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Wall-E Supervising Animator Tells His Story

Denofgeek wrote in to tell us about their story where "Pixar's supervising animator Angus MacLane gives an interesting interview about the technical challenges in bringing Wall-E to the screen. Plus he squeezes in a bit on his love of Lego, too..."

3 of 228 comments (clear)

  1. Rated G! by toxyouxunknown · · Score: 5, Interesting

    Actually, Wall-E was much different than I expected. I know the critics really liked it, but I found it to be a bit heavy for younger kids, and probably not enough to grab very young kids' attentions. As an adult though, I thought the movie was incredible. I hadn't really read up on it before viewing it and had no idea it was going to be an entire social commentary-esque movie.

    Definitely makes you think, though! And the animation was absolutely breathtaking at times.

    --
    -MelRom
    1. Re:Rated G! by UnknowingFool · · Score: 5, Interesting

      For the sci-fi geeks, it really paid homage to many of the films that we consider classics. I read somewhere that they consulted with Oscar winning filmmakers to affect the look of the film. For example, they adjusted their software to simulate the look of the 70mm Panasonic cameras from the 70s to even include their imperfections.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
  2. Great stuff! by Blice · · Score: 5, Interesting

    Wall-E was an incredible movie. The character development was outstanding, emotions were believable, and scenes really made impressions on me.

    What I found most interesting about TFA was about the software they use for long-term development.
    It said that for long-term development movies (Wall-E was 3 years, right?) they use the same software all the way through. I had always wondered about that kind of thing.. Since 3D software and rendering engines and such is always improving, how do these guys make the movies? Do they constantly re-render with the better software throughout the process, etc.? How do they keep up with competition in that regard?

    So it was neat to finally find that out. The article also offers a lot of insight into the team arrangement at Pixar. I like that they aren't chained to animating a certain character/part- That they really observe who likes to animate who and what kind of scenes and kind of let them do what they enjoy best in the project. I wish programming jobs were like that- Where we could work on parts that we really liked instead of being moved from language to language and to different teams etc. like our preference doesn't matter. I think it's a really good thing they have over there.

    If you haven't seen Wall-E yet, it's well worth the ticket price!