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中文名: 皮克斯总动员
英文名: The Pixar Touch
别名: 皮克斯传奇
版本: MP3
发行时间: 2008年05月13日
地区: 美国
对白语言: 英语
概述:
此书已有中文译本,请大家支持一下.这个音频好象是该书的配套的不知道什么东西~~
下面是英文介绍和动画笔记本写的和该书有关的文字.
General Information
===================
Title: The Pixar Touch: The Making of a Company
Author: David A. Price
Read By: David Drummond
Copyright: 2008
Audiobook Copyright: 2008
Genre: Business
Publisher: Tantor Media
Abridged: No
File Information
================
Number of MP3s: 2
Total Duration: 9:11:31
Total MP3 Size: 126.32
Parity Archive: No
Ripped By: NMR
Encoded At: CBR 32 kbit/s 22050 Hz Mono
ID3 Tags: Set, v1.1, v2.3
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Book Description
================
http://www.amazon.com/Pixar-Touch-Making-C...=ed_oe_a
Editorial Reviews
Amazon.com Review
Product Description
The roller-coaster rags-to-riches story behind the phenomenal success
of Pixar Animation Studios: the first in-depth look at the company that
forever changed the film industry and the "fraternity of geeks" who
shaped it.
The Pixar Touch is a story of technical innovation that revolutionized
animation, transforming hand-drawn cel animation to computer-generated
3-D graphics. It抯 a triumphant business story of a company that began
with a dream, remained true to the ideals of its founders梐ntibureaucratic
and artist driven梐nd ended up a multibillion-dollar success.
We meet Pixar抯 technical genius and founding CEO, Ed Catmull, who dreamed
of becoming an animator, inspired by Disney抯 Peter Pan and Pinocchio,
realized he would never be good enough, and instead enrolled in the
then new field of computer science at the University of Utah. It was
Catmull who founded the computer graphics lab at the New York Institute
of Technology and who wound up at Lucasfilm during the first Star Wars
trilogy, running the computer graphics department, and found a patron
in Steve Jobs, just ousted from Apple Computer, who bought Pixar for
five million dollars. Catmull went on to win four Academy Awards for
his technical feats and helped to create some of the key computer-generated
imagery software that animators rely on today.
Price also writes about John Lasseter, who catapulted himself from unemployed
animator to one of the most powerful figures in American filmmaking;
animation was the only thing he ever wanted to do (he was inspired by
Disney抯 The Sword in the Stone), and Price抯 book shows how Lasseter
transformed computer animation from a novelty into an art form. The
author writes as well about Steve Jobs, as volatile a figure as a Shakespearean
monarch . . .
Based on interviews with dozens of insiders, The Pixar Touch examines
the early wildcat years when computer animation was thought of as the
lunatic fringe of the medium.
We see the studio at work today; how its writers, directors, and animators
make their astonishing, and astonishingly popular, films.
The book also delves into Pixar抯 corporate feuds: between Lasseter
and his former champion, Jeffrey Katzenberg (A Bug抯 Life vs. Antz),
and between Jobs and Michael Eisner. And finally it explores Pixar抯
complex relationship with the Walt Disney Company as it transformed
itself from a Disney satellite into the $7.4 billion jewel in the Disney
crown.
Little-Known Facts from The Pixar Touch: The Making of a Company by
David Price
?Pixar, not Apple, made Steve Jobs a billionaire. Jobs bought Pixar
in 1986 from Lucasfilm for $5 million. In 1995, the week after the release
of Toy Story, Pixar went public and Jobs抯 stock was worth $1.1 billion.-
?Ed Catmull, Pixar抯 co-founder, dreamed as a youth of becoming an
animator, but decided in high school that he couldn抰 draw well enough.
Instead, he became an early visionary of computer animation as a graduate
student in the 1970抯. "Computer animation was sort of on the lunatic
fringe at that time," remembered Fred Parke, a fellow Ph.D. student
in Catmull抯 class at the University of Utah.
?When John Lasseter joined Pixar梬hich was then the computer graphics
department of George Lucas抯 Lucasfilm梙e had just been fired from his
dream job as an animator at Disney. He became the first person to apply
classic Disney character animation principles to computer animation.
?Before it became an animation studio, Pixar went through years of
struggle and multi-million-dollar losses. It started as a computer company
and John Lasseter抯 short films, such as Luxo Jr. and Tin Toy, were
promotional films to help sell the company抯 computers.
