Get in Tech Technology with Tech Stuff from hatt Com. Hey there, and welcome to Tech Stuff. I'm your host, Jonathan Strickland, and today the grand conclusion of the Pixar Story. It is part three. If you have not listened to the first two parts, I recommend you go back and do that thing, because otherwise you're gonna be starting right towards the two thirds mark. Actually, this episode is probably gonna be a little long. I'm not gonna lie to
you because we still got a lot to cover. We left off last episode in two thousand and six, when Disney had officially announced its intent to acquire Pixar outright, it would no longer just be a partnership, a contractual partnership. It would be that the two companies would become united. So now we're gonna pick up in two thousand seven when Pixar would release first film it had as an
official part of the Disney company itself. That film was Rattitui, with Patton Oswalt voicing the main character Patton Oswald, one of my favorite comedians. Now, Ratitui was again very successful. Like all the Pixar films that led up to this point, it was successful both financially and critically. It later would
win the Oscar for Best Animated Feature. We're getting to a point now where the people were starting to ask the question are other movies ever going to have a real chance against Pixar movies in the category of animated feature? And we also see more and more push from companies like Pixar for the Academy to consider animated movies on
the same playing ground as live action films. Now, Ratitui would be another Brad Bird directed film, although not Originally, brad was brought in to replace a director, Jan Pecava. I believe Jan might be Yon Jan Piccava was at the Helm and then Brad Bird took over. One of the big challenges facing the animators with Rattatui was finding a way to animate Linguini. That's the human character who's under then the control or partial control of Remy the rat.
They're trying to figure out, well, how do we animate him where it's clear to the audience that he's not really in control of his own movements, or not in full control at any rate. That took a lot of work, so they ended up doing a lot of uh. They studied a lot of puppet puppets like marionettes and stuff like that. That movie did quite well and over at Disneyland.
In two thousand and seven, a new attraction called the Finding Nemo Submarine Voyage opened up now that actually used the old Submarine Voyage ride, the twenty thousand leagues under the C type ride, which had closed in so almost a decade after the ride had closed, it reopens with a new theme with Finding Nemo. Disney World would get its own version of this ride, but that would be
housed in the Living Seas and not used the submarines. Instead, you get a Little Mermaid Submarine ride now instead of the the Finding Nemo version. In two thousand eight, uh Pixar would debut the film Wally Could come out actually the day after my birthday that year, and Wally won the Oscar for Best Animated Feature the movies Adorable and
also debuted with the short film Presto. Wally was the first Pixar film to feature scenes with live actors, and the experience was so much faster than computer animation that Picks her folks were really surprised and excited about it, because with animation, if you create a scene and you realize we need to have this character turn around a little faster, or we need to light this in a different way, or the entire pacing of the scene needs to slow down a bit for it to make sense.
That requires animators to go back and do a ton more work, and it could be many, many many days before there's something else to look at, whereas with live action, if it doesn't work, you give the direction to the crew and to the cast, and you do it again and it's right there. So the animators were all kind of gaga over how different live action is to computer animation, and they said that the actors were kind of amused because that's what the actors were used to, but the animators,
to them, is a whole new world. Oh. Also, the fact that the shoot was catered appeared to be a really big deal, which just tells you what kind of things people find important when they when they go to a film shoot. Man, I wish my shoots were catered. Anyway, it was an entertaining thing to see that this live action being incorporated into the movie had such an effect on the various Pixar employees. Uh, And it was also kind of interesting to just see live action showing up
at a Pixar movie in the first place. But another big challenge with Wally was creating a story in which there's really no dialogue for the first act of the film. Now, obviously that makes the story much more of a story challenge rather than a technical challenge, but it also meant that the team had to put in a lot of
personality in the animations. They had to figure out, how can we animate these characters in a way where we understand what their emotional reactions are, what their motivations are, what they're feeling and thinking at any given time, considering the fact they're not able to talk. They're not they have nothing to talk to, and that actually ends up creating a pretty tough technical challenge. It's not just how do you animate this character, but what what motions indicate
those specific feelings and thoughts. So it involves animators studying themselves a lot, as they make different facial expressions and they have different body language in response to different types of ideas, like you know, you just gotta you just open the door, and you just found out your friends are throwing you a surprise birthday party, what's your reaction? Or you got home to find out that your dog
got out of the backyard somehow and is missing. What's your reaction and studying yourself and then translating that into a character, and a character that's not human a robot is a big challenge, whether it's technical or just from a psychological standpoint. So pretty spectacular work that they were able to create characters that could give you that feeling that they wanted, even though they're not human or speaking.
