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(tribal chanting music)

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How and when did our human species begin?

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The NHK special Out Of The Cradle was planned

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to explore the simple yet profound question.

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But the production faced a huge problem.

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How could humanity's ancient ancestors

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and their long-lost worlds

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be brought back to life on screen?

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Surmounting this daunting challenge required

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the latest in research and computer graphics.

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(tribal chanting music)

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Ultra-high resolution CGI to recreate

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our distant evolutionary ancestors with amazing realism.

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Creating these images of stunning quality

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was the result of a new kind of collaboration

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between a world-renowned video game developer

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and expert scholars.

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The quality of CGI for this program

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was quite exceptional.

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I think it's the first of its kind.

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This ambitious project

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exploring the millions of years of human evolution

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has been two years in the making.

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Get ready for a behind-the-scenes look

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at the amazing process that has made this exciting journey

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back through human evolution possible.

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(suspenseful music)

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This is a scene from the NHK special Out Of The Cradle.

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You can almost the animal's warm breath.

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We are seeing an ancient Earth,

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millions of years before cameras were invented.

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(grunts)

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The grass, the ground, the sun, the trees,

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everything, including this hominid,

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was rendered by computers.

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(upbeat orchestral music)

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This breathtaking virtual world was created

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by a leading Japanese video game company.

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Its hits include enduring series like Final Fantasy

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and Dragon Quest.

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Now the state of the art technology they have honed

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for producing games is being used to create

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the lost worlds of early hominids.

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(speaking in foreign language)

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Game creator Hajime Tabata is leading the team

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who are conjuring up this prehistoric Earth.

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(speaking in foreign language)

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We do have comprehensive digital

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movie making technology and expertise,

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but we've had no opportunity to use it

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for any other application except for making video games.

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We knew there would probably be many hurdles

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to overcome along the way,

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but our team was eager to tackle them.

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So we accepted the offer right away.

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(percussive music)

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Creating a computer-generated movie

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begins with storyboarding.

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Storyboards are made up of sketches.

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You could call them the blueprint for the movie.

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(tribal chanting music)

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The test of skill for a CGI production crew

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is how well they can translate the storyboards

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into a compelling film.

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Based on these storyboards, they must first gather

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reference materials about prehistoric Earth

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and its inhabitants.

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Hominids, animals, and everything else in the environment

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must be digitally modeled.

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So they assemble and create

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a huge range of reference material.

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These materials are then condensed

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into concept art like this.

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Concept art provides a visual representation

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of key ideas and moods for the project.

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All of the creators work

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from these master design references.

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They are critical in providing a shared visual vocabulary

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for everyone working on the project.

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Canadian illustrator Naomi Savoie is in charge

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of the concept art for Out Of The Cradle.

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Since we're making this time

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more of an educational-based program,

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we really had to work closely

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with anthropologists and experts

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just to ensure, really, that the things we were making

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in the program was actually accurate.

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So we had several visits where experts would actually come

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in the office and teach us about all sorts of things

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regarding to that period of time,

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and we had regular checkups and feedbacks and conversations

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to make sure that everything was correct.

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As well, we actually did some extra activities,

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where we were making stones and tools from scratch

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to see actually how it would feel like

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to make these things back then,

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and learn the proper way to make it.

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So that was also pretty interesting.

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The CGI in the series is created

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on the principle of reconstructing the distant past

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as faithfully as possible.

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So the advice of academic experts from various fields

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is a vital component.

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(upbeat music)

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Anthropologist Hisao Baba provides overall supervision

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(speaking in foreign language)

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As researchers, we should normally only refer

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to the things that we are completely sure about,

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but when it comes to making CGI, we have to take some risks,

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although we do sometimes hesitate.

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But by going out on a limb a little,

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we can show things in a way

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that's more readily understandable to a general audience,

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and then the final product provides a basis

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for exchange of views among many researchers.

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The gaming company gave us special permission

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to film the team as they create the CGI.

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This is their office.

