1. Hi, my name is Don Hahn.
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2. I'm the producer of
The Lost Empire.
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3. This is Kirk Wise,
co-director of Atlantis: The Lost Empire.
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4. My name is Gary Trousdale, other
director of Atlantis: The Lost Empire.
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5. And for the next hour-and-a-half
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6. we'd like to thank you for inviting us
into your living room
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7. and/or room where you have your TV
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8. so that we can talk a little bit about
the behind-the-scenes of
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9. what went into
the making of this movie.
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10. It's funny, we started on this movie,
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11. it took us about four years,
four and a half years to make Atlantis.
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12. It all started over Mexican lunch,
up in Burbank, California,
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13. with a big plate of chimichangas.
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14. I think the first impulse was to make
a big, fun, action/adventure movie.
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15. And so the movie gets off with a bang
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16. with this big, fun,
action/adventure sequence
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17. which, oddly enough,
was not in the movie
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18. till about a year-and-a-half
before the film came out.
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19. Originally, the movie started with
a sequence about
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20. a bunch of Vikings
searching for the location of Atlantis
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21. aided by The Shepherd's Journal,
this ancient artifact that Milo uses.
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22. And instead, we thought
the movie would open stronger
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23. if we started it with
the sinking of Atlantis and...
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24. If we could actually see Atlantis.
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25. Here it is. Here's Atlantis in its heyday.
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26. And more importantly, it was
a chance for the audience
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27. to get to know Kida a little bit.
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28. We show the sinking of Atlantis
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29. through the eyes of
this 4-year-old girl, Kida,
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30. 400-year-old perhaps
at this point in her life.
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31. There she is now.
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32. And so when
she re-enters the story
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33. as a young woman,
when Milo encounters her,
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34. the audience has been prepped for it.
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35. Curious as to,
"Whatever happened to that little girl?"
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36. "To that kid with the tattoos?"
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37. One thing I've always liked
about this opening sequence
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38. was the sound design.
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39. Nothing like starting off
with a bang, literally.
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40. Gary Rydstrom and the gang
up at Skywalker Sound
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41. had to be real inventive on this movie
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42. and kind of show a lot of creativity
in sounds,
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43. like flying stone fish
and hovering crystals.
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44. All this elaborate display
of sound effects designs
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45. to create Atlantis and make you feel
like you were really in a different place.
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46. Gary Rydstrom
has an interesting job.
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47. He uses all these incredible
computer-aided tools
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48. to create his sound effects,
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49. but sometimes
he just takes the top of a toilet
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50. and drags it across the sidewalk
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51. and combines it with
an asthmatic Chihuahua
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52. - and somehow he can actually...
- So do I.
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53. Somehow you get the sound of
a stone giant or a flying fish.
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54. I just did that the other day.
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55. I had a toilet chained to
an asthmatic Chihuahua.
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56. Just on a personal note. Yeah.
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57. Now we go to present-day,
1914, Washington, D. C.
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58. And one of the reasons
for picking 1914
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59. is we always thought
it was kind of a crossroads
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60. of a lot of things happening in that era.
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61. Pre-World War I.
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62. You had agrarian man
meets industrial age man.
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63. And you had the optimism
of exploration going on.
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64. And it seemed like a really logical time
to set the movie.
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65. Especially in contrast to Atlantis,
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66. in contrast to the magic
and myth of Atlantis.
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67. 1914 gave us a rusty, steam-belching,
sheet metal and rivets world
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68. to show in contrast to the magic
of the Atlanteans.
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69. It's modern enough that
we can say it has high technology.
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70. But it's far enough back
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71. that it does just have a little bit
of a once-upon-a-time feel.
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72. A lot of the stuff that Milo is
talking about in this sequence,
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73. the Atlantean power source
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74. and how so many cultures around
the globe had knowledge of Atlantis,
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75. was based on our own research
into the subject.
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76. It's absolutely true,
every word of it.
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77. Except for the false stuff.
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78. Except for the stuff we made up.
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79. Yes, except for the stuff
we made up.
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80. It's a little bit of history
with very liberal doses of imagination.
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81. Now this Viking shield
that Milo holds up
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82. is kind of a remnant
of the original prologue,
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83. which had a group of Vikings
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84. searching for Atlantis using
The Shepherd's Journal as a guide
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85. and they were destroyed
by the Leviathan.
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86. We thought the movie opened stronger
by showing Atlantis
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87. and featuring Kida.
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88. Milo being kind of an archeology buff
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89. and a linguist cartographer,
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90. he knows all about
these different cultures,
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91. we thought,
"It's still not a stretch for him
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92. "to pull the language off
of a Viking shield, " so we kept it.
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93. It's also a chance
to plug Michael J. Fox,
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94. because when we were casting Milo
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95. and trying to find out the person
to voice this character,
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96. he had to be kind of vulnerable,
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97. but also heroic by the time
the movie was over.
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98. Also, funny, but also kind of warm.
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99. And that's a pretty short list of actors.
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100. Yeah, it's kind of
a tall order to fill.
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101. And Michael really combines
all of those qualities
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102. and brought so much
of his own personality to it,
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103. so much of his own humor.
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104. We would write dialogue
for the character,
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105. and try to find a way
to make it fit Michael's voice.
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106. But he would always come in
with a very fresh spin
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107. or interpretation of a line,
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108. and rewrite it slightly
or just tweak it slightly
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109. when he spoke it, to make it his own.
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110. Also, seeing the chalk drawing
on Milo's vest, always reminds me,
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111. every time we had a screening,
we'd get these notes from people,
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112. saying, "Well, actually, if he rubbed up
against the chalkboard,
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113. "the X would be reversed on his chest,
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114. "and when he turned around,
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115. "it would actually be
coming from the right."
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116. Which would render
the next gag completely...
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117. Oh, it annoys people so much.
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118. That's when you just say,
"No, it's a cartoon."
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119. Cartoon license.
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120. Never mind the fact
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121. that the photograph whirs
into life in the following scene.
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122. - Just the fact that that chalk drawing...
- That's okay.
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123. - ... was backwards... Oh!
- That's all right.
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124. His poor pith helmet.
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125. There used to be extended sequences
of Milo taking his pith helmet
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126. on his journey with him,
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127. it was kind of symbolic
of his grandfather...
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128. Yeah, the helmet played
a more important role for a long time.
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129. It was a speaking part
for a while, actually...
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130. His name was Pithy.
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131. "Dear Mr. Thatch, due to your absence,
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132. "the board has voted
to reject your proposal.
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133. "Have a nice weekend.
Mr. Harcourt's office."
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134. They can't do this to me!
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135. Oh, the names of these guys...
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136. These are all named after our favorite
MAD Magazine characters.
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137. Yes, we gave them names
in the best
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138. kind of Don Martin
and Dave Berg tradition.
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139. Their names are Fonebone, Kaputnik,
Potrzebie and Freenbean.
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140. Our little secret.
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141. Mr. Harcourt, you gotta listen to me, sir!
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142. Uh, sir?
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143. There was another character
in the basement, too.
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144. It was...
Milo had this little rat he hung out with
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145. and somebody to talk to
in kind of a Disney convention.
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146. - Disney convention.
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147. I'm going there now, I gotta run.
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148. - In Anaheim at 3:00.
- Yeah.
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149. Didn't quite make it to the final cut,
though, 'cause it seemed...
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150. Yeah, it felt like we were
getting Milo an animal sidekick
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151. kind of out of habit.
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152. And we were kind of parting company
with a lot of things
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153. that we typically did on these movies.
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154. And the animal sidekick
was one of them,
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155. and we just decided, you know,
why not let Milo tell his own story,
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156. rather than always having to cut back
to a little animal,
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157. you know, to make
a sad or happy face,
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158. to tell the audience
how they're supposed to feel for Milo.
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159. If you reject my proposal, I'll...
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160. Whoa!
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161. I'll quit!
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162. There's Washington, D. C.
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163. Extensive research
went into making that shot.
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164. We did.
We went to Washington, D. C.,
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165. I mean, not only to
look around museums and things,
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166. but also get a sense
of what the town was like.
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167. That is a Disney mainstay.
Kind of our good luck charm,
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168. David Ogden Stiers as Mr. Harcourt,
the museum director.
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169. You want to go on an expedition?
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170. Here. Take a trolley
to the Potomac and jump in!
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171. Maybe the cold water will
clear your head. Heinz!
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172. I'm home.
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173. There was once
an extended sequence
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174. at the beginning of this scene,
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175. where Milo comes into his apartment
late at night,
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176. where you hear him, outside the door,
walking up the stairs,
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177. and talking to a lady
out in the hallway...
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178. Yeah, the neighbor lady
who mistook him for the super.
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179. We have to talk about
this Helga scene.
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180. Yeah.
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181. This Helga scene,
this scene of Helga
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182. was animated by Yoshi Tamura
and his crew in Paris.
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183. And originally, she used to hike
the dress over her knee a little bit,
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184. which was considered
a little too risqué by some,
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185. so we toned it down a little bit.
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186. Now she just brushes some dirt
off her knee.
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187. Well, here we approach
Whitmore's house,
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188. based on the Gamble House
in Pasadena.
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189. Yes, a lot of the same
architectural details
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190. as that house in Pasadena.
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191. You also notice that we transition
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192. between several scenes
and sequences with wipes,
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193. which is basically
that kind of dividing line
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194. that comes from the side
or at kind of a 45-degree angle,
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195. and literally wipes
from one scene to the next.
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196. And that's a very old movie device
that goes all the way back to silent film,
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197. and is actually kind of
a little bit retro now,
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198. but seemed to fit in this kind of 1914
adventure story that we were telling.
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199. Whitmore's got all kinds of unusual
and interesting artifacts
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200. in his study.
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201. He's collected things
from the world over.
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202. He's got an extensive
shrunken head collection.
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203. His art collection is, at best, esoteric.
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204. I mean, it includes things like,
the Holy Grail and Excalibur.
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205. And the biggest fireplace
that I've ever seen in my life.
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206. Now, here's a story
that you may not know,
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207. but the original voice of Whitmore
was none other than Lloyd Bridges.
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208. Yes, a very early sequence
featured Lloyd Bridges
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209. as the voice of Whitmore,
but he, sadly, passed away.
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210. He did. But, boy, we got to
meet him, and he was fantastic.
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211. Really great, great guy.
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212. And John Mahoney came in, then,
and revoiced and replaced Whitmore.
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213. We had to rewrite a lot of the material,
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214. and gave us
a great energetic character,
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215. mixed with Shawn Keller, who
gave us the animation of Whitmore,
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216. to create this nutty, robber baron
kind of forward-thinking kind of guy
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217. that was gonna bankroll the expedition.
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218. The Shepherd's Journal, you know,
is an interesting device.
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219. A lot of people say,
"Oh, we're so happy you used the idea
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220. "of The Shepherd's Journal
in the movie,
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221. "because it's an ancient document, "
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222. and we said, "No, no,
it's completely bogus. We made it up."
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223. And they can't believe it,
'cause it seems like it's so real,
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224. but it's actually something,
along with Tab Murphy,
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225. our screenwriter, came up with.
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226. He came up with that.
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227. Actually, a whole history of that book
was written,
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228. and, you know, there's
a museum plaque dedicated to it.
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229. None of it shows up in the movie,
of course,
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230. but it's helpful to have that
in our minds, anyway.
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231. Wins it a little authority.
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232. At least somewhere.
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233. - For what it's worth.
- A little authority.
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234. Speaking of a little authority...
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235. You'll notice that Mr. Whitmore
has a pair of coelacanths
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236. swimming around in his aquarium.
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237. It's an ancient fish that was presumed
to be extinct at that time,
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238. until they caught one in the 1930s
off the coast of Madagascar.
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239. They've caught, like,
15 or 20 since then,
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240. but these pre-date that discovery
by a good 15 to 20 years.
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241. There's a beautiful and subtle
special effect going on here, too,
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242. where you get all of the moiré
kind of ripple patterns from the tank,
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243. playing across not only the fish
and the tank,
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244. but also across Milo and Whitmore.
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245. And it's just a study
in the subtle use of special effects
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246. to make the characters
feel like they're really in the scene.
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247. So, finally, I got fed up
and I made a bet with the old coot.
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248. This was always
a sure-fire laugh coming up here.
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249. "... not only will I finance the expedition,
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250. "but I'll kiss you full on the mouth."
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251. Imagine my embarrassment
when he found the darn thing.
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252. I always liked the fact that
it's actually like
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253. the photo was snapped like
one second after the funny image
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254. of two bristly, bearded old men
having to kiss each other.
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255. That is comedy gold.
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256. And they wouldn't
restage it for the photographer.
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257. They absolutely refused.
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258. "Can you do that again?"
"No, absolutely not."
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259. Your grandpa was a great man.
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260. This was a really nice little scene
that Shawn Keller did.
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261. Shawn Keller, who has got to be
one of our favorite animators.
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262. He animated not only Mr. Whitmore
in this sequence,
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263. but he was also the lead animator on
Cookie that comes up later in the film.
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264. And he's a really unusual animator.
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265. He's very fast, and he does most
of the drawings in the scenes himself,
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266. he needs very little help
from assistant animators,
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267. but he always is a very,
very entertaining guy.
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268. what you're proposing,
you're gonna need a crew.
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269. Taken care of.
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270. You'll need engineers and geologists.
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271. Got 'em all. The best of the best.
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272. I like the fact that Vinny,
in this shot, has his prison uniform on.
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273. - His prison garb.
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274. Once again,
a picture's worth a thousand words.
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275. - He busted out. Yeah.
- Says a lot about Vinny.
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276. Now, here's a little piece
of subtle foreshadowing.
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277. You'll notice that only half
of Rourke's face
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278. is visible in those dossiers.
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279. - What would that mean?
- So this is a character who will
Copy !req
280. - turn out to have a secret.
- A hidden side.
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281. - A hidden side.
- Get it?
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282. - I have a hidden side.
- More ham-fisted symbolism
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283. from the folks who brought you
The Hunchback of Notre Dame.
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284. Actually,
I totally missed that one.
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285. - I did, too.
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286. - Really? Did we do that?
- I was clueless.
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287. Are we smart
or was that an accident?
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288. It could be either.
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289. - Taken care of.
- My clothes?
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290. - Packed.
- My books?
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291. - In storage.
- My cat?
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292. And there's Fluffy.
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293. Fluffy will be spun off
into a television series of his very own.
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294. People loved Fluffy so much.
There was this big debate
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295. after some early screenings
of what happened to Fluffy,
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296. because he didn't show up
at the end of the movie,
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297. and cat lovers everywhere
were appalled.
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298. No, I actually insisted that he...
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299. Added him
at the end of the movie?