?Pixar was almost bought by匨icrosoft? Yep: Jobs remained worried about
the company抯 finances even after Pixar made a deal with the Walt Disney
Co. in 1991 to produce Toy Story, Pixar抯 first feature film. The Pixar
Touch details the effort to sell Pixar to Bill Gates抯 company while
Toy Story was in production.
?When writing Toy Story, to find inspiration for the relationship between
Buzz and Woody, Lasseter and his story department screened classic "buddy"
movies, including 48 Hrs., The Defiant Ones, Midnight Run, and Thelma
& Louise.
?John Lasseter has instilled an intense commitment to research in the
studio抯 creative staff. To prepare for the scene in Finding Nemo in
which the fish characters Marlin and Dory become trapped in a whale,
two members of the art department climbed inside a dead gray whale that
had been stranded north of Marin, California.
?To learn how to make a realistic French kitchen, the producer and
first director of Ratatouille worked as apprentices at an elite French
restaurant in the Napa Valley.
?Pixar deliberately avoided making the humans in The Incredibles look
too realistic. They knew that as animated human characters became too
close to lifelike, audiences would actually perceive them as repulsive.
The phenomenon, known as the "uncanny valley," had been predicted by
a Japanese robotics researcher as early as 1970. Thus, the details of
human skin, such as pores and hair follicles, were left out of The Incredibles?
characters in favor of a more cartoonlike appearance.
?The signature of most Pixar feature films is characters who appeal
to children (toys, fish, monsters?, but who have adult-like personalities
and are dealing with adult-like problems.
?Prior to the acquisition of Pixar by Disney in 2006, Lasseter loathed
the idea of Disney making sequels to Pixar films without Pixar抯 involvement梐s
Disney抯 contract with Pixar allowed it to do. "These were the people
that put out Cinderella II," Lasseter remarked.
?Pixar is more than an animation studio. Pixar抯 innovations in computer
graphics technology pervade movies today. Special-effects houses like
Industrial Light & Magic (Pirates of the Caribbean: Dead Man抯 Chest,
The Chronicles of Narnia: The Lion, The Witch and The Wardrobe, Harry
Potter and the Order of the Phoenix) use Pixar抯 software to create
out-of-this-world places and characters.
(Photo ?Simon Bruty)
--This text refers to the Hardcover edition.
From The Washington Post
Reviewed by Rob Pegoraro
A generation of American kids has grown up watching Pixar's movies in
theaters, on TVs and now on portable gadgets like DVD players and iPods.
But in The Pixar Touch, David A. Price starts this pop-culture giant's
story in neither Hollywood nor Silicon Valley, but the University of
Utah's computer-science department.
There in the early 1970s a programmer named Ed Catmull decided to branch
out into computerized animation, despite the almost total uselessness
of the day's slow, expensive computers for that task and the almost
total lack of job options for somebody with that skill. Price, a former
reporter for Investor's Business Daily, describes how Catmull and a
crew of other would-be electronic movie-makers wound up migrating to
the New York Institute of Technology's Computer Graphics Lab, a locale
that offered the advantages of generous funding for new computers and
lax oversight. And then they waited for somebody in the movie business
to underwrite their vision of using computers, not pens and ink, to
draw each frame of a motion picture. Eventually, "Star Wars" director
George Lucas offered Catmull a job, after which he gradually hired away
his NYIT colleagues.
At this point, this band of frustrated innovators comes off a bit like
a Pixar hero: tugged along by big dreams but held back by an endearing
level of cluelessness. Price notes that "the Lucasfilm Computer Division
did not yet have a computer, or even a word processing machine. The
only typewriter was on the desk of Catmull's secretary," which its staffers
used to hammer out "white papers and design documents."
Paper turned into pixels in 1981, when Paramount hired Lucasfilm to
whip up a brief animation of a dead planet being brought to life for
"Star Trek II: The Wrath of Khan." (On a micro level, computers just
make animation more efficient; on a macro level, they have made animation
much more of a 3-D medium, in much the same way that ever-more processing
power has turned the video game into an increasingly movie-like experience.)
Price captures the extraordinary attention the programmers paid to detail
in hopes that this clip would serve as a "sixty-second commercial" for
their talents: One programmer ensured that the stars visible in the
background matched those visible from a real star 11.3 light-years away
from Earth.
Additional gigs in movies and commercials, along with animated shorts
made to impress others in the business, led to Pixar's birth as an independent
company in 1986 -- purchased and bankrolled by Steve Jobs, who had just
been forced out of Apple. From this point on, The Pixar Touch can be
read in two ways. For fans of Pixar's work, it can resemble the "making
of" and director's-commentary bonus features on most DVDs. You could
throw a copy of each Pixar release into your DVD player as you read
the chapter about its production, and you could recite enough trivia
to wow any Pixar completist. (Did you know that Sulley, the blue behemoth
in "Monsters, Inc." had 2,320,413 hairs? Me neither.) But the book also
must serve as a history of Pixar the company, and there it loses its
focus on some critical developments.