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(upbeat orchestral music)

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The team that created the CGI for Out Of The Cradle

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is the same team in charge of the famous game series

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Final Fantasy.

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These creative talents have taken on a big challenge,

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to reconstruct a world none of us have ever actually seen.

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Let's follow the workflow used to create

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a computer-generated movie.

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Using the storyboard as a blueprint,

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a crude version of the animation known as a previsualization

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is created.

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This previz, as it's also called,

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acts as a sort of visual script.

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After that comes the process of making the digital models,

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known as assets.

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Then comes this animation process,

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where movies are made from these assets.

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The final step in the process is placing them into a scene.

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Let's take a look at how these processes

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have unfolded in the creation of the CGI

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for Out Of The Cradle.

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Our first character is a very early hominid species

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called ardipithecus ramidus.

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It is thought to have walked on two legs

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and lived approximately 4.4 million years ago.

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This CGI version of ardipithecus ramidus

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is amazingly lifelike.

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Look at how naturally it moves.

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The skin and hair textures,

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as well as the facial expressions,

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are packed with ultra-realistic detail.

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It's surprising how a computer-generated image

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can be so expressive,

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but it feels as if though we saw it

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in a live action film.

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These are fossil bones from ardipithecus ramidus,

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discovered in Ethiopia between 1994 and 1995.

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Numerous reference sources,

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including the analytical data from these bones,

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were used to resurrect

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a 4.4-million-year-old hominid individual

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in virtual form.

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To reconstruct the ramidus male,

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they first created his basic body.

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Character modeler Kazuaki Iwasawa

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was in charge of this step.

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(speaking in foreign language)

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The process is like building

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a model from clay, but on a computer.

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This process is called digital modeling.

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The design factors in height, arm length,

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and other basic body measures of ramidus

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are determined here.

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The modeling for the Out Of The Cradle series

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was exceptionally challenging.

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(speaking in foreign language)

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I had no idea what this ramidus looked like,

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so I had to ask the expert researchers a lot of questions

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about its characteristic ecology, muscles,

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skeleton, and so on.

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And based on that, I kept tweaking the outline.

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I repeated that process again and again.

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Iwasawa built the digital model

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in close consultation with experts.

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His first attempts were met with harsh critique.

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Advisory hearings with experts were used to evaluate

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the digital creation of ardipithecus ramidus.

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In order to keep the model

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as scientifically accurate as possible,

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experts were asked to check the quality of the CGI

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at each production stage.

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(speaking in foreign language)

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Hisao Baba is an anthropologist

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assigned as the overall supervisor for the series' CGI.

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Today, he is assessing the proportions

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of the latest iteration of ardipithecus ramidus.

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(speaking in foreign language)

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It looks like the hands

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are a bit too large in this area.

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They look much bigger than the feet.

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Don't the hands seem about twice as big as the feet?

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Why is that?

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Or is that just because of the lighting?

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Baba is unhappy at the hands' proportion

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relative to the feet.

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(speaking in foreign language)

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Regardless of the data,

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I think we should avoid giving an unnatural impression.

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Baba scrutinizes the model closely,

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right down to the size of the fingernails.

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(upbeat music)

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The model had to undergo numerous checks like this

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before receiving final approval.

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(speaking in foreign language)

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The way the fingers attach,

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the proportions of the segments, all those little details,

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I worked back and forth with the experts,

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refining it bit by bit, to arrive at the final form.

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These fine-tuning rounds

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have taken five months.

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Now the ramidus body model is finished.

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It's still just a featureless surface,

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but the shape is perfect.

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It's time for the next step in the process to begin.

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Ramidus was an erect, bipedal primate

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that lived 4.4 million years ago.

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Its gait was slightly different from modern apes

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and modern humans.

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How can that be recreated?

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Next comes a process called setup.

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(speaking in foreign language)

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Though the character model is completed,

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it is still static like this,

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so we need a few tricks to get it to move.

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He adds bones and joints to the digital body.

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These give the model its range of motion.

