” when you just know that character really meant “Yes.” To me, that’s a much more satisfying laugh than a witty comeback.

Any specific examples from the film?

Stanton: Well, Ellen DeGeneres plays the short-term-memory fish named Dory. And you could go with the “Saturday Night Live” slant and just really make her annoying and forgetting things again and again and again until you want to walk out of the theater. It’s a very touchy thing to use that as a device for humor, because it can get annoying very quickly. So we stopped trying to be so obvious with it.

One of the aspects of [her short-term memory] was that she was always kind-hearted; she never had any baggage to hang on to. It always allowed her to be the ultimate optimist. Then she makes you laugh just for being optimistic later on in the film. You can’t necessarily say that the lines she’s saying are funny in and of themselves — but it’s because of your familiarity with the character that you’re laughing.

o o o

THE PIXAR METHOD

Is it unusual to work at a company where the technical and story sides of the business overlap so thoroughly?

Stanton: It might be. It’s all I know. When I started, I was like employee number nine with this group, and now we’re 700.

Lee basically came to Pixar from a very technical perspective —

Stanton: I’d say a good portion of our cinematic prowess and our filmmaking style is Lee’s thumbprint. I’m lucky to have had him on this movie.

Congratulations, Lee — you’ve come a long way from “Silk Stalkings.”

Unkrich: Uh, yeah I have. [laughs] You’ve been digging into my torrid past. I was fully entrenched in live-action editing back around 1994, living in Los Angeles. And I got a call one day from Pixar saying that they needed somebody to come out and help. I jumped at the chance, because I’d long been a fan of John Lasseter’s short films. And John and I really hit it off, and the whole team of us — Andrew and Pete Docter and Joe Ranft — became fast friends and collaborators.

I’ll admit I was as ignorant as anybody when I first came to Pixar about the role of an editor in animation. I just assumed that animators created the animation, and all an editor had to do was splice it together. It was a real eye-opener when I saw how the process really worked.

The process is really no different than it was 75 years ago, when Walt Disney made “Snow White.” We spend the first few years of making these films toiling away just with storyboards — creating very elaborate storyboard versions of the movie that we edit together with temporary voices, temporary sound effects and music, creating what’s called a “story reel.” It’s a rough-draft version of the movie.

We spend a huge amount of time — literally years — writing and re-writing and shaping the movie, structuring the movie, throwing out scenes, creating new scenes. It’s really a luxury — but to be honest with you, now I can’t imagine doing it any other way. If I were to go back to live-action, I think that I’ll definitely borrow a lot of the techniques and procedures that I’ve used in animation, in terms of honing and shaping the stories.

You exercise such a level of control over your material now. I imagine it would be sort of frustrating to deal with the randomness of live-action.

Unkrich: Well, there’s definitely a level of compromise that happens in live-action — the weather, tight schedules, limited access to locations. But the flip side is that when you’re dealing with all the spontaneity that happens in live action, you have a lot of happy accidents; you discover moments that you don’t necessarily discover when you’re working so closely with the material.

o o o

GUYS WHO TELL THE TRUTH

How scary or fun is that initial story-pitch session, when you’re standing in front of the room and swapping ideas?

Stanton: It’s very scary, but I couldn’t think of a safer environment to do it in, because I’m with guys that will tell me the truth. They’ll tell me when they don’t think it works — but it’s never to do anything other than to try to see if there’s a way to make it work. All the criticism is constructive here.

So it isn’t it like the offices of, say, The Onion — which is a legendarily rapacious, competitive environment?

Stanton: Most of my peers are basically the same four guys that I learned how to make movies with. You know, “Toy Story” was the first movie for all of us — and we all learned together and we all went through the battle together. So there’s an unspoken trust there that I just wouldn’t be able to find in any other group of people. If you’re going to take a chance, you’re going to take it with those guys.

o o o

BUZZ LIGHTYEAR DOES not SING

Now, songs, of course, play important roles in Pixar films — but Pixar characters themselves do not sing.

