In
1996 when Pixar announced they were going to do a direct-to-video
sequel to the original Toy Story, a lot of people expected
the finished results to be a mediocre low budget video made to cash-in
on the company's initial success. Animation World Magazine
wanted to find out how this project became a major animated feature
that could very well set new box office records. A talk with Ash Brannon, co-director of the
film, quickly laid the matter to rest. He explains that, "When
we started the film in 1996, the thing to do was to make a direct-to-video
sequel. That's the way Disney did it and we follow suit. Nobody
was making animated theatrical sequels (with rare exceptions including
American Tail 2). So that was what we did, but we knew we
had a great story. We worked on the film keeping the standards of
a theatrical film. And to top it off, all of the original cast returned.
The entire cast is back including Tom Hanks and Tim Allen. In addition
we have some great new voices including Kelsey Grammar, Wayne Knight
and Joan Cusack. We started developing the project in 1996. We went
into production around 1997. We soon realized this film was going
to be much better than a direct-to-video product. At the beginning
of 1998 we announced it would be a theatrical feature."
Randy Returns Developing The Script "You just kind of go along a path. We had the premise that Woody was kidnapped by a toy collector. It begs questions. It means he must have been valuable. And if he is valuable, why? So we had to come up with a good reason for that. After a number of good ideas we thought the best one was what if he were a toy based on a 1950s TV show. It seemed like a lot of fun to go back into the past and create a history for Woody that never existed in Toy Story. So Woody is kidnapped because he is valuable and he completes a collection.
One of the strengths of Pixar's features has been their soundtracks. Brannon reveals that once again Randy Newman has provided "an amazing score." The musicians include many members of the Los Angeles Philharmonic. "They are amazing. The score is a real highlight of the film. It's just beautiful."
He adds, "Randy doesn't sing in the film. He wrote a couple of songs that other performers do. None of the characters sing. We really don't like that." Pixar doesn't interrupt their strong stories with characters breaking out into song. They do not share Disney's fondness for having characters sing. "It changes the reality of the film."
According to Brannon the film's script grew out of "story ideas from the early Toy Story treatment that John [Lasseter] developed eight or nine years ago. The basic premise of the new film comes from John thinking, `What if Woody was kidnapped by a toy collector?' It was inspired by the realization that John has a lot of toys in his own office that his kids cannot play with because they are collector's items."
Developing scripts at this studio is not the work of one person. Brannon explains, "It's a real collaborative environment at Pixar. It's not important that we take ownership of ideas. It's more important that ideas reach their full potential. You throw something out in a discussion and anyone else is free to say, 'That's a good idea but what if you did this?' You may come up with a better idea. You build on ideas and take it is far as you can.


Wayne Knight brings to life the toy collector, Al. © Disney Enterprises, Inc. and Pixar Animation Studios.
The voice of Jessie is proved by Academy Award-nominee, Joan Cusack. © Disney Enterprises, Inc. and Pixar Animation Studios.
"So where can we go with this emotionally?
One thing we realized that we never explored in the first film was
what it was like from the toy's point of view to realize that a
child will out grow you. Kids grow up and there's nothing you can
do about it. Rejection. We realized it was something we could do
and give him an option. He could be a collector's item and be taken
care of for a long time or he could be taken back to Andy and know
it is not going to last. It's a great dilemma. You can't ask for
a better ultimate decision for a character to make. So the film
sort of evolved along those lines.
"We tried to develop twists in the
story so you don't know where it will go. The best thing to do is
assume something and then do the opposite. What if Woody had a decision
to make that might make him think twice about the decision to go
home?
"The toughest time was developing the new characters that Woody
meets, his fellow collectibles. We knew they had to be there, his
fellow merchandise from the show. They couldn't be just cardboard
cutouts. They had to influence Woody somehow. And that's what we
had to figure out. When we overcame that we knew they were solid
and appealing as characters.
"We had no problem with the rescue mission side of the film.
We knew if Woody was stolen, Buzz would lead a rescue party. There
would be a lot of comedy potential there. The hard part, the heart
of the film, was the emotional journey Woody was taking. That was
the hardest thing to figure out."
A Mighty Trio
Although Ash Brannon did a lot of work developing the story,
he says "the influence of John
Lasseter [4] was important." Lasseter, as the film's executive
producer and top director, oversaw much of the production including
the animation. In the film's credits Lasseter is given credit as
director, followed by two co-directors, Ash Brannon and Lee Unkrich.