Jobs, who apparently did not cooperate with the book, first appears
as a sort of distant, cranky godfather to the company and then largely
vanishes offstage. This treatment leaves some plot lines hanging: Did
his well-documented perfectionism lead to better movies, or did he just
annoy the artists?
Some anecdotes fade in and out randomly. A chapter about the making
of "Monsters, Inc." opens with seven pages of reporting about an unsuccessful
lawsuit alleging that Pixar stole the basic story from an outside author,
then switches gears for the next seven pages to chronicle the making
of the movie, then launches into a recounting of a different intellectual-prope-
rty lawsuit. Insights into how much creators can, do or should learn,
borrow or steal from the work of others get lost amid the courtroom
stenography.
Price also occasionally shows questionable judgment in his sourcing,
for example wrapping up a discussion of the success of "The Incredibles"
with a page of quotes from the breathlessly enthusiastic reviews at
AintItCool.com. And too many of the book's illustrations consist of
verbatim reproductions of press releases, hardly the most riveting historical
documents.
The book concludes with a chastened Disney -- which had long ago fired
future Pixar director John Lasseter from an animator's job -- buying
Pixar for $6.3 billion. In one way, it ends too soon, barely addressing
Pixar's relatively aggressive moves to distribute its releases online
as digital downloads. Will those efforts pan out, or will Pixar's management
blow this chance after getting so many earlier technological advances
right? We may have to wait for a sequel to find out.
Copyright 2008, The Washington Post. All Rights Reserved. --This text
refers to the Hardcover edition.
---------------------------------------------------------------------------------
下文转自动画笔记本的博客(http://chihmingchang.blogspot.com)
“看书有时像是看电影一样,很难在书店逛逛随便翻翻就知道一本书值不值得看,值不值得买,都要看上几个章节才能做出正确的判断,有时看完一部电影才发觉花下去的两个小时根本是浪费时间,而这本David A. Price的著作:The Pixar Touch: The Making of a Company则感觉像是看完一部好电影一样,从头到尾非常吸引人,念完之后也让我感触许多,它是继画梦的巨人(Serious Business: The Art And Commerce Of Animation In America From Betty Boop To Toy Story)之后,我念过一本最有趣,关於动画产业的书籍。