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300. Yes, we made sure
he was at Whitmore's,
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301. where Whitmore took
good care of Fluffy.
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302. That's right.
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303. Boy, I am so excited...
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304. Fluffy's Super Power Hour
will be on ABC this fall.
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305. Fluffy, Elvis and Bigfoot.
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306. Carrots. Why is there always carrots?
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307. I didn't even eat carrots.
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308. This line of Milo,
after he throws up off the edge,
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309. was actually an ad-lib
from Michael J. Fox.
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310. Which killed us in the booth.
We thought it was hilarious.
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311. "Carrots.
Why is it always carrots?"
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312. I need to, uh, report in?
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313. Yes, Mr. Thatch?
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314. It's you!
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315. Blondie, I got a bone to pick with you.
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316. The late, great Jim Varney.
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317. Yes.
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318. Those of you who
may want to look closer
Copy !req
319. as to what is actually written on
Cookie's chuckwagon,
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320. it says, "Today's special,
shut up and eat. And no seconds."
Copy !req
321. Jim Varney was a dear man
to work with.
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322. And he gave us so many ad-libs
and so much material to work with,
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323. you could actually make a Cookie
movie out of all the stuff that he used.
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324. He had songs and jokes
and just everything. He was fantastic.
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325. We'd usually have
about five lines to record,
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326. and we'd book about three hours,
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327. just because Jim would
keep us so entertained
Copy !req
328. with stories and songs and jokes
and anecdotes.
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329. Really made the character come to life.
Copy !req
330. The reveal of the submarine
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331. is probably
one of the more complex shots
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332. on the film,
although it may not seem like it.
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333. We used a technique
called Faux Plane,
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334. which allows you to take
a traditional background
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335. and bend it and shift it slightly.
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336. It's almost not 3-D, not 2-D,
it's kind of two-and-a-half-D,
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337. which allows you to shift
this perspective of the scene.
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338. So, in the reveal of the submarine,
the perspective shifts slightly,
Copy !req
339. and you also have three-dimensional
computer-generated vehicles
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340. and characters marching up and down
on the kind of gangway
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341. onto the left of the submarine.
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342. And it made for a very complex,
but very beautiful shot.
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343. Whenever Don Novello would
come into our sessions,
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344. we would always send him the script
pages a couple of days in advance.
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345. He'd always come in with a lot
of little notes in the margins,
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346. which made us very, very happy,
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347. because that meant
he had some ideas.
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348. Yeah, Don Novello is kind of a
comedic equivalent of a jazz musician.
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349. We would write a line,
and then he would just
Copy !req
350. come up with endless variations
and permutations
Copy !req
351. and just funny little riffs on the idea
that were all his own.
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352. We eventually learned that
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353. it didn't really pay
to write lines for Don,
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354. just write kind of
where you wanted him to go.
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355. - Yeah, just the general area...
- Topics.
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356. Topics to hit upon
and he'd fill it in.
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357. It made our job easier.
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358. Lieutenant, take her down.
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359. Diving officer, submerge the ship.
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360. - Aye!
- Make the depth one-five-zero feet.
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361. We're building up
to the submarine drop shot,
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362. which is one of my favorite shots
in the movie.
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363. This shot, I think,
also began its life as a test, didn't it?
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364. It did, yeah.
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365. We tested it, probably, two, three years
before the movie came out,
Copy !req
366. just as a motion test and then refined it
into what you see here,
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367. which is a gorgeous,
probably the longest shot in the movie.
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368. It probably runs a little over a minute.
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369. That shot is also
really a good example
Copy !req
370. of what a hybrid film Atlantis is.
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371. We've got
a digitally-created submarine,
Copy !req
372. inside is a traditionally-drawn Milo,
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373. drawn in the old-fashioned way,
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374. the way studios have been doing it
for 70-75 years,
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375. he's surrounded
by a cast of digital extras
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376. who've been animated
by our computer graphics department.
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377. There are computer-generated bubbles
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378. that trail out of the submarine
Copy !req
379. as it passes camera,
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380. but there are also hand-drawn bubbles
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381. that come up towards the left side
of the screen,
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382. just as the shot finishes.
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383. So it really shows you
kind of what a hand-in-glove
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384. operation Atlantis was,
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385. the way we integrated traditional
and 3-D animation.
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386. You have disturbed the dirt.
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387. Well, here's an interesting character.
Copy !req
388. Early on, there was an idea
of a mineralogist-geologist.
Copy !req
389. They were headed
to the center of the earth,
Copy !req
390. it made sense
to have some sort of rock guy along
Copy !req
391. and he was a pretty straight character
in the early concept drawings.
Copy !req
392. But then one of our storyboard artists,
Chris Ure, came up with an idea
Copy !req
393. that was very similar
to what's on the screen here.
Copy !req
394. Yeah, originally,
he was just kind of
Copy !req
395. a stuffy and snooty professor-type.
Copy !req
396. You know, he had the same stature,
he was a little guy, a little rotund guy.
Copy !req
397. But it was Chris Ure,
the storyboard artist,
Copy !req
398. who came up with a big matted fur coat
Copy !req
399. and the odd contraption and headgear
with the extendable eyeballs.
Copy !req
400. That all came out
during the storyboard process,
Copy !req
401. and completely affected
the personality of the character.
Copy !req
402. Then Tony de Rosa,
one of our ace animators,
Copy !req
403. picked up those designs and made it
into the animation you see here.
Copy !req
404. Dr. Sweet was also
a little bit of a departure.
Copy !req
405. He's probably the first
African-American character
Copy !req
406. we've had in our films,
Copy !req
407. mainly because, for the first time,
Copy !req
408. the plot kind of demanded that
we have an eclectic team
Copy !req
409. of explorers along
and it made sense to have
Copy !req
410. this character on board for the ride.
Copy !req
411. We thought it would
also be more interesting.
Copy !req
412. We wanted the team to be
kind of an international team
Copy !req
413. that Whitmore would have brought
from all over the world.
Copy !req
414. His main priority would be that
he wanted the best in the business.
Copy !req
415. He wouldn't care about age,
race or sex,
Copy !req
416. and it also made the movie
more visually interesting
Copy !req
417. to have a much more diverse cast
of explorers.
Copy !req
418. Uh-huh, nice meeting you, too.
Copy !req
419. There's Mrs. Packard,
voiced by Florence Stanley.
Copy !req
420. Hold on a second, Margie,
I got another call.
Copy !req
421. Sir, we're approaching coordinates.
Copy !req
422. She had this wonderful,
just wonderful, monotone, dry delivery.
Copy !req
423. It just made every word
out of her mouth sound funny.
Copy !req
424. Welcome to
the bridge, Mr. Thatch.
Copy !req
425. All the great gadgetry and brass
gizmos all over the submarine
Copy !req
426. were inspired by a trip we took
to a real submarine
Copy !req
427. that was moored outside Baltimore.
Copy !req
428. - Looked exactly like this.
- Exactly like this. Yeah.
Copy !req
429. But way smaller
and a lot more cramped.
Copy !req
430. Yeah.
Copy !req
431. Without the big glass ball in the front.
Copy !req
432. There's an effect coming
up here, which I've always liked.
Copy !req
433. So I think I'll talk about it now.
Copy !req
434. It's when Milo stands
in front of the screen here
Copy !req
435. and he's gesturing
to some of the Atlantean writing
Copy !req
436. and the projector, the magic lantern
projector still projects
Copy !req
437. imagery onto not only the screen,
but onto Milo,
Copy !req
438. and it's a neat little trick that
Chris Jenkins, our artistic coordinator,
Copy !req
439. and Marlon West,
our effects supervisor, came up with,
Copy !req
440. and it allows the projection
that's on the screen
Copy !req
441. to actually bend around Milo's shape.
Copy !req
442. The computer helps us define a volume
for Milo,
Copy !req
443. and then the projection can
actually play off of Milo,
Copy !req
444. as well as the screen, to make you feel
like he's standing in front of the screen.
Copy !req
445. Milo, the fastest drawer in the west.
Copy !req
446. Milo's magic
drawing board, we called those.
Copy !req
447. We sort of joked that this was
like those old commercials,
Copy !req
448. where they show you a diagram
of your stomach,
Copy !req
449. just to show you how an antacid works.
Copy !req
450. Early on, Gary did a drawing
of a toilet tank, actually,
Copy !req
451. to explain how to get to Atlantis.
Copy !req
452. That was
for our executives...
Copy !req
453. Go through the grease trap
in your sink
Copy !req
454. and surface in an air pocket.
Copy !req
455. who could not
understand why Atlantis would be dry,
Copy !req
456. even if you went down
to get it with the submarine.
Copy !req
457. So the grease trap model
worked to explain it to people
Copy !req
458. that we were pitching the movie to,
Copy !req
459. but then we ended up
putting it in the movie
Copy !req
460. to actually explain to the audience
what was happening.
Copy !req
461. This is our first glimpse
of the Leviathan,
Copy !req
462. who is one of the stars of our show.
Copy !req
463. And he's an all-CG character
that was designed
Copy !req
464. by a great production designer
named Matt Codd.
Copy !req
465. It's a huge kind of bio-mechanical
guardian of Atlantis.
Copy !req
466. Back to this drawing
of the Leviathan
Copy !req
467. hovering over the top of the Viking
longboat on the North Atlantic,
Copy !req
468. and that was the first time that
the directors pointed to it and said,
Copy !req
469. "Oh, like that, please."
Copy !req
470. And he did some further drawings
to kind of flesh it out
Copy !req
471. and figure what the details
of the Leviathan were in the scale
Copy !req
472. and that became a road map
for the CG or computer graphics guys
Copy !req
473. to actually build it.
Copy !req
474. It's a big, elaborate,
Copy !req
475. probably one of the most elaborate
computer graphics characters
Copy !req
476. we've had in one of our films.
Copy !req
477. And it was a challenge,
Copy !req
478. because it had to coexist
in the same scene
Copy !req
479. with a lot of
traditionally-drawn elements
Copy !req
480. that were drawn with pencil and paper.
Copy !req
481. And so you have, once again,
this hybrid movie,
Copy !req
482. which has a combination
of traditionally drawn characters
Copy !req
483. and elaborate computer graphics
characters, like the Leviathan,
Copy !req
484. existing side-by-side
many times in the same frame.
Copy !req
485. We had four production designers
on Atlantis
Copy !req
486. and they were largely people
who had worked in live-action before.
Copy !req
487. Matt Codd, who designed
the Leviathan and the submarine,
Copy !req
488. had worked on films like Men in Black
and some of the Jurassic Park series.
Copy !req
489. Or people like Ricardo Delgado,
Copy !req
490. who had also worked
as a live-action production designer,
Copy !req
491. but had a background in comics,
as did Mike Mignola
Copy !req
492. and Jim Martin,
who worked in live-action.
Copy !req
493. All these guys brought a lot of diversity
to the look of the film.
Copy !req
494. I suppose we knew early on that if we
wanted a big, action/adventure movie
Copy !req
495. with a lot of hardware
and a lot of cool factor to it,
Copy !req
496. we needed to have somebody come in
and help us to design those things.
Copy !req
497. And then, of course,
the amazing Dave Goetz
Copy !req
498. helped to pull that all together
into an art direction style
Copy !req
499. that looked cohesive,
as though one person did it all.
Copy !req
500. The design of the special effects,
Copy !req
501. like the explosions and energy blasts,
are particularly nice
Copy !req
502. and Marlon West was working hard
to capture the flavor
Copy !req
503. of some of Mike Mignola's comic
book work in the effects themselves,
Copy !req
504. so when there's a crackle of energy,
Copy !req
505. it's usually surrounded by what
Mike Mignola used to call "Kirby dots, "
Copy !req
506. named after Jack Kirby,
the comic book artist
Copy !req
507. most remembered for his work
on the Fantastic Four or...
Copy !req
508. "The Comic Book King,"
some would say. "King Kirby."
Copy !req
509. Fantastic Four, Mighty Thor,
Copy !req
510. and he always drew
huge blasts of energy
Copy !req
511. with all these little black dots
in the middle,
Copy !req
512. which on a static page would give you
Copy !req
513. the feeling of activity and motion
and kind of a crackle
Copy !req
514. and Marlon West and his guys
turned that into reality.
Copy !req
515. How do you make that move?
Copy !req
516. So they devised a way to get
Copy !req
517. these flat, graphic, static shapes
Copy !req
518. and animate them
in a way that was convincing.
Copy !req
519. It's, I guess,
the number one thing you're looking for.
Copy !req
520. In working on Atlantis, we looked
at a lot of great action-adventure films
Copy !req
521. and paid particular attention
to how the camera was used.
Copy !req
522. And how a lot of excitement
could be added to an action sequence
Copy !req
523. by the insertion
of handheld camera shots.
Copy !req
524. And duplicating that type of live-action
feel in animation is a tricky business
Copy !req
525. and Ed Ghertner, our head of layout,
and Tom Baker, our scene planner,
Copy !req
526. had to do a lot of tricks and juggle a lot
of numbers to get that same feeling
Copy !req
527. in the animation
of this particular sequence.
Copy !req
528. Bubbles are always interesting
with us, too.
Copy !req
529. I remember, early on, we thought,
"Gosh, we're gonna be underwater
Copy !req
530. "for a 10, 20-minute chunk here
at the beginning of the movie
Copy !req
531. "and how do we get all these bubbles
to make it look realistic?"
Copy !req
532. But our computer graphics
and effects guys,
Copy !req
533. again, came up with a great way
Copy !req
534. to attach a tail of bubbles
to a lot of these vehicles,
Copy !req
535. like you would attach a tail to a kite
Copy !req
536. and have those bubbles appear
as contrails behind all of our vehicles.
Copy !req
537. Here's another
amusing bit of action,
Copy !req
538. when one of those Aqua-Evacs
Copy !req
539. is forced into the ceiling of
the grease-trap cavern and explodes,
Copy !req
540. one of the pieces of debris
flying towards the camera
Copy !req
541. looks remarkably like a toilet seat.
Copy !req
542. That's because it is a toilet seat.
Copy !req
543. - That would explain it.
- Oh, dear.
Copy !req
544. It could be a horse-collar, too,
I suppose.
Copy !req
545. That's possible, too.
Copy !req
546. When we surface
in this air pocket
Copy !req
547. in this vast underground grotto,
Copy !req
548. there used to be
a protracted sequence here, actually,
Copy !req
549. where they off-loaded their vehicles
on a series of barges
Copy !req
550. and then they were
attacked by squid-bats,
Copy !req
551. these flying squid things
that hung from the ceiling of the cave
Copy !req
552. and our explorers had to
quickly set up a perimeter
Copy !req
553. of wires and defenses
and put high-voltage through the wires
Copy !req
554. to try to defend themselves
and make it into the caves.
