IBC
Pixar director of photography Patrick Lin explains
how he brings a live-action filmmaking approach to computer animation.
Lights, camera, action! is the classic instruction
from the director’s chair and still a pretty stable guide to the process of
shooting live action. Computer animation inverts this but in many other
respects is remarkably similar to real world shoots.
“The order is ‘Camera, action, light’ since the
lighting takes longest - for some frames it takes hundreds of hours to render,”
explains Patrick Lin, director of photography on Toy Story 4.
The most obvious difference between animation and
live action is that everything is built in a computer but there are
increasingly strong links between the two forms of filmmaking, particularly in
cinematography. Legendary cinematographer Roger Deakins, for example, was
consultant on Pixar’s Wall-E.
“My virtual camera is mathematically true to a
physical camera,” Lin explains. “It has f-stop, lens distortion, depth of field
and I can mimic camera movement with cranes or dollies as if on a physical
set.”
As with live action, the DP has a choice of which
lens and what type of camera movement will best fit the story. Pixar modelled
virtual lenses on actual lenses for the first time on Inside Out,
for which Lin was also DP. That film was also the first time the studio had
used a motion-capture camera to film scenes in a feature animation, though it
had experimented with this earlier on the short Blue Umbrella, which
Lin also lensed.
He says: “All the previous Toy Story films
were presented with an aspect ratio of 1.85:1 but for this we thought it would
good to give the audience a fresh feel and a more cinematic experience so we
decided to switch format to wide screen 2.39:1. In turn, that gave us the
opportunity to use anamorphic lenses.
“We studied a range of lenses and honed in on Cooke
Anamorphics. We studied their distortion, lens breathing and how the bokeh
shifts so we could capture that ‘Cooke look’.”
Lin also deployed Cooke spherical lenses as part of
his virtual camera package. “Toy Story 4 is about change; Woody is
resistant to change but Bo Peep embraces it, so we use spherical lenses to
illustrate Woody’s emotional situation and the depth of field and distortions
that the anamorphics offer when Bo is in frame.”
That’s one example of the detailed thinking that
lies behind the specific visual language created for the film.
Once a script is greenlit, the editorial team
create stacks of storyboards (drawn by storyboard artists) cut together with
temp sound and temp dialogue. This reel becomes the shooting script and informs
the DP of the story beats they need to hit.
“I worked with ten layout artists on camera and
staging,” Lin says. “We are working constantly with the editor to adjust the
pace of the scene, blocking the characters, framing and composition. We give
characters their first pose and establish the eye lines.”
Location shooting
The film’s co-DP Jean-Claude Kalache is responsible for lighting including colour and shadows as well as supervising the film’s grade and High Dynamic Range.
The film’s co-DP Jean-Claude Kalache is responsible for lighting including colour and shadows as well as supervising the film’s grade and High Dynamic Range.
“We have built-in tracks and cranes within our
computer,” says Lin. “When Bo is feeling emotional toward Woody, we want our
camera to be more active and looser, so we mimic the use of Steadicam.”
It may sound obvious, but Lin also must keep in
mind that he is shooting toys.
“We are filming toys, but we are not toy
camera-operators,” he says. “On a Steadicam, when I push in, I am extending my
arm. When we’re tracking the toys, I am walking back with them and taking human
steps – ten steps for toys, five steps for human – so the scale feels more
realistic.”
Lin referenced Hollywood classic Casablanca for
its tracking shots and staging, as well as Kar-wai Wong’s In the Mood
For Love. “Since our movie is a love story I liked how [Wong] staged the
characters in proximity to each other and the camera progression throughout the
film.”
Location scouting is another instance where live
action and animation production blur. Lin, Kalache and the film’s set
supervisor visited several antique stores local to the studio in San Francisco
to prepare a key setting for the story.
“We took a GoPro and walked around to see it from a
toy’s point of view,” Lin says. “That’s when we discovered loads of alleyways
in between the cabinets and shelves that from a toy’s vantage point are
avenues. It’s a cityscape.
“We also
realised that when you move a camera around an antique store it throw’s up
really interesting visual patterns but it can also be hard for the eyes to
focus. We had to frame the scene in a way that retained the jumble but offered
clear storytelling and light it believably so we can direct light into the
character’s eyes.”
They also shot footage of a real carnival, both
from above and below, to assume the toy’s eye view.
You might expect animation to be precisely
storyboarded with no wastage, every frame created making it to the screen.
Surprisingly, Lin and director Josh Cooley can give the film’s editor, Axel
Geddes, the coverage that you’d expect of live action.
“The camera and staging department will be inspired
by the storyboards but won’t always literally put the camera where the boards
indicate,” says Geddes. “With a special emphasis on reinforcing the clarity of
the storytelling, camera will explore alternative ideas. Maybe a different
camera move, maybe a combination of shots to simplify the beat.”
The moment Woody enters the antique mall is five
shots in the film, but Geddes was given thirty different versions to play with
– variants of camera movement, speeds and ways of Woody walking around.
“If a scene is forty frames, we don’t just do forty
frames and give that to the editor - we cover it like a live action scene,” Lin
explains. “First, we block our characters, then we shoot that with master shots
and close ups and ensure we hit on all the story beats. We deliver that to
editorial so they can find the pacing. If it makes sense for a character to
turn three frames earlier to hook up better with the next shot, we tweak it.
It’s a constant back and forth.”
Geddes says: “I will get tons of coverage. For the
scene in which Woody meets Gabby Gabby it was a 4-1 shooting ratio. The thing
in live action is that you are locked, and you work with what you have. But
with animation, editorial can request new versions of a shot, or other ways of
making a scene work in order to give it the right emotional impact. It’s a
really collaborative way of working.”
VR innovation
Lin took a degree in live-action filmmaking at the California College of Arts. His first job in the industry was as a camera and lighting assistant for the stop-motion film James and the Giant Peach. That led to work as a motion control photographer on The Truman Showand X-Men. In 1997 he joined Pixar, was layout artist on A Bug’s Life, layout sequence lead on Toy Story 2, lead layout artist on Monsters, Inc., and director of photography on The Incredibles, and Up.
Lin took a degree in live-action filmmaking at the California College of Arts. His first job in the industry was as a camera and lighting assistant for the stop-motion film James and the Giant Peach. That led to work as a motion control photographer on The Truman Showand X-Men. In 1997 he joined Pixar, was layout artist on A Bug’s Life, layout sequence lead on Toy Story 2, lead layout artist on Monsters, Inc., and director of photography on The Incredibles, and Up.
He began work on TS4 in 2015 when he was still
involved in other Pixar projects back when the original plan was to make the
sequel a romantic comedy. His work began in earnest in 2018 once the film’s
ending had been agreed.
“Once it was decided that Woody is going to go with
Bo the whole process was then to make sure we earned that ending. It was not
easy to say the least.”
During the film’s four-year development, he says
Pixar’s camera capture pipeline has improved significantly. “When we started
out it was taking some time for us to capture directly into our proprietary
software. It wasn’t robust but the time when we finished, we had a
fully-fledged capture stage.”
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