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=== Animation === {{quote box|width=30em|quote=We couldn't have made this movie in traditional animation. This is a story that can only really be told with three-dimensional toy characters. ... Some of the shots in this film are so beautiful.|source=βTom Schumacher, Vice President of Walt Disney Feature Animation<ref name=DeseretNewsVP>{{cite news |last=Hicks |first=Chris |title=Animation: Disney is Still King |url=http://www.deseretnews.com/article/444669/ANIMATION--DISNEY-IS-STILL-KING.html?pg=all |access-date=October 17, 2012 |newspaper=Deseret News |date=October 13, 1995|archive-url=https://archive.today/20130121130327/http://www.deseretnews.com/article/444669/ANIMATION--DISNEY-IS-STILL-KING.html?pg=all|archive-date=January 21, 2013|url-status=dead}}</ref>}} Recruiting animators for ''Toy Story'' was brisk; the magnet for talent was not the pay, which was mediocre, but the allure of taking part in the first computer-animated feature.{{sfn|Price|2008|p=133}} Lasseter said of the challenges of computer animation, "We had to make things look more organic. Every leaf and blade of grass had to be created. We had to give the world a sense of history. So the doors are banged up, the floors have scuffs."<ref name="EWToyWonder" /> The film began with animated storyboards to guide the animators in developing the characters. 27 animators worked on the film, using 400 computer models to animate the characters. Each character was first either created out of [[Modelling clay|clay]] or modeled from a computer-drawn diagram before reaching the computer-animated design.<ref name="WiredMakingof">{{cite magazine |last=Snider |first=Burr |url=https://www.wired.com/wired/archive/3.12/toy.story.html |title=The Toy Story Story |magazine=[[Wired (magazine)|Wired]] |pages=1β6 |date=December 1995 |access-date=March 13, 2009|archive-url=https://archive.today/20131017031124/http://www.wired.com/wired/archive/3.12/toy.story.html|archive-date=October 17, 2013|url-status=live}}</ref> Once the animators had a model, its articulation and motion controls were coded; this allowed each character to move in a variety of ways, such as talking, walking, or jumping.<ref name="WiredMakingof" /> Out of all of the characters, Woody was the most complex, as he required 723 motion controls, including 212 for his face and 58 for his mouth.<ref name="EWToyWonder" /><ref name="HenneMakingOf">{{cite book |last1=Henne |first1=Mark |last2=Hickel |first2=Hal |last3=Johnson |first3=Ewan |last4=Konishi |first4=Sonoks |title=COMPCON '96. Technologies for the Information Superhighway Digest of Papers |chapter=The making of Toy Story [computer animation] |pages=463β468 |location=Santa Clara, CA |date=February 25β28, 1996 |doi=10.1109/CMPCON.1996.501812 |chapter-url=https://design.osu.edu/carlson/history/PDFs/toy-story-story.pdf |isbn=0-8186-7414-8 |s2cid=1203344 |access-date=March 13, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20100626184848/http://design.osu.edu/carlson/history/PDFs/toy-story-story.pdf |archive-date=June 26, 2010}}</ref> The first piece of animation, a 30-second test, was delivered to Disney in June 1992, when the company requested a sample of what the film would look like. Lasseter wanted to impress Disney with several things in the test that could not be done in traditional, hand-drawn animation, such as Woody's yellow plaid shirt with red stripes, the reflections in Buzz's helmet and the decals on his spacesuit, or Venetian blind shadows falling across Andy's room.{{sfn|Price|2008|p=126}} There were eight teams that were responsible for different aspects of all of the shots. The art department was responsible for determining the overall color and lighting scheme.{{sfn|Price|2008|p=134}} The layout department was responsible for determining the position of all elements of the shot, as well as programming the virtual camera's position and movements.{{sfn|Price|2008|p=134}} The animation department created the movements of the characters, generally with one animator being assigned to animate an entire shot, but occasionally with each character having its own animator.{{sfn|Price|2008|p=134}} The shading team used Pixar's [[Pixar RenderMan|RenderMan]] software to assign surface textures and reflectivity properties to objects.{{sfn|Price|2008|p=136}} The lighting team placed global, spot, and flood lighting within the scenes.{{sfn|Price|2008|p=136}} The "Render Farm" used [[Sun Microsystems]] computers, running around the clock, to produce the final frames of the film.{{sfn|Price|2008|p=137}} The camera team recorded the finished frames, which had been rendered at a resolution of 1536 by 922, onto film stock.{{sfn|Price|2008|p=137}} Finally, [[Skywalker Sound]] mixed sound effects, the musical score, and the dialogue to create the audio for the film.<ref name="HenneMakingOf" /> In order to make the film feel as realistic as possible, the layout department, led by Craig Good, avoided the sweeping camera shots popular in computer animation at the time, and instead focused on emulating what would have been possible had the film been shot in live-action with real film cameras.{{sfn|Price|2008|p=134}} The animation department, led by Rich Quade and [[Ash Brannon]], used Pixar's [[Marionette (software)|Menv]] software to hand pose the characters at [[key frame]]s based on videotape of the actors recording their lines, and let the software do the [[inbetweening]].{{sfn|Price|2008|p=135}} To sync the characters' mouths and facial expressions to the actors' recorded voices, animators spent a week per eight seconds of animation, as Lasseter felt that automatic lip syncing would not properly convey a character's emotions.<ref name=" WiredMakingof" />{{sfn|Price|2008|p=135}} The shading team, led by [[Thomas Porter (Pixar)|Tom Porter]], used scans of real objects, as well as textures drawn by artists and created with [[procedural generation]] algorithms, to "dress" the objects in the film.{{sfn|Price|2008|p=136}} The film required 800,000 machine hours and 114,240 frames of animation in total, divided between 1,561 shots that totaled over 77 minutes.<ref name="EWToyWonder" /><ref name="WiredMakingof" /><ref name="CNN110animators" />{{sfn|Price|2008|p=134}} Pixar was able to render less than 30 seconds of the film per day.{{sfn|Price|2008|p=138}}
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