Copy !req
555. And it just seemed like
a real stage weight.
Copy !req
556. It was yet another monster attack
after the previous monster attack,
Copy !req
557. just seemed a little too much
Copy !req
558. and it really felt like
once they make it through this ordeal,
Copy !req
559. you kind of want to
get the journey started.
Copy !req
560. So that we could get
to more monster attacks.
Copy !req
561. Yeah, but that's different...
Copy !req
562. We have more monsters to find.
Copy !req
563. This was a place
for the audience,
Copy !req
564. we thought, to catch its breath,
Copy !req
565. so that sequence was replaced
with this little eulogy...
Copy !req
566. The funeral...
Copy !req
567. This eulogy and funeral
that Rourke gives.
Copy !req
568. I think it's a nice little moment.
Copy !req
569. I love the lighting
Copy !req
570. and there's some really nice
subtle animation on the characters.
Copy !req
571. chances for survival
rest with you, Mr. Thatch.
Copy !req
572. You and that little book.
Copy !req
573. We're all gonna die.
Copy !req
574. Okay, people. Saddle up.
Copy !req
575. Now, part of this expedition is
the explorers had to make it to Atlantis,
Copy !req
576. not on foot, but in vehicles
Copy !req
577. and some of the vehicles
you see only in a few shots
Copy !req
578. when they're loading up the submarine
Copy !req
579. and then they get tragically lost
in loss of the Ulysses submarine,
Copy !req
580. but many of them make it to this scene,
where you see not only the Digger,
Copy !req
581. which is the star, lead vehicle,
Copy !req
582. but also vehicles that correspond
to some of the different characters.
Copy !req
583. Vinny, Sweet, they all have vehicles
Copy !req
584. that reflect their characters
and also reflect the period.
Copy !req
585. The 1914 rusty sheet metal and rivets
look of the explorers.
Copy !req
586. We thought everything they
would have would be state-of-the-art,
Copy !req
587. but state-of-the-art for 1914.
Copy !req
588. So, even the Digger,
which is a big piece of
Copy !req
589. quote-unquote hi-tech machinery,
Copy !req
590. looks more like a steam locomotive
with tank treads.
Copy !req
591. Matt Suzuki, who was one of our
Copy !req
592. really brilliant computer graphics
and visual effects guys,
Copy !req
593. helped design some of these vehicles
Copy !req
594. and came up with some early drawings
for what the Digger looked like
Copy !req
595. - and some of these other staff vehicles.
- Trucks.
Copy !req
596. Taking all the reference
from the Henry Ford Museum
Copy !req
597. and books on Model As and Model Ts
Copy !req
598. and combining them
with his imagination
Copy !req
599. and coming up with the barrel truck
or the fuel truck.
Copy !req
600. Even the chuckwagon
that Cookie drives
Copy !req
601. with his little mechanical mule
named Gertie that he...
Copy !req
602. He's got a throttle
that he works by hand,
Copy !req
603. but he also whips it for some reason.
Copy !req
604. And a big bug.
Copy !req
605. This sequence through the caves
used to be a real monster parade.
Copy !req
606. Almost every five minutes, they would
have some sort of encounter
Copy !req
607. with some sort of giant monster.
Copy !req
608. The big bug is a survivor
of an earlier version of the movie,
Copy !req
609. where Milo stumbled
upon the Atlanteans
Copy !req
610. that were actually
hunting these cave bugs
Copy !req
611. and he disrupted the hunt
and ended up riding the thing
Copy !req
612. for a little while by himself
before he was thrown off
Copy !req
613. and almost into the arms of Kida.
Copy !req
614. Ultimately, it just became
a question of screen time.
Copy !req
615. We decided to devote
more screen time to Milo's story
Copy !req
616. and make this sequence
about his relationship with the crew
Copy !req
617. and how they slowly warm up to him.
Copy !req
618. Atlantis is very much inspired
Copy !req
619. by those great adventure stories from
the earlier part of the 20th century.
Copy !req
620. The work of Jules Verne
and H. G. Wells,
Copy !req
621. and even Edgar Rice Burroughs,
Copy !req
622. these great tales of explorers
finding vast underground worlds
Copy !req
623. and fascinating artifacts
in an underground city.
Copy !req
624. And so this sequence
was really a chance for us
Copy !req
625. to evoke that atmosphere
from those stories.
Copy !req
626. Very early on, the title,
Copy !req
627. Journey to the Center of the Earth
came up
Copy !req
628. and we read Jules Verne's book
and it had some interesting stuff,
Copy !req
629. not least of which was the idea
Copy !req
630. that Atlantis might be
down under the earth somewhere.
Copy !req
631. It's cold down there.
Copy !req
632. We used to have a joke
that I always kind of miss,
Copy !req
633. where when they go
through this ice cavern,
Copy !req
634. we cut to Mrs. Packard and Moliere
and Vinny,
Copy !req
635. and one of them said, "Where are we?"
And Mole said, "It's an ice cave."
Copy !req
636. Mrs. Packard would say,
"I've seen nicer."
Copy !req
637. Thank you, folks,
we'll be here all week. Thanks.
Copy !req
638. - Enjoy your steak.
- Try the veal.
Copy !req
639. Thanks.
Copy !req
640. road flare.
Copy !req
641. Hey, too bad we don't have
some nitroglycerin, eh, Milo?
Copy !req
642. Here's another example
of a great Don Novello riff,
Copy !req
643. where we gave him this scenario,
where he's stopped and ready to dig
Copy !req
644. and he may have to blow his way
through the next tunnel,
Copy !req
645. but he doesn't have enough dynamite.
Copy !req
646. And he just came back
with this really funny riff on road flares
Copy !req
647. and all the other stuff
he had in his bag.
Copy !req
648. Yeah, and then the amazing
Russ Edmonds,
Copy !req
649. the animator for the character of Vinny,
Copy !req
650. brought it to life.
And it's funny, sometimes you think
Copy !req
651. animation is moving drawings around
as much as you can,
Copy !req
652. but really great animators
know when not to move drawings
Copy !req
653. and the character Vinny
was an exercise in restraint.
Copy !req
654. The character of Rourke
is that way as well.
Copy !req
655. Russ really understood the value
Copy !req
656. of underplaying Vinny's scenes,
rather than overplaying them,
Copy !req
657. because the humor comes
Copy !req
658. from Don Novello's
understatement and subtlety.
Copy !req
659. Hey, what'd you do?
Copy !req
660. Well, here's a little tribute.
Copy !req
661. We can talk about John Pomeroy here,
Copy !req
662. because this little scene of acting
with Milo is John at his best.
Copy !req
663. It's a great riff by Michael J. Fox
Copy !req
664. and then John turns it into
this wonderful, affable Milo scene,
Copy !req
665. where he's bragging
in a Don Knotts way
Copy !req
666. about what he does for a living.
Copy !req
667. When we were working
with Michael J. Fox on the soundstage,
Copy !req
668. talking about this sequence,
Copy !req
669. we compared it a little bit
to a Don Knotts scene,
Copy !req
670. like in Andy Griffith,
where Barney would puff himself up
Copy !req
671. and act like an expert
on any particular topic
Copy !req
672. and Michael just ran with that,
right down to
Copy !req
673. the very famous Don Knotts sniff
and cinching of the pants,
Copy !req
674. which were very much inspired by him.
Copy !req
675. A lot of the grotto,
where the fireflies reside,
Copy !req
676. started out with some early drawings
by Ricardo Delgado
Copy !req
677. and then was refined
by various designers along the way
Copy !req
678. and gave us a foundation for this
next action set piece that's coming up,
Copy !req
679. but, first, we made camp for the night
Copy !req
680. and it's a chance to stop the expedition
and learn a little bit more
Copy !req
681. about some of the characters
that are along for the ride.
Copy !req
682. This is in
the best Western movie tradition.
Copy !req
683. In all those great movies
Copy !req
684. about wagon trains making their way
across the untamed West,
Copy !req
685. there's always a campfire scene,
Copy !req
686. where everybody gets to sit around
and eat some chow
Copy !req
687. and learn a little more
about each other.
Copy !req
688. And make flatulent sounds.
Copy !req
689. That was just a
Blazing Saddles reference.
Copy !req
690. - That's true, yeah.
- There's our homage.
Copy !req
691. could not resist.
Copy !req
692. Hey, Milo,
don't you ever close that book?
Copy !req
693. Yeah, you must've read it
a dozen times by now.
Copy !req
694. I know, but this...
This doesn't make any sense.
Copy !req
695. This sequence is a nice example
of just the art direction of the movie.
Copy !req
696. You can really see
the comic book influence,
Copy !req
697. particularly Mike Mignola's influence
on the design of the characters,
Copy !req
698. this flatness and angularity,
and that same influence
Copy !req
699. is also in the design
of the shadows on the characters
Copy !req
700. that are on the dark side
of the characters
Copy !req
701. that aren't lit by the campfire.
Copy !req
702. Again, very, very sharp-edged.
Copy !req
703. Rather than blended and shaded.
Copy !req
704. You're just in it for the money.
Copy !req
705. Mrs. Packard smoking
was always interesting,
Copy !req
706. because she's not the first
or last Disney character to smoke,
Copy !req
707. but we were sure that she didn't
glamorize smoking necessarily.
Copy !req
708. I don't think she's going to be
Copy !req
709. the spokesmodel for Philip Morris
anytime soon.
Copy !req
710. Philip Morris,
the voice of Dr. Sweet, that is.
Copy !req
711. - What a segue. That was great.
Copy !req
712. Not to be confused
with Philip Morris,
Copy !req
713. Phil Morris, the voice of Dr. Sweet.
Copy !req
714. - That was a beautiful segue.
- That was weird.
Copy !req
715. - No kidding.
- Nope.
Copy !req
716. I got a sheepskin from Howard U,
Copy !req
717. and a bearskin from old Iron Cloud.
Copy !req
718. Halfway through medical school,
I was drafted.
Copy !req
719. One day I'm studying gross anatomy
in the classroom,
Copy !req
720. the next, I'm sewing up Rough Riders...
Copy !req
721. I love the fire in this sequence.
Copy !req
722. It's another tip of the hat
to well-done effects.
Copy !req
723. It doesn't look like a wood fire, it looks
like a petroleum fire or something.
Copy !req
724. The way it whips around and it's just
well done.
Copy !req
725. In an oversized Sterno can.
Copy !req
726. Yeah, we figured
there wouldn't be
Copy !req
727. any wood underground for a campfire,
Copy !req
728. so they would have to have
a portable campfire, so...
Copy !req
729. "Go out and collect
some firewood, would you?"
Copy !req
730. "Yeah, okay, where?"
Copy !req
731. So they actually had to design
a little portable campfire
Copy !req
732. that we figured was fired
by some sort of fuel...
Copy !req
733. Wax or oil...
Copy !req
734. some sort of petroleum product
in kind of a big portable Sterno can.
Copy !req
735. He was like a father to me, really.
Copy !req
736. My parents died when I was
a little kid, and he took me in.
Copy !req
737. What?
Copy !req
738. Some of the most unsung
heroes of the animation process,
Copy !req
739. because you never really see
their drawings on the screen,
Copy !req
740. are the storyboard artists.
Copy !req
741. We had a very small, but
very expert team of storyboard artists
Copy !req
742. working on this movie.
Copy !req
743. This section in particular,
we worked with writers early on,
Copy !req
744. and certainly Tab Murphy was
a guiding light
Copy !req
745. to developing the structure
for the story,
Copy !req
746. but later on, the task
of getting the movie up on its feet,
Copy !req
747. goes to the story artists,
and in particular, Chris Ure,
Copy !req
748. in this sequence,
who had to craft a sequence
Copy !req
749. that was entertaining,
but also expositional,
Copy !req
750. where characters got to tell us about
their past and where they come from
Copy !req
751. and interact for the first time
in this movie and yet still be funny.
Copy !req
752. So you have these little walk-ons
by Mrs. Packard,
Copy !req
753. telling us that she sleeps in the nude,
Copy !req
754. which we recorded
several different versions of.
Copy !req
755. And you get the sense
of these characters bonding
Copy !req
756. and that's really
the craft of the story artists,
Copy !req
757. to create characters out of this plot.
Copy !req
758. Forget your jammies, Mrs. Packard?
Copy !req
759. I sleep in the nude.
Copy !req
760. You're gonna
want a pair of these.
Copy !req
761. She sleepwalks.
Copy !req
762. Well, as far as me goes,
Copy !req
763. I just like to blow things up.
Copy !req
764. Here's another great example
of Don Novello and his gift of gab.
Copy !req
765. We would sell roses,
Copy !req
766. carnations, baby's breath, you name it.
Copy !req
767. Yeah, this was actually
an example
Copy !req
768. where we wrote just generally,
Copy !req
769. "And then Vinny talks about his past,"
and Don came up with the rest.
Copy !req
770. So he would come up with things
Copy !req
771. and we would throw things from
the booth that he could riff on
Copy !req
772. and it was a lot of fun.
Copy !req
773. of gas or what. Boom!
Copy !req
774. I love the idea that we really
don't talk about Moliere's past.
Copy !req
775. No, it's all classified.
Copy !req
776. God knows
what he did in his past,
Copy !req
777. but it's not pretty
and we don't talk about it.
Copy !req
778. It involves holes.
Copy !req
779. His pajamas, by the way,
are the same colors as the French flag.
Copy !req
780. He's very patriotic.
Copy !req
781. A lot of people have been asking
Copy !req
782. about the little stuffed animal
he holds as well.
Copy !req
783. Yes, that's Mole's teddy mole.
Copy !req
784. It's like a little teddy bear,
but it's shaped like a mole.
Copy !req
785. - These guys were fun.
- Yeah.
Copy !req
786. The design of these masks was a kick.
Copy !req
787. We were trying to make them
look otherworldly
Copy !req
788. and possibly not even human.
Copy !req
789. For the first few times
you see the Atlanteans,
Copy !req
790. you're supposed to think,
"What are those guys?"
Copy !req
791. We even had the animators
Copy !req
792. give them a very stylized form
of movement,
Copy !req
793. a very quick and darting,
almost animal-like movement.
Copy !req
794. Some of the animation in this
movie was done in our Paris studio,
Copy !req
795. which is always amazing
Copy !req
796. 'cause these movies aren't made solely
at our studio in Burbank,
Copy !req
797. they're actually a collaboration
Copy !req
798. between a number of people
around the world.
Copy !req
799. And those masks in particular
were really hard to draw.
Copy !req
800. I remember Juliet Stroud-Duncan,
who cleaned up these masks,
Copy !req
801. went through pure agony
Copy !req
802. trying to get the perspective
to work properly on them.
