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Jon Favreau - The Jungle Book

I had the very recent pleasure to sit down and chat with The Jungle Book director Jon Favreau.

Below is the transcription of our interview, which you can listen to at screendirector.org

Welcome to Screen Director Jon

My Pleasure.

How did you know you wanted to be a director?

Wow. I started off as an actor then I became a writer when I wrote Swingers but I had wanted to direct Swingers and I guess I had always wanted to eventually become a director, thinking that maybe if I worked my way up as an actor I could get into a position where I could get a small film made. But I thought it was going to take a whole career to get there. I thought I was going to be maybe an actor on Saturday Night Live, maybe a sitcom, maybe supporting roles in films. Then maybe once I built up a name, I would have enough leverage to try and get a script made or something like that. Have a career like Woody Allen.

But when I wrote Swingers I kind of leapfrogged through all those steps and found myself in a position where I was being offered things as a director and though none of those things really came together I did work as a rewriter and made a living that way. That was very helpful cause I learned to sit in development meetings and get notes, talk to other directors who were giving me guidance as a writer.

None of the stuff I wrote got made until Elf and I had been working about a year as a writer on that and part of the deal was if it got green lit then I would direct. I had done a small film called Made between Swingers, but Elf was the one that really, because of the commercial and critical success, it put me on the quote unquote lists that you have to be on to be considered a director.

And back then a lot more movies were getting made than are getting made now, so there was an opportunity to do that both in the independent world and smaller studio films.

That leads me to The Jungle Book, and I guess that given the gamut of your career, how have you found the process directing a largely animated film? And how does that differ from live action. I guess I’m particularly interested to know with the animated process, you can see the whole film in its entirety in an edit before you actually go on set and shoot something.

Do you want a really complicated version of this?

Yes please. Our audience is working directors

I figured it’s for directors, so here’s a little inside baseball.

We took the front end of the animation pipeline, and I’ve been watching the way they do it at Pixar, for many years and really impressed with the work that they’ve done and every time I’d hear interviews or talk with people like John Lasseter, who I’ve known for many years, they would always say the same thing. I would ask them technical questions and they’d always go back to story.

How do you do the visual effects? How do you render this and that?

Story. Story. Story.

That’s all they care about. And the way they explore story is through both writers and the story department.

In a live action film, what tends to happen is, they kinda hold back the green light. The way it was told to me is that before you have the green light, the studio has the gun to your head, but then once you’re in production you have the gun to the studios head. You’re off and running.

Whether that’s true or not, it is safe to say that a point of leverage shifts once the studio commits to making the movie. Up until the point they green light the film, they limit the amount of resources they invest in something so that if they decide to back out or make a different movie they’re not caught losing a lot of money.

Now if you look at the way Pixar does it, it’s a much different process. They put a lot of money into pre-production. They bring on a story department to do pencil sketches, storyboards, gag ideas. They bring on writers and production designers. They start designing environments. You could walk into rooms and between the storyboards, the illustrations and the colour studies, you really get a sense of what this movie’s going to be.

So they do pre-production as though they’re gonna make every movie.

That’s a much more expensive process and it takes more people and requires more of a commitment. But when they do finally go forward with a movie, they have a story that’s been stress tested. It has a lot more care and understanding and a lot more vision has gone into it as opposed to most live action movies that get green lit.

So when you’re working with a company like Marvel you have a release date that you’re rushing towards. You have a writer you’re working with. A director. Maybe there’s some illustrations being done but there’s a sense that you’ll discover a certain amount of it. You try to get a script as good as you can, but you allow for the fact that you’re probably going to learn something through the process. You’re gonna make discoveries in production and when you edit the movie, you’ll put some temporary visual effects in and put it in front of an audience to bounce it off a crowd and see if they like it. If there are parts that aren’t working out, you might shoot some additional days.

It’s this organic process that progresses all the way up to release.

