Stuart Little (1999) - full transcript

In New York City, you would come across a small house, home to a family known as the Littles. You would happen to think of them as the nicest family you'd ever meet. One day, Fredrick and Eleanor, both parents and Littles, ho to and orphanage to find a brother for their son, George. While at it, they meet Stuart, a small, but charming mouse, who apparently, is human-civilized. They adopt him, and everyone, even George, loves him. But there is one problem with Stuart's life, Snowbell, the Little family cat, who wants him. But when trouble starts up almost immediately, Stuart must make it back to his home-before snowbell's friends find out about him

I'm John Dykstra.

I was the senior visual effects

supervisor on Stuart Little.

I guess the simplest definition

of my job...

is to oversee all of the illusions

that were created in the film...

in the digital world.

My name is Jerome Chen...

I was the visual effects supervisor

for the film.

And my job was to,

in conjunction with John...

really help bring all these illusions

to life.

One of the things that was most

interesting to me about this movie...

is when I was talked to by Rob

and the people at Columbia...

the challenges that they presented

seemed pretty daunting.

We said immediately

we could do all of that...

because if you said you couldn't

do that, you wouldn't get the job.

But as we worked

on this character...

we found that there

were several things...

that we were going to have to do...

that we didn't know

exactly how to do.

And... We saw actually

five groups of challenges.

The first one would be

of course the fur.

Then we had to worry about cloth...

because Stuart is a walking,

talking mouse who wears clothes.

Then you have the issue

of his performance.

How do you make him convincing

and engaging?

And then there's this whole aspect

of integration.

He needed to feel real.

The Stuart Little

from E.B. White's novel...

was most charming

and most imaginative...

but he existed in the real world.

And that was the kind of standard

that was set here. So he had to exist...

in this reality here.

One of the things that impressed me

was that from the onset...

Rob decided that

they were going to create a world...

that wasn't exactly the real world,

it was a stylized world...

in which the conceit of a talking

mouse would be totally acceptable.

The look of the sets,

the look of the exteriors...

the actors that were chosen,

and even the costumes that they wore...

all were selected

with an eye to keeping...

a defined reality.

One of the things I think is true...

is that when we set about

making this...

we knew that the first time

that the mouse was on-screen...

you had to totally accept him.

If he didn't look real

the first time you saw him...

you were gonna spend

the rest of the movie looking for flaws.

And that's why the focus

on this first shot was so intense.

- And it took a long time to do.

- This did take a long time.

The problem

of doing this first shot is...

it was the beginning

of our production schedule...

and it was during the time

we were trying to find Stuart's look.

So you had to do some

research and development...

at the same time

you had to make this...

This shot appear very convincing.

We got to continue

to work on this shot for quite a while.

One of the things that's true...

is that although he's composed

of several different pieces:

The physique, which is

the physical shape of his body...

there's the fur that covers it,

there's the clothing that goes onto it...

and there's the technique

that was used to animate him.

One of the things that happened was,

as we improved each of those facets...

we'd end up going back

and redoing shots.

So each iteration of the mouse

would include some new facet...

and we had to make sure

he remained consistent.

So the first shots that we did

had to look like the last shots.

100 yards faster

than you can say, "Ready, set, go."

You certainly...

As we got further along

into the production, actually...

we went back

and inserted more close-ups.

We found that after the first few

rough cuts of the movie...

you missed seeing Stuart,

you wanted to be more intimate with him.

So there's a couple shots here...

that, even after the first sequences

were locked...

in terms of their shots...

we would go back in

and actually throw in a close-up.

- Actually, this is one of them.

- Yeah.

One of the things

that's interesting is...

because we used animators

from a variety of backgrounds...

some of whom had animated 3-D

objects, like the Pillsbury Doughboy...

and some who had worked in

traditional two-dimensional animation...

there had to be created an interface

for them, with this Stuart character.

Perfect.

Mr. and Mrs. Little...

- Was is Maya, Jerome?

- Yeah, we used Maya for this.

And we had to create

a custom environment...

that made it easy for an animator

to learn a computer and animate...

and not get caught up

in all the technical stuff.

Because we really wanted

performance.

That was the key

to really making him believable.

The computer actually had

too many options.

The animator would be frustrated

by having to make so many choices...

so it had to be winnowed down and

given as a series of simpler decisions...

with the ability, of course,

to get into it at a more complex level.

The interesting thing

is that the shot that's coming up...

sort of establishes

the quality of the Stuart Little world.

This is New York

as seen through the eyes of the Littles.

And of course,

it's not quite a period place...

but it's not quite

a contemporary place.

This was a great shot. This is...

This is a combination of

matte paintings and live action...

seen in the foreground.

And it's shot at the, what,

Paramount backlot?

That street was Paramount backlot.

This is... The Illusion Arts people

painted these clouds for us.

The world where the Littles live,

the Littles' house...

that's sandwiched between

these skyscrapers.

The skyscrapers are all Illusion,

big matte painting shot here.

Done in 3-D by Syd Dutton's

people at Illusion Arts.

Well, Stuart, here we are...

Everything down here is actually a set.

A Central Park set.

- It was on Stage 15.

- Yeah, at the Culver lot.

Something inside.

Here Stuart comes home.

I think one of the keys

to making Stuart look real...

is that we had to keep all of the things

that would appear in the real world...

with a real mouse in real evidence.

In fact,

we had to amplify some of them.

Reflections in the shiny floor.

The shadows that appear where his feet

come into contact with the surface.

Consistency of the focus. Making sure

that the mouse is the right focus...

for the scene

in which he's appearing.

We can talk about the focus issue.

Little depth of field

and height of field.

Focus was a big issue in this,

because he was so small.

It's hard for a cameraman too...

because they're shooting

with basically nothing there...

and they have to overcome their

instinct to focus on something they see.

What they're really doing is focusing

on is something that's not there.

One of the things

about the performance...

the live actors, of course...

didn't have a real mouse

to look at when they were on set.

What they did was is they used a laser

that was synchronized to the camera.

There was a small red dot

that would appear...

where the mouse

was intended to be...

to give them an eye line,

or something to look at.

And that laser was phased.

It was turned on and off...

so it was in synchronization

with the shutter.

So the actors could see the red light,

but the red light didn't record on film.

So for the most part...

you have the actors

actually looking where Stuart is.

As opposed to what the cats did.

The cameraman had a problem

focusing on things...

where he couldn't see

a specific reference.

We'd put a little wire or something

in the frame for him to focus on.

We'd have to go back digitally

and paint out that reference point.

Tired after school.

Again, it's those very,

very small additions...

that give the character

his final sense of reality.

The mouse originally was designed...

with the potential of having

whites in his eyes and an iris...

so he could look

out of the corner of his eye.

When Rob looked at these designs...

he decided that he didn't like the idea

that there was an eyeball...

or an iris in the eye.

And we ended up with real mouse eyes,

which are just black.

So we used the reflections

of the scene...

as seen in the shiny surface

of the eyeball...

to help give direction

to Stuart's looks.

Sure is roomy.

That he couldn't have whites in the eyes

presented a challenge to the animators...

because then you couldn't have him

look askance at somebody.

He really had to convey where he

was looking with a turn of his head or...

You know, it made animation

much more difficult for them.

It also gives him a much more

charming appearance...

because his body language

is used a lot more.

One of the things about

the character's expressions...

is not only the fact that he can be

charming in the extreme...

it's also that he can convey

subtle emotion.

It's a simple transition from

a look of surprise...

or in this case, a look of welcome...

Excuse me,

not a look of welcome, after all.

Maybe that was in an earlier version.

But the mouse's expressions...

have to change in a subtle fashion

as well as a broad fashion...

in order to give him the kind of range

he needs as a lead actor.

That was... That was a challenge.

These talking-cat shots were done

by Bill Westenhofer's group...

at Rhythm & Hues.

They did a great job.

This really draws home

Snowbell's character...

and how he feels about Stuart here.

