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'Inside Out 2' Cinematographers Adam Habib & Jonathan Pytko Break Down the Anxiety Scene
Variety
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2 years ago
'Inside Out 2' cinematographers Adam Habib & Jonathan Pytko shares what it's like being a cinematographer for animation and how that differs from a live action one.
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00:00
Hi, my name's Jonathan Pitko.
00:01
I'm one of the cinematographers on Inside Out 2.
00:04
And I'm Adam Habib, the other cinematographer on Inside Out 2.
00:07
♪♪
00:15
Come on, Riley. Get it together.
00:17
Come on, Riley. Get it together.
00:19
I'm not good enough.
00:21
Inside Out 2 is building on the first film.
00:23
We come back to Riley when she's 13 years old,
00:26
and she's discovering all these new emotions that she now has.
00:30
We're just kind of getting into what those new emotions
00:32
feel like that are a little different
00:34
from our original folks that we had.
00:36
Riley has gone away to hockey camp,
00:40
and she really wants to make the varsity team
00:43
to set up herself to make new friends in high school.
00:46
And she's putting more and more pressure on herself
00:49
as the story goes along.
00:51
And so the scene that we're going to talk about
00:53
is really where it hits kind of a crescendo.
00:55
All this pressure that anxiety has been helping to create on Riley,
00:59
because she wants the best for her,
01:00
because she wants her to make the team,
01:03
kind of goes in an unexpected direction
01:05
and actually leads to Riley having an anxiety attack.
01:08
The scene is really about how joy and the rest of the emotions
01:12
try to undo some of the damage
01:14
that they've unintentionally done to Riley
01:17
through wanting the best for her.
01:18
One of the things that changed a lot technology-wise
01:21
between the first film and this film
01:22
was motion capture was a little newer then,
01:24
and we were using that on all the human world shots then,
01:27
which we did in this film as well.
01:29
But we sort of used the motion capture a little bit differently
01:32
to make it more of a collaboration tool
01:33
and a way to actually bring the director
01:36
and bring supervisors who might work
01:39
in totally different software, like Jonathan does.
01:41
But we had an iPad that you could walk around the scene
01:44
or walk around the set, if you will, the virtual set.
01:46
For animation, a lot of it is the cinematography
01:49
is trying to ground this world, which is very unique.
01:52
It's typically not a scene world,
01:53
especially when we talk about the emotions in the mind.
01:57
Even though these are fantastical characters,
01:58
we wanna ground them.
01:59
So we try to come at the cinematography
02:01
from physical principles of light and camera.
02:04
And then when we look at what we did with the human world,
02:08
we actually really try to emulate a cinematic world
02:11
where we're doing cinematic cameras.
02:13
Lighting-wise, we're trying to approach it
02:15
from a very physical sense, complete with flares and grain
02:18
and trying to give a real filmic look.
02:21
A lot of things surprise me
02:22
about cinematography and animation.
02:24
One of them is my department,
02:26
sometimes we call it camera and staging,
02:27
which is the name that you'll see in the credits.
02:29
We are actually responsible for the blocking
02:32
and the staging of the actors or the characters.
02:34
So as opposed to a live action set
02:36
where you might walk on a set
02:37
and the actors will kinda start walking through some ideas
02:41
that they have themselves,
02:42
we're actually building that blocking and that staging
02:46
in addition to figuring out the shots,
02:48
the compositions, the camera angles, and things like that.
02:51
You're almost a little bit part actor,
02:53
a little bit part director.
02:55
You're kinda wearing a lot of hats at that moment
02:57
that you're trying to make a scene come together.
02:58
The beginning sequences take us a long time
03:01
because the movie's still being sorted out story-wise,
03:04
but also I think there's the visual language
03:06
of the movie is all coming together.
03:08
I think there's a big change that happens with the movie
03:10
once you start seeing animation.
03:12
You start seeing the performances
03:13
and it starts informing things you wanna do in the movie,
03:17
like visually, like in headquarters.
03:19
There's all these different light sources
03:21
you have to deal with.
03:22
You have the console glows, joy glows,
03:24
all the emotions glow, the sense of self glows,
03:26
memory spheres are glowing, the screen is glowing.
03:28
What is the priority of that image?
03:30
What's the visual hierarchy that's there?
03:33
And once you start seeing animation come in,
03:35
all of a sudden you start making really interesting choices.
03:38
So we have to get a little bit into the movie
03:40
to actually start seeing all the pieces come together.
03:43
We're constantly working back and forth
03:45
with the editorial team.
03:46
So on a live action shoot,
03:48
I know sometimes the editors are cutting
03:49
while they're shooting, but maybe more typically,
03:52
it's like you shoot the scene,
03:53
you give it over to the editor,
03:55
they cut it in animation.
03:56
And in our process,
03:57
we're actually sending footage to the editor.
03:59
We look at it together and then we shoot more coverage,
04:02
shoot different ideas.
04:03
And so we're constantly evolving
04:05
and iterating the scene with the editor.
04:07
So I fell in love with that process.
04:09
We had a lot of conversations early on
04:11
about how we wanted anxiety to feel.