You don’t have that luxury with an animated film. With an animated film, and this is dating all the way back to Walt Disney’s days, they would sweatbox showreels and put together pencils and really scrutinise this thing before you ever went to ink and paint, because even though it’s low tech compared to what we do today, was still a very expensive technical process. So if a scene ended up on the cutting room floor after it was inked and painted... they still talk about Snow White and there’s a scene where they’re scrubbing up and you can see the outtakes, but it was a big deal that there was one whole sequence that was removed whereas in a live action film, sequences disappear constantly. Sometimes whole reels disappear for the purposes of making a film more playable. But that’s all resources that end up on the cutting room floor that could have been invested in the film and when you dealing with a studio like Pixar or Disney Animation, you’re going to see a much more precise version of planning so that you don’t end up going through the expensive process of rendering these shots if they won’t end up in the film.

And so, I think that the reason the batting average oil animated films is so good versus live action is because so much care is put into the front end. So that’s part of what I presented as my vision for this thing as I approached the people from Disney who were interested in making this and hiring me.

They agreed.

Fortunately Disney’s a company that’e enjoyed a lot of success through animation, both in Pixar and Disney Animation, so they understood this workflow and they committed those resources before we were green lit. So I had a head of story and a story department, who were developing scripts and character tests. Animation tests would see how the talking would work and how photo real we could get things. We had engaged MPC (The Moving Picture Company) and Weta to be our partners and in helping with the technique I brought on Rob Legato who had built out the front end. And Joyce Cox who had worked on Avatar so we had an understanding of motion capture. Andy Jones, who was one of the lead animators on Avatar was our lead animator. I had a lot of people who had a lot of experience in motion capture and animation and so the long answer for one short question is that we planned it as though it was an animated film and then when you would normally go to layout and start laying in cameras and moving the characters, that’s when we went to motion capture. We treated this as though we were doing film like Avatar.

With Neel Sethi who is our Mowgli, we did a motion capture with a scratch track and pencils. When we went to the next phase we did a full motion capture version of the movie. On sets, with the motion capture suits we laid cameras in, we worked with Bill Pope and Rob Legato and our full crew and we came up with a cut of the movie.

That cut of the movie looked like a video game version of the film with all the voices and camera angles.

Once we signed off on that cut, that’s when we took a page out of the book of Gravity. Alfonso had planned all those shots and when he filmed his leads in there, it was almost like an element shoot. You had already committed to camera, lenses and lighting. By having all that information and having visual effects involved from pre-production through to the set, and having our editor cut each shot in, and having everybody sign off, look each other in the eye and give the thumbs up we knew that these elements we were shooting were going to work in a bullet proof way when it came to the photorealism.

Once we put that together and I looked at all the performances and did another pass at editing. Then of course you could do another pass at the animation and adjust what some characters were saying if something wasn’t working quite right. So you’d try to show it to crowds, it’s tough cause it’s in such rough form. Sometimes scenes are just in pencil.

You’d use your intuition and experience to make some final adjustments then you’d turn sequences over and the magicians would go to work. The visual effects people would do their thing.

Now you’re an animation director!

Andrew Stanton gave me some really valuable advice - we had gone up to Pixar to talk to the brains trust and show them cuts of the film, and they were very helpful and cooperative - and the one piece of advice he gave me, from working live action on John Carter, was have direct interaction with your animators.

Often times a director would deal with the visual effects supervisor and animation will fall under that umbrella. But in the case of this movie, so much performance is indicated by the animators that I would have sessions just with the animators everyday if I could and several times a week with Andy Jones, the supervisor there and I would deal directly with them. I’d often fly out to London to meet with MPC. As an actor I could give very specific notes and would sometimes act it out on videotape, where I’d lip-sync to the performances and we’d use the animation based on cameras we had on the actors whilst they were recording their voices, very often together.

I wanted to get their performance to come out in a natural way. Sometimes we’d find clips from old movies that these actors were in and I’d say look at that expression! “That’s the Bill Murray moment that I want there. Or see Chris Walken was in this scene, let’s see if we could get that type of eye contact going!”

So was there something particular about translating those performances to the film that was a particular hurdle but that you found some way around?

There were certain discoveries we made along the way. We went way out of our way to get either motion capture or what ILM calls Eye-Mo-Cap where you set up several cameras and create motion capture data from video images by triangulating multiple cameras.