Brannon focused on development, story and animation, Lasseter was
in charge of art, modeling and lighting, and Unkrich oversaw editorial
and layout. The three tried to work together as closely as possible.
Since they met daily to discuss their progress with each other (they
wanted to make sure they were all going in the same direction),
the boundaries of their responsibilities overlapped.
"At this point Pixar is growing,"
says Brannon. "John really wants to play a role in mentoring
new directors and helping people grow. That is what happened to
me. When the project began as a direct-to-video he thought it was
right up my alley since I knew the characters so well." (Brannon
worked on the story for the first film.) Time Magazine, in
a cover story that appeared about a month before the film's release,
proclaimed Pixar has "struck gold" with Toy Story 2,
and Brannon is just 29 years-old!
Lee Unkrich, the second co-director, joined the production of Toy
Story 2 after completing his work on A Bug's Life. He
states, "I had never worked in animation before I came to Pixar.
What I brought to the team is a live-action sensibility. We have
always found that what we do is a hybrid between animation and live-action.
It's obviously animation because artists are hand animating each
and every frame of the film, but at the same time the way we stage
scenes and block out our camera movement, that comes from a live-action
perspective. I think those two elements have combined to give our
films the unique look that they have."
Unkrich's role with layout was to determine where the camera was
going to be at any given time, which characters were going to be
in the shots, the basic blocking of the shots, whether the camera
was going to be moving, etc. He designed everything that went into
setting the stage for the animators to do their work.
New Advances In Animation
Lee Unkrich explains that in making the sequel they didn't want
to stray too far from the look of the original film, but the company
had developed a lot of new software since the first feature had
been completed. He remarks, "We wanted to take advantage of
the technological leaps that have been made since Toy Story.
We learned a lot while making A Bug's Life. It was full of
organic life forms. Nothing was made of plastic in the entire film
and that was a big challenge for us. We also made great leaps in
automating animation, both with crowds of ants and grasshoppers
and animating wind through grass and leaves on trees. It was a complicated
movie." He says that the new film "looks like the Toy
Story we remember, but it is far more lush and vivid."
"When we finished Toy Story we were at the forefront
of animating the human form, but all of us would agree, looking
back on it, it was the best we could do at the time. If we were
to ever tackle humans again we would want to spend more time on
it and do a better job of it.
"We had a whole team of people on Toy Story 2 dealing
with the humans, especially the lead character Al, the toy collector
who steals Woody. I think everyone will agree that we have made
great strides forward. He is such a realistic person, but at the
same time it's good to point out that we never set up for ourselves
that we would try to recreate reality. We're not trying to make
a human on the screen that people will think is a real human interacting
with the toys. Part of the world of Toy Story is that we
stylize the humans somewhat and give them a caricatured look.
"At the same time we've made the skin
very realistic with hair on it. Al has hair on his arms, beard stubble
and little hairs in his nose. All those things add up to a viewing
experience that makes people think to themselves, `I know that what
I'm seeing is not real, but it really does look real.' I'm really
proud of him. I think we have done a really amazing job with him.
"This film was very difficult because it was a very big project.
A lot of people worked hard on it and they all really pulled together
and were a great team. Glen McQueen, supervising animator, did brilliant
work on this film and was a real team leader. He really inspired
the animators to do spectacular work. The animators had to work
quickly, but there were no compromises...McQueen had to spend so
much time working with the animators on a daily basis that he wasn't
able to animate a whole lot."
All of the animators at Pixar worked on multiple characters. Brannon
says, "Glen McQueen assigned the shots. He decided which animator
would work best with each shot. Some are really great with action
scenes, others are better with quiet moments. There are certain
animators who are really good with a specific character such as
Woody or Buzz so they got more Woody or Buzz shots. We tried to
give people a series of shots that go together so the animator could
work on the continuity.
"We are finally getting a lot more female animators. We have
really great female lead character animators. A couple of them really
took off and did some incredible work.
"The animator works as an individual on the shots and we check
their work in dailies. At these screenings we give feedback and
anybody can say what they want. It's important people see how shots
will cut in and around their shots. We need to make sure everything
will fit together as a whole.
"We have certain animators that everyone goes to with their
questions. There is a lot of learning going on. People are in open
cubes, not offices. This promotes a lot of interaction among the
animators."
Unkrich says, "A major development was Pixar University, established
after the completion of Toy Story. It is an intense training
program." Some of the company's top artists teach the new animators
the software that will be used and the fundamentals of animation.