One of the things about cats

is you can rely on them...

to do exactly what they want to do.

And cats as actors...

are no different than the cats

that exist in people's homes.

And as a result,

you'd go into a scene...

I had the good fortune

to shoot the second unit material.

You'd go in with one idea

of what the cat should do...

and the cat had a different idea

of what the scene was about.

And you'd end up spending

a fairly large amount of time...

trying to get the cat

to do something simple.

Stuart, you too.

Okay, Mom.

This sequence here, actually...

George and Stuart's

first morning together...

this was a big push for us

to complete very early on.

But the studio was able to look

at this and really get a feel for Stuart.

And we got a huge reaction out of,

you know...

the possibilities here.

Because up until this point,

nobody had really seen him.

We'd shot all this footage without

any examples to show the crew...

or even Geena and Hugh,

what their costar looked like.

So for many months we just looked at

dailies of empty plates and things.

When we completed this sequence...

it really showed everybody

what Stuart was gonna be like.

Actually, his teeth,

if you notice, are modelled...

Stuart's teeth are modelled after our

vice president of animation, Barry Weiss.

So Barry loaned them to us...

and we made a duplicate.

Okay.

One of the things about Stuart...

is along with making him look real

as a mouse character...

we had to make him work

in all of the environments.

Which means that he has to deal

with things like water.

Not only the fur, but the cloth

also have to deal with moisture.

It was hard enough coming up with just

a fur look and a look for the cloth...

but now he had to, you know...

We had to deal with the wetness.

What do clothes look like...

when they're damp,

when they're half wet?

We also had a problem of keeping

Stuart looking cute, even when wet.

You've probably all seen

what animals look like in water...

and they're not as cute.

And so since he is a movie star,

we had to work pretty hard...

at making sure

he still looked appealing...

after he's been dunked in water.

Honey, shall we talk to George

before you go?

- About what?

- About Stuart.

He hasn't exactly

embraced the situation.

Snowbell! Thank goodness you're here.

I'm locked in the washer!

This is interesting, because we got

a mix here of real water...

that the clothes are in.

And then computer-generated water

that is flung up onto the glass...

and the distortions

on the surface of the water...

where the mouse is standing in it

were also created on the computer.

Traffic, yawn, lick myself.

And believe me, that could take hours

if you do it right. Ciao!

Are you sure that Stuart

is happy here?

The shot of him against the glass...

was added actually months

after we finished the sequence.

Rob wanted to go back and add

more peril to Stuart's situation.

He wanted to have the water

almost up to his neck.

The thing that's interesting to me...

coming from a background

of conventional film effects...

is that it's true that there's nothing

that's impossible now.

Used to be that visual effects

supervisors had to be the naysayers.

You'd read the script

or you'd be on stage...

or you'd be talking to people

about what was possible to do...

and you'd say, "We can't do that...

because the shirt is blue,

or you can't move the camera."

And in fact, with contemporary

digital technology...

there's virtually nothing

that you can't do.

And as a result what we have...

is a real focus on the quality

of the product...

as opposed to the process involved

in the creation of the product.

So on set before,

we used to say no all the time.

Now when we're asked if we can

do that, we kind of shrug and go:

"Yeah, okay. Yeah, I guess we can.

We'll give it a shot."

This is a shot where our character

is an animatronic.

That's a little model of Stuart

in the bed back there.

Actually, in this one you'll see

Stuart in Geena's purse...

and he's actually a little puppet.

Come on, George. This'll be fun.

- I don't wanna go shopping with Stuart.

- George!

Maybe you should...

An animatronic is a character

that is animated by mechanical means.

And he's really in the shot, as opposed

to the character that we created in CGI.

CGI meaning,

"computer generated imagery."

And that character, the Stuart

that we created in the computer...

was built from whole cloth,

a pixel at a time.

Come on, George.

You have a boat, a beautiful one.

It was hard to make

an animatronic for this...

because of how small

you had to construct.

If you had a life-size Stuart,

an animatronic at 4 inches tall...

it's very difficult to make

the mechanical components that small.

The miniaturization isn't

sophisticated to handle that.

And it's difficult to get really

lifelike movement out of it.

So to give us more flexibility...

we started doing

a lot of these shots digitally...

once we found that we could

accomplish almost any performance.

When we started the film,

we started out with all options open.

We looked at doing motion-capture...

meaning putting sensors on a human

and having them act like a mouse...

where we could

capture their motion...

and using that

to actually animate Stuart.

At the same time we pursued

conventional animation technique...

which involved the creation

of this specialised interface...

for traditional animators working

with a three-dimensional character.

And we also looked

at this animatronic issue...

the creation of a puppet that was

mechanically operated off-screen...

which would give us the motion

of the mouse on camera.

The problem with

the animatronic character...

was he had to be

a clockwork component.

He was only 4 inches tall,

so his wrists had to turn...

his fingers had to move,

his head had to move.

He had to smile.

His eyes had to move.

And it just became a far too difficult

mechanical task.

What we ended up with was a little

mouse who was 4 inches tall...

who was on a rod, attached to a box

about foot square...

with about 100 feet of cable

coming out of it.

And it wasn't too practical.

The 1 -foot square box that weighed

100 pounds wouldn't fit in Gina's purse.

So we used in that case

a more static version of Stuart.

Not so much an animatronic

as a puppet.

Our strategy for the puppet

was basically a stunt double.

If he was in the distance,

we would use him.

Now, Stuart was key-frame animated.

He was animated...

basically in a traditional manner

in the computer.

He was not motion-captured.

Little hey, Little ho!

We come bearing gifts

for young Stuart.

Yes, where is my new nephew?

One of the things about traditional

animation is that for many years...

traditional animation consisted

of a series of still photographs...

where the subject went

through a progression of moves.

One of the things that the computer

has allowed us do...

is to take the animator's art

of frame-by-frame...

definition of the motion,

and add motion-blur.

That's the blur that occurs when you

move the subject during photography...

which is the way

real photography works.

That motion blur

goes a long ways towards making...

the animation of the character

not have any steppiness to it...

which is an important part of our

character. He moves fast sometimes.

We'd like to introduce you

to someone.

Obviously, the motion blur also helps

the reality of Stuart.

It makes him appear more real, as if

he was photographed in the scene.

The end goal here is the audience

needs to feel like he was really there.

So... Which makes the integration

of the character more difficult.

I mean, after we create the character

in the computer-graphic world...

we then have to apply him

to this photography.

And we do that all

in the digital composite.

Oh, Stuart, look.

Look at that.

Coming up, I think,

is a shot here where we refer to...

the character as a DOS,

which is "dot on screen."

Climb on up here, son.

That's where he's so small...

that you can't tell

whether he's just a white speck...

or whether he's

an animated character.

The tough thing is, all these

actors here, when we shot this...

are looking at nothing.

So they're trying to be convincing

in their appreciation of Stuart.

May I say something?

That's the most amazing laser

dot I've ever seen.

We used to tell fairy tales...

of finding our families

and having a party like this.

A party with cakes and presents...

Yeah, we had a comic actor

named Jim Doughan who was on-set...

and he would read Stuart's lines

for everybody to interact with.

And he was very funny.

He often had the actors

cracking up so much...

they'd have to cut.

There was the dot on-screen.

Fairy tales are real.

These shots are very wide.

He's in a lot of these shots,

he's just very small.

Because he's part of

the action here...

he has to belong in every shot.

The cats have some of the best

lines in the movie.

The cat,

in order to make him talk...

they had to create an actual physical

model of a cat's mouth...

including its teeth and its tongue,

and put them into a cat...

whose facial expression

was more that of a cat...

which is generally

sort of nonplussed.

The animators moved not only

the mouth and the cheeks and the jaw...

but they also moved, in some cases,

the brows of the eyes and the ears.

Summer days playing catch?

Take your brother outside

and toss around the old horsehide.

Yeah, what do you say, George?

You ready?

Are you all nuts?