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But that bending looks pretty unnatural.

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Basically, after the first processing,

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when the joints flex like this,

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some parts still stretch out too thin

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or shrink too short.

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So we correct them all, but it's a tricky job

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to fix the body parts in motion into smooth, natural shapes.

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Here is the leg after some corrections.

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Now the flesh looks natural.

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This process demands a keen understanding

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of human body anatomy.

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(speaking in foreign language)

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If the bones move like this,

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then what should the shapes of the bending parts look like?

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That's my daily struggle.

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Now, thanks to a skeleton with joints,

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the ramidus model is able to move.

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The next challenge is its bipedal walking,

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the species' most important trait.

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Motion capture techniques are used to digitally simulate

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the gait of ramidus.

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A live human actor's movements are recorded

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and that data is used to animate the digital character.

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The actor's movements are captured with an array

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of over 100 specialized cameras.

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To ensure accuracy of the movements,

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supervising anthropologist Hisao Baba also attends

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the motion capture session.

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He provides instructions on how to walk.

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The force of the feet

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pushing the earth backward should not be very strong.

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It's somewhat like an elderly person's walking style,

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say, an 80-year-old.

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Think of it that way.

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Not much backward force,

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so should I move like this?

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That's it.

272
00:15:32,336 --> 00:15:33,169
That's about right.

273
00:15:37,580 --> 00:15:38,413
Let's try it.

274
00:15:41,470 --> 00:15:42,543
Rolling.

275
00:15:45,042 --> 00:15:47,290
(gentle music)

276
00:15:47,290 --> 00:15:49,430
A motion capture system makes it possible

277
00:15:49,430 --> 00:15:52,660
to assess in real time the subtleties of how the movement

278
00:15:52,660 --> 00:15:54,423
translates to the digital model.

279
00:15:58,090 --> 00:16:00,640
The legs are a little too far apart.

280
00:16:01,670 --> 00:16:03,420
Can you bring them closer together?

281
00:16:05,780 --> 00:16:07,230
Okay, rolling.

282
00:16:09,180 --> 00:16:11,620
The movements are recorded over and over,

283
00:16:11,620 --> 00:16:13,893
with fine adjustments made each time.

284
00:16:18,250 --> 00:16:19,700
Okay, rolling.

285
00:16:22,420 --> 00:16:23,543
Okay, rolling.

286
00:16:27,560 --> 00:16:29,105
There shouldn't be

287
00:16:29,105 --> 00:16:30,800
alternating swinging of the arms.

288
00:16:30,800 --> 00:16:33,360
Their arms would dangle, like this,

289
00:16:33,360 --> 00:16:35,950
just the part from the elbows down.

290
00:16:35,950 --> 00:16:37,400
Okay, rolling.

291
00:16:40,310 --> 00:16:42,273
It's not easy mimicking

292
00:16:42,273 --> 00:16:45,510
an ancient walking motion that no one has ever seen.

293
00:16:45,510 --> 00:16:47,393
An hour goes by in a flash.

294
00:16:56,480 --> 00:16:57,950
(speaking in foreign language)

295
00:16:57,950 --> 00:17:00,270
The way the arms swing is not quite even,

296
00:17:00,270 --> 00:17:02,423
but that may actually add some personality.

297
00:17:03,400 --> 00:17:06,240
The left arm seems to swing a little longer,

298
00:17:06,240 --> 00:17:08,623
but slight inconsistencies may be better.

299
00:17:11,560 --> 00:17:13,210
The motion capture data is fed

300
00:17:13,210 --> 00:17:14,523
into the digital model.

301
00:17:16,020 --> 00:17:19,520
(gentle orchestral music)

302
00:17:25,260 --> 00:17:28,180
The result is a stripped down digital animation.

303
00:17:28,180 --> 00:17:30,693
This is a previsualization, or previz.

304
00:17:34,533 --> 00:17:37,530
4.4 million years after it last walked Earth in the flesh,

305
00:17:37,530 --> 00:17:39,840
ardipithecus ramidus starts walking again

306
00:17:40,831 --> 00:17:42,580
on a computer screen.