就像书名一样,The Pixar Touch讲的是Pixar这家动画公司的历史,如何从几个computer graphic geeks想要作电脑动画影片的梦想,变成现在甚至超越迪士尼的动画巨擘这段过程,跟别的也是在讲Pixar历史的书,像是前一阵子迪士尼官方出版的To Infinity and Beyond!: The Story of Pixar Animation Studios不一样的地方在,这本书用更客观的角度讲述那段Pixar建立的故事,而既然更客观,很难不带到一些或许带有负面形象的事件,比方说在To Infinity and Beyond!之中,提到Steve Jobs之所以从ILM里面买下电脑动画部门,是因为想拍摄动画影片,可是实际上Steve Jobs买下Pixar是要建立另一家电脑公司,制作影片一开始并不是他的理想,之后营运不佳还一直千方百计想把它卖掉,甚至积极地跟MicroSoft 接触,几乎已经要成功脱手,直到Toy Story上映前几个礼拜才改变主意。本书用更客观的角度讲述整个故事,也让我们更理解Pixar成功背后,这些管理者(Ed Catmull,Ray Smith与Lasseter等等人)的经营哲学与这些艺术家对动画执著的态度。
下面是书中所有章节的摘要:
1. Anaheim
2006 年在Anaheim举行的迪士尼股东大会中,Lasseter刻划出迪士尼未来的愿景,在此同时,我们回顾一下Pixar的历史,要知道它一开始可不是 Pixar Animation Studio,而是Pixar Inc.,一家电脑硬体公司,不过走过几十年岁月,它成为一家比Disney更受家长信任的品牌。
1986年Steve Jobs只花了5个million低价买下ILM的数位影像部门,不过之后花了10倍的价钱维持公司的运作,头十年都一直亏钱,有趣的地方是,Pixar 的创始者都可以被称作当时的失败者,像是John Lasseter被迪士尼解雇才到Pixar,Ed Camull原本想在大学任教,不过却没有成功,Alvy Ray Smith在Xerox的Palo Alto Reasearch Center任职,不过不久后他的部门被裁撤,Steve Jobs自己则被自己创办的Apple电脑公司踢出门,这些失败者共同开创未来,成就了现在Pixar的样貌。
2. In the Garage
回顾一下Pixar的历史,1960 到1970年的Utah大学是数位绘图领域的中心,五角大厦的资金让学校有世界最尖端的研究设备,因此孕育出许多杰出的人才,像是Henri Gourand,Bui Toung Phong,还有Ed Catmull-Pixar的创立者,他在1972年时,自己用电脑制作了一段动画影片,他同时也是发明Z-Buffer和texture mapping的人。
1955年时,Alexander Schure成立了NYIT(纽约理工学院),他也同时开了一家动画公司,并且想用电脑技术取代动画耗费的大量人工,Catmull来到NYIT担任数位影像实验室的主席,他同时也聚集了一批研究者,这些人日后都成为Pixar的班底。Schure是个有远见的人,在当时还没有几个人可以想像电脑动画的时候,他就投入大量的资金在研究发展上头,而当研究团队愈来愈大,Catmull负责管理的任务也愈来愈重,这里,我们可以看到他管理的哲学,他试图建立 Utah大学之中的自由气氛,每个研究个案虽相互关连,不过也都独立运作,他的工作主要是让每个人都更加自主,而这样的管理风格刚好非常适合NYIT这些自发又有才华的团队,结果变成像是一群fraternity of geeks。
Schure的投资让NYIT变成民间机构中,研究数位影像最顶尖的中心之一,在1977年,他们完成了Tubby the Tuba这部影片,不过结果非常糟糕,故事是最大的败笔,他们意识到自己需要会说故事的人才,而这时ILM要建立一个数位影像部门,处理George Lucas关注的数位剪接,声音,数位合成这三方面的技术,Catmull见机会难得,离开NYIT,同时也将他的班底一个一个带进去。
3. Lucasfilm
Catmull 的团队进入ILM成立Computer Graphics Research Group后,虽然Lucas有电脑动画领域最顶尖的这批人才,可是他没有让他们有机会制作电脑动画影片,星际大战第一集将他们吸引进来,不过第二集 Lucas却没打算使用任何电脑动画,一直到 1988年派拉蒙委託ILM制作一段Star Trek II The Wrath of Khan的特效段落,他们才因此有大展身手的机会,这段影片虽然不是电影中第一次使用电脑动画,不过却是视觉上最丰富,也最具张力的代表。
1983 年,The Road to Point Reyes这部短片让他们测试计算写实图像的能力,Reyes(Renders Everything You Ever Saw) Renderer也成为之后PhotoRealistic Renderman的演算结构。
这个时候 John Lasseter因为The Brave Little Toaster的关係认识了Catmull,迪士尼在70及80年代经历了一段低潮期,许多年轻的艺术家在公司内感觉非常挫折,一些有才华的人因此出走,像是Don Bruth,Lasseter也因为The Brave Little Toaster提案失败的关係被迪士尼开除,1983年他加入Lucas Film里Catmull的团队,Lasseter跟其他animator不一样的地方在他看得见电脑动画的未来,Walt Disney一直努力将深度的幻觉带入手绘动画,他相信要是Disney还在世,他一定会拥抱这个技术。