Copy !req
803. I've always loved this shot,
Copy !req
804. where the camera is actually
with the swarm of fireflies
Copy !req
805. as they're bearing down on Milo.
Copy !req
806. Yes, we called that
"The Late Night Firefly Cam."
Copy !req
807. I'm gonna kill him.
Copy !req
808. Thatch, go back to bed.
Copy !req
809. Get some water on that fire!
Copy !req
810. Again, more beautiful
design work by the effects department,
Copy !req
811. were all these flames.
Copy !req
812. And more integration of
three-dimensional computer graphics.
Copy !req
813. Vehicles, two-dimensional characters,
Copy !req
814. lots of visual effects, both hand-drawn
and computer-generated,
Copy !req
815. all in the same frame.
Copy !req
816. Yeah, great examples
throughout...
Copy !req
817. The shadow work
on the vehicles
Copy !req
818. is done in 3-D, the 2-D flames,
Copy !req
819. there's practically still smoke
that's just manipulated in the camera.
Copy !req
820. Oh, it just makes your head hurt.
Copy !req
821. Yeah, once again,
we're constantly cutting back and forth
Copy !req
822. between traditionally-animated
elements
Copy !req
823. and computer-generated elements
Copy !req
824. and often combining the two
in the same scene.
Copy !req
825. And these guys
in the back of that truck,
Copy !req
826. those soldiers back there,
they were all digital as well.
Copy !req
827. This section coming up,
where they crash into darkness,
Copy !req
828. was always an opportunity
to do something funny
Copy !req
829. and it was Jim Varney that gave us
a funny little riff one day
Copy !req
830. about being bit by one of the fireflies.
Copy !req
831. All right, who's not dead? Sound off.
Copy !req
832. Danged lightning bugs
done bit me on my sit upon.
Copy !req
833. Somebody's gonna have to
suck out that poison.
Copy !req
834. Now, don't everybody jump up at once.
Copy !req
835. We also had
early roll calls in here.
Copy !req
836. In fact, there was a character
in the film named Zoltan,
Copy !req
837. who was a mystic
who was along for the ride
Copy !req
838. and for many years
after he was cut from the film,
Copy !req
839. he still was in the scene
telling everyone he was okay.
Copy !req
840. - "Zoltan, Zoltan, here!"
- "I'm all right."
Copy !req
841. - Who is Zoltan?
- Who the heck is Zoltan?
Copy !req
842. So if he did survive,
he was killed off in this scene.
Copy !req
843. There's also a thing going on
with the costumes of the characters.
Copy !req
844. They started out well-clothed
with flak jackets and overcoats
Copy !req
845. and as the movie goes on,
they slowly strip away layers,
Copy !req
846. so they're down to less and less.
Copy !req
847. It was a visual metaphor that
Copy !req
848. our art director
and Gary and I came up with.
Copy !req
849. We always talked about this movie
as being like peeling back layers.
Copy !req
850. The closer that our heroes
get to the city,
Copy !req
851. the more kind of outer layers
of their physical being,
Copy !req
852. like their clothing, are stripped away,
Copy !req
853. so, too, are the more outer layers
of their characters
Copy !req
854. and you get to know really
what's behind them.
Copy !req
855. Milo turns out to be much more of
a hero than even he took himself to be
Copy !req
856. and Rourke and Helga obviously
turn out to be much more sinister
Copy !req
857. than they had initially let on.
Copy !req
858. So it's again all about revealing layers
and secrets within secrets.
Copy !req
859. This is an interesting scene,
'cause we were trying to...
Copy !req
860. In test screenings,
Kida would pull back her mask
Copy !req
861. and all the kids in the audience would
go, "Oh, that's that little girl from..."
Copy !req
862. Hear everybody murmur
in the audience.
Copy !req
863. This was also a chance to set up
some of the rules of the crystals,
Copy !req
864. that they actually had healing powers
Copy !req
865. and to hear
a little Atlantean spoken again
Copy !req
866. to get the idea that these guys were
living, breathing Atlanteans.
Copy !req
867. Very nice animation
by Randy Haycock.
Copy !req
868. Hey, wait!
Copy !req
869. Now, coming up here is
probably one of the main reasons
Copy !req
870. we did the movie in CinemaScope,
Copy !req
871. which is when you get
to places like Atlantis,
Copy !req
872. you wanna really feel like you're there
and it was a chance to have
Copy !req
873. the audience strap in
alongside the explorers
Copy !req
874. and feel like they were
actually there in Atlantis
Copy !req
875. and get that big widescreen,
Copy !req
876. big canvas look
at what Atlantis looked like
Copy !req
877. and here's our first look.
Copy !req
878. This shot was actually done
several times.
Copy !req
879. Earlier versions of the reveal of Atlantis
seemed a little insignificant,
Copy !req
880. so the directors, late in the process,
Copy !req
881. said, "You need to go back in
and create a reveal of Atlantis
Copy !req
882. "that has a little more awe
and wonderment to it, "
Copy !req
883. and this was the result.
Copy !req
884. Lisa Keene, the head
of our background department,
Copy !req
885. came up with this idea of Atlantis
sitting on a table of water
Copy !req
886. and surrounded by waterfalls
all the way around it
Copy !req
887. and it's like its own little eco-system,
Copy !req
888. where the waterfalls go down
into the lava fields,
Copy !req
889. creating steam that goes
up through the top of the cavern
Copy !req
890. and precipitates back down again
Copy !req
891. and creates its own little terrarium
of weather down there
Copy !req
892. to keep the Atlanteans alive
along with the crystals.
Copy !req
893. That also solved
a lot of light problems for her.
Copy !req
894. Being head
of the background department,
Copy !req
895. she was concerned about, "Where's
the light and color coming from?
Copy !req
896. "We're in a cave all the time.
Copy !req
897. "Is there just a big blue glowing crystal
that's gonna paint everything blue
Copy !req
898. "or can we do something else?"
Copy !req
899. And we said,
"Sure, you can do something else."
Copy !req
900. We didn't tell her what,
Copy !req
901. so she went off and figured it out
on her own.
Copy !req
902. This was her way
of dealing with the problem.
Copy !req
903. What Milo's actually saying here
is interesting.
Copy !req
904. First, he's repeating like a parrot
Copy !req
905. Kida's own Atlantean back to her, just
to reassure her that he understands it
Copy !req
906. and he's trying to tell her
that he's a friendly traveler,
Copy !req
907. but he doesn't quite have
the grammar right.
Copy !req
908. She corrects his grammar for him.
Copy !req
909. Oui, monsieur!
Copy !req
910. Hearing the similarities
in Atlantean
Copy !req
911. to other languages he's familiar with,
Copy !req
912. Milo tries Latin and he tries French,
and then ultimately, English.
Copy !req
913. And he realizes that Atlanteans
are these universal translators.
Copy !req
914. They can instinctively hear a language
Copy !req
915. and because
their language is a root dialect
Copy !req
916. that all other languages sprung from,
they have this ability to adapt on the fly
Copy !req
917. and speak any language
that is spoken to them.
Copy !req
918. It's their superpower.
Copy !req
919. It's their superpower.
Yes, indeed.
Copy !req
920. The language of Atlantis,
if that's a root dialect,
Copy !req
921. we also wanted to take
the architecture of Atlantis
Copy !req
922. and make it
a root style or visual vocabulary
Copy !req
923. for what Atlantis might look like.
Copy !req
924. So we often talk about telling
the story of architecture in reverse.
Copy !req
925. So if you took some of
the great civilizations of the world,
Copy !req
926. the Mayans, the Egyptians,
Copy !req
927. whoever, the pyramid-building
societies around the planet,
Copy !req
928. and devolve them one step,
Copy !req
929. you might get something
that looked like Atlantis.
Copy !req
930. So you see remnants
of Cambodian temples,
Copy !req
931. and Tibetan and Egyptian monuments
Copy !req
932. all put into the architecture of Atlantis.
Copy !req
933. The other thing you get in these
beautiful scenes moving up to Atlantis
Copy !req
934. is another chance to take a breath
and feel like you're really there
Copy !req
935. and James Newton Howard
really helps us with that.
Copy !req
936. He created a score
that wasn't just Western music,
Copy !req
937. in terms of violins, violas, cellos, brass,
Copy !req
938. but also went out and sampled
a lot of world music sounds,
Copy !req
939. like Balinese...
Indonesian gamelan orchestras,
Copy !req
940. and for these scenes
going into Atlantis
Copy !req
941. had really exotic Tuvan throat singers
chanting over the top of the score.
Copy !req
942. He went over to London
and got a lot of exotic voice samples
Copy !req
943. to mingle them with the score
Copy !req
944. and give a sense
that you were transported to Atlantis
Copy !req
945. not just visually, but also musically.
Copy !req
946. Here we have Leonard Nimoy,
Spock himself,
Copy !req
947. as the voice of the old king of Atlantis.
Copy !req
948. You could say he's a teacher,
but he's got no pupils.
Copy !req
949. - Very good.
- Thank you.
Copy !req
950. Oh, boy, but in all seriousness...
Copy !req
951. One of the ideas that we had,
Copy !req
952. which we never really spell out
for the audience,
Copy !req
953. was that the king was blinded
Copy !req
954. by that incredibly bright light
that he looked at during the prologue,
Copy !req
955. as he was trying to
shield Kida's eyes from it
Copy !req
956. and so the king is actually blind.
Copy !req
957. Mike Cedeno,
the lead animator for the king,
Copy !req
958. actually spent time
at the institute for the blind
Copy !req
959. studying people who are not sighted,
Copy !req
960. how they get around,
how they move around,
Copy !req
961. how they deal with people.
Copy !req
962. Somebody who's not sighted,
how is their body language
Copy !req
963. when they're conversing
with people who are?
Copy !req
964. So he spent a lot of work on this.
Copy !req
965. There's also an idea
of tattoos on the Atlanteans.
Copy !req
966. Part of getting a sense of a race
of people that have been separated
Copy !req
967. from the surface world
for many thousands of years
Copy !req
968. was trying to make them
look different and exotic.
Copy !req
969. Some of that comes from their clothes,
but some of it comes
Copy !req
970. from the dark color of their skin
against their white hair
Copy !req
971. and some of it comes
from the tattoo patterns,
Copy !req
972. which, although we don't
talk about it in the movie,
Copy !req
973. creates some sense of hierarchy,
Copy !req
974. so the king is covered
with these elaborate tattoos.
Copy !req
975. It was Mike Mignola
who hit upon the ornamentation design
Copy !req
976. that you see in the carved stonework
all around Atlantis
Copy !req
977. and in the tattoos themselves
on the Atlanteans,
Copy !req
978. that it's part circuit board,
part crop circle.
Copy !req
979. That was his design conceit.
Copy !req
980. at the edge of a crumbling city!
Copy !req
981. Cree Summer
did the voice of Kida
Copy !req
982. and she really had one of the biggest
challenges from our voice cast,
Copy !req
983. because she had to speak Atlantean,
Copy !req
984. but she also had to speak English
Copy !req
985. as though it were
her second language.
Copy !req
986. So she would drive around
Los Angeles in her car
Copy !req
987. with tapes in her cassette player
Copy !req
988. and listen to Marc Okrand's
Atlantean dialect
Copy !req
989. to try to figure out how to speak
Atlantean in a really natural way,
Copy !req
990. but then she would also have to speak
English in a slightly affected way,
Copy !req
991. so it sounded like
it wasn't really her first language
Copy !req
992. and she did
a really spectacular job with it.
Copy !req
993. Again, Leonard's voice just gave
the king so much authority and gravity.
Copy !req
994. And when he's playing this character
Copy !req
995. who's haunted by this terrible memory
of the past, you really believe it.
Copy !req
996. Well, if he's hiding something,
I want to know what it is.
Copy !req
997. - Someone needs to talk to that girl.
- I will go!
Copy !req
998. Someone with good people skills.
Copy !req
999. Corey Burton
did the voice of Moliere,
Copy !req
1000. and he was always good
for comic seasoning.
Copy !req
1001. In this scene, Moliere is
hopping up in the bottom of the frame
Copy !req
1002. and leavening this scene.
Copy !req
1003. Corey could give us so much
strange, fun, cartoon energy,
Copy !req
1004. and the kids loved him.
Copy !req
1005. In all of our test screenings, little kids
in the audience just loved Moliere.
Copy !req
1006. Okay, Milo, don't take no for an answer.
Copy !req
1007. "Look, I have some questions for you,
Copy !req
1008. "and I'm not leaving this city
until they're answered!"
Copy !req
1009. Another great example
of John Pomeroy animation.
Copy !req
1010. He captured a lot
of the little nuances and gestures
Copy !req
1011. that Michael J. Fox would do
during his recording sessions.
Copy !req
1012. John was usually on hand
with a sketchbook.
Copy !req
1013. And would even have
a videotape camera rolling,
Copy !req
1014. just so if there were any particular
ways that Michael might use his hands
Copy !req
1015. or express some sort of idea,
just in his body language alone,
Copy !req
1016. John could capture that in a drawing
and incorporate that into his animation.
Copy !req
1017. This little section is kind of
a tribute to the background painters.
Copy !req
1018. This whole area in Atlantis
had to be very gorgeous
Copy !req
1019. and lush and seductive visually.
Copy !req
1020. And Lisa Keene and her team
of background artists worked
Copy !req
1021. with Dave Goetz, the art director,
Copy !req
1022. to try to come up with this lush,
tropical look for Atlantis.
Copy !req
1023. And they had to really struggle
with the painting style,
Copy !req
1024. because it was posterized.
Copy !req
1025. That style that Dave Goetz
wanted to achieve,
Copy !req
1026. which was not heavily rendered,
but had facets to it.
Copy !req
1027. And in some of these scenes,
Copy !req
1028. it's some of the most beautiful
background work in the movie,
Copy !req
1029. because it creates a real feeling
of a romantic ruin
Copy !req
1030. in this lush paradise
that you've never seen before.
Copy !req
1031. Nice gobos, too.
Copy !req
1032. Gobos being the shadow
patterns that are cast on the characters
Copy !req
1033. as they walk underneath a bit
of foliage or framework or something.
Copy !req
1034. The light's shining through it.
Copy !req
1035. It's all done
with smoke and mirrors, actually.
Copy !req
1036. - It's all fake.
- Sometimes people say,
Copy !req
1037. "What's the most challenging part
of making a movie?"
Copy !req
1038. Or, "What was
the most difficult sequence?"
Copy !req
1039. It's easy to point to the big,
action set pieces
Copy !req
1040. and say,
"Those were the hardest things."