In two thousand eight, Pixar would finish work on the first set of Car Tunes, which are in fact short cartoons about the cars characters. Jim Morris, who produced Wally, would become the general manager of Pixar, and in two thousand nine, Up debuts at the can Film Festival, so the first animated film ever in the history of the festival to open the whole thing UP, and I imagine that festival attendees were just as devastated by the first
ten minutes of that movie that I am. I still can't watch the first ten minutes of Up without turning into a blubbering mess. I know because I did it today. When I'm recording this, I was doing research on Pixar, specifically on UP and I watched it twice. I watched the original sequence in storyboard format, and then I watched the actual finished sequence, and I was so thankful that on Friday's our office is pretty dead because no one was there to hear me blubbering at my desk. I'm
not ashamed of it. I just don't want to make other people feel uncomfortable. The whole idea for UP began with just the notion of an old man floating his house away with a bunch of balloons, which is just kind of a comedic image. But while the image was really evocative and people at Pixar thought, yeah, it's a really cool idea, they had to come up with, well, why is he doing that? Where is he going? What's
the whole point? So they had to create a story around this this picture, and that's where they started working on the ideas for UP Now. The original opening had the character of car Earl, who's the main character, and UP and his wife Ellie, falling in love through a
contentious and competitive relationship. It starts off when their kids. Originally, the two kids didn't get along with each other and would um kind of ambush one another and punch each other and it was sort of a violent behavior, and and it got to a point where those punches give way to the characters, uh, falling for each other, dating, getting married, and all the story beats that you see in the first ten minutes of Up that I'm not going to go over or I'll start crying on a podcast,
and no one wants that. But at any rate, it's say same sort of progression, but in a different emotional impact because people are getting punched. Um. So they ended up reworking it because when they showed it to people, their reaction was pretty quiet and they said it's a little too violent. So they went back, reworked it and did a different take, which led to you what you saw in the film. Technical challenges included creating a system that could guide the behavior of a lot of balloons,
because that's how Carl's House moves to South America. So how many balloons were used in like in the movie? How how are the balloons showing up? I mean not real balloons, obviously they're virtual balloons, but how many were on screen? According to one animator, two hundred eighty six balloons or somewhere in that neighborhood were used to get Carl's house off the ground. And those balloons had to
behave in a believable way. They had to be buoyant, so they had to rise up in the air, but they had to rise up in the air in a way that was natural, Like if a breeze came by, it wouldn't be a straight line up, it would be moving off at an angle. They had to bounce off each other. They had to have presence. They had to be able to react off of each other's strings. So the first balloons that go up are followed by other balloons, but those balloons also have to move through strings, and
that's going to restrict the way those balloons move. It all had to be believable or else it would just be distracting. So, uh, the modeling they did, the simulations they did to create the rules of physics for those
balloons was pretty sophisticated. It was kind of like not on you not unlike the hair simulator that they had to build for monsters, inc. They needed to have a system there that would make all of this work in a way that was uh, you know, that behaved a set of rules and that wouldn't require animators to sit there and hand animate ten thousand balloons, which would for the number of shots, in the number of frames that
it shows up on screen, it would be impossible. The movie would still be in development if all that had to be done by hand. The short partly Cloudy would accompany Up and Up would win the Oscar for Best Animated Feature Film. Also, it won an Oscar for Best Original Score. And that's really when people were beginning to ask, is any movie animated film besides Pisarre ever going to
have a shot at winning that Best Animated category. The answer, by the ways, yes, but at the time it looked like Pixar could not produce anything but a surefire hit. Um In two thousand nine ed when cat Mole was honored by the Academy of Motion Pictures and Sciences with the Gordon E. Saw Your Award, which is an award for an individual in the motion picture industry whose technological