虽然了解电脑动画技术在1984 年时只适合表现没有生命的物体,不过他们仍然试图将角色动画带进电脑动画之中,The Adventures of Andre and Wally B,这是第一次电脑动画应用上迪士尼花了数十年发展的角色动画技术,可惜的是,老闆George Lucas并不欣赏这部影片,他没办法超越他所看到的东西,也没办法看到这个技术的未来前景,不过当时对电脑动画抱著存疑态度的也不只他一人,像手绘动画大师Frank Thomas当时也认为电脑动画只是一条死路。
4. Steve Jobs
一方面因为Lucas跟老婆离婚的关係得负担一大笔赡养费,造成LucasFilm财政困窘,另外也因为Lucas跟Catmull对Computer Graphics Research Group有不同的想法,公司於是要Catmull自己找买主,脱离ILM,他们於是将自己包装成对数位影像具特殊专业的电脑硬体公司,Lucas想说或许会有人感兴趣,买下这个小组,然后大量生产他们研发的电脑-The Pixar Image Computer,当时一些公司都表示兴趣,像是Siemensc或是Hallmark Cards,还有在1985年被Apple踢出来的Steve Jobs。
在找买主的同时,小组也在进行其他案子,像是Young Sherlock Holmes,这是Pixar Image Computer第一次正式使用,也是真人电影中第一次出现数位合成上去的人物。Catmull和Smith也与日本小学馆(Shogakukan)讨论合作的可能性,小学馆想要将孙悟空这个中国民间故事拍成电脑动画影片,因此找上Catmull。另外,迪士尼改朝换代后逐渐对电脑动画开始产生兴趣,想利用电脑取代Ink and Paint这个劳力需求非常高的部门。
1984年Roy Disney在董事会发动政变,雇用了派拉蒙的前总经理Michael Eisner担任迪士尼总裁,还有华纳的前总经理Frank Wells担任总经理,Eisner和Wells上任后见动画长片部门的虚弱,加上他们对动画的陌生,原本想关掉动画部门,不过因为Roy的反对而作罢,之后迪士尼公司重新对电脑动画产生兴趣,而与Catmull接触,开始发展CAPS(the Computer Animation Production System)这套系统,使用Pixar Image Computer加上自己写的软体将Ink/paint的流程自动化,当时有些人提议直接将Lucas的这个电脑动画部门直接买下来,不过Jeffrey Katzenberg,当时算是Eisner的手下,负责掌管所有迪士尼影片的制作,并不同意而告吹。
因为财务问题,Lucas想将动画部门缩编,不过Ray Smith反对,他认为一家公司最重要的不是写出来的软体或是设计出的硬体,而是这一群人的组合,不过这坚持并不改变Lucas拋售电脑动画部门的决心,这时候Jobs离开Apple,创立了另一间公司-NeXT,同时也一直对买下这个部门很感兴趣,不断询问降价的可能性,因为Lucas Film急於脱手,Jobs因此最后只花了5个million将这个部门买下来。
1986年,这个团队以他们设计的电脑为名,成立了Pixar Inc.。
5. Pixar Inc.
Pixar 被Jobs买下来之后,与小学馆合作的孙悟空案子马上被停掉,因为对Jobs来说,这毕竟是一家电脑硬体公司,而对Catmull或Smith来说,当时电脑动画的技术仍新,影片成本可能会高到不切实际,持续的烧钱有可能会让Jobs砍掉一些人手,因此他们放弃了这个制作电脑动画长片的机会,不久之后他们知道Inc.这几个字在注册公司时不是必需的,他们因此只留下Pixar这个名字,不过这时要成为Pixar Animation则还有一段路要走。
Pixar 的主要产品-The Pixar Image Computer (PIC)设定在高阶的绘图市场,不过它没有自己的使用者界面,需要另外的电脑提供操作介面,使用者也得自己写软体,连Pixar自己的短片,除了一部 Red’s Dream之外,没有一部使用PIC来制作。至於CAPS系统这时候发展完成,Ray Smith之前在NYIT替Schure研究发展的手绘动画技术刚好应用在这里,CAPS首次使用是The Little Mermaid(1989)之中最后一个场景,结果非常令人满意,接下来从The Rescuers Down Under之后全部使用CAPS来著色,不过他们不让大眾知道这个技术,怕大家觉得电脑做出来的影像破坏大家对迪士尼的印象。
CAPS是迪士尼与Pixar两者关係的桥樑,事实上迪士尼也是PIC的少数客户之一,PIC的销售也不是很理想,之后的Pixar Image Computer II,即使降低售价也是一样,有些人认为公司真正的财产是Reyes算图程式,Andre and Wally B和Luxo Jr.都是由它render出来的。这些影片让Pixar成为SIGGRAPH的常客,不过这些短片并没有实际赚钱,公司一直呈现亏损状态,Catmull勉强说服Jobs,才不至於让他裁撤动画部门。