307
00:17:42,580 --> 00:17:45,290
Its movements are so convincing already,

308
00:17:45,290 --> 00:17:47,842
but there's still more work to be done.

309
00:17:47,842 --> 00:17:49,090
(speaking in foreign language)

310
00:17:49,090 --> 00:17:50,660
Even though we can get the movement

311
00:17:50,660 --> 00:17:54,130
from the motion capture, it's not perfect yet.

312
00:17:54,130 --> 00:17:57,130
There are little glitches in how the cameras pick things up

313
00:17:59,480 --> 00:18:01,030
and it doesn't capture fingers.

314
00:18:02,470 --> 00:18:04,780
See how the pointer finger is off,

315
00:18:04,780 --> 00:18:06,980
how it doesn't make contact with the ground?

316
00:18:11,160 --> 00:18:12,720
Motion capture will always leave

317
00:18:12,720 --> 00:18:14,830
some unnatural glitches in the movement.

318
00:18:14,830 --> 00:18:18,167
Those have to be corrected manually, one by one.

319
00:18:19,330 --> 00:18:21,360
Kawamura has a technique to make the movement

320
00:18:21,360 --> 00:18:22,503
look more believable.

321
00:18:28,699 --> 00:18:31,000
(speaking in foreign language)

322
00:18:31,000 --> 00:18:33,250
In the case of computer-generated images,

323
00:18:33,250 --> 00:18:35,970
if, for example, the fingers touch down rigidly,

324
00:18:35,970 --> 00:18:37,620
it will just look fake.

325
00:18:37,620 --> 00:18:40,020
Actually, a little bit of flattening motion

326
00:18:40,020 --> 00:18:42,300
or some more tensions in the pushing motion

327
00:18:42,300 --> 00:18:44,163
are absolutely necessary.

328
00:18:45,300 --> 00:18:46,810
If you don't add those little details

329
00:18:46,810 --> 00:18:48,320
to the character's movements,

330
00:18:48,320 --> 00:18:50,503
the finished animation will lack realism,

331
00:18:52,690 --> 00:18:56,723
looking wooden and fake, that is, very much like CGI.

332
00:19:00,910 --> 00:19:03,457
Kawamura filmed his own hand movements

333
00:19:03,457 --> 00:19:05,890
to carefully observe how the joints and muscles behave,

334
00:19:05,890 --> 00:19:09,123
and then he used that information to improve the animation.

335
00:19:13,913 --> 00:19:14,900
(speaking in foreign language)

336
00:19:14,900 --> 00:19:16,570
There is a lot of trial and error.

337
00:19:16,570 --> 00:19:18,420
Until you actually see it animated,

338
00:19:18,420 --> 00:19:21,420
you can't tell exactly what the range of movement should be,

339
00:19:23,480 --> 00:19:25,663
where to pump it up or tone it down.

340
00:19:27,931 --> 00:19:29,653
Okay, rolling.

341
00:19:31,640 --> 00:19:33,490
In this motion capture session,

342
00:19:33,490 --> 00:19:36,760
they have to record an even more challenging movement,

343
00:19:36,760 --> 00:19:37,593
running.

344
00:19:38,920 --> 00:19:40,890
Here, we really don't get the impression

345
00:19:40,890 --> 00:19:42,430
he's running fast.

346
00:19:42,430 --> 00:19:43,580
It's hard to run fast

347
00:19:43,580 --> 00:19:45,540
when you can't push your legs backward.

348
00:19:45,540 --> 00:19:47,790
Right, it's all in the glutes.

349
00:19:48,740 --> 00:19:50,070
Because ramidus lived at the dawn

350
00:19:50,070 --> 00:19:54,330
of bipedal locomotion, he was probably not a skilled runner.

351
00:19:54,330 --> 00:19:57,293
Therefore, the animation must look appropriately awkward.

