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This is the iconic opening scene in "The Lion King."
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Compared to the original,
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it's an almost shot-for-shot remake,
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but take a closer look at Rafiki.
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In the 1994 film he stands while lifting the cub,
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and in the new version he sits.
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That's because Rafiki is a mandrill,
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an animal that couldn't actually stand
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while lifting a lion cub.
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Striking that balance between
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staying true to the original film
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and creating a hyper-realistically animated
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"Lion King" for a new audience
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was a particularly tough challenge,
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and it required literally millions of hours of animating.
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The visual-effects masters at MPC Film
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helped animate this ambitious live-action remake.
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Their fingerprints are all over films
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that combine live action and CGI animation,
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from "Dumbo" to "Detective Pikachu."
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But it was their work on another Disney remake,
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"The Jungle Book," that really paved the way
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for what they were able to achieve with "The Lion King."
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This is Elliot Newman,
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one of the VFX Supervisors on "The Lion King."
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If you want a sense of just how much work Newman
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and the MPC Film team put into this project,
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take a look at a few stats.
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MPC Film estimates that there were about 77 million hours
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of rendering animation throughout all of their departments.
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If they used a single computer,
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it would've taken 8,790 years to finish the movie.
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Before they could begin fully animating,
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they had to actually shoot the movie,
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and the actors needed to record their voices.
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Instead of just recording their voices in a sound booth,
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the actors were actually able to move around,
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as some scenes were recorded
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in what is called a black box theater.
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This bare-bones setup gave the actors room
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to interact with the cast and even improvise.
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Some parts though were recorded in a recording booth.
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Donald Glover: Mercy? After what you did?
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Narrator: While not motion captured,
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the actors' performances were recorded
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and used by animators as a point of reference.
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The first steps in animation happen
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in what's called pre-visualization.
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The animation team worked
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with animation supervisor Andy Jones
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to create simplified animated sequences
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that could be used for virtual reality.
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This VR approach on set,
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which they called virtual production, was unique.
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Director Jon Favreau and several crew members would put
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on VR headsets which allowed them to actually step foot
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in the virtual set they created.
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This way, they could set up shots,
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adjust lighting, and choreograph movements.
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They treated this digital environment
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like a place that really existed.
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The animals and environments were created at the same time,
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and rough versions of the animations could be viewed
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on monitors while shooting took place.
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They would eventually add more fully realized details
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and other crucial aspects, like lighting, after production.
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We'll get more into that later.
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And, yes, there were real cameras tracking Timon And Pumbaa.
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Creating the camera movements in real life,
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rather than just in the computer, allowed the filmmakers
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to create a nature-documentary-like feel.
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When it came to animals, they had to toe the fine line
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between creating realistic animals
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and staying true to the original movie.
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Newman: Even though we were making
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very realistic-looking lions,
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we still needed to make sure that when you look at Simba
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you kind of resonate that that's Simba,
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and you understand that
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that's the character you're looking at,
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or, you know, if you're looking at Mufasa,
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then he's got the right visual style for you
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to kind of remember that that's, you know,
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he is the alpha lion and, you know, he's larger than life
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and he has this presence about him, you know.
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Narrator: The animals were a combination
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of storyboards, sketches, and exhaustive research.
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Favreau and the team
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took a trip to Africa,
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where they observed real animals in their natural habitats,
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which helped them build the world,
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plus they could get up close and personal
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with a lot of the animals
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at Disney's Animal Kingdom in Orlando, Florida.
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They also read anatomy books and science papers
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and watched hours of documentaries
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and other reference footage.
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Many of the animals the crew saw
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in Kenya inspired the characters.
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For example, an excited lion cub they saw
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running around as the rest of the pride slept
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was a big influence on how they animated Simba.
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For some animals, making them both realistic
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as well as faithful to the original wasn't easy.
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Perhaps the best example of that is Rafiki.
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Newman: If you put him against a real mandrill,
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you'd see some differences.
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Narrator: Rafiki's most famous moment comes
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when he stands and lifts Simba over his head
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for all the Pride Lands to see.
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As we mentioned, mandrills can't really stand up like that.
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However, the movie is shot and edited in such a way
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that you'll barely notice a difference.
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Because Rafiki is in the primate family,
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he's the character most similar to a human.
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Therefore, they were able to add
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some more humanlike qualities and emotions to him.
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The animators, however, took some liberties
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and occasionally strayed from realism in a few places.
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Take Scar, for example.
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His design was the furthest from reality
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compared to the other lions,
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but they made it work.