Copy !req
1041. But a lot of times, a scene like this,
Copy !req
1042. where two characters are
having to just act together
Copy !req
1043. is a real difficult challenge.
Copy !req
1044. And here you have John Pomeroy,
who did Milo,
Copy !req
1045. and Randy Haycock, who did Kida,
Copy !req
1046. strutting their stuff
and doing what animators do best,
Copy !req
1047. and that's creating great character
performances on the screen
Copy !req
1048. with pencil and paper.
Copy !req
1049. Well, I'll tell you, it wasn't easy.
Copy !req
1050. If it weren't for this book,
we never would have made it.
Copy !req
1051. Now some people can't believe
Copy !req
1052. that a culture can forget its own
written language in 8,000 years.
Copy !req
1053. I forget my kids' names
from week to week.
Copy !req
1054. And that's what
we based this on, actually,
Copy !req
1055. - is Gary forgetting his kids' names.
Copy !req
1056. Like when Napoleon went
into the Valley of the Kings
Copy !req
1057. and kind of discovered this amazing
Egyptian thing,
Copy !req
1058. they obviously had no sense
of what their culture was
Copy !req
1059. in terms of their writing
and their hieroglyphs.
Copy !req
1060. People didn't write
in hieroglyphics anymore,
Copy !req
1061. and they didn't know
how to read them, either.
Copy !req
1062. And that was just a passage
of maybe 2,000 or 3,000 years.
Copy !req
1063. Yeah. Yeah, that's it.
How was my accent?
Copy !req
1064. Boorish, provincial...
Copy !req
1065. - And you speak it through your nose.
- Yeah, gotta work on that.
Copy !req
1066. Here, let me show you something.
Copy !req
1067. A lot of these vehicles and a lot
of the look of the Atlantean vehicles,
Copy !req
1068. again, come from
our production designers
Copy !req
1069. and from Dave Goetz, who put
a layer of art direction on top of them
Copy !req
1070. that made them all hang together.
Copy !req
1071. And they all have that kind of
undersea vernacular to them,
Copy !req
1072. based loosely on fish and barracudas
Copy !req
1073. and guppies and things like that.
Copy !req
1074. Mike Mignola had
some strong feelings, anyway,
Copy !req
1075. about the look of the Atlantean culture
Copy !req
1076. and felt like if it were supposed to
hang together as a unique civilization,
Copy !req
1077. it would have its own look to it.
Copy !req
1078. And a lot of his early drawings
gave us inspiration
Copy !req
1079. for things like the stone giants
or these blind, flying, stone fish,
Copy !req
1080. and a lot of the look of Atlantis.
Copy !req
1081. Yeah, you got that right.
Copy !req
1082. This little section here of
crashing the speeder bike
Copy !req
1083. is, I think, somewhat autobiographical
Copy !req
1084. for you guys. Didn't you have
childhood experiences...
Copy !req
1085. - That was me. I remember...
Copy !req
1086. - My minibike experience.
- I started up a minibike,
Copy !req
1087. and, of course, you know,
turned on the gas instead of the brake,
Copy !req
1088. slammed it right into a wood fence.
Copy !req
1089. That's always good for a laugh.
So, we put that in the movie.
Copy !req
1090. This scene coming up,
Copy !req
1091. of Milo and Kida climbing up
to the top of this giant stone head,
Copy !req
1092. is a real tour de force,
Copy !req
1093. where everybody in the process had
to weigh in and do their best work,
Copy !req
1094. not only character animators here
but also scene planners,
Copy !req
1095. layout artists, background artists.
Copy !req
1096. Everything is at play here,
Copy !req
1097. including a lot technique
and scene planning,
Copy !req
1098. that helps warp the background
in the distance
Copy !req
1099. around a geometry that makes it seem
like it's spinning around.
Copy !req
1100. And it's a combination
Copy !req
1101. of two-dimensional artwork
in the distance,
Copy !req
1102. and three-dimensional
computer-generated artwork
Copy !req
1103. in the foreground.
Copy !req
1104. And when all that works together,
Copy !req
1105. it creates a really interesting,
sweeping camera move
Copy !req
1106. to, kind of, point out the fact
that Milo is suddenly realizing
Copy !req
1107. he's in this place
he's always dreamed about.
Copy !req
1108. The actual layout
of the city of Atlantis,
Copy !req
1109. and by layout, I mean how it would look
if you looked at it on a map,
Copy !req
1110. we based on the writings of Plato,
Copy !req
1111. a series of concentric rings
and waterways that connected the city.
Copy !req
1112. You can see remnants of those rings
and waterways in certain shots.
Copy !req
1113. Milo has this book bag with him
most of the movie,
Copy !req
1114. and it was Marshall Toomey,
who heads the clean-up department,
Copy !req
1115. who often cursed the book bag
Copy !req
1116. because sometimes it was
on his right shoulder
Copy !req
1117. and sometimes on Milo's left shoulder,
Copy !req
1118. sometimes it was large,
sometimes it was small.
Copy !req
1119. So, it's little details that make it
difficult for our artists to follow through.
Copy !req
1120. Here's the only sign in the whole movie
Copy !req
1121. that can be translated
directly into English,
Copy !req
1122. the sign above the tattoo parlor,
which oddly says "Eat fish."
Copy !req
1123. I think it was supposed
to be a fish stand
Copy !req
1124. and instead it turned out
to be the tattoo parlor.
Copy !req
1125. We did a rewrite
but we didn't tell the sign painter.
Copy !req
1126. Anne Marie Bardwell,
who animated Audrey,
Copy !req
1127. did a great job here, just capturing
what the audience is feeling,
Copy !req
1128. when they watch Cookie
demonstrating his tattoos.
Copy !req
1129. Amusement and revulsion.
Copy !req
1130. Yeah, all at once.
Copy !req
1131. A lot of the creatures of Atlantis
were designed by Ricardo Delgado,
Copy !req
1132. but also by Shawn Keller,
Copy !req
1133. who animated Cookie
and Mr. Whitmore.
Copy !req
1134. He gave us
a lot of really strange-looking creatures
Copy !req
1135. to populate the city.
Copy !req
1136. This is the last scene
that was animated for the movie.
Copy !req
1137. And by "last,"
I mean really late in the process.
Copy !req
1138. We were actually mixing
up at Skywalker Ranch.
Copy !req
1139. And the transition
between these two scenes,
Copy !req
1140. where they're eating
at the Atlantean dinner table,
Copy !req
1141. and then cutting to the Stormtroopers
getting ready for the ambush.
Copy !req
1142. They never quite seemed to transition
from one to the other very smoothly.
Copy !req
1143. - It was always too fast.
- Too abrupt.
Copy !req
1144. And so we just hit
upon the idea one day that,
Copy !req
1145. "What if Mole pops up and chews
his food and lets out a big burp?"
Copy !req
1146. And it may seem silly,
Copy !req
1147. but it gave a nice period
to the end of the sentence,
Copy !req
1148. where they are finishing their food.
Copy !req
1149. Tony de Rosa
animated it in about two days.
Copy !req
1150. It was in color
by the end of the week.
Copy !req
1151. - Yeah.
- Yeah.
Copy !req
1152. This is another
beautiful sequence
Copy !req
1153. from an art direction standpoint.
Copy !req
1154. I love the whole atmosphere here.
Copy !req
1155. Initially, the fireflies weren't
a part of this.
Copy !req
1156. And at one point, we decided
we wanted this to be a little more of a...
Copy !req
1157. We wanted to create
a little more romantic atmosphere.
Copy !req
1158. So we gave Kida that staff
with the globe,
Copy !req
1159. and we thought to ourselves,
Copy !req
1160. "What if they keep fireflies
in that globe?
Copy !req
1161. "What if that's the way
they light these little gourd houses?
Copy !req
1162. "The fireflies can actually be tamed
and be used as a light source."
Copy !req
1163. So that gave us an excuse
to add tones to the characters
Copy !req
1164. and have these little fireflies floating
around this kind of moonlit pool,
Copy !req
1165. even though there's no moon.
Copy !req
1166. Pretty good!
Pretty good.
Copy !req
1167. Good, swim good.
Pretty good. I swim pretty good.
Copy !req
1168. Good. It is a fair distance
to where we are going.
Copy !req
1169. Hey, you are talking
to the belly flop champ.
Copy !req
1170. And there's the famous
blowing-up-shorts gag,
Copy !req
1171. which every guy
in the audience can relate to.
Copy !req
1172. Ed Gombert.
Copy !req
1173. That was Ed Gombert's gag.
Copy !req
1174. Again, every male
who's ever been in a swimming pool,
Copy !req
1175. this is an autobiographical moment.
Copy !req
1176. That was his bit,
Copy !req
1177. where Milo's trying
to make an impression.
Copy !req
1178. Well, here's a spot
where we instructed our effects crew
Copy !req
1179. to take the characters
into a darker and darker area.
Copy !req
1180. They're going from kind of
the moonlit pool
Copy !req
1181. into this subterranean,
this underwater grotto that's dark.
Copy !req
1182. The only light source in here
is Kida's little necklace.
Copy !req
1183. All this shadow work,
which was all done in our Paris studio.
Copy !req
1184. That Marlon West,
our effects coordinator here,
Copy !req
1185. actually keyed
a lot of the other shadow effects
Copy !req
1186. for the rest of the movie
off of these effects.
Copy !req
1187. It's really nice.
It creates a great atmosphere here.
Copy !req
1188. We've not only got Milo and Kida
swimming in this little air pocket,
Copy !req
1189. this little dome, which,
by its very nature of its construction,
Copy !req
1190. forces the two of them together.
Copy !req
1191. So it's literally just two faces
being forced close together,
Copy !req
1192. which gives it a nice
kind of romantic quality.
Copy !req
1193. But the light from her crystal
bouncing up around that little dome
Copy !req
1194. and underlighting their faces
is another really nice touch.
Copy !req
1195. - The pool light.
- Yeah.
Copy !req
1196. These two characters
spend so little time together
Copy !req
1197. that this sequence had to serve
as a number of masters.
Copy !req
1198. It was the exposition of the history of
Atlantis, but also it had to be romantic.
Copy !req
1199. And like you said,
the air pocket forced them together.
Copy !req
1200. The lighting had to be romantic.
Copy !req
1201. You had to feel
like they were connecting a little bit.
Copy !req
1202. But the romance
is purely sub-textual.
Copy !req
1203. This is about two characters
solving a mystery together,
Copy !req
1204. a mystery
that they're both interested in.
Copy !req
1205. And rather than the scene being
about two characters falling in love,
Copy !req
1206. I think there's a little bit of...
Copy !req
1207. They've both got
bigger things on their minds right now.
Copy !req
1208. Exactly. Yeah.
Copy !req
1209. I think right now, they've sort of
fallen in like, not in love.
Copy !req
1210. Like these! Don't you get it?
Copy !req
1211. I like how Milo swims
with his glasses on.
Copy !req
1212. It's kind of like Dancing with
Wolves. Swims with Glasses.
Copy !req
1213. I think it's also inspired
by real life.
Copy !req
1214. Yeah.
Copy !req
1215. Gary being
a long-time glasses wearer...
Copy !req
1216. this important
would have been in the Journal, but...
Copy !req
1217. Well, you know,
you get out of the pool,
Copy !req
1218. and you're blind until you can
stumble around and find those things.
Copy !req
1219. True.
Copy !req
1220. And he had to do
a lot of translating.
Copy !req
1221. You have a nice swim?
Copy !req
1222. Okay,
everybody's bad now.
Copy !req
1223. This really gave headaches
to some of the boys upstairs.
Copy !req
1224. Well, we wanted Milo
to feel betrayed here,
Copy !req
1225. and we wanted the turn
on the characters
Copy !req
1226. to come as much as a surprise
to him as to the audience.
Copy !req
1227. And here Milo was finally being
accepted as one of the cool kids,
Copy !req
1228. and it turns out
that the cool kids wanna go rob a store.
Copy !req
1229. - In a manner of speaking.
- In a manner of speaking.
Copy !req
1230. I'm no mercenary.
Copy !req
1231. But it was very disturbing
to some people that,
Copy !req
1232. "You've made us like
all these other characters,
Copy !req
1233. "now they're bad."
Copy !req
1234. - And you said, "Yes, exactly."
- Yes, that's right.
Copy !req
1235. They had to be bad to be redeemed
in the scene later in the movie.
Copy !req
1236. Don, that was
your favorite scene, as I recall.
Copy !req
1237. I felt very uncomfortable
about that.
Copy !req
1238. - Also autobiographically speaking.
Copy !req
1239. Even when we added
the funny anvil clank
Copy !req
1240. when Kida kneed that Stormtrooper,
it hurt.
Copy !req
1241. I thought it was some kind of a battery,
but we're both wrong.
Copy !req
1242. It's their life force.
Copy !req
1243. That crystal is the only thing
keeping these people alive.
Copy !req
1244. You take that away, and they'll die.
Copy !req
1245. Well, that changes things.
Copy !req
1246. - Helga, what do you think?
- Knowing that, I'd double the price.
Copy !req
1247. Helga kind of hints here at a
sub-plot that's really not on the screen,
Copy !req
1248. but the idea of selling the crystals
Copy !req
1249. to the highest bidder
on the surface world
Copy !req
1250. was, at times early in the movie,
discussed,
Copy !req
1251. the whole pre-World War I plot.
Copy !req
1252. That if they did find
this huge power source underground,
Copy !req
1253. it would be a commodity
to be sold on the surface
Copy !req
1254. to whatever world power
was willing to bid for it.
Copy !req
1255. That became less of a plot point
in the movie,
Copy !req
1256. but it's hinted at a
little bit in this scene.
Copy !req
1257. It's hinted at here
and hinted at a little later.
Copy !req
1258. Yeah, we used to
really sledgehammer that one.
Copy !req
1259. But that was back when Rourke
and Helga had a thing going also.
Copy !req
1260. Yes. In one early version
of the story,
Copy !req
1261. Rourke and Helga were
having an affair,
Copy !req
1262. and Rourke was actually
a German agent in disguise.
Copy !req
1263. - Oh, boy.
- It was pretty melodramatic.
Copy !req
1264. It seemed like a good idea at the time.
Copy !req
1265. That's when you say,
Copy !req
1266. "Well, thank goodness these things
do take four and a half years."
Copy !req
1267. Spread out! Search everywhere!
Copy !req
1268. You're not applying yourself, son.
Copy !req
1269. There's got to be something else.
Copy !req
1270. Well, there isn't. It just says,
Copy !req
1271. "The heart of Atlantis lies
in the eyes of her king."