04:14
And so we started doing a lot of things
04:16
like tightening up the shutter angle.
04:17
So suddenly like everything's a lot sharper,
04:19
focus got a lot deeper.
04:21
And then when the anxiety attack hits,
04:23
suddenly we flip almost everything.
04:25
Focus goes extremely shallow, the world drops away.
04:28
And the other thing that we were always interested in
04:30
was the kind of shaking background effect.
04:32
We had talked about like,
04:33
what if we start vibrating the background
04:35
as Riley gets deeper into this panic attack?
04:38
It's one of those things where it's like,
04:40
you wanna show an image that is really compelling.
04:42
It's not something you wanna just like
04:44
throw out to the director
04:45
of like this thing we haven't done before
04:47
in a really rough image.
04:48
So we actually refined the image in lighting quite a bit.
04:51
And then we added that element into it
04:53
so that what we were showing is a pretty finished image
04:57
with this concept in there.
04:58
And you know, you wanna try and get buy off
05:00
on that kind of thing before you do it
05:01
because it takes a lot of time
05:03
to sort of mock that stuff up.
05:04
But in this case, it felt like the images
05:06
were really trending in this beautiful direction
05:09
with this flaring, lots of depth of field
05:13
coming in the camera.
05:14
We overexposed the light a lot.
05:15
Really flooded this light coming around Riley
05:19
as she's going through this moment.
05:20
And then adding that element in there
05:22
really sold what happened.
05:23
And then we were able to increase it
05:25
as she gets more and more anxious.
05:27
And then as the panic attack dies down,
05:30
it starts to mellow out, soften,
05:33
and then starts to warm up.
05:34
So we start changing the color
05:35
from like a cooler to a warmer tone
05:37
to start introducing that joy back into the frame.
05:40
The camera is virtual.
05:41
It starts out perfect.
05:43
And I think the challenge is often
05:45
how do we bring that familiar language
05:47
to the audience and start to add,
05:48
basically, pile on imperfections
05:50
that you would get with physical camera equipment
05:54
into our virtual camera.
05:55
So as Jonathan was saying,
05:57
we kind of have these two different worlds
05:58
that the movie is set in.
06:00
There's Riley's human world.
06:01
And for that, we took a very physical camera idea
06:05
or cinematography idea.
06:06
And it's anamorphic in our films.
06:08
And then the mind world camera,
06:10
that one we think of a little bit more
06:12
as virtual or perfect.
06:15
And it's almost like a 1930s studio camera.
06:18
Everything's very choreographed
06:19
and the movement is a lot more precise.
06:22
One of the things that was fun about this film
06:24
was like we really, early on,
06:26
we're like, okay, we want it to feel
06:27
like the inside-out world that people know,
06:30
but we don't want to stop there.
06:31
And we want to find ways to go farther.
06:33
One of the things was just right
06:34
from the beginning of the movie, it's widescreen.
06:36
Sometimes it drove our animators crazy
06:38
as there were too many characters
06:40
and that makes it rather expensive to animate.
06:42
But for me, I would a lot of times
06:43
find myself arguing like, no, but that's the comedy.
06:46
You want to see embarrassment and sadness
06:48
on opposite sides of the screen,
06:50
both clocking kind of the same moment
06:52
and having either a similar reaction
06:53
or different reactions.
06:54
And it extends a lot to like our film grain.
06:57
We apply film grain to the images
06:59
and we have a grain for the human world
07:01
versus the mind world to sort of further identify
07:03
towards like a live action kind of human world
07:06
and then a more perfect mind world.
07:09
We have a team of layout artists
07:10
and these are the artists who actually
07:11
are building each shot in the computer.
07:13
So they're blocking out rough animation
07:15
and then they might shoot that animation
07:17
from four or five, six, we figured out.
07:19
Every shot in the movie,
07:20
there was about six alternate angles
07:22
that we delivered to the editorial team
07:25
to try to find the best one.
07:26
And then we'll show it to the director,
07:28
we'll work with the editor to get it passed together.
07:30
Sometimes at that stage even, we'll be like,
07:32
okay, something's clearly missing
07:34
or these shots don't cut,
07:35
or you see how they're using it
07:36
and they ask you for something else.
07:38
Those story beats and those moments
07:39
are getting reshuffled on the fly
07:41
and you just have to be comfortable with rolling with it
07:43
and we just keep generating new stuff
07:45
and we might get a call in the morning
07:46
and have something out by lunch
07:48
and then there's a new version of the scene out.
07:49
Because we're rendering this imagery,
07:51
it takes a lot of computing power to do that
07:53
and we don't often see the finished images
07:56
until the last possible moment,
07:58
like the highest quality, actual done stuff.
08:01
Everything up to that point
08:02
is some sort of rough render, it's broken,
08:05
hair is going all over the place,
08:08
characters are intersecting each other,
08:10
nothing works and every department
08:12
refines it and refines it and refines it.
08:14
And then finally at the end,
08:15
you see a finished image.
08:17
It goes from down here to up here.
08:19
It just completes the whole thing
08:21
in a way that you just don't get to see
08:23
until the very end.
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