contributions have brought credit to the industry as a whole. Now, cat Mole, of course, had been working on lots of different technologies related to film, not just directly to computer graphics, but other applications as well, and as a result, there were a lot of movie studios that were able to do some pretty incredible things using the technology he had invented, so it was not a big surprise that he was
honored with this award. Also in two thousand nine, Pixar created a wholly owned subsidiary called Pixar Canada because it was located in Mexico, just kidding, it was in Vancouver. The main purpose for Pixar Canada was to create short films based off the characters from Pixar feature films, So Pixar Canada would be focusing on short cartoons that had characters from Toy Story or Monsters Incorporator that kind of thing, and uh it freed up animators at the main Pixar
headquarters to to focus on feature length films. In Pixar debuts Toy Story three, which of course breaks even more records. It becomes the highest grossing animated film of all time at that point. It also became the first animated film to rake in a billion dollars at the box office. It won the Best Animated Feature Oscar, and the composer Randy Newman won an Oscar for the song We Belong Together.
Um so very critically praised film, the first two films in the Toy Story series really explore the idea of if a toy could think and feel, what would it feel if it were lost or if it had been stolen. The third film explores the idea of how what a toy feel if the owner had outgrown the toy. Kind of explored a little bit in Toy Story two with Jesse, but now the characters of Woody and Buzz Lightyear have
to deal with that. So some of these are pretty heavy concepts, the idea of being abandoned and mortality and purpose in life, and it's all being explored by three D animated toys. But what was the big challenge in this film? We've talked in some of the other movie is about you know, for in Monsters, Inc. Was a big challenge getting those underwater effects just right and finding Nemo that was a big challenge. Was there anything left to be challenging by the time they hit Toys Story three,
well look going to Pixar. Yeah, And the big challenge they had at that point was creating a meaningful exchange between human characters. As Andy gives his toys away to the little girl Bonnie at the end. Spoiler alert, if you haven't watched Toy Story three by now, but it's been out for six years. To come on, uh, that that moment had to be really meaningful, and it's a
moment between two human characters. Earlier Toy Story films had received criticism that the human characters looked kind of like toys too, they didn't really look like people. And Pixar had created human characters in previous films like Up and The Incredibles, but those characters have been pretty stylized, like they're not not so human, like, you know, they're supposed to be people, but they don't really look like people. But Picks are also new. They couldn't go too far
in the other direction. They couldn't make Andy look too human or Bonnie look too human. And that's because of the uncanny valley problem. And if you've never heard that term before, it really started to be applied in robotics, but the same is true for computer animation. The idea is that uncanny valley is the closer you get to looking like a human without getting it absolutely right, the more unsettling it is. Typically, the real problem is with
the eyes. The eyes, if they don't look like they're really like there's any life behind those eyes. It looks like there's a an animated corpse acting in front of you, which for most people is probably not something that is really entertaining or uh fun to watch. It's unsettling. So this has been a real issue with robotics and with animation.
How do you create a character that is believable and realistic enough so that people can empathize with that character and feel something when they see that character going through various issues without going so realistic that you make everyone kind of squirm in their seats because it's something is almost but not quite perfect. It's just wrong enough to be not good right like like it's it's you don't
want to look at it. And if you've seen certain computer animated films that have pretty realistic depictions of humans where things are just slightly off, polar Express jumps to mind for me, you know what I'm talking about. It just it's something doesn't look right and it is unsettling. So they had to get that uh fixed for Toy Story three because the scene is the end of the movie. It's it's really important that they got the scene right.