Bicycles and bowling balls?

The animation...

The animation for the cats

was conventional only in the sense...

that key frames were used

to position the jaw...

or the nose or the eye,

in terms of where it was meant to go.

But because the cat's fur

had to go...

back over the model of the object

that was being animated...

this work was done also

in a computer.

And the surfaces which you see

are a mixture...

of fur that was created in

the computer and added to the surface...

and what's called texture mapping...

or basically a projection of the real

cat's fur back onto the surface.

It's actually a very sophisticated

technique, and it's very, very difficult.

Rhythm & Hues mastered it

through the different Babe movies.

It really involves making an

extremely accurate model...

in the computer of every cat

that talks...

then making sure

that the interior of the mouth...

and the size of the teeth

also look convincing.

So it's in many ways as difficult

as a Stuart shot, in some sense.

I feel an empty space inside me...

One of the things

that was tough about Stuart...

was to make our white character

have the right contour and shaping.

In order to see his expression,

you have to see the shapes of his face.

In order to see the shapes of his face,

you have to have a dark and light area.

What we found out, however, was that

if you didn't make white surfaces...

some place on the character's head,

he looked like a grey mouse.

He was very difficult to light

and to keep within the boundaries.

If you made his head too bright...

you'd lose the detail

in the highlight area.

If you made his head too dark,

he'd go grey.

So it was a very tricky balance

fitting him into each scene...

making sure the light sources

looked as though...

they were the same light sources

lighting the other subject matter...

and keeping his

white balance right...

without him looking too bright

or too dark.

You also had to make

sure he looked furry enough.

Even though in the

computer-graphic model...

he actually has, you know,

600,000 hairs on his head...

sometimes when Stuart was smaller

in the frame, he looked...

We'd get comments

that he looked too smooth.

And we'd have to go in and cheat.

Usually we'd brighten

the rim light up...

the light would basically brighten

the hairs on the side of his head...

and give the sense

that he was furry...

even though

you actually couldn't see hairs.

One of the things we did,

in some cases...

Well, Stuart had different levels

of detail for different sizes.

In the extreme close-ups

we had to treat his fur differently...

than we treated his fur

in the wide shots.

And in some cases, we'd made his fur

more coarse when he was smaller...

in order for him to...

The fur to be more visible...

along with the rim light issue.

You and I got off on the wrong paw.

This shot here is the one where

the mouse walks across the floor.

And my daughter looked at it

and said, "He slides."

My 11 -year-old daughter,

who doesn't do visual effects...

as a avocation or otherwise...

had that perception

that all kids are graced with...

and she intuitively saw

a mismatch in our match move.

Let me in! I'm starving!

Match moving is something

that played an important part...

in making this movie successful.

The ability to move the camera

without having to record the motion...

as you do with conventional

motion-control photography.

And to be able to extract that camera

motion from the original photography...

to use to photograph the CGI object

that's going to be put into the scene...

allowed the filmmaker

to have that same...

intuitive approach

to making the movie.

If the actor wanted to move

more rapidly on one take...

or more slowly on another,

you could do both of them...

without having to slow

the entire process down...

to insert this mechanical monster

of a motor-driven camera system.

Plus, shooting cats,

cats move around a lot.

You always keep the camera wild

and it kind of takes the curse off.

It used to be that effect shots

were always locked-off cameras.

You could always spot

an effects shot before it came on...

because the frame

would become still.

But here,

if you watch the whole movie...

most of the shots have the camera

always doing some slight adjustment.

It keeps it...

Gives it this much more realistic feel.

Do you know anybody?

I'm not so happy with mine.

So all these cat shots here were done

with this 3-D projection method.

And all it needed was creation

of the 3-D mouths and actual whiskers.

The thing about it is you actually

have to paint out the original whiskers...

then after you animate, the whiskers

gotta move how the cheeks move...

so then 3-D whiskers are put back

on top of it.

Forgot to thank you.

Hey.

There's even cases where the

expressions in the face or the eyes...

the eyes open too much...

and you actually have to put CG,

computer-graphic eyes in.

So these... The cats are a blend

of all kinds of techniques.

Say, they're really putting

some wild prizes in there, huh, Monty?

Oh, hello.

You must be a friend of Snowbell's.

I'm Stuart.

- Aren't you gonna run?

- Why?

Because you're a mouse.

I'm not just a mouse.

Stuart has several

different costumes.

And each costume had to go through

a procedure of testing...

and then evaluation

and then modification...

till we came to our final decision.

I think that this sweater that

the mouse is wearing here...

probably took the longest of

any article of clothing Stuart wears.

I don't know for sure, but I think

it's something like six months?

This sweater,

which looks pretty generic...

but initially he had a V-neck sweater.

A sweater that had a T-shirt underneath.

He had much more, I guess,

a cowl neck sweater.

He had a cardigan at one point.

We also went through different colours.

It was orange, it was tan.

- It was...

- Big stripes, little stripes.

We finally arrived at this one here.

That had to hurt.

In case you didn't notice...

the cat that's flying through the air

is not a real cat.

No cats were hurt in the filming

of this movie.

We actually had to put

a real cat's face on a flying...

A little stuffy cat, basically,

we threw at the camera.

A stuffy is a puppet-like

rag version of the cat.

Actually,

I think it was basically a cat doll...

that someone found at a store.

Jerome very carefully threw

the cat through the air at the camera.

And then subsequent to that,

we added the face on.

Interesting about the cats...

it's true that no cats

were injured during filming...

but cats do one thing,

which is whatever they wanna do.

And it's not unusual to have a cat

simply refuse to work any further.

And so there were duplicate cats,

and if you watch carefully...

you can actually see Snowbell

change his facial features.

Because although the cats

were very close matches...

they're not exact matches.

So when a cat basically got full...

because that's how

you motivate cats to work...

you give them food.

And when a cat got tired

of being hungry...

he went in his cage

and they'd bring a new one.

Sometimes they didn't look

exactly the same.

What's it look like, picklehead?

Could we play with it? Please...

This was the basement set

of the Littles' house. It's a great set.

I wish...

I would've liked to feature it even more.

Somebody help me!

This is the longest tail you'll

ever see a mouse have.

In this case, actually,

we had to do something special...

because his original tail

wasn't built to be that long.

And they came up with a scene where

his tail had to be 10 times longer.

So just like if you were building

a real puppet...

we had to go back in

and design a new tail for him.

There's the famous red car.

Again, in terms of this 2 percent...

that makes a difference between

reality and a stylized character.

The reflections of the mouse in the car.

His shadows on the surfaces.

The way his clothing interacts...

with the surfaces that he comes

into contact with...

are all critical

in terms of fooling my daughter.

The 11-year-old.

And the miniature car...

was built to have

a suspension system...

and the door would actually open.

We put this little gag in

where the car would actually...

depress a little bit.

Oh, that.

That's the Wasp.

The shots where Stuart

is in George's hand...

or later on in Hugh's

or Geena's hand...

those were the hardest to do...

because they're difficult to

match-move, as John was talking about.

Match-moving is really rebuilding

in the computer, the real camera.

And in this case also,

you have to, in essence...

animate the person's hands...

to make sure that perspective

and everything matches.

So when Stuart's sitting in the hand...

he's reacting to the shift of

people's... However he's being held.

That was Charlie's...

Charlie Clavadetscher was our

match-move maven, wasn't he?

Yes, he was our lead.

He's very good.

He has a... Basically, he has

an instinctive understanding...

of how to re-create a camera move.

Because there's no way...

Since we don't record

the camera moves...

since the gear is too cumbersome

and it slows photography...

we are, after the fact,

trying to re-create it.

Charlie's always skulking around

the stage, taking pictures.

They wonder who this guy is

who's in the background.

Basically what he's doing

is taking pictures...

so that he can re-create the set

in the computer in a very simple form...

to give us surfaces

upon which to put the character.