The school offers the entire staff a well rounded education in drawing,
sculpting and other disciplines. Unkrich feels, "The most exciting
thing is when we bring somebody on board that we are not quite sure
about and they end up really wowing us by doing brilliant work that
wasn't expected from them. That happens more often than not."
Making Late Changes
At Pixar they spend as much time as necessary on the story reel
trying to get everything worked out just right. The story reel consists
of rough storyboard art in the proper sequence to give everyone
a chance to study how the film will fit together. Animation is so
time-consuming that they don't want to do very much of it a second
time! It is better to make changes before the animation begins.
Despite all the planning, almost every production requires some
changes to the animation as things progress. On Toy Story 2
there were a few short sequences that were changed after they were
animated. Unkrich explains, "There is a sequence where Woody
is kidnapped from the yard sale that Andy's mom is holding. Originally
Andy ended up there accidentally. He fell out of a window, slid
down the roof, and fell into a box in the yard sale. When we added
Buster, Andy's dog, and Wheezy the penguin to the cast, we came
up with a great idea. Mom takes Wheezy outside to sell him. Woody
goes outside to rescue Wheezy. We completely rethought the idea
of how Woody gets down to the yard sale."
When the film was well into production they
decided it would be better if they added a few new characters. Unkrich
says, "It's not that easy to add things at that point. We had
to go through the process of designing the characters, doing all
the computer modeling, developing the proper articulation so the
animators could bring the characters to life, and do all the texturing,
coloring and shading of the characters. It's really a huge process.
You normally don't add characters that late in the game, but they
were really great characters to add. We don't regret it one bit.
The new characters include Buster, Andy's little wiener dog, and
an asthmatic squeeze toy penguin called Wheezy. Luckily we hadn't
animated the sequences they are in so we didn't have to redo footage."
Special Effects
Unkrich says, "We had an effects team on this film and
they did have a lot of challenges. In our world we have such strange
limitations that sometimes the effects team has to recreate reality.
It's not like doing a special effect laser or explosion. It can
be something as simple as dust.
"In this film we explore the notion of what it is like to be
a forgotten toy. We have a number of scenes where toys have been
left under the bed or left high up on the shelf. What better way
to say that visually than to show them covered with a layer of dust.
We knew we wanted to put lots of dust in the film, but we were not
sure we could do it. The effects team, led by Oren Jacob, did a
job that surpassed our expectations."
Motion Capture? Getting A Job At Pixar
Pixar never uses motion capture according to Brannon. "It
isn't right for our film since it is a very caricatured world."
The people in the film have to be carefully animated by hand so
they will look right. People seeing the film know how humans move
so "if you don't animated it right, it looks wrong immediately.
You can animate toys anyway you want because we don't know for sure
how they move."
Although Ash Brannon was a classmate of Pete Docter at Cal Arts
(Docter co-directed Toy Story and is directing another feature
at Pixar), they went in different directions after college. Brannon
explains, "Docter came to Pixar right out of school. I didn't.
I like drawing a lot. I didn't want to get right on a computer.
When I left Cal Arts I had never seen a computer do really great
character animation. I went to Warner Bros. and worked on some shorts
and a Nike ad. We were trying to revitalize some of the old characters.
"In early 1993, Andrew Stanton and Joe Ranft were down in LA
and they showed me a 30 second test that had been done for Toy
Story. It displayed an amazing degree of character animation.
I'd never seen that done on a computer. I dropped everything and
literally two weeks later was working at Pixar. I did some story
work on the first film and then moved into directing animators on
the next film. I also did some story work on A Bug's Life
before starting on the sequel."
When Lee Unkrich grew up in Ohio he developed
a love for movies. At USC (University of Southern California) he
discovered he was really good at editing. He also directed a graduate
film. After film school he worked in television. The Avid Media
Composer was just coming out and it was clear to him that non-linear
video "was going to rock the industry and completely take over.
I knew the day wasn't far away that we wouldn't be editing on film
anymore." Among his credits is Silk Stockings, a series
he edited for the USA Network.
"One day I got a phone call from Bob
Gordon, who was editing Toy Story up in the Bay area. He
asked me if I was interested in working on an animated movie. I
was very skeptical. I thought, 'What could they possibly be doing?'
I was very skeptical of anything being made outside of Los Angeles.