So it took them a lot of time to work on designs for the characters that would work and do the story justice without making the audience feel uneasy in the process. And capturing that moment of Andy coming to the realization that he needs to let go of his toys. That was a huge challenge to that's that would be
a tough acting gig to ask a human being. To ask a human I need you to show us that your character has realized it's time to let go of a beloved piece of childhood, because it's the right thing to do, both for the child you're giving the toy to and for the toy itself. I need to see that. That would be tough to ask a human actor to do. I mean, good human actors would be to do it,
but it's not easy. It's even harder when you're talking about animation, because that's a huge group of people all working together to try and make that happen, and getting all those little details right is enormously challenging from a
technical standpoint. Now and behind the scenes footage for Toy Story three, they reveal that the entire movie has one nine thousand, six hundred eighty frames in it, and each object in the film, every single thing you see in the movie had to be built in in several stages by several teams of people, even if it only appeared in a second or two of on screen time. So every single individual component had to be designed, sketched out, modeled, lit, textured, colored.
All of these things all had to happen for all of the different pieces, for all the frames of the movie. And then you start to understand, Oh, now, I see why making a movie like this takes five years. Uh. That same year that Toy Story three came out, they published a short called Day and Night. And that also also that same year, John Laster would become the first producer of animated films to win the Producers Guild of
America David O. Selznick Achievement Award in Motion Pictures. So Pixar again becomes a pioneer in the animation industry, really helping gain more legitimacy in the eyes of other parts of the industry. For a long time, I would argue that animated films have been kind of looked down upon by certain, uh, certain other areas of the film industry. I think that both Disney in general and picks Are in particular have done a lot to turn that around.
Other studios also have done great work, DreamWorks among them. I mean, it's not like Pixar and Disney are the only two entities out there, but they really did pave the way for a lot of other successes. In two thousand eleven, Pixar turns twenty five and releases Cars To. Also, they released the first toy story short cartoon, Hawaiian Vacation,
and another short film called La Luna that year. Now Lassner would direct Cars To, which was the first time he had directed a film since the original Cars, which came out I think two thousand six. Uh. He had directed some of the other shorter cartoons Pixar had produced between Cars and Cars Too, but he hadn't directed a feature length film since Cars. Out of the seventeen movies Pixar has made, Cars ranks number fifteen at the box office in the United States, so it's not at the
very bottom, but it's two up from the very bottom. Uh. It ranks number nine globally, however, so nine on a seventeen when you look at worldwide box office, So what two films actually got less at the box office than Cars Too. That would be a Bug's Life, which was Pixar's second film made a little less than Toy Story did, and The Good Dinosaur, which is at the bottom of both the US and the global box office lists. We'll get to The Good Dinosaur in just a little bit
and talk about the problems that movie had. In two thousand twelve, Brave is released by Pixar along with La Luna, which had been premiered the year before, but officially released with a movie in two thousand and twelve. Brave also would win the Oscar for Best Animated Feature. Brave was co directed by Brenda Chapman, who was the first woman to direct a Pixar film. She had previously been the first woman to direct a major studio animated picture, but
that was with DreamWorks. She was one of three directors for The Prince of Egypt, and she was the first woman director to win an Academy Award for Best Animated Feature with Brave. That being said, she was not director from start to finish. She had the idea of for Brave. She based it off her own relationship with her daughter, but there were some real creative issues behind the scenes
while they were working on the story. So during the production of the film, Chapman was essentially fired from the production. According to Chapman herself and Mark Andrews stepped in her place. They both got co director credit, but she was no longer part of the production, and she stayed on with Pixar until the movie came out, and then she left and for a while she worked as a consultant with Lucasfilm.
She went back to dream Works for a while. She's done some other stuff since then, but yeah, she was not on for the entire film. Still was the first female director of a Pixar movie. Now, for Brave, they actually had to go back and create a new hair simulator. They built one for Monsters Inc more than a know around a decade earlier, but they needed a new one.