Or in the case of a hand,

he has to create a model of the hand...

and track the model of the hand

to the hand of the real actor...

so that Stuart has a place to

stand when he's being animated.

- That would be great.

- All of us together.

The whole family.

There were a lot of shots

in this movie.

And one of the things we had to do was

to keep track of all this information.

And I think that some of

the information storage systems...

Not storage systems, but some

of the information handling systems...

that our producer,

Michelle Murdocca, came up with...

were critical in allowing us

to complete this thing in time.

They're sort of the unsung heroes.

They keep the train on the tracks...

as we would want to go off the tracks,

if ever there were an opportunity.

Exactly. I mean,

talking about the work is one thing...

but the process...

the whole production machinery

we had to create...

to keep the quality of work level...

at the same level, so that at

the end we weren't rushing to finish...

100 shots in the last three weeks,

was an amazing task...

supervised by our producers.

Mainly Michelle, and the

digital producer, Lydia Bottegoni...

and Debbie Denise.

We even have an equivalent

of a digital production manager.

His name was Jody Echegaray,

and he basically kept us all on track.

Tinker Bell!

He called me Tinker Bell.

- You're a funny guy.

- Yeah, whatever.

Jeez, house cats.

Just a side issue,

one of the things about cats...

is if you take two cats

that aren't familiar with one another...

and point them at each other...

the last thing they want to do

is look at each other.

So you'll see in all of the scenes

where you see cats...

they tend to look anywhere

but at the other cats.

It takes an enormous amount of work

to get these cats to look at each other.

This is the boat race. There's an

interesting thing about this boat race.

There was a component...

This was the live-action material...

the thing that you're seeing here

with the kids inspecting the boats.

And that was done

on a stage at Columbia.

And in order to match this...

we went into a tank

at the Paramount lot.

It was... The tank was 125 by 100.

It had a huge backing behind it,

and we had to cover it...

because of the soft light

that we used on this stage, with a silk.

And the silk is basically a big piece

of rayon that's translucent...

much like the sail you see here.

As light passes through it,

it's diffused and soft.

We had one acre of silk

in the air on cables...

while we were photographing

this sequence.

And there's a transition point where

the set becomes the tank...

once the boats go under the bridge.

We actually had to make sure

these worlds matched.

I don't like that child.

All set to get under way.

This is interesting. This is another

costume change for Stuart.

He now has a sailor outfit...

which again, had to go through

these various approval stages.

One of the things you're gonna see,

Stuart interacts with a remote control.

Turns out, that in order to move a real

remote control in the way...

that the animated character would,

didn't seem practical.

So in fact, the remote control

that Stuart's carrying...

was generated

in the computer as well.

Actually, that was a general rule

of thumb. If Stuart touched a prop...

and had to interact with it,

we'd always make that prop...

a computer-graphic element,

since we can control the animation.

So Stuart could have the weight

and really feel like he was hefting it.

It added more problems for us...

because in addition to having to make

Stuart little...

you'd have to make the prop little.

And it didn't help in this case

that the actual remote control...

the real one actually looks

very synthetic. There's no detail.

It's all primary colours...

and intrinsically would look

somewhat artificial.

So it's hard for us to...

You know, we matched the real one...

but it ended up looking like

a synthetic element.

So we did a lot of things

to make it look dirtier.

Never stop trying. Okay?

Okay.

One of the things about the boats

in this sequence...

is that they didn't float

on top of the water.

These boats were controlled from

beneath the water on tracks.

Eric Allard did the mechanical effects

on the movie.

The boats themselves

were driven by cables...

and they ran on tracks, so they would

do exactly the same thing each time.

The foot that came down

and broke the remote...

was actually Rob Minkoff's foot.

He wanted to crush

the remote himself.

- I couldn't grip it.

- Nice going...

No pent-up hostility here.

There's Anton,

someone that you'll come to hate.

All boats on the starting line

immediately.

George, wait.

Oh, honey.

Everything will be all right.

It's always funny when you put extras

into scenes...

you have to watch for the ones

who look at the camera...

or act in extreme ways, and you end

up cutting the film around people...

who are doing a little too much

jumping and yelling.

Or stare straight into the lens.

There's some shots later where...

some of the people in the background

are doing some pretty funny things.

They're very enthusiastic

for this race.

I'll be right back.

George, you know what?

Just because

we can't be in the race...

doesn't mean our family outing

has to be ruined.

So we have a transition point

coming up here.

Once the boats

go under the bridge...

they go into the tank world, which

basically was the second unit material...

that was shot by John.

It was interesting...

because this is an opportunity

to do a sequence as a director.

One of the things that we did...

in order to make the sequence

more practical to do...

is we created the tank,

and the boats and the tracks...

in the computer

in a very simple form.

Much like the grey mouse.

And we went through

with the computer model...

positioned the camera

to determine where the boats were...

where the camera was going to go...

and what the backing would be.

And because we previewed the shots

in a simple form...

I was able to try lots and lots

of different combinations...

to get the sequence to work.

And because we knew before

we arrived at the tank...

what the shots were going to be...

it was easy for

the mechanical effects people...

to set the boats up

with the proper movement...

the proper speed

and proper position.

And for the grips, who are the guys

who handle the camera equipment...

to set the camera up

in the proper place.

My guess is, we were about one

quarter of the time...

that it would've taken

to do the work if we'd showed up...

with the boats and camera and said,

"What are we gonna do now?"

This whole sequence is very close

to what was previs'd in the computer.

It's a matched blue screen shot,

there's a matte painting behind them.

Central Park apartments.

The boats for the sequence

are actually two different sizes.

The Wasp and the Womrath,

which are the two featured boats...

were built at one-to-one,

which is basically a boat...

that's about 4 feet long

for the Womrath.

And then we built a version

that was 8 feet for the close-up work...

where we see wheels spinning,

sails moving...

or the two boats

crashing into one another.

It was interesting because even though

you know they're toy boats...

the larger scale model is built so

it would appear more realistic...

even though it really only

should be 4 feet long.

But you want all

the additional detail.

The original... One of the earlier ideas

for this boat sequence...

is actually... Stuart...

Basically becomes... This was gonna be

his vision of what the race would be.

Rather than the realistic representation,

it became a more fantasy-like...

battle with pirates

and things like that.

The version here

is a much more realistic...

more perilous adventure.

One of the conceits

was to stay at mouse level...

for the material involving the boat...

to sort of treat it as though

it were a full-size race...

and we were full-size cameramen.

Or that it was a mouse-size race

and we were mouse-size cameramen.

However you wanna approach it.

But to stay down on the water

to give scale to the boats.

And we also photographed the boats

at a high camera rate...

which results in what you

consider to be slow motion.

But that slow motion gave the sense

of scale to the boats.

So water moves more slowly,

has a little more weight.

The sails move a little more slowly.

And that gave a little bit more

sense of jeopardy to the things...

that are happening to Stuart

during the boat race.

One of the things you'll see

in all the Stuart shots here...

is that we applied a wind...

that ripples through his clothing

and on his fur.

We had to came up

with some specialised software...

to create this effect. It's very subtle,

but it's something you'd miss...

it if you didn't see the back

of his flap moving in the wind...

and the hair stirred by it.

You really see the wind here.

This is also a CG rope,

the sheet line that he bites.

Following our policy

that anything he touches...

would become...

Or if he had to interact with it,

becomes synthetic.

Even the wheel that he steers

on the boats...

whenever he's touching it,

those are all...

We did those in CG.

It was pretty exciting

shooting this boat race.

There were days... If the wind got above

15 miles per hour, we shut down...

because this huge silk that we had

also was a huge sail.

And it seemed somehow appropriate

to be sitting on the deck...

beneath all of this waving,

white material...

and shouting orders. It was great.

It was like being...

It was like being Horatio Hornblower.

On a couple of days, we had winds that

were in excess of 30 miles an hour...

and we actually had cables break...

and tore some of the silk,

which was quite exciting.