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He has a lot of physical qualities
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that are different from an actual lion,
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like his size and the shape of his skull.
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Newman: He feels more like a character
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than the rest of them,
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but actually once he was in the shots
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and once we'd lit things and we'd put the environment in
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and his performance was there, it was all animated,
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he worked in every shot.
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It was, you know, one of the best characters we had.
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Narrator: The animators also had the challenge
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of making the animals not only realistic
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but able to sing and talk.
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One change: They repositioned some animals' heads
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so the audience wouldn't always have to stare
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right into their mouths.
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They still had to make sure their mouths moved
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how they did in real life,
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so they timed the character's breathing to their dialogue.
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Jones said they would let the belly muscles
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and diaphragm tighten.
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That way, it felt like a given animal
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was forcing air out of its mouth as they spoke.
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Each layer of these animals went through simulations,
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an additional phase of animation
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where skin details, such as muscle ripples,
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skin wrinkles, and fur interaction, are all added.
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All of these details are too complex to hand-animate,
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so they need simulations to generate them.
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The average first simulation,
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for instance, took eight hours to complete.
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One of the biggest improvements
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MPC Film wanted to make since "The Jungle Book"
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was how they portrayed the layers of each animal,
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especially their muscles.
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Newman: Something that's quite common in CG
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is that you kind of get this water-balloon effect
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when you simulate muscles.
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Narrator: This effect occurs
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when the muscles bounce around too much.
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On the other hand, animators also run the risk
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of making the characters look too stiff.
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Newman: The problem with that is
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because there's a lot of collisions
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happening under the skin,
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that's quite difficult to simulate,
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but on "The Lion King" we added hard surface joints,
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bones, basically, that those muscles would collide
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and slide against,
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and it reduced that sort of water-balloon movement.
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Narrator: And even if we don't notice it,
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there are several visual factors
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to making the skin look just right,
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like how light bounces off of it and how it moves.
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Separate teams worked on each layer,
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perhaps none being more important than hair,
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given that nearly every character
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in the movie is covered in it.
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Part of the reason
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they really had to nail things like muscles, bones,
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and skin is because a lion's hair is so short
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that there's less to hide
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how the skin and bones move beneath.
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Female lions have even less hair
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than their male counterparts,
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and because they have no manes,
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you can fully see their necks.
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For characters like Nala,
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they had to add certain movements to the neck and esophagus
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for moments when she's speaking.
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The male lions have manes,
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which presented their own set of challenges.
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Newman: Typically, the longer the hair is,
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the harder it is to simulate.
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You get 1% of the whole density of the groom,
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you can then use that
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to kind of approximate the surrounding hairs
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that move and collide with each other.
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Narrator: Adult Simba's mane alone consisted
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of about 700,000 strands of hair.
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And the hairs can't just sit still.
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The animation team created new systems for "The Lion King,"
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specifically for gusts of wind passing through long hair.
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The hairs on a lion's mane blowing in the wind
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can be tricky to control,
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so they made sure the strands behind the leading hairs
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in these shots wouldn't move as much,
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helping to create a sense
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that these animals were covered in layers of hair.
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While extremely subtle,
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Newman says it's the kind of specific detail that,
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if not done correctly, the viewer will notice.
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Newman: But it's that kind of level of detail
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that we have to get to, to kind of reach that kind of,
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the audience is believing what they're looking at.
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Narrator: But sometimes they actually needed less detail.
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Take, for example, the infamous
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wildebeest stampede sequence.
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The animators started by building up a big library
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of animated clips of wildebeests doing different actions,
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whether that be walking, jumping, or changing direction.
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This allowed them to more easily create
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a massive crowd in motion.
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The wildebeests in the distance were able
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to have more simplified features
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and could be done by simulation,
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while they had to animate the wildebeests
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that were closer to the camera,
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and thus more visible to the eye.
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Of course, the world surrounding the animals
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was equally important.
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They built landscapes based on many real-life locations
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in places like Kenya, Namibia, and California.
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Another piece of technology
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they worked on since "The Jungle Book"
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was what Newman referred to as a scatter tool.
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It allowed animators to sprinkle elements
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across the surface, like twigs, leaves, and stones,
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instead of just placing them there one by one.
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It's a big part of the reason
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"The Lion King" feels so realistic,
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down to every tiny detail.
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One sequence really shows off MPC's work creating
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both the environments and the animals in them:
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"Circle of Life."
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Newman: I was on the movie for about two and a half years,
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and we were working on that sequence up until the end.