Why because Meredith's hair is curly, and curly hair moves in a different way than straight hair, and they could not get curly hair to work properly using the old simulator, so they had to make a new one. In fact, it was so hard for them to get the curly hair to behave the way they wanted it to for a while, they actually talked about giving Merida a haircut, but that was met with an intense negative reaction for pretty much everyone else in the company, and they said, no,
you gotta get this right. So it took more than a year just to get the hair right, to build a computer simulation that could take curly hair and make it behave in a natural way. When you think about the nature of curly hair, you can understand why. It's not like it's just a wire that's got some weight to it that needs to move around. That curl is going to extend or contract based upon the various forces
that are acting upon it. It's a complicated thing to simulate, and you have to do it for a character who's in nearly every frame of the movie, and so there's a lot of motion that goes in that even when she has to have her hair pulled back, she still has a little curl that gets loose. In the witches Workshop, by the way, if you pay attention, there's some Easter eggs with references to other Pixar films, including if you look closely, a Pizza planet car is on the table
in the Witch's workshop before she clears it. Just Pixar loves to work in little easter eggs and all their movies and I was going to talk about more of those, but I realized that if I did that, I'd have to do a three year or four more parts, and that's stretching it even for you guys. Two, Pixar releases Monsters University. Now. This is Pixar's first prequel film. Monster's University tells a story about how Mike and Sully met
in college. The first pass at the story got a note that was a killer, which was this story is too predictable. That's a hard, hard problem to overcome when you're talking about a prequel because you already know where the characters end up. You've seen the original movie and Monsters Inc. They're working on the scare floor. So how do you create a movie where knowing how they end
up is not leading to a predictable outcome. It also became a big challenge to define the character of Sully because in Monsters, Inc. The character of Sully really comes out because he's interacting with the human girl Boo. When he has Boo there, that's where you see Sullivan's personality come forward. But Boo is not in Monsters University. This
is before Sullivan meets Boo. So for a while they were trying to make Sullivan the focus of the movie, but they couldn't figure out what what what character was there And eventually they realized, hey, wait a minute, Mike Wazowski, maybe we focus on him instead, and uh. Once they did that, then they were able to really develop a story that they believed in. Now, in Monsters, Inc. There were five notable characters that had for in Monsters University,
there were two hundred and fifty. So while they had created the simulator more than a decade earlier, they had to rely on it again, and they had to scale it up, which required way more computer power than what they were using ten years earlier. And like I said previously, Sullivan had about a million hares just on his own,
and animating all of those by hand is impossible. So the simulation guided the way each hair would move depending upon the forces acting on it, and it even included momentum, which meant that once a character stops moving, the hair would continue to move just a little bit because it it still had some momentum, some inertia keeping it going, and a rather inertia would keep it still until it starts moving. But you get what I'm saying, Like it
it behaved according to physics. It wasn't just it moves when he moves and stops when he stops. There's a little bit of a lag there, which is realistic. It's kind of cool. One of the problems they noticed was whenever Sullivan would make really big fast movements, his hair would stretch out across the screen. It would be like a rubber band where it would extend all the way onto the other end of the screen. And this was a problem. It looked awful, you know. It wasn't like, uh,
the hair just looked elongated. It was looking grotesque. They eventually figured out what the problem was. The simulation was calculating that those hairs were being subjected to forces of up to one hundred g s with Sullivan at the mass and speed he moved was creating forces of one and so the hairs were stretching and deforming because of those massive forces acting on them in the simulation. So
they came up with a way to solve this. They created a little kind of force field areas that they called inertial field generators, which sounds like a star trek kind of thing to me, and these ended up creating new rules for those hairs, saying, even though Sullivan moves really fast and he's a big, big monster, uh, you never really experienced more than ten gs of force, and that allowed the hair to behave itself and not stretch across the screen and ruin everything. Uh. In two thousand thirteen,