Because as soon as the wind

started to get above a certain height...

they'd shout the alarm

and everybody had to leave...

and move out

from underneath the sail.

When the sheet line snapped,

it would whip across the pond...

and if you were in the way

you wouldn't happy.

Little high, Little low!

There's another costume

for Stuart, the tuxedo.

This tuxedo was especially difficult...

because it's white

and it's pretty featureless...

and it can show actually

all the problems you have in cloth...

meaning, computer graphic cloth.

The simulator we use to create

the cloth dynamics...

actually can cause

a lot of strange artefacts.

Little weird what we call noise,

little pops in the cloth.

And usually when you had a plaid

pattern or colour on it, it would hide it.

In this case,

he had a white tuxedo.

Luckily, most of the shots

are from a distance.

But these took...

Some of these took two months

just to create cloth for.

What you have coming up

actually is an introduction...

of two more CG mice characters.

This is a great shot here.

The reveal of Stuart's fake parents.

We took everything we learned

about creating Stuart by himself...

and applied it

toward these two characters...

who are equally as difficult.

You'll notice her coat

actually has fur trim on it.

So not only do you have to deal

with the realistic fur of her head...

you have her coat too...

and the layers of cloth

that interact with each other.

The Reginald character

and the Camille character...

were more caricature,

I think, than Stuart.

They were a little bit broader,

more cartoon-like.

And I think one of the challenges

was to keep them...

in our real world,

and at the same time...

keep the charm that was designed

into their body shapes.

Of course, when you're animating

some of these characters...

the short arms and legs that

Reginald has, present a problem.

If he wants to fold his fingers on his

chest, his arms aren't long enough.

So in some cases, we actually

took the character's arms...

and stretched them during the shot.

So as he'd reach forward...

his arm would get longer

inside the sleeve.

Of course the sleeve

would have to go with it.

So in some cases the characters do

change their shape during the move.

In traditional animation...

Cell animation, 2-D animation...

it's pretty common

to adjust your character...

to be able do some action.

And even though

you can do that in the computer...

it became our convention

that Stuart and Reginald and Camille...

all still had to follow

some bounds of reality.

You really felt that they were real.

There are some shots earlier on...

where Stuart's face

may squash and stretch...

for performance enhancement.

We found it actually took you out

of the movie.

So you'll find less and less of it...

from here on out

for the rest of the picture.

He continues to appear real.

You may not realise it,

but I'm sure he does.

What's interesting here...

is actually we had to go back

and spend some time...

making Camille's eyelashes

appear the right way...

so that when she bats them,

they had the right effect.

We designed it first and then

when we started doing the shots...

Rob made a comment

that he didn't like the eyelashes.

We had to go back and fix those.

But Stuart lives here.

George, come on...

This shot that's coming up...

took, I think,

almost a year to finish.

This is a three-shot of...

first Stuart,

and then Reginald will come in.

It was an incredible amount

of integration and shadows...

and things just to make them

appear here.

The cloth simulation for this took

many, many, many months to do.

Plus, you can see how

long the shot was.

Hey, taxi!

What's a mouse have to do

to get a cab in this city?

Any given shot, from the time it began

to the time it completed, on average...

would be some place from

six to eight weeks, I believe.

And some of them

were more difficult than others.

So they didn't all take a year.

It usually involves several people.

You have an animator...

Actually, first the match-mover,

who created the camera.

Then the animator

would do his work.

After the animation was finished...

you'd have a cloth artist

create the cloth.

Then you'd have a lighting artist,

who then lights Stuart.

These shots coming...

The hardest ones to do were anytime...

where he's in the hand of an actor.

And they were especially difficult

to make sure it felt like...

he was actually sitting in the hand.

I love you too, Mom.

Those are the things that

become distracting to a viewer.

Stuart's performing here

and if you have artefacts...

that distract you

from the actual performance...

then you have a problem.

It's why they make actors look great.

They don't have flyaways

in their hair...

they don't have smudges

on their faces.

You expect everyone

in the movies to look perfect...

even if they're supposed

to be dirty.

In this case, the suitcase in

that shot was the real suitcase.

Since Stuart didn't touch it...

we didn't wanna waste our time

having to make it.

This one is CG...

but we had to make sure

it matched back to the real one...

that was in the previous shot.

Let's just make them go away.

We're bigger than they are.

We'll say, "Go, shoo."

In this sequence, originally

they weren't supposed to carry Stuart.

The idea was, Stuart would climb

down the steps by himself.

While blocking the motion,

it turned out it would take too long...

for Stuart to get down the stairs.

So we improvised

right on the set and decided that:

"Why don't we just carry Stuart.

Have Hugh carry Stuart in his hand."

And it makes the scene

all the more touching...

how they have to say goodbye

to him.

One of the difficulties

with the mouse...

is he's very short

and everybody else is tall.

So when you start

composing scenes...

you have to be very careful

about where you put him.

If you leave him on the floor...

and you start looking up passed him

to the adults, they seem distorted.

There's also an issue

of depth of field...

which is, when you focus

on something in the foreground...

like a book or your hand,

the things behind it go out of focus.

So if we focused the lens on Stuart,

who is in the foreground...

very small and very close,

the things behind him tended to be soft.

And that was a difficult conceit

to work with because the character...

so often was separate

and apart from the live actors.

Putting him in the hand was a means

of bringing him closer to their faces...

and allowing, well, more problems

than just depth of field...

but allowing us to keep them all

in sharp focus...

so we could watch performance

from one to the other.

There's actually a thing we did

later on, where we were shooting...

plates that had a foreground.

The ground...

would be out of focus in the front

and then be in sharp focus behind...

and we wanted to put Stuart

in foreground.

We came up with a thing called

"height of field."

So we'd soften the focus

of the character's feet...

where they came into contact

with the ground...

and then we would

sharpen him gradually...

over his length

to where his face was sharp...

in the centre at the end of the shot.

If you notice the cat,

there's a very small smile right here.

Now, you really had to

point that out, don't you?

It's to really show that he is...

Snowbell's behind this whole thing.

This is a great bridge shot.

I did this in New York as a

second-unit piece from a helicopter...

with a gyro-stabilised camera mount,

which was pretty exciting.

We actually

were landing the helicopter...

where there was

a police picnic going on.

The city had permitted the police

and the helicopter for the same spot.

Two guesses who ended up

keeping the spot.

We had to leave, obviously.

The police were very nice about it.

They said, "Nope, you're leaving."

This is the Stout world set.

Originally blue screen

and we put New York in.

If you look at that boat in the

background, that's the party boat.

You'll see that boat

in every one of these backgrounds.

It's always moving around.

It became a joke.

Yeah, that's Jerome's party boat.

The set itself was built on a stage.

It was a small stage

with a blue screen behind it.

And then the New York City

components were added in...

from plates we shot at the same time

we were doing that helicopter shoot.

I love this kid!

Your new bedroom, Stuart.

This is a sequence that I also had

the good fortune to be involved with.

And we built several different

scales of the castle.

The interior of the room,

as you see here...

was built about four times larger...

than it was when you saw it

from the miniature from the outside.

That allows us

to put all the details in the walls...

the wire, the texture

in the wood and the bed frame.

There goes the party boat.

He's pointing the party boat out.

- It's a big pullback...

- That was great shot.

With a matte painting of the

background. So this was on the stage.

The turret that Stuart's in

and the building behind him...

were on the stage.

Then all of the city beyond that...

was created as a matte painting.

Actually, Geena's gonna pick up

this small sailor outfit.

If you were really careful

in watching...

you'll notice that this outfit

doesn't have white stars on the back...

like the one that Stuart wore

for the actual boat race.

That's because she washed it.

We were constantly making

modifications to the costumes...

that Stuart wore...

as we went along creating the shots.

They had to be upgraded...

to handle new capabilities.

For instance, the costume

of the sailor suit had to have...

more flexibility for adding wind...

because we did the sequence

on the boats...

after we did the sequence...

where Stuart was walking around

the pond and talking to George.