352
00:19:59,550 --> 00:20:02,123
As a reference, Baba looks at the way gorillas run.

353
00:20:12,361 --> 00:20:15,230
Here is the final animation of ardipithecus ramidus.

354
00:20:15,230 --> 00:20:17,340
It certainly looks realistic.

355
00:20:17,340 --> 00:20:19,900
Its movement is based on a live human performance,

356
00:20:19,900 --> 00:20:22,900
which has been tweaked manually to become even more natural.

357
00:20:28,160 --> 00:20:30,100
The virtual ramidus is looking more and more

358
00:20:30,100 --> 00:20:31,720
like a real animal.

359
00:20:31,720 --> 00:20:32,783
So what's next?

360
00:20:36,980 --> 00:20:38,980
The smooth skin has been covered in fur,

361
00:20:41,790 --> 00:20:43,820
and another related step will be essential

362
00:20:43,820 --> 00:20:45,863
in making the digital model come alive.

363
00:20:51,950 --> 00:20:53,593
The fur must move naturally.

364
00:20:56,530 --> 00:20:59,033
Shiho Kobayashi takes charge of the task.

365
00:21:01,261 --> 00:21:02,590
(speaking in foreign language)

366
00:21:02,590 --> 00:21:04,940
I'm handling the fur simulation.

367
00:21:06,080 --> 00:21:08,483
It's the process of physical simulation.

368
00:21:09,830 --> 00:21:13,620
We simplify objects, assign them mass,

369
00:21:13,620 --> 00:21:15,223
and add the pull of gravity.

370
00:21:20,410 --> 00:21:23,700
The digitally modeled fur is static at first.

371
00:21:23,700 --> 00:21:26,580
To make it move, parameters like hair weight,

372
00:21:26,580 --> 00:21:28,790
gravity factor, and levels of wind

373
00:21:28,790 --> 00:21:31,050
are fed to a computing system

374
00:21:31,050 --> 00:21:32,973
to calculate how the fur should move.

375
00:21:41,720 --> 00:21:43,570
Kobayashi uses a number of techniques

376
00:21:43,570 --> 00:21:46,463
to make each strand of hair behave in a lifelike way.

377
00:21:48,720 --> 00:21:50,773
The process is long and intricate,

378
00:21:53,380 --> 00:21:54,730
but the results look great.

379
00:21:57,660 --> 00:22:00,950
Today, a year and a half since the beginning of the project,

380
00:22:00,950 --> 00:22:04,703
the making of the ramidus CGI is entering its final stage.

381
00:22:07,730 --> 00:22:10,770
They still have work to do on the face of ramidus.

382
00:22:10,770 --> 00:22:12,520
Perhaps more than anything,

383
00:22:12,520 --> 00:22:15,470
the face is what will breathe life into this digital model.

384
00:22:17,010 --> 00:22:18,340
This tricky final stage

385
00:22:18,340 --> 00:22:20,883
is literally a vital life-giving stroke.

386
00:22:22,851 --> 00:22:25,684
(triumphal music)

387
00:22:30,300 --> 00:22:35,133
Creating the character's face involves multiple processes.

388
00:22:37,440 --> 00:22:40,110
The process is called sculpting.

389
00:22:40,110 --> 00:22:41,880
Now we add the fine wrinkles

390
00:22:41,880 --> 00:22:43,723
and other details onto the skin.

391
00:22:48,150 --> 00:22:49,900
Much like with a real sculpture,

392
00:22:49,900 --> 00:22:53,500
Iwasawa draws in the wrinkles one by one.

393
00:22:53,500 --> 00:22:55,870
Old fashioned artistry unfold at the heart

394
00:22:55,870 --> 00:22:57,853
of cutting edge CGI production.

395
00:22:59,958 --> 00:23:01,000
(speaking in foreign language)

396
00:23:01,000 --> 00:23:03,470
I'm taking my inspiration from chimpanzees,

397
00:23:03,470 --> 00:23:06,640
to model the facial wrinkles of ramidus.