also Disney's film Planes comes out. Now, Planes is tied to Pixar's Cars series, but Planes is not produced by Pixar, so instead, the Plane series comes out of Disney Tunes studios. If you look at the movie Planes, it clearly is inspired by Cars. The animation style is very much in keeping with Cars. The character creation is is unquestionably of
that uh style, but it's not Pixar. So I wanted to point that out just because it was interesting to see that other elements of Disney started to create movies that were leveraging the the property of Pixar, but we're not actually produced by Pixar itself. Two thousand fourteen was a weird year for Pixar. That was the first year in a really long time that did not have a
feature film debut from the studio. The reason why no movie came out in two thousand and fourteen was because of huge problems that were happening with the films that were currently in development at Pixar. Uh, there were some major, major story issues happening that we're holding up the release of a couple of movies. In one case, the movie that came out ended up being a success despite those problems. In the other case, a movie came out and failed
to find that level of success. But in two thousand and fourteen, UH we did get some picks Are stuff. There was a TV special that came out for the holidays and it aired on ABC called Toy Story that Time Forgot. And also picks Are released a free, non commercial version of its in house rendering software called render Man. The company also licensed a commercial version of this software
to other parties. And with render Man, you can create these virtual three dimensional camera placements, you can define geometry, you can place lights on lots of other stuff. Now it's not a three D modeling suite, you would need other program ams to do that, and it's not an animating suite you would need other programs to do that. But it can act as a liaison between those two
types of softwares modeling and animation. So very useful and now people have an have access to a non commercial free version of it because of the release in now would be when those movies that had been in trouble during their development cycles finally come out. The first was Inside Out. Pixar story department had to research a lot of information and neuroscience and psychology to get this story right, because of course, it's all about how our brains process
information and emotions. It's really about how emotions can guide our decisions and affect us and change over time. That's the heart of the story, and several emotions were workshopped in the development process but eventually dropped from the final
version of the story. There were emotions like hope and envy, pride on we even shot in Freuda was part of the original story development, and at one point the story had twenty seven different emotions as characters, but that just wasn't manageable, so they had to figure out what were the most important ones, What could we what could you peel away and and have as your core of characters,
And that story was really hard to get right. Pete Doctor, who was leading the project, even thought about giving up after three years of working on the story and and not getting anywhere or feeling like it just wasn't heading in the right direction. Uh. Originally, the prime story was not going to be about an eleven year old girl's reaction when her family moves from one part of the country to another. That's kind of the the the event that precipitates all the action of the film as it stands,
But that wasn't the original story. The original story was going to be that Joy the emotion. Joy decides she doesn't want the girl Riley, to grow up into an adult. She wants Riley to be a kid because kids experienced Joy on a level that is orders of magnitude greater than adults, and so Joy was going to take every opportunity to keep Riley from developing into an adult. But then they realized that that turned Joy into a really
unlikable character, so they scrapped that. They had to go back to the drawing board and they had to re storyboard the entire movie. They had hit the point where they had storyboarded the film. Now, typically Pixar doesn't start storyboarding until they feel that the general story is is
pretty good, that the script is done. Then they would storyboard a movie, and then the next step once the storyboard is approved, is to go into animation modeling an animation, but this one had been storyboarded and then they had to scrap it and redo it. So it really was a dramatic change, and they still had to try and get the movie out before it got too late. On top of that, Inside That was the first Pixar film
made without the input of Steve Jobs. Steve Jobs had passed away in two thousand eleven, and while Jobs hadn't really been in a real leadership role for many years, he was still active in the process of hearing story ideas and giving his input all the way up to his death. Uh and John Lasseter was also largely absent.