And Jim Berney, who headed up

not only the cloth contingent...

the people responsible

for making the cloth work...

and continuing to modify it,

he was also responsible...

for supervising several

of the composites...

that were shots

that were basically assigned...

to his portion of the organisation.

Jim was constantly having to either

add texture or soften the cloth...

or change the colour or figure out

a new way to attach the white stars...

so that everything

remained together.

Oh, how horrible!

Cream of mushroom soup.

Two-for-one sale.

That's a very heavy soup.

More shots of the cat.

Well, he doesn't know.

Is that Prince? Is that the real cat?

Yeah, I think that is.

Won't he wonder where they went?

In the beginning it was hard.

It was very difficult for me

to tell the cats...

but after seeing them for a year...

instantly, you can tell

which ones were which.

Stuart's parents died...

in a tragic cream-mushroom-soup

incident years ago.

I just told you.

Dear, we have to take this up

with the police.

This is where they realise

Stuart's been kidnapped.

There was a great shot

that was in this sequence...

that's no longer in this sequence,

which was the mouse line-up.

Police line-up.

We had to take all of the mice

that we created for the movie...

and change their sizes and

characters, and put them in a line-up...

for the Littles to look at.

This sequence here...

we used... Centropolis Effects

worked on these cat shots...

using the same technique

as Rhythm & Hues.

Basically re-creating 3-D geometry

for the cats.

I'm not a street cat.

I'm a house cat.

They were done at different places.

We had to make sure the size

of the teeth matched...

from one facility to the other,

so that the C-Effects shots...

and the Rhythm & Hues shots

all matched together.

Usually you don't like to split

characters between facilities...

but we wanted to make sure

the work was interspersed in a way...

that we could finish it on time.

A little risky, but John and I had to

basically go from facility to facility...

to make sure that

the visual continuity matched.

This is where the mouse line-up was.

Yeah, the Littles went down to view

a collection of other mice...

that were basically presented

to them as possibilities.

They were wearing orange prison

outfits. It was pretty funny.

We basically took Reginald's model

and Stuart's model...

and just stretched them

and made them fatter...

and put them all

in orange prison outfits.

It didn't make it in the movie.

There's probably 20, 25 shots...

that didn't make it into the movie...

that'll end up

in a collection somewhere.

Kicks.

Exactly.

It's my guess these two sickos...

One of the things that happened...

is we were changing

the physiquing of Stuart...

and the man in charge

of physiquing the characters...

Scott Stokdyk, was called on,

on a regular basis...

to make adjustments to the character

to meet the animator's needs.

Sometimes he'd have to lengthen

the arm or shorten the leg.

And in this case he had to stretch

the character...

to make the tall character...

Already tall character much taller...

and make the short character

have longer arms.

And make the female character

into a male character.

- There's Camille in all her glory.

- These were great night shots of them.

Now this is the

Stout-world sequence.

And this sequence

is where Stuart is...

It's revealed to Stuart that in fact

these are not his real parents.

And one of the things I think

that's interesting about this...

is that we have three animated

characters on-screen at the same time.

All of which are continuously

interacting.

One of the things that's interesting is

the performances of the characters...

even the ones that aren't featured,

are continuous.

So you get the sense of life

of all three characters.

Often, when you have three characters

in animation...

the two characters that aren't

speaking or being featured...

will kind of fall dormant.

And I don't think that that happens

ever in this sequence.

Which is, to me...

It's a great show of Rob's art.

Yeah, this shot's good.

There's a lot disposition

shown in that shot.

Just having them off camera

with the dialogue.

Here we get to feature

the bedroom again.

One of the things you have to do, as

you do with characters in a real movie...

is create some contrasts.

If you do nothing but close-ups

or nothing but three-shots...

or you have the characters on-screen

all the time, they lose their lustre.

And I think that

by integrating shots...

where you're sort of left wanting

more, and then showing more...

you give the audience a little bit

more bang for their buck.

This sequence was particularly hard

to light in the computer.

We had to make sure

we have enough yellow light...

that was to the side of the castle...

then have the feeling

of the blue light from the moon...

and from the skyline

was affecting the characters.

These are all blue-screen shots

of the miniature set...

that John shot.

The big pan shot that's in there,

we actually went to New York...

and we shot individual plates looking

up, across, and down the river.

And those were "stitched together,"

quote-unquote, in the computer.

And we made the pan

that matched the foreground...

where the camera

went around Stuart...

on the background plate

after the fact.

We didn't shoot the pan...

when we were doing

the photography in New York.

Bye, fake father!

In all these cases, the car...

Stuart's car is real.

We would have to match it

and then place Stuart into the car.

Phil Notaro and the people...

at Imageworks Model Shop

put together that car.

It was really a beautiful car.

There were several versions of the car.

Some that went fast...

some that went very slowly.

Some that had articulate steering

and others were made for stunt work...

where they got crashed

and bashed.

There was a couple of versions

that didn't drive at all...

that included

an opening and closing door...

and one which had

the collapsing suspension...

that we used to show Stuart

getting in and out of the car.

We actually considered making the car

a computer graphic at one point...

but it actually became

too expensive an endeavour.

Which was a good thing...

because luckily

we only had an estimate...

for a certain number of shots

for the car.

And then that number went up,

and since we had the car available...

it was much easier just to shoot it.

Because there's no picture.

We need a picture of Stuart.

The family photo.

This is a case of

the animatronic inside the car...

- or maybe that was the stuffy?

- I think that was a stuffy.

That was in New York at 3:00 in the

morning as the sun was coming up.

This is an interesting shot.

We have the shadows of the cats

talking on this garage door.

This proved to be extremely difficult

to get these nuances of animation.

This was impossible to do

with a real cat...

so we basically shot

blue screen profiles of cats...

and then morphed

and cut and pasted in the computer...

and did all kinds of things to get

the performance of them talking.

The other approach would've been

to create them...

just as a cell-animated technique

and then composite them...

but we had a more realistic feeling

from them...

doing them

as a blue screen element.

Now we're coming to Central Park.

One of the things that's

interesting about the cats was...

Again, this is a sequence

that I got to direct.

And I sat down with Rob,

went through the sequence...

and storyboarded everything

we wanted and how to do it.

Then we got on-stage

and started working with the cats.

And not that the cats didn't

want to do what you wanted...

but often times their "interpretation,"

in quotes...

was better

than what you had planned.

And I think there are

sort of some happy mistakes...

that occurred

in the cats' performances...

both here and in the end sequence

in the film...

where their expressions

have more emotion to them...

than what you could

possibly have designed.

The stuff here

where the cats discover Stuart...

which you'll see in a minute,

is funny.

The looks on their faces

and the way they move.

There's also some great lighting

on the CG Stuart in front of the car.

We had to make the feeling...

that the headlights

were behind him.

And the interaction between cat

and Stuart here really works well.

So, you know, for integration purposes

we also had to add...

reflections of Stuart in the doors.

These are things that really help you...

feel that Stuart's there.

You must be Stuart.

Actually, I must...

When he goes behind the windshield,

there's a distortion effect.

You have to match whenever

the camera changes focus...

if it off Stuart to something else...

we then, in the computer,

have to match.

Basically, we blur him and animate

the blur, so it's timed correctly.

In order to make the cats in this car

look like they're going down a hill...

which we weren't able

to photograph...

we built the trees at an angle,

on a much flatter hill.

And you don't notice the fact

that the hill is only...

at about a 5 degree tilt

as opposed to a 15 degree tilt.

It's an old trick, but in fact it's great.

It's real movie magic

from a historical perspective.

The cats landing in this next shot

were shot at a separate time...

from the car departing

and then composited together.

So no, we weren't able

to get the car to leave...

and the cats to land

at the same time.

The cats landed on one piece of film,

the car departed on another...

and the two were

match-moved together...

and synch-lapped,

basically cross-dissolved...

so it appeared that the cats landed

much closer to the car than they were.