Stanton:[emphatically] No.

Is that a rule?

Stanton: Not a rule, but when “Toy Story” came out, it was a rule then. What made successful animation was a big, big, big musical. And we appreciated or liked musicals — but none of us felt that that was a requirement of making a great animated movie.

It seemed as each animated movie in the late ’80s and early ’90s, was becoming more and more successful, the scope of what people thought an animated movie could do got narrower and narrower and narrower. We were very frustrated. We’re all such film geeks, and it was so frustrating to read these reviews by some of your favorite reviewers, and you would really respect their insights — and then suddenly, whenever an animated movie came to be critiqued, they would just turn their brains off and basically say, “Good for kids. We give four stars.”

And we’d be like, “What? If that thing had been live-action and all the same story points had been done, this thing would have gotten an F!” And we felt like, “I want to make an animated movie that’s trying to be just as good as all my other favorite movies — screw what the medium is.” And that’s been our thinking ever since.

For as much as we work in animation, the last thing we do is think about [the fact] that we’re making an animated movie. We think that we’re making a movie. We don’t like thinking that we’re at the kid’s table — we want to eat at the adult table.

In an interview with this magazine, [“Spirited Away” director Hiyao] Miyazaki said that his characters drive the story; he comes up with the characters and then he lets them take him on a journey. How true is that for you?

Stanton: That’s ultimately where you know you’ve got something. But I tell you: The hardest thing to achieve — at least for me in writing — is finding out who your characters are. Out of a three-year writing process, that can be two to two-and-a-half years of just figuring that out.

You can figure out plot pretty quickly. But to know who your characters are, you’re basically forming a limited human being. You’re creating a character that people believe has its own thought process, its own decision-making — and you don’t know what those choices are going to be every second that you’re watching the movie screen. It’s really hard to create that illusion.

Miyazaki also said that, in the U.S., the animated film is an offshoot of the musical genre of film. Japanese animation, on the other hand, was largely created under the influence of European animation.

Stanton: That makes sense. I think it shows. I don’t want to give the impression that one’s bad and one’s good. We were just frustrated with being pigeonholed — and then suddenly there’s enough of us together in a room going, “Wait a minute, we ALL feel like this? Well, then we can’t be wrong.”

Speaking of being straitjacketed: Will there ever be a Pixar film that’s rated PG-13 or even R?

Stanton:You know, it’ll never be driven by the desire to get that rating. We have so far — knock on wood — always just been driven by the story we want to tell, and someday we’re going to come up with a story that requires something that’s going to put us in a PG or — I don’t know — maybe someday an R rating. Who knows? That’ll be a different mountain to traverse — for a whole slew of reasons.

There’s definitely a trust out there in how accepting we are for all ages, and we pride ourselves for that — because I don’t think you have to exclude children and values in order to get the big laugh. But I wouldn’t put it past us to someday have a story where it ends up being a different rating.

o o o

THE WEIGHT OF WATER

Now, one of the big technical innovations on “Monsters Inc.” was the sort of new realism with which animated fur and hair behaved. What’s the next visual leap forward with “Nemo”?

Unkrich: I can say, without any hesitation, it’s water.

Now, see, as a layman, I would think water would be easier.

Unkrich: Well, it’s not. [laughs]

Stanton: Oh, it’s so difficult.

Unkrich: It’s equally difficult — especially when 90 percent of your movie takes place underwater.

Why, exactly?

Stanton: Because it’s organic and it always changes its form. Water can be a liquid and a solid and a gas. It’s constantly changing shape. Computers are good at borders, edges — you know, a cube, a sphere, things that can just be solid and stay exactly the way they are. But to have something that’s truly changing its volume and shape every single frame, it’s just a computing nightmare. And then to make that look goodis a whole other level of wrangling that’s very, very difficult.

Is lighting difficult in that?