Then he mentioned the name Pixar and my eyes just lit up because
I had been a fan of John Lasseter for years. He didn't have to say
much more before I was on a plane."
Advice
When it comes to advice for people interested in becoming animators
Ash Brannon says, "Draw, watch old films, great new ones, and
learn as much as you can about the process. Learn to draw, even
if you are doing computer animation. The skills you learn by animating
by hand are indispensable. Even though you don't have to draw on
the computer, you still have to come up with great poses, silhouettes
and expressions. It helps so much. If you work with clay instead
of drawing, it's not going to hold you back as all the principals
are the same -- timing, squash and stretch and so on. You need to
learn the classic principles."
Lee Unkrich states, "We are living in a world that is changing
rapidly. If somebody wants to eventually become a director in computer
animation, I would say that you need to have a more fully rounded
film education than just a traditional animation background. That
is obviously a vital skill to have, but any animator who wants to
direct would be well served to study editing, cinematography, and
live-action directing."
The Producers
I also had the opportunity to talk briefly with Karen Robert
Jackson and Helene Plotkin, the film's producers. They worked on
the film for over three years, so I asked about their role with
the production. Plotkin explains, "We wind up doing a lot of
things live-action producers do like dealing with executives, publicity,
talent, lawyers, contracts, budgets, schedules and things like that.
We hire the crew. We oversee all the managers, coordinators, and
the creative leads. We make sure each of the departments runs smoothly
and efficiently so we can make the best film possible.
"In animation we are concerned with the cast, sets, props and
lighting, but they are built within the computer. You have to make
sure everything is built on time, you have to have the talent in
place, and you need to know in advance what the characters will
look and feel like."
Jackson explains, "A large part of our job [now] is to make
sure people are as excited about this film as we are. We have worked
so long and hard on this and we believe it is a wonderful film.
We want to make sure people see it.
"We have created a film that is true to the original in terms
of bringing great characters to the screen, having great relationships
between characters, and a great message. It's wonderful entertainment
for kid and adults...it's a great story...it's a big production...it's
a great film!"
Disney As A Partner
Lee Unkrich declares, "We have a great partnership with
Disney, especially with Tom Schumacher who is head of Feature Animation.
We regularly show them story reels and animation. They don't interfere,
but if they see a problem they will point it out. Usually they are
right and we will fix it. The best thing about our relationship
with them is that they are a neutral third party. They will look
at the things we are doing and point out to us the things that are
not working as well as they could. We go away and hopefully come
up with great solutions to the problems."
The two producers explain they work closely with Disney. While Pixar
was developing images to be used in marketing the feature, Disney
was creating the copy. Pixar approves everything that Disney does
to promote their films. Plotkin enthuses, "They are terrific
partners, very supportive."
Final Words
Unkrich says, "I think the thing that all three of us [Lasseter,
Brannon and Unkrich] can say we are the most proud of is staying
true to the heart of the first movie and the first characters. John
likes to say the world of Toy Story is like a great sitcom
like Cheers or Mary Tyler Moore. It's really true
because when we sat down to write the sequel a lot of things really
wrote themselves. The characters are so fun and dear to our hearts
that dialogue practically spills out of their mouths without us
really working very hard on it. We are all very proud that it is
really a natural extension of the first film, yet at the same time
it doesn't feel like we are rehashing anything from the first film."
When asked about the future he muses, "It's likely that John
and I will work together again. I love working with John. I feel
I'm working with the Walt Disney of our times."
Karl Cohen is President of ASIFA-San
Francisco. [11] His first book, Forbidden
Animation: Censored Cartoons and Blacklisted Animators [12], is
published by McFarland Publishers. He also teaches animation history
at San Francisco State University.
Links:
[1] http://www.awn.com/imagepicker/image/3772
[2] http://www.awn.com/imagepicker/image/3773
[3] http://www.awn.com/imagepicker/image/3774
[4] http://www.awn.com/mag/issue3.8/3.8pages/3.8lyonslasseter.html
[5] http://www.awn.com/imagepicker/image/3775
[6] http://www.awn.com/imagepicker/image/3776
[7] http://www.awn.com/imagepicker/image/3777
[8] http://www.awn.com/imagepicker/image/3778
[9] http://www.awn.com/imagepicker/image/3779
[10] http://www.awn.com/imagepicker/image/3780
[11] http://www.awn.com/asifa-sf
[12] http://www.awn.com/mag/issue2.11/2.11pages/2.11langer.html