So we would take the performances that they actually gave us with their facial expressions. For certain characters it was more important than others. For King Louie who’s a Gigantopithecus primate, it’s more important than a snake, than Kaa for Scarlett. But we always wanted the performance to dictate the performance of the animal, but we tried to transpose that through the physical language the animal would use.

A snake uses the way their body moves, whereas one of the wolves used their eyes a lot - very anthropomorphic eye movement.

With the cats like Shere Khan or Bagheera it’s more their body language. Big cats don’t really use their eyebrows in the same way humans do. We really didn’t want to overlap with the uncanny valley when it came to the expressions of the animals. But once we got a language for them we would take the performances the actors gave us and we’d layer them directly on, like King Louie, or the animators would interpret them to the language of that particular species.

Finally, what did you learn from this film that you’re going to take forward into the next project?

I was speaking to Edgar Wright when I was making this film and he’s a wonderful friend and fantastic filmmaker and he remarked that when filmmakers go through working in animation or something approximating animation it forces them to use a different set of tools and you see that the movies they do after they’ve dealt with animation show a different style of filmmaking that’s generally a bit more decisive than previously.

For example with myself, I encourage a lot of freedom and improvisation, a lot of camera angles and I tend to discover things on the set and even moreso in the editing room that shape it. With animation it’s very hard to do that. You have to plan ahead of time. You can allow for certain spontaneous moments, but for the most part every blade of grass in this film is something set in by an artist that I’ve approved. Every performance, every shot. It’s very mannered and I try very hard to give it a freedom, but it forced me out of my comfort zone of allowing things to be discovered through collaboration on the set, where happy accidents happen, but now I actually had to plan things in a way that looked like they were happy accidents.

As Edgar pointed out, when directors come out of that you see a different version of that director.

The one he pointed out to me most recently is George Miller.

You look at Mad Max, Road Warrior and even Thunderdome which are very exciting, energetic and entertaining films. But then he goes off and does Babe and Happy Feet and here he comes out the other end and Fury Road is, I would say the finest piece of cinema he’s done and certainly the best in the Mad Max series.

So that level of care and planning and storyboarding and when I was talking to him about he did it, he created it as a visual story moreso than a script. There was a script, but he’d designed reams and reams of storyboards. Each moment was planned out and thought through which just adds to the energy of that movie but it also makes you feel like you’re sitting and observing a master director doing this tremendous piece of cinema. The fact that it came very close to winning Best Picture means it was very well embraced. I was around for awards season, and involved with the DGA, I got to introduce him and the film when it was nominated, but now that the smoke has cleared, and other films may have won the awards, there certainly was a rousing ovation and sense of support and love of this guy.

The fact that a genre movie like Fury Road fought its way all the way through and won a slew of awards, just not the top one, were well deserved. Even the editing is a testament to how refined his filmmaking had become working through this medium.

Fantastic. Thank you very much for your time and we look forward to seeing your Fury Road in the very near future

Me too!

Beach at Dawn

Despite it ending up with Elise slipping on the moss, banging her head, and when I went to help her, took a big chunk off my big toe, we still managed to have a lovely time at the beach this morning.

I'm really loving the dynamic range that my C100 MkII captures too.

I want to get out and use it a lot more.

videoBen Mizzibeach
Multicam Editing in Premiere

Since getting a lot of responses to my latest post on using sequences to edit in Premiere, I thought it might be helpful to highlight just how easy it is to edit using the Multicam feature.

Firstly, you have to sync up all of your footage onto separate tracks - each of which will be their own ‘camera’. We’ll call this track SYNC.

Here the EDIT timeline is named Sequence 03

Here the EDIT timeline is named Sequence 03

Once you’ve aligned all your footage (and there are tools in newer versions of NLEs that can sync this up automatically), make a new sequence - EDIT - then drop and drag SYNC into this timeline.

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You then enable MultiCam on the SYNC track.

And open the Multi-Cam Monitor, which presents each ‘camera’ as a separate square.