398
00:23:06,640 --> 00:23:08,670
The texture and color of the skin

399
00:23:08,670 --> 00:23:10,423
are also modeled after chimps.

400
00:23:15,970 --> 00:23:18,263
Each spot and wrinkle is drawn by hand.

401
00:23:22,530 --> 00:23:25,270
After the sculpting process comes surfacing.

402
00:23:25,270 --> 00:23:28,293
This adds skin color, spots, and other features.

403
00:23:29,350 --> 00:23:31,100
A scientific basis is used

404
00:23:31,100 --> 00:23:32,800
in the design of the skin texture.

405
00:23:39,704 --> 00:23:42,180
(speaking in foreign language)

406
00:23:42,180 --> 00:23:44,370
Since ramidus lived in the forest,

407
00:23:44,370 --> 00:23:47,460
the skin probably wasn't completely dark.

408
00:23:47,460 --> 00:23:48,680
I looked through chimp photos

409
00:23:48,680 --> 00:23:50,493
and saw ones with spotted skin,

410
00:23:51,600 --> 00:23:53,793
so I decided to try that on ramidus.

411
00:23:58,550 --> 00:24:00,653
Now for the finishing touches.

412
00:24:03,624 --> 00:24:04,670
(speaking in foreign language)

413
00:24:04,670 --> 00:24:07,400
Now I'm doing what we call the facial setup,

414
00:24:07,400 --> 00:24:10,720
the process to add facial expressions to the model.

415
00:24:10,720 --> 00:24:13,380
Specifically, I use a trick to get the facial moved

416
00:24:13,380 --> 00:24:16,733
by using a combination of different mimetic muscles.

417
00:24:18,890 --> 00:24:21,200
Mimetic muscles is another name

418
00:24:21,200 --> 00:24:22,360
for the facial muscles.

419
00:24:22,360 --> 00:24:25,080
We modern humans also have mimetic muscles,

420
00:24:25,080 --> 00:24:27,853
and by moving them, we create different expressions.

421
00:24:29,860 --> 00:24:31,850
To create the digital ramidus face,

422
00:24:31,850 --> 00:24:35,240
20 to 30 different facial expressions were set up.

423
00:24:35,240 --> 00:24:38,190
All of them were modeled after human and chimp expressions.

424
00:24:39,170 --> 00:24:41,333
Not even human actors can be so animated.

425
00:24:45,657 --> 00:24:46,960
(speaking in foreign language)

426
00:24:46,960 --> 00:24:49,738
The nose, mouth, and cheeks,

427
00:24:49,738 --> 00:24:52,193
it was painstaking to make those areas expressive.

428
00:24:54,530 --> 00:24:56,543
So what do you think about the outcome?

429
00:24:59,700 --> 00:25:01,850
I wouldn't say it's 100% perfect,

430
00:25:01,850 --> 00:25:04,423
but it's in the 60 to 70% range.

431
00:25:07,170 --> 00:25:09,203
Shouldn't the rate be a bit higher?

432
00:25:10,962 --> 00:25:12,230
(laughs) Maybe.

433
00:25:12,230 --> 00:25:14,080
It'll be up to the viewers to decide.

434
00:25:16,980 --> 00:25:17,890
The digital ramidus

435
00:25:17,890 --> 00:25:20,560
now has a very expressive face.

436
00:25:20,560 --> 00:25:23,200
It can make more than 50 types of facial expressions

437
00:25:23,200 --> 00:25:25,863
through varied combinations of muscular movements.

438
00:25:31,520 --> 00:25:32,470
It's been about nine months

439
00:25:32,470 --> 00:25:34,970
since the work on ramidus started.

440
00:25:34,970 --> 00:25:36,690
Out of a complex series of tasks,

441
00:25:36,690 --> 00:25:38,813
the finalized ramidus has emerged.

442
00:25:41,030 --> 00:25:42,740
At last, we can come face to face

443
00:25:42,740 --> 00:25:44,090
with the primitive ape man.