Stanton: No — because they’ve actually got quite a few tricks up their sleeve to make you believe that you’re seeing what light truly does, but it’s actually not doing exactly what light really does. But that’s about as far as I can explain before I’m going to screw it up. I don’t even understand it to the length that I probably should.

Unkrich: In some of our early tests, the animation of Marlin swimming around felt like he was just swimming in air, or at best in a chlorinated pool; it was clear we had to figure out how to make the audience feel like it was truly underwater with these characters. So we collected different shots of real underwater photography — you know, sunlight filtering down from the surface of the ocean, very murky water, all kinds of different situations.

nd we handed those collections of shots to Oren Jacob, the supervising technical director on the film, and laid down the gauntlet that we wanted to try and re-create those exact shots in CG. And they nailed it perfectly — we literally couldn’t tell the difference between the two, if you can believe that.

John Lasseter has said there were test shots that looked like Jacques Cousteau shot them.

Unkrich: On the “Nemo” DVD, we’ll actually do some side-by-side comparisons of the early tests — and I challenge anyone to tell the difference.

We did learn all the elements that go into making you believe you’re underwater. Things like caustic lighting — the way the light ripples when you’re on the bottom of the ocean, like it would over the bottom of a swimming pool; fog beams in the water; what we call “murk,” which is that objects, when they’re further away from the camera, start to lose their color and definition; particulates floating in the water — little specks of organic matter that drift around; and also “surge and swell” — this whole idea that there are currents underwater, constantly moving things back and forth rhythmically. And we then had to find a way to combine all those elements in concert.

And then had to step back and figure out ways of caricaturing — because we don’t want things to look ultra-realistic. If we’d done that, our characters would have stood out, because they’re caricatured fish. They’re fish that have eyes on the front of their heads instead of on the sides, and they talk. [laughs] They just wouldn’t have matched.

It ends up looking like Donald Duck matted over the live-action bits of “Three Caballeros.”

Unkrich: Exactly. So our challenge was to find ways of caricaturing the underwater world in a way that our characters would fit in naturally, but it still would look very real — because we wanted this to be a really immersive experience for the audience.

So we took the underwater world — which is, in reality, a very messy place, completely random — and we applied an order to it. It’s almost as if God had an opportunity to go back and tidy things up a bit. We kept limiting the underwater life and the coral and the rocks to more simple geometric shapes, and limited our color palate. But at the same time, we applied very realistic textures to everything.

So it’s a very subtle difference. When you see the film, it feels very real underwater — but if you study the images, you find that there’s a cleanliness to the images that ultimately gives us that caricatured sense of the ocean.

You bring up an interesting point: We’ve finally come to the point where you can pull back. There are some people in this field whose ultimate goal seems to be photorealism — but then that brings up the question: “Why bother?” If you can have a team of highly educated technicians rendering a rock, why not just go shoot a rock?

Stanton: Well, that’s been our point all along. The last thing we’re trying to do is mimic reality exactly. Because we don’t get the point.

Unkrich: That’s my feeling exactly. And that’s part of why we’ve never, at Pixar, tried to create realistic humans. It’s far easier and far less expensive to shoot a real actor than to try and re-create a digital actor. The only exception to that — and this doesn’t really apply to what we do in our world — is the case of digital stuntmen.

Stanton: In a way, “Nemo”’s the closest we’ve ever come to the real world — and even that is actually very caricatured.

Unkrich: At Pixar, we want to create a believable world, but it’s not necessarily a realistic world. It’s essential to have a believable world in order for audiences to connect on a much higher level with the story and characters.

For a while there, people were just going, “Gee whiz! Look at the F/X toys I have!” Now we’re finally getting to the point where people remember to use these tools to tell a story.