另一部短片-Tin Toy,让他们测试PhotoRealistic RenderMan的能力,而对Lasster来说,这也是将电脑动画中的角色动画以及故事提升到另一个层次的机会,这部短片赢得1988年奥斯卡最佳动画短片奖,也让迪士尼再次注意到Lasseter这个曾经待过Disney的傢伙,也试图雇用他,不过最后他还是婉拒,他说: I can go to Disney and be a director, or I can stay here and make history,可见Lasseter对电脑动画的信心,这时Pixar也开始制作广告赚钱,为他们之后制作更长的影片暖身,一直到90年代中期都一直在做广告,1990年时Pixar将他们的硬体部门卖掉,并集中注意力在广告制作以及软体上头,之后也进行过一波裁员。
6.Making it Fly
Disney 开始构想制作电脑动画长片,并且寻求伙伴时,虽然Pixar并不是唯一一家会制作电脑动画的公司,不过因为CAPS的关係与Disney合作,还有 Pixar之前做过的一些短片经验,让Pixar成为Disney唯一的人选,Pixar提出要制作一部半小时特别节目的构想,叫做A Tin Toy Christmas,他们相信一部半小时长度的动画可以慢慢地累积经验,不过Katzenberg建议将它制作成一部长片,就在Pixar和Disney 谈判的同时,Smith这位Pixar的元老级创办者因为与Steve Jobs不和而离开了Pixar,1991年,在两家公司的合约谈判接近完成时,Lasseter提了Toy Story这个企划案,影片便开始正式制作。
7.Making it Fly – 2
即便如此,因为Pixar并没赚钱,所以即使Toy Story已经在制作,Jobs仍然一直想将Pixar卖掉,其中一个表示感兴趣的是Microsoft,不过最后他还是改变主意,没将Pixar卖掉,仅将一些技术,像是anti-aliasing,motion blur等等这些专利授权给Microsoft,然后在影片上映前计画将公司上市股票IPO,为了讨好华尔街那些投资者,他首先将Ed Catmull从总裁(president)-这个Catmull从Pixar一开始就担任的职位拉下来,然后自己做上位置,想说这样可以给投资者更多信心。
Toy Story的发行费用花了145个million,这是影片制作预算的五倍,不过其中只有20个million从Disney口袋掏出来,其他都是Burger King或是Nestle等等这些利用影片促销商品的公司所花费的金额。
Pixar 成为当年度最大的一个IPO,为公司增加了139.7 million的资金,Pixar的影片制作因此可以不完全依赖Disney,之中Jobs拥有80%的股权,IPO后让他的股票价值1.1个 billion,Toy Story也变成1995年最卖座的影片,美国票房收入共192个million,而美国境外票房则赚进357个million。
8.It seemed like all-out war
许多好莱坞公司雇用员工都是以案子为基础,案子结束了,员工也就解散(Run-of-Show),不过Catmull的管理哲学不一样,他认为”人”才是公司真正的资产,不过为了让人继续留著,势必得马上进行下一个案子,A Bug’s Life因此进入制作,这部影片除了Lasseter之外,使用另一个副导演,另一个导演的好处是可以有另一个人分担指导各部门的压力,他们指派 Andrew Stanton担任,也藉此训练他成为另一位Pixar的导演。另一方面Jobs也在与Disney的合作之中努力建立Pixar品牌的能见度,他认为,在美国只有两个真正的品牌,一个是Disney,另一个是Steven Spielberg,他们则想要让Pixar成为第三个,这时Pixar跟Jobs的关係是,Jobs专心经营他的Apple电脑公司,还有负责和 Disney谈到更好的发行条件,Pixar则是可以自己在不受干扰的环境下拍出好的动画影片。
1994 年,迪士尼的总裁兼COO Frank Wells搭乘直升机意外坠机身亡,之后Eisner并没有指派Ketzenberg接手他的职位,反而自己接任职务,这让Ketzenberg非常不悦,他因此离开Disney,与Steven Spielberg和David Geffen共组了DreamWorks SKG,目的就是要击垮Disney,不过一开始Lasseter和Ketzenberg仍继续保持来往,对Lasseter来说,是 Ketzenberg让Disney对电脑动画产生兴趣,没 有Ketzenberg的话,可能就没有Pixar的Toy Story,而且制作Toy Story时,Lasseter也非常尊重Ketzenberg对影片创意上的意见。
Ketzenberg创立了DreamWorks之后,找上PDI合作制作电脑动画,并且买下它40%的股权,PDI和Pixar在这之前像是兄弟公司一样,员工常常有许多交流,即使Pixar从ILM脱离,两者变成竞争对手,还是保持友好的关係,PDI的创立者,Carl Posendahl,Richard Chuang和Glenn Entis他们相信即使对手成功,因为对整个产业有利,最后自己公司也会因此得利,所以当Pixar制作Toy Story时,许多人离开PDI跑到Pixar去,不过两家公司也没有因此交恶。