We travelled from...

We go, let's see...

One, we go from one stage...

to another stage,

to yet a third stage...

to a parking lot and back to the

first stage again, in this sequence.

So the cut you've just seen...

from the point at which

Stuart enters the park...

to the point at which

he splashes in the water...

was done in five different places...

that were meant to look

as though it was one scene.

These are all our shots

of Stuart in the water.

We had to contend now

with what is more fur, basically.

How does fur look when he's wet?

We did something called clumping.

If you look at how animals get wet,

their fur strands sticks together...

and in this case,

we applied this to Stuart's fur...

and we had to take some time to

make sure he still looked appealing.

Didn't look too spiky

with his clumped fur.

So it was a balance

of he had to appear wet...

and then also still look good.

The suitcase in these shots

are a real suitcase.

Though some of them,

they're also CG.

Here he leaps to his safety.

That's a great shot.

That's one of my favourite shots

of the wet Stuart right there.

Tina, Uncle Stretch...

Yeah, all the tunnel ones basically...

were a great challenge...

in making sure that

the lighting on him felt realistic.

And actually they were one of the

better sequences in the film.

Yeah, Jay Redd, who was

responsible for creating Stuart's fur...

and overseeing the fur...

Maintaining the fur...

during the course of the movie...

worked long and hard on

getting the clumping to work...

so that the fur looked wet.

And then, of course, added to that

were the specular highlights...

the reflectivity off the fur

to give it that sort of shiny feel...

that you get from wet fur.

I made it.

We split up the responsibilities

of different aspects...

of developing Stuart

among different departments...

so a certain person, Jay Redd,

would be in charge of fur...

as John mentioned,

there's effects animation...

there's physiquing, there's cloth...

and that way you can have

somebody really focus...

on a particular part of Stuart.

Because he was extremely

complicated to create...

because his realism really lays in all

the level of details that you notice.

But you don't want to be

fixated on them.

We went to the details of painting

veins in the flesh of his ears...

and having a bump on his nose,

and just the right degree...

of skin coming through

his muzzle...

to make him appear like a mouse,

but not too much flesh...

so that he appeared unappealing.

We studied a lot of mice.

We looked at what

features made them cute.

If you look closely a mouse,

they're not that cute.

Their tails don't have any hair

on them, their ears are bare...

so, we made Stuart's ears furry,

you know, kind of like a rabbit.

And even you'll notice Snowbell here...

how his ears are fuzzier.

So you notice the tail,

we actually put fur on it.

His hands... Stuart's hands

look like a small boy's hands.

And he's proportioned

as if he was a small boy.

So even though he has the overall

feeling of a mouse...

if you examine all his components,

you can see he's a hybrid...

of a lot of different...

From a lot of different sources.

This shot is mystifying because

everyone wonders how Stuart...

was able to climb up

onto the tabletop here.

And we're not telling.

That's nice lighting.

Some things that always

were important on the mouse.

One of them was rim light.

We used movie-star lighting.

We had a little back-cross to give

him a white line around his outside.

It helped separated him

from the background...

and also made his fur

look very clean.

And the whiskers were no mean feat.

To give the whiskers the right size

and right level of reflectivity...

in each of these scenes...

was a critical component

of making the character have life...

as were the reflections in the eyes.

These shots are interesting.

The picture that you see

of the family in the frame...

initially when we shot this,

there was not a cutout of Stuart.

Then they changed the story line...

and later we had

to run a couple shots...

and add the hole

that was cut out by the family...

when they were looking

for a picture for the posters.

And here comes everybody's

favourite shot.

This is a good example

of the height of field. The foreground...

was out of focus,

and we had to place him in that area.

So we had to blur

the bottom half of his body.

And this is the famous tear shot.

Bye, Snowbell.

It's famous internally.

We'll see how famous it becomes...

There was a debate about whether

you should make Stuart cry or not.

The rule of thumb is if you want

sympathy for your character...

you don't actually make him cry...

you make him a little wet-eyed.

But in this case...

the effect of his tear

humanized him so much...

Rob decided to go for it.

We had two versions originally.

We broke with tradition.

This picture always kills us...

because it's an airbrushed

picture of Stuart...

that we had to make

for a prop on the set...

months before we had

Stuart finished.

So it always looks different

than the real Stuart...

and we wanted to go back

and add the real Stuart on top of that...

but never got around to it.

This is a good example

of how we had to cheat the focus.

When we photographed this,

the area that Stuart's walking to...

is completely out of focus.

But if we followed the plate...

Stuart would be totally blurry.

We cheated his bottom half blurry...

and kept his face sharp

so you could still see it...

and it still works.

Coming up is a sequence where

we spend a lot of time in Central Park.

And it's a very, very dark sequence...

inasmuch as it's at night.

During the course of production,

Kodak came out with a new film stock.

And we had shot the first half

of our work, or not half...

maybe 30 percent of our work,

on an old print stock.

And that stock was lower contrast

than the new stock.

And we ended up having to switch

from one type of stock...

low contrast, to another type,

high contrast...

in the middle of the production.

And as a result we had to adjust

all our colour and contrast correction...

in the scenes that we had finished

at the beginning of the film...

which was no mean feat.

It involved a huge amount of time,

and if you watch this sequence...

you'll see there's a fair amount

of detail in the blacks...

in the dark shadow areas.

And we had to go back in and make

adjustments to those shadow areas...

from the original photography

so they'd show up in our new print.

Who knows CPR?

Yeah, this is a new sequence,

a new ending for the film...

that was devised and had

a much more dramatic ending...

but involved having to figure out...

how to get these cats

up into the trees, basically.

So the tree was designed

with certain little footrests...

and areas that would enable

the cats to be allowed to run up...

as they rose higher

and higher into the tree.

The tree is composed

of two separate sections.

We have a lower part of the tree that

stops, then once we get higher up...

we'll find the upper half

of the tree. And then we...

John shot lots of blue-screen

elements of leaves and stuff...

that we could layer into the frame

to appear that we were in the trees...

looking through

a canopy of foliage...

to basically make us feel

we were within the tree.

What are you doing up there?

The talking cats in this sequence

were done by Rhythm & Hues.

In some cases we'd add highlights

in the eyes of the cats...

to give them a little more life,

give them a little more spark.

Nice going, house cat.

Just for that, when we carve up

the mouse, you get the big half.

Big half?

There's a convention that,

in terms of lighting...

Rob wanted it darker in the lower

part of the tree...

and as you got higher into the tree,

it would get brighter.

And also the idea that

through the leaves of the trees...

you'd be able to see

parts of Central Park around us...

and, actually,

that didn't show up as much.

You still feel like

you're up in the tree itself.

I'll break his fall with my mouth!

These shots were hard, having Stuart

inside the mouth, trying to integrate...

the fact that he was really hanging.

In certain cases that was a stuffy.

We had to take the stuffy out

and put in the CGI Stuart.

Go! Go!

Snowbell. Watch it.

Where are you going?

These cats are landing on

specific little areas...

that were built into the design

of the tree...

that could allow them to climb.

You saved me?

Yeah, yeah.

Look, let's get one thing straight.

It's one of the hardest things, something

we struggled with for the entire film...

was making sure

lighting continuity matched...

in terms of the direction of light

on the cat.

That it was the same

on Stuart and from shot to shot.

It had to feel like they were

all lit together.

And this is some of the most

expressive of the cat stuff.

The cat's called on

to respond emotionally...

and in large quantity too...

because it's all played with the cats

and Stuart. They're all doing...

They're acting here.

So this was a pretty intense

sequence...

for the people doing the animation

from Rhythm & Hues...

who did the animation of these cats.

And I think it's sort of

a tour de force...

of making cats have personality...

as far as the combination...

of their body language...

and the animation

of their expressions.

Getting the cat's

body language was really an issue...

of finding a means to put a camera...

where the cat would do

what you wanted, as opposed to...

having the cat come to the camera.

Often the camera had to go the cat.

