Luxo Jr. - Production

Production

Lasseter's student film at CalArts, The Lady and the Lamp (1979), applied Walt Disney's observation that giving lifelike qualities to inanimate objects held comic potential. Luxo Jr. displayed a further insight, however: that inanimate objects as characters held the potential for dramatic value as well. The film would come from Lasseter's experiments with modeling his Luxo lamp. He had felt inspiration strike when fellow employee Tom Porter brought his infant son to work one day and Lasseter, playing with the child, became fascinated with his proportions. A baby's head was huge compared with the rest of its body, Lasseter realized. It struck Lasseter as humorous and he began to wonder what a young lamp would look like. He fiddled with the dimensions of all the parts of his Luxo model—all but the bulb, since lightbulbs come from a store and don't grow, he reasoned—and he emerged with a second character, Luxo Jr.

Lasseter initially intended the film as a plotless character study. When he showed some early tests at animation festival in Brussels, respected Belgian animator Raoul Servais exhorted him, "No matter how short it is, it should have a beginning, a middle, and an end. Don't forget the story." Lasseter protested that the film would be too short for a story. "You can tell a story in ten seconds," Servais responded. Lasseter was convinced. He devised a simple plot line in which the two lamps would play a game of catch with an inflated ball; Luxo Jr. would then approach the ball, hop onto it, bounce until he ball popped under him, and show dejection as the parent lamp looked on. Finally, Luxo Jr. would reappear feeling excited with a new, larger ball. Among the films shown at SIGGRAPH in 1985, Lasseter particularly admired a piece of character animation called Tony de Peltrie, from a group at the University of Montreal; it featured a strikingly expressive human character, an aging piano player who entertained while inwardly reflecting on better days, which inspired Luxo Jr.

Apart from the film's hoped-for promotional value, Catmull and Smith rationalized the project as a test of "self-shadowing" in the rendering software- that is, the ability of objects to shed light and shadows on themselves. On the technical level, the film demonstrates the use of shadow maps to simulate the shifting light and shadow given by the animated lamps. The lights and the color surfaces of all the objects are calculated, each using a RenderMan surface shader, not surface textures. The articulation of "limbs" is carefully coordinated, and power cords trail believably behind the moving lamps.

Because time and money were tight, Lasseter reduced the setting to its simplest elements. The background would be plain black and there would be no camera movement. His energies would rather be focused instead on working out techniques based on classic animation principles to convey emotion. Even though the characters were faceless and wordless, Lasseter shaped such subtleties as the speed of the child's hops and the way it carried its head to convey in an instant when the child was feeling joy and when it was feeling sadness. At every moment, the parent and child seemed to have a definite frame of mind. On the cinematic level, it demonstrates a simple and entertaining story, including effectively expressive individual characters. Catmull and Lasseter worked around the clock, and Lasseter even took a sleeping bag into work and slept under his desk, ready to work early the next morning.

The music that plays during the short is Chick Corea's song "The Game Maker" by his band Return to Forever, off their 1973 record Hymn of the Seventh Galaxy.

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