Disney与DreamWorks两家公司开始交恶,Ketzenberg制作了Antz,故事模仿Pixar的A Bug’s Life,而Eisner则故意将A Bug’s Life的影片上映日期定在The Prince of Egypt这部DreamWorks第一部动画长片的同一天上映,这两部影片,A Bug’s Life大部份依赖视觉的笑料,而Antz则依赖语言的笑点,剧本前一个适合儿童,后者则含有许多成人才有办法理解的内容,至於票房上,A Bug’s life则赢Antz许多。
另 一部当时Pixar在作的长片是Toy Story的续集,原本一开始Disney打算用较少的预算制作一部直接在DVD发行的长片,就像其他手绘动画长片的续集一样,不过一方面公司中大部分的人仍忙於A Bugs Life,要找到人手是个问题,於是他们让Pixar内部一个制作电玩的独立单位-The Interactive Product Groups接手这个续集制作,会议之后Disney对这个续集故事非常喜欢,加上Pixar内部很难同时管理两个预算与品质层级不同的案子,Toy Story 2於是变成动画长片,Steve Jobs关掉了电玩部门,成员则变成Toy Story 2的核心人员,Toy Story 2完成后,好评不断,它是少数公认超越第一集水準的续集电影,更加丰富,也更加具有愉乐性。
9. Crisis in Monstropolis
接下来Pixar开始制作Monster Inc.,一个关於人类小朋友藉由衣橱跑到怪兽世界的故事,或许是因为这个题材过於普遍,一些创作者认为他们的作品受到Pixar的抄袭而提出告诉,像是剧场导演Lori Madrid就有一个类似故事的歌舞剧,不过Pixar在这个案子中胜诉,Monster Inc.得以继续制作,也是在Monster Inc.制作期间,500名散居在不同建筑的Pixar员工,从公司原址Point Richmond搬到现在位於Emeryville的地方,公司位於单栋建筑内,室内的动线规划让员工非常容易遇见彼此,因此增加交流的机会。
Monster Inc.跟之前Pixar影片不一样的地方在每个角色都有一个lead animator负责,就像传统迪士尼动画一样。
2002 年,Monster Inc上映后11个月,另一个诉讼案又爆开,控告者是一位名为Stanley Miller的插画家,他控告Pixar在Monster Inc.里面两个主角的设计抄袭他之前画的漫画里的人物,对Pixar不利的是,在调查过程中,他们发现Pixar的设计师们的确有拿Miller的作品当作参考,不过仍旧不足 以证明Monster Inc.的人物造型是直接抄袭Miller的设计,其实许多影片难免都受其他影片或是设计影响,只是程度多寡,抄袭与参考常常是非常主观的概念,像是A Bug’s Life像是黑泽明的七武士的昆虫版,Cars故事跟Doc Hollywood雷同,Ratatouille的结局-评论家被一道乡下食物打败,跟Marcel Proust的Remembrance of Things Past故事一样。最后是一位毕业於CalArts,也曾经在Disney工作过的设计师来替Miller担任证人,他分析人物的设计过程,推论出 Monster Inc.里的人物很有可能是抄袭Miller的设计,甚至连设计图笔触都相同。最后Disney/Pixar可能觉得胜诉机会不大,所以跟Miller私下达成协议和解。
10. Emeryville
Finding Nemo是Pixar第一部在Emeryville这个新的公司位置制作的影片,因为影片技术复杂,技术指导团队分成六个组,各个组分别制做自己的模型,灯光,材质,水中效果等等,分别是The Reef Unit,The Shark/Sydney Unit,Tank Unit,The Ocean Unit,The Schooling/Flocking Unit和The Character Unit,影片在2003年上映后,票房超越狮子王,在当时变成有史以来最卖座的动画长片(不过如果将通货膨胀计算进去,当时狮子王还是排名第一),Finding Nemo也获 得奥斯卡最佳动画长片奖项。
接著Finding Nemo后则是The Incredibles,早期Pixar影片都是几个导演,一堆剧作家,不过The Incredibles只有一个导演,一个剧作家,就是Brad Bird他一个人,Brad Bird这个Lasseter的大学同学还有许多跟传统不一样的制作习惯,像是在动画长片制作中,storyboards的功能是将对话加入,并且寻找出人物的感情,其他的细节则留到之后再处理,不过Bird坚持像是人物的基本走位,灯光,以及摄影机运动等等这些细节都要在storyboards阶段就确定,之后的流程就只是执行storyboards而已。 Bird对品质的超高要求也不会因为电脑动画有技术困难而妥协。
不过一些漫画迷指出The Incredibles与漫画Watchmen故事太过雷同,同样都是描写一群落难超人的故事,许多超人相继被谋杀,他们因此得找出幕后指使者,坏蛋同样都是小时 候时被崇拜的人物拒绝而心生歹念,两者也同样有取笑穿著斗篷超人的段落,不过Bird在访问中说这些纯属巧合,他从来没有读过这本漫画。