But as a result, we ended up

with head moves...

body moves and body language...

that seemed to fit the emotion

of the scene.

It was really an interesting thing

to figure out...

thinking on your feet

while shooting these cats.

Because what you had to do was

redesign the scene in some cases...

dependent upon

the cat's performance.

So if it called for a single

or a two-shot...

at the beginning of the sequence...

and you happen to get a three-shot

or a good profile of the cat...

then you had to go through

and redesign the sequence on the fly...

while you were shooting

to incorporate that good shot you got.

Because the shots of the cats

performing emotionally...

were few and far between.

Here we have Stuart

making his escape.

That's actually a real...

It's a practical cat collar

that he's sliding down.

We actually attached Stuart onto it.

A lot of the cat stuff, you turn

the camera on and let the magazine...

roll through it.

Thousands of feet of it.

Credit the editor, Tom Finn...

with finding the little pieces

of performance...

to really make the body action work.

Then Rhythm & Hues

would then make the mouth talk...

and do the facial animation.

But just finding that small moment

that worked...

was a really challenging job

for the editor.

Here are some cases

where we add blue-screen leaves...

over the tops of certain shots

to make it feel like the canopy.

Coming up is one of the cat's most

favourite moments in the picture...

where they ended up

going into the drink.

And it turns out, obviously...

that although the cats

were in the water and swam out...

they didn't do the fall.

And what we had was,

we had stuffed cats...

which were quite rigid

as they fell...

and we went back and took their legs

and added animation to the legs...

to bring life to the cats

that were falling away from camera...

which you'll see here in a minute.

Take what?

It's a short shot...

but we actually had to go

and give them some movement.

Not your old buddy.

Don't worry, buddy.

I'm sure you'll land...

- on your...

- Snow, what are you doing?

This was cool, getting the cat to step

on this branch that would give away.

There are those stuffy cats.

No cats were hurt.

No cats were even offended

in the making of this film.

Except perhaps that cat.

They didn't like the water much.

They were willing to do it.

In fact, most of them did it more

than once without too much complaint.

All we've meant to each other?

I mean, I love that guy!

Hey, you guys! Wait up for me!

Pack up the pineapple, Stuart.

This luau's over.

Thanks, Snowbell. You were great.

Well, it must have been...

What's coming up here is there will

be a shot of Stuart holding a branch.

And we had to go in and create...

a computer-graphic branch

for him to hold.

The branch that hits Smokey

in the face is a blue-screen branch.

We shot a puff of air at the cat

to make it look like he was hit...

in the face...

but the branch didn't hit him.

It was a digital composite.

His name is Snowbell.

This is a cat dropped

into blue screen, basically.

And then we had to composite him

into a plate that John shot...

where they dropped weights

into the water to make the splash.

Look how little he gets

when he gets wet.

That's not the same cat though,

is it?

No, it's not, but still,

he was a fluffy cat to start out with.

Both of them got...

They didn't have much body mass.

They were mostly fur.

Little hey, Little ho.

This next shot is pretty tough.

This is Stuart actually riding the cat.

The harder shots are when he goes

through many different light changes...

because you have to animate

values of light.

This is interesting.

This is a blue-screen shot.

The cat and the mouse

were shot on a blue screen...

and they put into a plate of the house

that had no cat or mouse in it.

Yeah, they wanted to save money

and not do any Stuart shots...

so they tied a puppet

to the cat and then we shot it.

Here we have Stuart

arriving at home.

These digital composites

are blue screen, basically.

The area behind Stuart

in Central Park was one plate.

The foreground window was another.

We had to go back...

and put what we call "schmutz"

on the window...

all the dirt on the window

over Stuart to make it appear...

that there is still glass

between us and Stuart.

And subtle reflection of the room,

from the inside on the glass.

Stuart!

Lighting this was fun

because we wanted to play up...

the warm firelight that came in from

the inside of the living room onto him...

so we'd have a warm, happy ending.

And Snowbell.

I just couldn't have done it

without him.

Really?

These close-ups of Stuart

are quite nice.

You can really feel the fur

on his face.

At the end of a fairy tale.

Yeah.

Exactly.

And then this last shot,

another Stuart-in-the-hand shot.

This sequence ended up...

Before, we had a version of this

where we rose up above the house...

and went out over the city

of New York, and it got simplified.

To this. Which I think

probably is appropriate...

because the picture is now over.

Seems to make sense.

The film was, for me,

a great experience.

I had a lot of fun.

I came into a facility

that was already existent...

and Jerome and the people

who were there...

had been working as a team and they

welcomed me and I appreciated that.

It could have been a much less

happy experience.

And the challenges of the movie,

I thought, were significant.

Probably as substantial as

the challenges that we saw...

when we were doing

the first Star Wars.

And yet, as with that film...

I think that we were successful

on 99 percent of the stuff.

Which, you know,

there's a lot of talent involved...

but I think there's a lot

of luck involved.

And coming out of this, I count it as

one of my happiest experiences...

doing visual effects

and the second-unit directing.

It was a great treat as well.

I share John's sentiment that

this was a really good experience.

Rob would let us create

a lot of aspects of this film.

We were really involved in creating

the main character.

And the greatest satisfaction

I have...

is the fact that we were able

to accomplish this...

because initially we really didn't

have any idea how we were gonna do it.

We were asked

to do a talking mouse...

and none of us could have expected

to have really created...

not just this visual effect,

but I really feel like we have...

We have manufactured and really

created a new personality here.

He's something that film will remember

as another character.

This project was an enormous

creative and technical challenge.

And the success is a result

of a collaborative effort.

I want to recognise

some key individuals...

who were instrumental to providing

the management structure...

and resource framework

which allowed us to create Stuart.

The production management

was top-notch...

due to senior visual effects

producer Michelle Murdocca...

executive visual effects producer

Debbie Denise...

digital producer Lydia Bottegoni...

associate producer

Audrea Topps Harjo...

and digital production manager

Jody Echegaray.

Handling vender production

was Jacquie Barnbrook...

marketing venues were produced

by John Clinton.

Our digital artist crews were led by

four computer graphic supervisors...

Jim Berney, Bart Giovanetti,

Jay Redd and Scott Stokdyk.

A special recognition to Mike Travers,

who led our digital cloth team...

and Rob Bredow, our one-man

animation effects genius.

Of course, Clint Hanson and Armin

Bruderlin, who gave Stuart his fur.

And Bob Winter and John McGee,

who gave Stuart his fine grooming.

The digital artists and character

animators are too many to name...

but their efforts are what truly

gave Stuart his heart and soul.

For this, they could never be

properly recognised.

I will mention lead animators

Eric Armstrong, Anthony LaMolinara...

and John Clark Matthews.

Plus Kevin Hudson and his modelling

crew who built the digital Stuart.

We're very thankful to the various

departments at Imageworks...

which provided invaluable services

and support to the production.

Marty Kline,

visual effects art director...

head of Imageworks Art Department.

Our digital colour timer

was John Nicolard.

With scanning and filming coordinating

provided by Dennis Webb.

Our Visual Effects Editorial Department

was supervised by Michael Moore.

Our Software Department

was supervised by Amit Agrawal.

And our software lead

on the show was Evan Smith.

Our Training and Artist Development

Department was led by Sande Scoredos.

Systems and support

was supervised by Alberto Velez...

with technical assistant

supervision by Mary Borlik.

And facility operations was provided

by Tom Hershey and Mary Bailly.

Special thanks to Ian Kelly, who was

our on-set video assist operator...

who was there to remember

what we forgot to do.

David Stump, our visual effect

plates supervisor...

who was there for endless hours

to get us our visual effects plates.

Lastly, John, Henry and myself are

deeply appreciative to Don Levy...

who helped the world recognise

Stuart for the accomplishment he was.

We're grateful for the support...

given by the executive management

at Imageworks...

Ken Ralston, Tim Sarnoff,

Ken Williams and Jenny Fulle.