Copy !req
1272. Well, then maybe Old King Cole here...
Copy !req
1273. We spent a lot of time
trying to figure out
Copy !req
1274. the entrance to the crystal chamber
Copy !req
1275. and the clues that might be laid out
to lead you to the crystal chamber.
Copy !req
1276. In fact, in a really, really early version,
Milo was given a dollar bill
Copy !req
1277. way back in the museum
at the beginning of the film,
Copy !req
1278. and on the back of the dollar bill
was a little pyramid
Copy !req
1279. with the eye of God on the top of it.
Copy !req
1280. And that used to be a hint
to make it to the crystal chamber.
Copy !req
1281. None of that remains in the movie.
Copy !req
1282. Well, we learned that
the pyramid with the eye
Copy !req
1283. didn't end up on the dollar bill
Copy !req
1284. - until sometime in the 1940s.
- Many years later.
Copy !req
1285. But it's kind of vaguely here,
Copy !req
1286. the idea of the dot
in the center of the A.
Copy !req
1287. Yeah, that's kind of the descent
into that idea.
Copy !req
1288. Big, Atlantean ampersand.
Copy !req
1289. And no one will know
what a Herculean chore it was
Copy !req
1290. to make sure that the tattoos
on the king's head didn't slide around
Copy !req
1291. as he moved.
Copy !req
1292. My hat is off to the cleanup crew,
Marty Korth and his crew,
Copy !req
1293. for trying to keep those tattoos straight.
Copy !req
1294. We were talking about
Marshall Toomey's anguish
Copy !req
1295. about Milo's book bag, but...
Copy !req
1296. - Nothing compared to the tattoo.
- Hurry. Get on.
Copy !req
1297. It was the tattoos
on the king's head
Copy !req
1298. that almost made him kill us.
Copy !req
1299. That will be the last tattooed
character I think you'll see for a while.
Copy !req
1300. Ed Ghertner, our head of layout,
Copy !req
1301. came up with this idea
in the visual development process
Copy !req
1302. of a kind of elevator
and hydraulic-powered thing
Copy !req
1303. that could descend you down
into the crystal chamber.
Copy !req
1304. - He called it "the aqua-vator."
- Aqua-vator.
Copy !req
1305. Everyone laughed it off
and dismissed it immediately.
Copy !req
1306. And then later in the process,
it came back...
Copy !req
1307. - We brought it back.
- ... as the perfect solution
Copy !req
1308. to descend our team of heroes
and villains to the crystal chamber,
Copy !req
1309. which lied right beneath their feet
all the time.
Copy !req
1310. Thatch, tell her to wrap it up.
Copy !req
1311. We got a schedule to meet.
Copy !req
1312. The idea for
the crystal chamber was kind of based
Copy !req
1313. on the idea that,
Copy !req
1314. although Atlantis was
this huge world power,
Copy !req
1315. at its core was this very ancient crystal
Copy !req
1316. that this cave was built up around.
Copy !req
1317. And the palace was built around that,
Copy !req
1318. and the city was built
around the palace.
Copy !req
1319. Again, the layer inside of layer
inside of layer.
Copy !req
1320. The nesting doll theory that we had
that, at the heart of all of this is
Copy !req
1321. this heart, this heart of Atlantis,
this crystal power,
Copy !req
1322. that's hidden down in
this very ancient cavern within Atlantis.
Copy !req
1323. - Now move it!
- I don't know how to move it.
Copy !req
1324. This sequence in the crystal
chamber, where Kida transforms,
Copy !req
1325. was storyboarded by Todd Kurosawa.
Copy !req
1326. And Todd's boards
are very layout-friendly.
Copy !req
1327. His staging is really, really strong.
So we pretty much stuck to the staging
Copy !req
1328. that Todd had in his boards
for this sequence.
Copy !req
1329. What were some
of the early inspirations
Copy !req
1330. for the king stones
that orbit around the crystals?
Copy !req
1331. Didn't Hank Mayo do
some early visual development?
Copy !req
1332. I believe he did.
Copy !req
1333. Almost like coffins of kings
around this big place.
Copy !req
1334. Yeah, one of the early
visual development ideas by...
Copy !req
1335. I think Marcelo Vignali
did some drawings,
Copy !req
1336. and Hank Mayo did some drawings,
Copy !req
1337. that suggested that maybe
literal sarcophagi of the kings
Copy !req
1338. would be guarding
this ancient power source.
Copy !req
1339. And, eventually, that became
these floating, stone effigies
Copy !req
1340. of the kings' faces.
They're not necessarily coffins.
Copy !req
1341. They're just stylized representations
of those ancient kings.
Copy !req
1342. And, in a way, they kind of contain
their spiritual energy
Copy !req
1343. and serve as guardians for this crystal.
Copy !req
1344. This is another example
of the mixture
Copy !req
1345. of hand-drawn animation
and computer graphics
Copy !req
1346. in a way that the audience will
never know and should never know.
Copy !req
1347. But the crystals are created
with help of a lot of computer graphics,
Copy !req
1348. and yet the characters
and a lot of the ripples in the water
Copy !req
1349. are drawn by hand.
Copy !req
1350. The rotating masks, or king stones,
that rotate around the crystals
Copy !req
1351. are developed digitally
with computer graphics animation.
Copy !req
1352. Now you see those
ripples that are drawn by hand,
Copy !req
1353. but then the distortion of the water
itself is done by the computer,
Copy !req
1354. so that you could get the rocks
or the sandy bottom
Copy !req
1355. distorting underneath the water.
It has that little bit of water ripple.
Copy !req
1356. Early on in the process,
we try to take a day out of our schedule
Copy !req
1357. and record some music,
Copy !req
1358. really early, about a year away
from the movie's release,
Copy !req
1359. just to experiment
with the sound of the score.
Copy !req
1360. And this is one of the scenes
James Newton Howard wrote early on
Copy !req
1361. to give a sense of what
the Atlantean musical voice would be.
Copy !req
1362. Sometimes you record that music with
the idea that you may discard it later.
Copy !req
1363. It's just an experiment, but in this case,
Copy !req
1364. the music was pretty stunning
and bowled us all over,
Copy !req
1365. and, of course,
stayed in the movie in every way.
Copy !req
1366. I love sequences like this
that really just give the animation
Copy !req
1367. and the effects
and the music just center stage.
Copy !req
1368. This is really just about
the magic that those elements can do.
Copy !req
1369. And it's not about dialogue,
and it's not about jokes.
Copy !req
1370. It's just about pure visual magic
that you can achieve in animation.
Copy !req
1371. Wasn't this one of
the first Kida scenes animated,
Copy !req
1372. that slow scene, where she
turns around into camera?
Copy !req
1373. It was an early one,
it was early in the process.
Copy !req
1374. I love the little glint
on his glasses.
Copy !req
1375. It's little things like that
that just make it that much better.
Copy !req
1376. It took a long time
to develop the look
Copy !req
1377. of Kida when she was transformed
into the crystal princess.
Copy !req
1378. Chris Jenkins, our artistic coordinator,
and Ann Tucker,
Copy !req
1379. who was kind of
our Jaclyn-of-all-trades
Copy !req
1380. when it came to creating effects.
Copy !req
1381. They were the ones
that had to come up
Copy !req
1382. with a look for the crystalline Kida,
Copy !req
1383. where she would appear to be
made of glass and semi-transparent
Copy !req
1384. and yet still work in with this flat,
graphic, 2-D world
Copy !req
1385. that we spent the last hour trying
to convince you, the audience, of.
Copy !req
1386. There was tremendous debate
about the crystals themselves.
Copy !req
1387. Because the idea of Atlantean crystals
is not original to us.
Copy !req
1388. It comes probably from Edgar Cayce,
who was a 20th-century writer,
Copy !req
1389. who prophesied about Atlantis
Copy !req
1390. and wrote a lot of things about
the history of Atlantis as he saw them.
Copy !req
1391. But in our storytelling process,
Copy !req
1392. it was difficult to communicate the idea
of the crystals clearly
Copy !req
1393. at times along the way to everyone.
Copy !req
1394. Well, it's always tough to take
Copy !req
1395. what is essentially
kind of a mystical idea
Copy !req
1396. and boil it down to a set of rules.
Copy !req
1397. We were constantly struggling
back and forth
Copy !req
1398. between how much to explain
and how much not to explain.
Copy !req
1399. Because if you explain too much,
Copy !req
1400. it starts seeming
like an internal combustion engine,
Copy !req
1401. and it loses mystery. It loses...
Copy !req
1402. - Spirituality and magic.
- Yeah, exactly.
Copy !req
1403. And if you explain too little,
Copy !req
1404. - it becomes too vague and confusing.
- Too confusing.
Copy !req
1405. So it was always
a constant struggle.
Copy !req
1406. It's always funny,
'cause people say,
Copy !req
1407. "Well, don't you think it was
too sophisticated for small children?"
Copy !req
1408. And it was always just the opposite.
Copy !req
1409. It's the children that buy it.
Copy !req
1410. Kids are able to just take it
on face value.
Copy !req
1411. And it was often the adults
that would say,
Copy !req
1412. "Well, I really wanted to know more."
Copy !req
1413. And, as storytellers,
you didn't really want to tell them more,
Copy !req
1414. because it loses its mystery,
as you said.
Copy !req
1415. - It becomes smaller.
Mmm-hmm.
Copy !req
1416. Let's move, people.
Copy !req
1417. That was an order,
not a suggestion. Let's go!
Copy !req
1418. I like this scene of Audrey.
Copy !req
1419. Anne Marie Bardwell did a great job
on getting Audrey to turn
Copy !req
1420. and side with Milo
without speaking a word.
Copy !req
1421. And I think that's
what's great about animation.
Copy !req
1422. You can do that. You can just
communicate without words.
Copy !req
1423. I remember talking
with Anne Marie
Copy !req
1424. before she started
animating this scene.
Copy !req
1425. She's going to do the right thing,
Copy !req
1426. but she's not going to be happy
that she has to do it.
Copy !req
1427. So she really had to play
with several emotions at once.
Copy !req
1428. One was struggling
with a moral dilemma.
Copy !req
1429. And two...
Copy !req
1430. Giving up what she wants.
Copy !req
1431. Resenting the fact
that she had to do what was right.
Copy !req
1432. And everyone has been
in that position before,
Copy !req
1433. where they know
they have to do what's right,
Copy !req
1434. even if they're not happy about doing it.
Copy !req
1435. That would be
under the heading
Copy !req
1436. of eating your vegetables at dinner.
Copy !req
1437. Yeah.
Copy !req
1438. and you pick now of all times
to grow a conscience.
Copy !req
1439. We've done a lot of things
we're not proud of,
Copy !req
1440. robbing graves, plundering tombs...
Copy !req
1441. There's a really interesting
string of references here
Copy !req
1442. to Darwin and P. T. Barnum,
Copy !req
1443. things that I'm sure go over
your average six-year-old's head.
Copy !req
1444. But were certainly appropriate
Copy !req
1445. for the time that this movie
takes place in.
Copy !req
1446. Yeah, and kind of fun
for the older members
Copy !req
1447. - of the audience to enjoy.
- P.T. Barnum was right.
Copy !req
1448. And by the way, when he says,
"P. T. Barnum is right, "
Copy !req
1449. that quote he's referring to is,
"There's a sucker born every minute."
Copy !req
1450. And Rourke believes
that the other explorers are suckers
Copy !req
1451. for falling for Milo's guilt trip
and not taking the money.
Copy !req
1452. This scene visually explains
the idea of the crystals
Copy !req
1453. as a power source,
kind of the Atlanteans' plutonium.
Copy !req
1454. And if you take the crystals away,
their individual crystals fail,
Copy !req
1455. and, in fact, the whole system
of recirculating water
Copy !req
1456. and weather and everything else
in Atlantis starts to atrophy
Copy !req
1457. - and go away and wind down.
- It's all gonna wind down.
Copy !req
1458. And they might not die instantly,
but nature's gonna take its course,
Copy !req
1459. and they're gonna be
doomed down there.
Copy !req
1460. And, of course,
in the early version of this,
Copy !req
1461. Mike Mignola wanted everybody
to turn into desiccated skeletons,
Copy !req
1462. like, flying around on these stone fish.
Copy !req
1463. And that was the height of cool but...
Copy !req
1464. That would've been something.
Copy !req
1465. That would've been
a little creepy.
Copy !req
1466. These zombie warriors going to war
on flying stone fish.
Copy !req
1467. In Mike's words, he said,
"That would be cool."
Copy !req
1468. they have some sort of
healing energy.
Copy !req
1469. I've seen it work.
Copy !req
1470. Some really nice voice acting
from Dr. Sweet here.
Copy !req
1471. Phil Morris gave us a great deal
of humor as Dr. Sweet,
Copy !req
1472. but here he shows
a much more sensitive side
Copy !req
1473. and a lot more kind of deeper feeling.
Copy !req
1474. And it's really nice.
Just a nice, nuanced performance.
Copy !req
1475. One of our
principal collaborators
Copy !req
1476. was our editor, Ellen Keneshea,
Copy !req
1477. and Ellen is a real unsung hero
of the process.
Copy !req
1478. She works virtually on a daily basis
with the directors
Copy !req
1479. refining the cut of the movie
in its story sketch phase,
Copy !req
1480. but also every step of the way
as the movie comes to fruition.
Copy !req
1481. But this is an area of the film
Copy !req
1482. where she really had a hand
in creating this flashback
Copy !req
1483. and this story of the Atlanteans' history,
Copy !req
1484. using material
from the rest of the movie
Copy !req
1485. to kind of retell that history visually.
Copy !req
1486. It's a real tribute
to what Ellen brought to the film.
Copy !req
1487. And she's still on
speaking terms with us, which is...
Copy !req
1488. - Remarkable.
- Unbelievable.
Copy !req
1489. but it's power proved
too great to control.
Copy !req
1490. This used to be
an elaborate musical number.
Copy !req
1491. But we changed the lyrics,
Copy !req
1492. and had to rewrite them
and eventually cut it out of the show.
Copy !req
1493. There's that bracelet.
Copy !req
1494. We learned a long time ago,
actually, from Howard Ashman.
Copy !req
1495. From Howard Ashman,
speaking of musicals.
Copy !req
1496. If you want the audience
to remember something,
Copy !req
1497. show it to them three times.
Copy !req
1498. So you saw the bracelet once
in the prologue,
Copy !req
1499. you saw it again in the flashback,
Copy !req
1500. and you see it again when Kida
opens her hand towards the end.
Copy !req
1501. We struggled a lot
with what the king should say
Copy !req
1502. as his last words.
Copy !req
1503. Return the crystal.
Copy !req
1504. Save Atlantis.
Copy !req
1505. Save my daughter.
Copy !req
1506. He, at one time, offered
this very long kind of philosophical...