John Lasseter was over at Walt Disney Animation trying to get that department to turn around because they had had their own series of disappointing films, films that weren't necessarily bad, but we're not performing well at the box office, movies like The Princess and the Frog, which is a perfectly fine film but failed to capture an audience. So Lasseter was trying to fix that and wasn't really around to help out with Inside Out. There are also big technical
challenges with that movie. A big one being that the character of Joy has these little particles that radiate from her skin, and since Joy is the primary protagonist, that meant having to replicate that effect for hundreds of shots in the movie, and that took a lot of computer power as well. Ultimately, all that hard work paid off. The movie was a huge success. It was the third highest grossing Pixar film in both US and global box office numbers, so it worked also it was released with
the short film Lava. But two thousand fifteen also saw the other troubled movie come out, that is The Good Dinosaur, and The Good Dinosaur is is a Black Sheep in Pixar um. It's the movie that when I talked to my co workers, they some of them didn't even realize that was a Pixar movie. Some of them hadn't even heard the movie at all. Uh So, two thousand fifteen is the first year in which two different Pixar feature length films come out to theaters. But The Good Dinosaur
does not perform the way Inside Out did. In the United States, it earned a hundred twenty three million. Now globally it earned almost three two million dollars. That's not chump change. That's a lot of money, but it still makes the movie the lowest performing film in Pixar's history as an animation studio. That dree million dollars. That's less than what Toy Story one made at the box office. If you adjust for inflation, it's much less than what
Toy Story made. And if you you know, not just inflation, but the inflation of movie ticket prices, much much less, it means way fewer people saw that movie. The story of the film, which if you haven't seen it, it's about on a dinosaur. It's it's the takes the premise of what if the the meteor that struck the Earth and helped precipitate the mass extinction that led to all the dinosaurs dying off. What if it never hit the Earth.
What if it missed and dinosaurs continued to live on Earth and humans evolved at least two to caveman status um, and you had both coexisting on the same planet. That's that's kind of the world. It said it. That's not the premise of the story, but it is the world that the characters exist within. The that whole story was reworked several times. The idea of well, what is the actual point A to point B two point C storyline? We we understand what the world is, but what are
we trying to say? It was a huge problem, an enormous problem. It caused the film to miss its original release date. It was supposed to come out in two thousand thirteen, It got pushed to two thousand and fourteen,
and then pushed again to two thousand fifteen. So when the story was not where it needed to be by two thousand thirteen, when it was supposed to debut, and it hadn't even been finished or really gone beyond that story development stage, Bob Peterson and John Walker, who were leading the project at that time, were removed from the project. Peterson would remain with Pixar but work on other things, and Denise Reem, who was a producer in the film,
would replace John Walker. Peterson, who had first worked on the story when Bob Peterson came up with the idea back in two thousand nine, would become the director of the movie. And things got pretty dark for Pixar in two thousand thirteen. Uh, it wasn't just that The Good Dinosaur was having problems. There were other issues as well. Pixar had closed was down Pixar Canada in two thousand
thirteen and laid off eighty employees as a result. A few months later, the company laid off another sixty seven employees from its main office, and by then Pixar was up to more than employees. The movie was reworked, and reworked,
and reworked, and even recast. They had cast the movie because they thought they were getting toward a complete story in two thousands thirteen, but it didn't happen, so they had to recast it because when they came up with the finished story, they had dropped a lot of characters or replaced them with other characters. So like there's I Think. Francis McDorman, I think was the only actress who was attached to the original film and and remained on the
cast for the reworked version. A Monster's University short called Party Central was supposed to premiere with The Good Dinosaur, but eventually Pixar shifted that to go in front of Them up It's Most Wanted, so instead and Different Pixar or it called Sanjay's Super Team debuted with The Good Dinosaur, and I've seen the Good Dinosaur, but I haven't seen Sanjay's Super Team because I saw The Good Dinosaur on a plane and they didn't have the short film to
go in front of it. So I'm curious how Sanjay's Super Team matches up. I've heard about it, I knew what it was, but I had not seen the actual shorts. I need to do that. Moving to two thousand sixteen, wrapping up this epic series on Pixar, we get the release of Finding Dory, the sequel to Finding Nemo. Finding Dorry was originally supposed to come out on November two
thousand fifteen. That's when The Good Dinosaur actually premiered, so Finding Dory was pushed back to the summer of and it's the only feature length Pixar film I have not seen yet. It's not because I didn't like Finding Nemo. Actually, Finding Nemo might be my favorite Pixar movie to date. I think it might be, uh the top one for me. Uh there. It's it's tough because there are a lot of Pixar movies I think are really really good, but Finding Nemo in particular speaks to me. Uh, Finding Doria
I have not seen yet. It's only because I don't have a whole lot of times, so I haven't been to the theater in several months. There are a lot of movies that came out this year that I have not yet seen. Uh, but a lot of people did
go see it. It had the largest opening for an animated film of our third largest opening, I should say, third largest opening of an animated film of all time, and grossed four one million dollars in North America alone to date as of July, and it's probably more than that at that point, and that's just North America, that's not globally. So it has done incredibly well and I
can't wait to see it. I don't have any behind the scenes information about Finding Dori other than the fact that it had been teased that there was gonna be a Finding Nemo seek for a while. In fact, Finding There was originally gonna be a Finding Nemo sequel produced by that Circle seven group that had been formed when Disney wanted to try and continue making films based off
Pixar movies, but not made by Pixar itself. But of course Circle seven had already been dissolved, and Finding Dory is not based off anything that Circle seven came up with.