Unkrich: I’ve definitely seen a trend in the kind of questions that I’m asked on the films. Back on the first “Toy Story,” it was all about technique. No one had ever seen anything like that before. The trend over the years has been fewer and fewer questions about CG, and more and more questions about issues of story and character — which we love to answer, because that’s really what we invest most of our energy in. It’s harder than any of the CG work we do.

o o o

GEEKING OUT on ‘THE GENESis EFFECT’ and RENDERMAN

John Lasseter has cited “Tron” in interviews as being this enormous influence on him as a filmmaker. What film is that for you?

Stanton: Oh, gosh. You know, this is just such an old-hat answer, but it’s the truth: “Star Wars” just totally rocked my world. I mean, I was a huge film fan way before that; Lawrence of Arabia” is still my favorite of all time. But [as far as] opening your mind as to what type of technical things you can do, “Star Wars” started all that.

And now you’re working for a company that Lucas founded.

Stanton: Yeah. Bill Reeves, who’s one of our founding guys here for the whole technical side of things — when I found out that he actually was the guy that came up with the Genesis Effect in “Star Trek II,” I geeked out on him. I was just like, “Oh my gosh! The Genesis Effect — that’s the still the coolest effect ever!” And you know, here I am just hanging out with him for a year now. To find out that he had done that, I was just practically genuflecting in front of him.

And that’s back when they had to enter vector positions. They’d enter numeric coordinates for things.

Stanton: It still holds up. I mean, they re-used it in every other “Star Trek” movie after that one.

Now, RenderMan, the Pixar animation software, is now about 10 years old. That’s a “killer app” by any standard.

Unkrich: Actually, I think it’s more than 10 years old. Frankly, I love that it’s not just Pixar using it — it’s being used in some of the biggest films of all time. There’s a level of pride in that.

Stanton: What I didn’t know when I first came here was that most of the guys who developed [RenderMan] that still worked here were basically the first astronauts to step on the moon. These guys were like the Neil Armstrongs and the Buzz Aldrins of CG.

It’s almost like you guys found the grand unification theory of physics for computer animation.

Unkrich: [laughs] Another cool thing is that we’re constantly changing RenderMan to adapt to the films we need to make. We’ve never made a film purely to showcase a technology; we come up with great story ideas, then we develop the technology to allow us to create the films. The side benefit is that the improvements and additions then get filtered out to the customers who use it — so ultimately the benefits get passed on to the world.

On the Pixar Web site, it says that each animated film frame takes between 6 and 90 hours to render. Is that render speed getting faster?

Unkrich: Um, the render speed is faster — but we also made a lot of pretty amazing technical advances on “Nemo.” We knew the images we were going to create were going to be very computationally intense — and we couldn’t allow the per-frame render time to get too high, or we’d never be able to finish the film on time. So we had to set a very high bar in terms of how fast these frames needed to render. Kudos again to Oren Jacob and his team — they did manage to hit the goals, and it’s for that reason that (1) “Nemo” looks as visually astounding as it looks, and (2) it will be hitting theaters on time.

[laughs] That’s always nice.

Unkrich:It depends on the shot, though — some shots are simpler to render than others. If you’ve got one shot of Marlin and Dory having a conversation in a blue void, clearly those frames are going to render a lot faster than, say, Nemo taking a field trip with his entire class in a coral reef, zipping around past coral and hundreds of fish.

o o o

‘INCREDIBLE’ FUTURE?

Is there a dream voice — an actor’s voice that has maybe not been utilized yet on an animated feature — that you’re dying to get in an animation studio?

Stanton: There’s quite a few, actually — but if I said them, somebody else will use them, so I’m going to have to keep my mouth shut. But I must say that there’s quite a few voices in “Nemo” that I’ve been dying to work with for a long time.

Will “The Incredibles” be the first Pixar project to center around human beings?

Stanton: Solely? Yes. It’s quite a daunting task right now.

They can’t really all look like that Wayne Knight character in “Toy Story 2,” can they?

Stanton: No. They’re going for a little bit more stylism. But regardless, it’s very, very daunting — and man, it’s going to pay off.

 

 

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