Now for the easy bit.

Record is the little red dot.

Record is the little red dot.

Hit record on the Multi-Cam Monitor and just start playing the timeline, and when you want to change cameras, either click or press the number that corresponds with the clip.

Once you’ve done this, you just have to watch the timeline through once and cut it essentially live.

Also, if you make a mistake, you can right-click any clip and adjust the camera to another one.

In these demo projects, I had some slides that I wanted to edit in, but the client had delayed in posting them through, so I made a red track that I cut to whenever I expected to cut into a slide. That enabled me to use the red clips as a guide and align the slides on the EDIT sequence.

Then you’re basically done.

Nested Sequences in Premiere (and other NLEs)

I’ve been speaking with and watching a lot of editors work lately and have been surprised by the general lack of awareness of using nested sequences in their Non Linear Editors (NLEs).

At its core, this technique works in a very similar way to pre-comps in After Effects.

The biggest advantage of using nested sequences is that any adjustments you make up the chain push through the rest of the editing pipeline.

I found myself challenged a lot of the time in a bunch of the corporate work that I do where I’d produce several interviews with the same talent across a number of different videos - though when I tried to use Dynamic Link - to grade or edit audio - on a per clip basis, it was near on impossible.

(By the way, I’m still using both Premiere CS5.5 and DLSRs for my productions, because they still work the way I want them to and at $600/year, I think Creative Cloud is still overpriced.)

Typically my workflow will be as follows.

This sequence is Badass 01

This sequence is Badass 01

On the first sequence, I’ll sync the camera scratch audio with the externally recorded track and line them up.  Usually if there’s any overhangs, I’ll tighten that up here too.

Then I’ll add this to a folder called SYNC.

Drag the sequence over to this New Item panel

Drag the sequence over to this New Item panel

The next step is to bring that sequence into another sequence and in this one, I’ll go through and mark up the nested sequence into its various components. Generally I’ll leave any questions as a grey colour, and the answers I intend to use, I’ll label as blue.

Also something that I didn’t know immediately, but if you right click on a coloured clip and Select Label Group, you can quickly select all those matching clips. If you wanted to close the gaps between them though, you actually need to select the grey clips and hit Shift-Delete to get rid of them.

You can also see that Intro and Outro are also nested sequences - which stay constant across a number of projects.

You can also see that Intro and Outro are also nested sequences - which stay constant across a number of projects.

Next, I’ll start editing on a timeline with these sequences as clips and from here on out it’s largely a standard editing workflow.

However, here’s where the big advantage of this workflow presents itself.

In one of my interviews, I’ve noticed that there’s a little rub on the lapel mic, and so I want to repair that audio. (you could also want to run an audio compressor on the track in Audition, or colour grade, reposition -- whatever.)

Now traditionally, I’d have right clicked and used Dynamic Link to just correct that clip’s audio, but if I’d have used the same grab in multiple sequences, I’d have to do this for every one.

Though all I need to do now is go all the way back to the first sync track and edit that clip in Audition. Once I do the necessary tweaks - and again you could even duplicate this track so that you are non-destructive on the initial clip - you then hit save, it automatically feeds back into your edit and you’ve effectively changed all the uses of this clip in the whole project.

If there’s one problem with this workflow, it’d be in the grading section, where you’d probably have to render an entire clip to keep it all in sync, but using this approach you’re not beholden to any particular approach.  You could duplicate, trim and add one level up and the beauty of this is that you’d still have everything else down the chain working perfectly.

Largely, this approach is also similar to multi-cam editing, which is what put me down this line of questioning in the first place. If you don’t know how to edit multi-cam in Premiere, I’d highly recommend looking it up - it’s quite similar to this approach.

Hopefully that all makes sense.

If you got any value out of this please let me know as I'd be keen to write more articles like this if there's interest.

Ingrid and Brian's Wedding
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I was asked by a friend last week to take some photos of Ingrid and Brian's wedding.

Ingrid's health has been failing her and it was important for her to get married to her partner Brian.

It was a very special day and I'm glad I was able to capture it for them.

photosBen Mizziwedding