I can't wait to see it. Future films that Pixar has planned include Toy Story four, which I don't think most people even thought was gonna be a thing, Cars three, The Incredibles too, It's another sequel I was never expecting, and an original film that is not based off any uh former Pixar are previous, I should say previous Pixar movie called Coco will come out in Coco being inspired by Diamos, the uh Mexican holiday, the Day of the Dead, the very colorful Hall a Day, and in fact, there
was some some controversy around that not having anything to do with Disney producing a Day of the Dead holiday themed movie, in particular, especially once they started bringing on cultural experts to make certain that the movie is respectful and reflects the cultural values of people of Mexico and
not just exploit them, which would be horrible. But also there was an issue when Disney moved to trademark the phrase Dia de las Martos, and a lot of people, myself included, felt that that move was perhaps a little m M dumb. Dumb is a fine word. It was a dumb move on Disney's part. It would be like trying to trademark Christmas or Halloween or Memorial Day, trademarking that so that you can use it and no one else can. That just it struck people as being incredibly
shortsighted and insensitive. UM don't know who a Disney filed for that trademark. I'm guessing it probably wasn't John Lasseter. Doesn't sound like something he would have done, But at any rate, that did not happen. Disney dropped it, and like I said, they brought on some cultural consultants to make sure that the stuff that Pixar was developing was respectful while still being an entertaining movie. And I'm really
looking forward to it. I love the artistic style of Dia demuertos and sugar skulls and things of that nature, and I'm very curious to see what story they have. From my understand and this is from a friend of mine, so I apologize if I get this wrong. If I get it wrong, it's because of me, not because of
my friend. It's because I misinterpreted. But as I understand it, Coco sort of refers to the concept of a boogeyman, so that's probably going to play some sort of role within the story, which follows a character named Miguel Um And that's all I know about Cocoa, but I'm very much looking forward to it. There's some unannounced films that are on Pixar's slate. They have not publicly said what they will be, but they have said that, uh, those
movies are original works. They are not sequels, which gave came as something of a relief to a lot of people because seeing Toy Story four, Cars three, and Incredibles two on the schedule, people begin to ask, well, this picks are just going to be in the business of churning out sequels now or are we going to get
more original works? Because originally the idea was there would be an original movie pretty much every year and a sequel every other year, and that hasn't quite worked out, But maybe that will change after this upcoming slate of films that wraps up the Pixar Story Part three, that catches us up to present day, and maybe we will have more to say about Pixar in the future. It is a fascinating company. H It's history with other major companies Disney and Apple make it really fascinating from a
technology standpoint. The business side of things incredible. Also the idea that the animator who was fired from Disney came on to Pixar became a public face of Pixar. Even though he was not the the technical leader, he was the public face and and a lot of people look at John Lassner as being the leader of Pixar. Then going over to become a chief creative officer of Walt Disney Animation, becoming an important voice in the company that
once fired him phenomenal. Also, never forget he started off as a skipper on the Jungle Cruise ride at Disneyland. We should all be so lucky, al right, guys. That wraps this up. If you have suggestions for future episodes of text Stuff, you should email me the addresses tech stuff at how stuff works dot com, or you can drop me a line on Facebook or Twitter at both of those. I am Text Stuff h s W. I am out here. I will see you guys. Well probably I won't, but I will definitely talk to you guys.
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