Copy !req
1507. You know, "We are the products
of all of our ancestors' hard work."
Copy !req
1508. And, as an idea, it was nice,
Copy !req
1509. but in practice it just seemed
a little heavy-handed and preachy.
Copy !req
1510. And we thought maybe his last words
should be more personal.
Copy !req
1511. More about his daughter,
rather than an abstract idea
Copy !req
1512. about what we owe our ancestors.
Copy !req
1513. This scene is another tribute
to animators as actors with a pencil.
Copy !req
1514. There's a scene in here in particular,
Copy !req
1515. where Milo recaps the whole
adventure up to a certain point.
Copy !req
1516. It's a real perfect tribute
to what an animator does.
Copy !req
1517. In taking a voice as inspiration,
Copy !req
1518. taking a voice actor like Michael J. Fox
as inspiration,
Copy !req
1519. and turning it into a performance.
Copy !req
1520. In this case,
John Pomeroy turned this scene
Copy !req
1521. into this recap of Milo's life
up to this point.
Copy !req
1522. And he took the videotape
that we shot of Michael J. Fox
Copy !req
1523. on the set when we were recording it.
Copy !req
1524. He took stills and videotape of himself
Copy !req
1525. of John acting out this scene
in his bathroom late at night at home
Copy !req
1526. and tried to print out stills of that.
Copy !req
1527. And then, ultimately, had to sit down
with a blank piece of paper
Copy !req
1528. and draw it all
and create this performance,
Copy !req
1529. and it's one of the most
powerful scenes in the movie.
Copy !req
1530. John Sanford, our supervisor of story,
Copy !req
1531. not only supervised the story process
but boarded a lot of the movie himself,
Copy !req
1532. including this scene
where Milo comes out
Copy !req
1533. and basically says,
"I'm going after Rourke."
Copy !req
1534. And he did it to a piece of music,
Copy !req
1535. a piece of temporary music
he found from another movie
Copy !req
1536. that gave him a lot of inspiration
and kind of a motor for the scene.
Copy !req
1537. It was a real building piece of music.
Copy !req
1538. It gave a sense of urgency
Copy !req
1539. that he was, like, mounting up
the posse and going after the bad guy.
Copy !req
1540. And this scene,
which was actually added
Copy !req
1541. fairly late in the process of the movie,
Copy !req
1542. gave a real engine to the last part
of the movie
Copy !req
1543. and got the team of explorers
and the audience all whipped up
Copy !req
1544. about the last act of the movie.
Copy !req
1545. There was a time when,
for inspiration,
Copy !req
1546. we were looking at rallying speeches
Copy !req
1547. and inspirational speeches
from great movies throughout time
Copy !req
1548. to see what...
Copy !req
1549. How does a leader motivate
his followers?
Copy !req
1550. How does a politician motivate
the people?
Copy !req
1551. How does a general motivate
his troops?
Copy !req
1552. And Ellen Keneshea, our editor,
Copy !req
1553. put this compilation
of inspirational speeches together,
Copy !req
1554. and what the speech
finally came down to was,
Copy !req
1555. "I'm going after Rourke."
Her point was,
Copy !req
1556. "Film is a visual medium.
You wanna see it. Don't say it."
Copy !req
1557. Yeah, it was very funny.
We had Braveheart cut back to back
Copy !req
1558. - with JFK cut back to back with Patton.
- With Patton.
Copy !req
1559. And, finally,
just to kind of put a fine point on it,
Copy !req
1560. Ellen, the last scene she cut in
was from The Wild Bunch,
Copy !req
1561. where William Holden gets up,
cocks his rifle, and says, "Let's go."
Copy !req
1562. And that's kind of where it went.
Copy !req
1563. That's ultimately
what the sequence became.
Copy !req
1564. Milo says, "I'm going after Rourke."
Copy !req
1565. And it replaced about 10 minutes
of dialogue.
Copy !req
1566. I always liked the intercutting
here as a filmic device,
Copy !req
1567. where the good guys are on their way,
the bad guys are trying to escape,
Copy !req
1568. and the checkerboarding of the editing.
Copy !req
1569. Building towards the big,
climactic battle in the third act.
Copy !req
1570. There was discussion
Copy !req
1571. about what could euphemistically
be called the level of activity
Copy !req
1572. that we would portray
in a Disney animated film.
Copy !req
1573. We knew that we were
making an action adventure,
Copy !req
1574. and, as such,
that meant a lot of activity.
Copy !req
1575. A lot of guns going off,
a lot of stuff blowing up.
Copy !req
1576. - Okay, I said it, all right?
- Exactly. Fine.
Copy !req
1577. Well, it's a drama,
Copy !req
1578. and to have a drama,
you wanna have dramatic bits.
Copy !req
1579. And it's hard to have a drama,
Copy !req
1580. where people are just talking
at each other in a harsh tone of voice.
Copy !req
1581. You wanna actually physicalize that
Copy !req
1582. and show a level of action
that makes it threatening sometimes.
Copy !req
1583. We always, inevitably, would show
this movie to test audiences.
Copy !req
1584. And, quite often, we would ask
the kids in the audience,
Copy !req
1585. "What was the scariest part
of the movie
Copy !req
1586. "or the most intense part of the movie?"
Copy !req
1587. And they would cite
either this climactic battle at the end
Copy !req
1588. or sometimes the Leviathan fight.
Copy !req
1589. Then we would say, "Well, what
was your favorite part of the movie?"
Copy !req
1590. And they would say,
"We liked the fight at the end."
Copy !req
1591. Or, "We liked the Leviathan."
Copy !req
1592. So sometimes scary or dramatic
can be really fun for the audience,
Copy !req
1593. and certainly, in this case,
Copy !req
1594. we wanted to create a lot
of cinematic fun for the audience.
Copy !req
1595. But as you said,
it is supposed to be dramatic as well,
Copy !req
1596. and there has to be a level of threat
Copy !req
1597. and a level of intensity
that you're gonna buy.
Copy !req
1598. These characters aren't just gonna
have the seat of their pants lit on fire
Copy !req
1599. and run around for a bit.
Copy !req
1600. They could actually get really hurt
or killed.
Copy !req
1601. And that's something that,
if you don't take it that far,
Copy !req
1602. you're not gonna feel for the moment.
Copy !req
1603. Kevin Harkey,
one of our storyboard artists,
Copy !req
1604. is brilliant at storyboarding
action sequences.
Copy !req
1605. And this was his sequence,
Copy !req
1606. and he gave us
just a really amazing job
Copy !req
1607. at choreographing this fight.
Copy !req
1608. On the written page,
a fight like this might have said,
Copy !req
1609. "The heroes and villains lock
in a perilous battle in a volcano shaft."
Copy !req
1610. Period.
Copy !req
1611. And what does that look like?
Copy !req
1612. Well, Kevin and a lot of people helped
execute that on the screen here.
Copy !req
1613. Also, cinematography plays
a big hand in it,
Copy !req
1614. and the directors worked closely
with Ed Ghertner and a lot of people
Copy !req
1615. to create a sense of cinema
and flying around
Copy !req
1616. and being right in this volcano shaft
strapped in alongside the explorers.
Copy !req
1617. It's also a great example
of Gary Rydstrom's sound design.
Copy !req
1618. He took what could have been just
a cacophony of guns and mortar shells
Copy !req
1619. and really created something
that flows really nicely.
Copy !req
1620. He tied the effects you hear
Copy !req
1621. specifically to the action
that you see on the screen,
Copy !req
1622. and really carved out little spaces
where you could hear the dialogue
Copy !req
1623. or isolate a certain effect
so it had more impact.
Copy !req
1624. Just really artfully done.
Copy !req
1625. I also like
Dave Goetz's contribution here.
Copy !req
1626. As art director, he's picking colors.
Copy !req
1627. You might think, "It's just obvious.
They're underground."
Copy !req
1628. Well, there's a lot going on here.
Copy !req
1629. The bright red balloon for the villain
Copy !req
1630. plays well against the cool walls
of the volcano shaft.
Copy !req
1631. Just the color choices here
are pretty dramatic.
Copy !req
1632. Some of the choices
that Kevin Harkey made,
Copy !req
1633. as far as the way Milo
kind of throws himself
Copy !req
1634. into these ridiculously
dangerous situations.
Copy !req
1635. He would sometimes ask himself,
"Okay, what would Jackie Chan do?"
Copy !req
1636. "Well, Jackie Chan would leap
off that flying fish
Copy !req
1637. "and grab onto the balloon
and swing down on a rope
Copy !req
1638. "without any regard for his safety
or what the consequences would be."
Copy !req
1639. So it was an inspiration.
Copy !req
1640. This section here was
a living nightmare
Copy !req
1641. for Ed Ghertner and Tom Baker
Copy !req
1642. and the other scene planners
and cinematographers
Copy !req
1643. and Chris Jenkins,
our artistic coordinator,
Copy !req
1644. because the balloon
kept going up and down
Copy !req
1645. throughout the sequence.
Copy !req
1646. It was losing altitude.
It was starting to sink.
Copy !req
1647. And then Helga went over the side,
and it would start to go back up again,
Copy !req
1648. - and then it started to go down.
- Keeping track of the shots
Copy !req
1649. where it's supposed to be rising
and supposed to be falling...
Copy !req
1650. Which direction is the
background supposed to be going?
Copy !req
1651. just made people crazy.
Copy !req
1652. There were some
really early iterations of this fight
Copy !req
1653. that actually took place on the ground
after the balloon crashed.
Copy !req
1654. But it made it much more dramatic
to stage it up in the air and...
Copy !req
1655. - To give Rourke an ax...
- Yeah.
Copy !req
1656. - ... to grind.
- Yeah.
Copy !req
1657. Thank heaven.
Copy !req
1658. The crystal didn't treat Rourke
as nicely as it did Kida.
Copy !req
1659. Kida became this beautiful
crystal princess,
Copy !req
1660. and Rourke, consumed by his own evil,
Copy !req
1661. becomes this hideous,
faceted, energy-leaking beast.
Copy !req
1662. Because he was not
pure inside as she was.
Copy !req
1663. No, he was not. No.
Copy !req
1664. He was consumed by wrath.
Copy !req
1665. Rage and evil. Wrath and evil.
Copy !req
1666. Plus, he's also not
of Atlantean royal blood.
Copy !req
1667. Well, there's that. I mean, that's
the fine print kind of thing.
Copy !req
1668. Under normal circumstances,
the movie might be over right here,
Copy !req
1669. because the villain is defeated,
Copy !req
1670. - but not in this film.
- But wait.
Copy !req
1671. There's more.
Copy !req
1672. Don't answer yet.
We have a volcano.
Copy !req
1673. Well, it's a chance for Milo
to strap on his heroism
Copy !req
1674. and show you that he really was
made of the right stuff.
Copy !req
1675. This is a real talent display
of hand-drawn effects,
Copy !req
1676. computer-graphics effects.
Copy !req
1677. Once again,
showing the hybrid nature of the film.
Copy !req
1678. And a great moment for Milo, too.
Copy !req
1679. This is, again, Milo throwing himself
into the face of danger
Copy !req
1680. and really being the hero.
Copy !req
1681. And you ain't seen nothing yet.
Copy !req
1682. Now you want a hybrid scene,
here you go.
Copy !req
1683. This is, again, our deep canvas
digital background that's painted.
Copy !req
1684. Painted kind of semi-traditionally,
Copy !req
1685. and then, in between, in the computer,
Copy !req
1686. augmented with traditional
two-dimensional effects
Copy !req
1687. with a three-dimensional pod
Copy !req
1688. that a two-dimensional character
is riding.
Copy !req
1689. And lots of music.
I think there's lots of music.
Copy !req
1690. There is.
We certainly have some, yeah.
Copy !req
1691. So the restoration of the crystals
and Kida in particular to Atlantis
Copy !req
1692. sets us up for the big climax
of the movie,
Copy !req
1693. where we kind of reanimate
not only the power of Atlantis,
Copy !req
1694. but also these cool stone guardians.
Copy !req
1695. And the guardians, they're an idea
that came from Mike Mignola.
Copy !req
1696. Yeah, we had
all this great ancient statuary
Copy !req
1697. broken up and littered
across the landscape of Atlantis.
Copy !req
1698. Kind of Easter Island style.
Copy !req
1699. Yeah.
Copy !req
1700. And it was Mike who suggested,
"What if these are just the very tops
Copy !req
1701. "of these gigantic, large statues?"
Copy !req
1702. "Wouldn't it be cool
if they could get up
Copy !req
1703. "and fight the biplanes?"
Copy !req
1704. Early on, we thought, "Yeah,
they would be running around,
Copy !req
1705. "and swatting bi-planes out of the air,
and fighting also."
Copy !req
1706. But, eventually, they calmed down.
Copy !req
1707. And we kind of hit upon the idea that
they're the Atlantean defense system.
Copy !req
1708. Yes, they were
the Atlantian missile shield.
Copy !req
1709. And when Kida's returned to the city,
Copy !req
1710. she kind of feeds the spiritual energy
back into those king stones,
Copy !req
1711. and they all go up, and in turn,
fire that energy into the stone giants
Copy !req
1712. and awaken the ancient,
ancient Atlantean defense system,
Copy !req
1713. which we hinted at in the prologue.
Copy !req
1714. But all that stuff
you see falling off,
Copy !req
1715. all the water and the trees
and the bridges
Copy !req
1716. and all the debris
that comes cascading off of the giants
Copy !req
1717. is done by hand.
Copy !req
1718. That's two-dimensional on top
of a three-dimensional character.
Copy !req
1719. Again, it points out the use of
the right tool for the right job,
Copy !req
1720. in this case, the computer was
the right pencil, so to speak,
Copy !req
1721. to pick up,
and create those characters with,
Copy !req
1722. 'cause they were
very complex characters,
Copy !req
1723. covered with carvings
and a lot of detail to their costuming,
Copy !req
1724. and the textures on them.
Copy !req
1725. So they were animated by
our computer graphics guys.
Copy !req
1726. We always thought of this
Copy !req
1727. as being kind of the finale
to a really great fireworks display.
Copy !req
1728. Just when you think
a great fireworks display is over,
Copy !req
1729. - there's always one last kaboom.
- Kaboom.
Copy !req
1730. And this energy dome
and the wall of lava that hits it
Copy !req
1731. was our fireworks finale.
Copy !req
1732. Yeah, it kind of reprises
the beginning of the movie, too,
Copy !req
1733. where you see
this is their normal line of defense
Copy !req
1734. against attack by outsiders.
Copy !req
1735. And in kind of a bookending sense,
Copy !req
1736. we first saw Atlantis threatened
by a wall of water,
Copy !req
1737. and then, again, we see Atlantis
threatened by a wall of fire.