11.Homecoming
Disney 在1999年设立了自己的电脑动画片厂-Secret Lab,制做Dinosaur,2000年影片上映时卖座虽然不差,不过跟它庞大的预算比较起来,算是严重地赔钱,接下来的案子称作Wild Life,影片过於反传统,Roy Disney看过试片后当场砍掉这个案子,Secret Lab也连同一起关掉,这时期Disney自己的数部手绘动画长片也表现欠佳,从The emperor’s New Groove(2000),Atlantis(2001)一直到Treasure Planet(2002)的卖座都极差。
这段时间 Michael Eisner与Steve Jobs的关係也逐渐恶化,不光只是合约上的争议,也包括两家公司合作的模式。Eisner同时也将Roy逼退,Roy因此辞去他的董事头衔,离开 Disney时说:当初他将Eisner与Frank Wells带进公司,他们因此让Disney起死回生,这点让Roy非常敬佩,不过当Wells意外过世后,Disney就每况愈下,逐渐丧失公司的优良传统,Roy相信应该是Eisner离开公司,而非他自己,Roy并成立了SaveDisney.com,在网路上抨击Eisner应该要对Disney 的堕落负责。
这段时间Disney的影片除了Lilo&Stitch(2002)外,每部都赔钱,Disney因此决定结束许多手绘动画长片的案子,只因为Eisner认为观眾已不再对手绘动画感到兴趣,Disney并且开始自己制作电脑动画长片,发展的案子有Chicken Little,A Day with Wilbur Robertson(Meet the Robersons)等等。
最后 Eisner还是在压力下下台,Bob Iger成为新任的Disney CEO,他首要的任务就是和Pixar谈判,他一手利用自己的Circle 7 Studio制作Toy Story 3逼使Pixar重回谈判桌,一方面因为Apple的video Ipod上市,他让ABC的节目同步在Ipod上放映,藉此拉拢Steve Jobs。
这段时间Pixar制作长片-Cars与 Ratatouille,Ratatouille原本由Jan Pinkava-Pixar短片Geri’s Game的导演来执导,2003年时公司确定它将是Pixar的第8部长片,到2004年时,影片的发展一直拖延,导演Jan Pinkava知道自己需要帮手,所以指派Bob Peterson一起担任导演的工作,不过让Pinkava意外的是,故事的部份完全由Peterson接手,Pinkava只留下负责人物设计以及场景设计的工作, 2005年时召开另一次会议,不过Lasseter认为新的故事彻底失败,会议结束后Pinkava试图再接手影片故事的发展,未果,Peterson离开这个案子,Pinkava则在次年离开Pixar,这时候Lasseter将Bird召回接手担任导演,Bird版本的Ratatouille跟许多动画长片的中心主题-”相信你自己”一样,不过他的故事也说明并不是所有人都应该相信自己,有些人有才华,有些人则没有,故事中的餐厅一直在重复自己的成功,似乎也在暗示Disney一直在消费自己过往的辉煌,而丧失了自己。
Disney自己内部的调查发现,父母给Pixar的品牌评价超越了Disney,这让Disney不得不更重视Pixar的合作关係,俗话说得好,要是赢不了你,就把你买下来,2006年1月24日,Iger宣佈 Disney以7.4个billion的价钱买下Pixar,Lasseter成为Disney/Pixar的CCO(chief creative officer),Catmull则成为Disney/Pixar的总裁(president),Steve Jobs则成为Disney的董事之一,在合并案宣布的次日,Lasseter以及Catmull飞到位於Burbank的Disney动画片场,受到 Disney员工热烈的欢迎,他被视作Disney的解救者,接著Circle 7 Studio被关掉,这年也是Pixar的Cars上映的时候,许多人将这部影片的票房表现视作对并购结果的态度,结果Cars虽然以Pixar的标準来看票房算是平平,不过它也成为年度排名第二的影片,它的週边商品玩具等等则为Disney赚进大笔的钞票,可惜的是它是第一部Pixar有这么多负面评价的影片。
2006年之前只有少数几家动画公司在制作电脑动画长片,不过在2006年出现一波电脑动画长片潮。
电脑动画影片由当时Catmull以及Ray Smith在研究室里的梦想,变成现在家庭娱乐的主流,我们见到科技让电脑动画变得更容易接近,不过电脑动画还是一门艺术,还是需要天分以及奉献精神,才能完成一部好看的影片,而这并不是每个人都具有的天赋或是本事,不过工具的可接近性,让这门艺术产生更多可能性,从历史中我们见到这群人从车库里的研究者经过努力变成Disney的掌上明珠,不过相信不久后,Pixar可能也会面对另外一群目前可能在车库里梦想著自己未来的竞争者。”
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