Copy !req
1738. So it's kind of this elemental,
fire and water, symbolic, biblical thing.
Copy !req
1739. Oh, yeah, yeah.
That was on purpose. Yeah.
Copy !req
1740. Here, Atlantis looks like
a delicious dessert item.
Copy !req
1741. - Baked Atlantis, my favorite.
- That's right.
Copy !req
1742. Until the outer layer cracks off here
Copy !req
1743. and reveals the beautiful restored city.
Copy !req
1744. This is the walls
of the outer circle of Atlantis
Copy !req
1745. break away here,
and the water floods out.
Copy !req
1746. And this kind of ties in to Plato's
concentric circle idea, again,
Copy !req
1747. where the water level lowers...
Copy !req
1748. And this was a Mike Mignola idea,
too, I think.
Copy !req
1749. Which was the water level lowers,
Copy !req
1750. revealing a city that's bigger and
more beautiful than you ever imagined
Copy !req
1751. that was actually submerged
under the water.
Copy !req
1752. And that waterline reveals it.
Copy !req
1753. And then you have the lovely,
sweet scene
Copy !req
1754. of Kida and Milo getting together again.
Copy !req
1755. And, more importantly,
this is kind of the moment for Kida,
Copy !req
1756. where she comes
to some sort of closure
Copy !req
1757. about the disappearance
of her mother.
Copy !req
1758. Somewhere, in whatever netherworld
her consciousness was in,
Copy !req
1759. when she merged with the crystal,
Copy !req
1760. she encountered her mother,
and her mother left her a gift.
Copy !req
1761. This was a relatively
late addition to the story.
Copy !req
1762. And even if it's not spelled out
100%, I think it's a really nice moment.
Copy !req
1763. I think it's good to...
Copy !req
1764. - It's a bit of closure.
- Yeah, to give Kida some closure.
Copy !req
1765. This kind of sets us up for our...
It's almost a curtain call here,
Copy !req
1766. where this unlikely group of survivors,
these explorers that made it together,
Copy !req
1767. get to go out and see Atlantis revealed
for the first time.
Copy !req
1768. And it almost sets us up
for a bow in this next scene,
Copy !req
1769. when you say goodbye
to all these characters.
Copy !req
1770. In fact, it sets us up
so well that here we are.
Copy !req
1771. We call this
our Wizard of Oz ending.
Copy !req
1772. This is where Milo gets to
say goodbye to the Tin Man
Copy !req
1773. and the Cowardly Lion
and the rest of the gang.
Copy !req
1774. And what is that big thing
that holds all the treasure?
Copy !req
1775. - That's a narwhal.
- Narwhal.
Copy !req
1776. Yes,
it's a big narwhal transport plane.
Copy !req
1777. And this is yet another
Don Novello riff on a line of dialogue
Copy !req
1778. that was probably three words long,
like, "I'll miss you, too, Milo."
Copy !req
1779. But he came in and gave us
a good 20 minutes
Copy !req
1780. on how his florist shop was
gonna close for August and...
Copy !req
1781. Truly a brilliant comedian.
Copy !req
1782. but I wanted you to have this.
Copy !req
1783. It's the bacon grease
from the whole trip.
Copy !req
1784. This is the one
Copy !req
1785. sound-alike line
that we have for Cookie.
Copy !req
1786. Yeah, believe it or not, this
one line of dialogue about the bacon fat
Copy !req
1787. was done by a talented actor
who came in.
Copy !req
1788. Steve Barr, wasn't he?
Was that his name?
Copy !req
1789. Yeah, Steve Barr who came in
and gave us a Jim Varney sound-alike
Copy !req
1790. after Jim passed away,
but that's the only line that isn't Jim.
Copy !req
1791. This is the payoff to the movie.
Copy !req
1792. Early on, there was an idea
Copy !req
1793. that Milo had some sort of guarantee
from Whitmore
Copy !req
1794. that he would get to come back
and have his research funded.
Copy !req
1795. - A seat on the board.
- A seat on the board.
Copy !req
1796. Some sort of contract with Whitmore
to fulfill Milo's dreams in academia.
Copy !req
1797. In this scene, Milo would've ripped up
that contract or given it up,
Copy !req
1798. which is pretty much
what still happens here.
Copy !req
1799. Milo, instead of going up
for a hero's welcome on the surface,
Copy !req
1800. he decides to keep Atlantis a secret,
Copy !req
1801. give up the very thing
that he's wanted the whole movie,
Copy !req
1802. - and make that big sacrifice.
- Yeah.
Copy !req
1803. Now, let's go over it again,
just so we got it straight.
Copy !req
1804. - You didn't find anything?
- Nope. Just a lot of rocks...
Copy !req
1805. This was really fun to design
the costumes for our explorer crew,
Copy !req
1806. when they were all cleaned up
and attending a formal dinner.
Copy !req
1807. Mole's sweater is a little tribute
to Charles Schulz.
Copy !req
1808. Zigzag pattern.
Copy !req
1809. There's Fluffy.
Copy !req
1810. Yes,
Fluffy the cat makes a return.
Copy !req
1811. It's pretty apparent, but all of
the explorers have a little crystal shard
Copy !req
1812. somewhere on their person.
Copy !req
1813. Yes, they've refashioned
their crystals into articles of clothing.
Copy !req
1814. Vinny's is an earring.
Copy !req
1815. Audrey's is a choker.
Cookie has it as a tooth.
Copy !req
1816. At least he's in a better place now.
Copy !req
1817. And then Whitmore finds
this little special package at the end,
Copy !req
1818. a little memento
from their journey to Atlantis.
Copy !req
1819. Yeah,
this was kind of inspired by
Copy !req
1820. that last scene in It's a Wonderful Life,
Copy !req
1821. where Jimmy Stewart
reads the note from the angel.
Copy !req
1822. We wanted a moment
kind of similar to that.
Copy !req
1823. This last sequence here
is one of the most complex
Copy !req
1824. and highly debated in the movie.
Copy !req
1825. Highly debated because of the music
and the tone of the ending.
Copy !req
1826. Obviously, it starts out with a memorial
for Kida's father
Copy !req
1827. and then turns into a celebration.
Copy !req
1828. But not necessarily
a typical happy ending celebration.
Copy !req
1829. And James Newton Howard wrote
the music for this ending
Copy !req
1830. in a very heartfelt way that he felt
that a movie would end,
Copy !req
1831. not necessarily an animated movie.
Copy !req
1832. Now, there's much debate
about whether the ending music
Copy !req
1833. should be different
than what it ended up here.
Copy !req
1834. We ended up going back
to James' original instinct.
Copy !req
1835. Now, this scene
you're watching right now
Copy !req
1836. is perhaps the most complex scene
in the movie,
Copy !req
1837. or in fact Disney history.
Copy !req
1838. Even though it seems like
just a simple pull-back.
Copy !req
1839. It's just a simple pull-back,
Copy !req
1840. which we now call
the Don Hahn pull-back.
Copy !req
1841. Don works one into every movie.
Copy !req
1842. Thank you,
ladies and gentlemen.
Copy !req
1843. He'd start close on
Copy !req
1844. traditionally 2-D animated
characters and effects,
Copy !req
1845. and you pull back to the next block,
Copy !req
1846. and you see the building
they're standing in.
Copy !req
1847. But you keep pulling back
and keep pulling back,
Copy !req
1848. and now there's
all these CG flying fish.
Copy !req
1849. And all the layout levels
and the moving backgrounds,
Copy !req
1850. and now we're in the next state,
and we keep pulling back.
Copy !req
1851. Yeah,
it's a real tribute to everybody,
Copy !req
1852. 'cause it's a gorgeous background,
Copy !req
1853. beautiful scene-planning, layout,
Copy !req
1854. computer graphics,
traditional animation,
Copy !req
1855. all thrown into one big stew
in this last curtain-call shot,
Copy !req
1856. ending with the title,
The Lost Empire.
Copy !req
1857. Well, there it is,
The Lost Empire.
Copy !req
1858. And the movie is about a journey,
Copy !req
1859. but I think the making of the movie was
as much a journey as the story itself.
Copy !req
1860. And animation
is a lot like this story.
Copy !req
1861. You get together a team of
the best and the brightest experts,
Copy !req
1862. in all of their respective fields,
Copy !req
1863. you kind of go out on this adventure,
Copy !req
1864. and try to accomplish what sometimes
feels like the impossible.
Copy !req
1865. But it is a feeling
of accomplishment,
Copy !req
1866. especially a movie like this,
which was probably,
Copy !req
1867. for us anyway, one of the most
ambitious movies we had ever made.
Copy !req
1868. And for a lot of people at the studio,
they felt the same way.
Copy !req
1869. Not only the CinemaScope format,
Copy !req
1870. but doing a movie
that was a non-musical,
Copy !req
1871. doing a movie that had
a challenging art direction style.
Copy !req
1872. Well, this much of an integration of
Copy !req
1873. two-dimensional and
three-dimensional artwork.
Copy !req
1874. You know, in the past,
it had always been
Copy !req
1875. a clear delineation between the two,
Copy !req
1876. and we tried like crazy to make it
so that you couldn't really tell
Copy !req
1877. where one dropped off
and the other picked up.
Copy !req
1878. Along the way, too,
you get a lot of happy accidents.
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1879. I think, certainly our cast, we were
so lucky to come across our voice cast.
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1880. Probably one of the best ensemble
casts we've ever had for our films.
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1881. Absolutely.
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1882. And they came to us
in different ways,
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1883. like Phil Morris, who did the voice
of Sweet, was kind of...
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1884. - He drove in a car.
- He drove in a car.
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1885. - Others arrived by boat.
- Some by airplane.
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1886. - No, no, no.
- Some by surrey.
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1887. And here's Mike Surrey.
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1888. Mike Surrey,
who animated Rourke.
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1889. No, I mean, some of them came in
and were placeholders,
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1890. like Phil Morris, who did Sweet's voice,
was kind of a placeholder,
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1891. and he came in,
and he made us laugh so much,
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1892. we said, "This guy is Dr. Sweet."
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1893. Stop the presses, let's go with him.
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1894. And then
Michael J. Fox, of course,
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1895. who just deserves mentioning
again and again,
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1896. for breaking what we jokingly
referred to as the Leading Man Curse.
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1897. Typically, the leading men
in our movies
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1898. are always the least interesting.
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1899. Everybody's always more interested in
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1900. the talking warthog
or the singing teacup.
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1901. And while those are great,
it was wonderful in Atlantis
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1902. to have Milo take center stage.
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1903. And the audience really warm up
to him, and really like him.
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1904. It really was. So, a chance
to work with those actors,
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1905. and just as importantly, to work with
the animators who brought them to life.
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1906. It's always amazing,
as long as we've done this, to see
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1907. those first tests of Milo, or the first
tests of Audrey or Vinny or Moliere.
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1908. When they move on a piece of paper,
it's still magical, after all these years.
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1909. One of the things
that was unique about Atlantis is that
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1910. the units for animators
were relatively small
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1911. compared to other movies
we've worked on.
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1912. Milo obviously had the largest crew
working on his character,
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1913. because he's in virtually
every scene in the movie.
Copy !req
1914. It was about 12 animators,
all led by John Pomeroy.
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1915. Some of those,
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1916. Tony de Rosa, Shawn Keller,
Anne Marie Bardwell.
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1917. They were one-man
or one-woman operations.
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1918. And it was our philosophy all the way
through, in all the departments,
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1919. to have the leanest, meanest,
best people we could find
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1920. in animation, layout, background
all the way through,
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1921. to try to make the movie,
'cause we knew that it was tough,
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1922. and we knew we needed
the best people in all those places.
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1923. The other thing, too,
was we work with collaborators
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1924. from throughout the industry.
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1925. James Newton Howard was
as brilliant as they come,
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1926. and a guy who was operating
at the top of his game
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1927. when we were making this movie,
and gave us such great musical voices
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1928. for the story on the screen. Sometimes
we say he deserves story credit,
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1929. 'cause he really helps us
capture the emotions of moments,
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1930. and take us to
another place emotionally,
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1931. that maybe we can't do
with just the visuals on the screen.
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1932. And then Gary Rydstrom,
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1933. we spent four, five weeks
up at Skywalker Ranch
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1934. in Marin County, California,
which was glorious in the first place,
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1935. but also to work with that team
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1936. of sound designers at Skywalker
was equally glorious.
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1937. I would find myself sitting in the theater
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1938. with these guys who are
the best in the business,
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1939. and looking around this facility
that George Lucas made,
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1940. and thinking,
"This can't be happening."
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1941. "What am I doing here?"
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1942. "What's wrong with
this picture? What am I doing here?"
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1943. But they were so creative
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1944. in all the sound effects
that they came up with for us.
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1945. And just their use
of all the speakers in the theater,
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1946. to really envelop the audience,
and really
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1947. pull them into the story,
there's no one like them.
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1948. There's armies of unsung
heroes when you make these movies.
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1949. Production people,
assistant production managers,
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1950. people like Kendra Halland,
our associate producer,
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1951. Igor Khait, our production manager,
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1952. and hundreds of others
that just help wrangle
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1953. the behind-the-scenes
of making these movies.
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1954. You can imagine putting
600 people into a room,
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1955. and giving you a bunch of papers and
pencils and computers and mouses,
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1956. and asking them to make a movie,
how chaotic that can be.
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1957. And somehow, all those people
bring order to the process.
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1958. Also, just being able
to bring a culture to life
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1959. was something that, you know,
you try to transport the audience
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1960. to a different place
when you make these movies,
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1961. but to be able to get
Marc Okrand to write a language,
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1962. or to be able to get
the great production designers like
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1963. Mike Mignola, Ricardo Delgado,
Matt Codd, Jim Martin,
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1964. those guys who helped design
the look of Atlantis,
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1965. and give you a really unique culture
to go visit was really special.
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1966. You know, just to close,
we thought we'd play a tribute
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1967. to our good friend Jim Varney
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1968. and kind of send you off with
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1969. one of the really wonderful
sweet songs
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1970. his old grandpappy used
to share with him
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1971. - from the hills of Tennessee.
- Here's to you, Jim.
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1972. An homage to the late Jim Varney.
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1973. So there it is,
four-and-a-half years of labor,
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1974. love, passion by 600 people,
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1975. - and the Walt Disney Records people.
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1976. It all boils down
to 90 minutes of animated fun.
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1977. At a theater near you.
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1978. Hope you enjoyed the DVD.
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1979. This is Don Hahn, the producer of
The Lost Empire.
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1980. - This is Kirk Wise, co-director.
- And Gary Trousdale... Never mind.
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1981. Here to say goodnight,
and God bless.
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