444
00:25:48,431 --> 00:25:49,660
(percussive music)

445
00:25:49,660 --> 00:25:53,060
We still need to recreate everything in this virtual world.

446
00:25:53,060 --> 00:25:55,040
This shot, for example, requires more

447
00:25:55,040 --> 00:25:56,590
than just making the character.

448
00:25:59,380 --> 00:26:02,090
Look at the background, the whole collection of trees,

449
00:26:02,090 --> 00:26:03,693
shrubs, and grass.

450
00:26:05,460 --> 00:26:07,650
The background design needs to reinvent the Earth

451
00:26:07,650 --> 00:26:09,593
of 4.4 million years ago.

452
00:26:10,440 --> 00:26:13,240
Millions of trees are needed to create this environment.

453
00:26:18,463 --> 00:26:20,290
(speaking in foreign language)

454
00:26:20,290 --> 00:26:21,410
The most difficult part

455
00:26:21,410 --> 00:26:24,010
was figuring out the habitat of ramidus should look.

456
00:26:27,940 --> 00:26:29,410
He conducted in-depth research

457
00:26:29,410 --> 00:26:32,430
on ancient and modern plants from across the globe,

458
00:26:32,430 --> 00:26:34,560
and then created the digital models

459
00:26:34,560 --> 00:26:36,763
of necessary plants one by one.

460
00:26:42,650 --> 00:26:44,830
While I was modeling these plants,

461
00:26:44,830 --> 00:26:47,030
I always felt unsure about everything.

462
00:26:47,030 --> 00:26:49,640
I could not feel relieved until the experts approved

463
00:26:49,640 --> 00:26:50,923
the models I showed them.

464
00:26:56,140 --> 00:26:57,440
It's taken three whole months

465
00:26:57,440 --> 00:26:59,830
to determine the full set of vegetation types

466
00:26:59,830 --> 00:27:01,930
to be included in the virtual environment.

467
00:27:05,610 --> 00:27:07,800
Then the plants need to be placed,

468
00:27:07,800 --> 00:27:10,260
but can you imagine just how much work is required

469
00:27:10,260 --> 00:27:12,213
to fill up even just this one shot?

470
00:27:15,241 --> 00:27:16,260
(speaking in foreign language)

471
00:27:16,260 --> 00:27:17,810
I'm placing so many objects,

472
00:27:17,810 --> 00:27:20,060
but they are all natural things,

473
00:27:20,060 --> 00:27:22,630
so they should vary in shape.

474
00:27:22,630 --> 00:27:26,120
Environments and locations are all differing factors.

475
00:27:26,120 --> 00:27:29,530
For example, in this lot, seen from this angle,

476
00:27:29,530 --> 00:27:32,243
separately created plants are all placed together,

477
00:27:33,470 --> 00:27:35,370
but as similar shapes are bunched,

478
00:27:35,370 --> 00:27:37,660
the shot will look unnatural.

479
00:27:37,660 --> 00:27:40,690
So you must make individual corrections on each shot.

480
00:27:40,690 --> 00:27:41,773
It's a lot of work.

481
00:27:47,220 --> 00:27:49,600
Creating the habitat for ramidus

482
00:27:49,600 --> 00:27:51,723
may have been tougher than creating ramidus itself.

483
00:27:59,270 --> 00:28:00,280
Another technique for making

484
00:28:00,280 --> 00:28:02,933
this prehistoric world look real is the lighting.

485
00:28:08,003 --> 00:28:10,150
(speaking in foreign language)

486
00:28:10,150 --> 00:28:11,370
In the digital world,

487
00:28:11,370 --> 00:28:14,560
there is no sense of light until you put one there.

488
00:28:14,560 --> 00:28:16,243
There's no sky or sun.

489
00:28:18,060 --> 00:28:20,550
This section introduces the sky and the sun

490
00:28:20,550 --> 00:28:23,720
that match the world, setting the angles

491
00:28:23,720 --> 00:28:24,830
to incorporate the light

492
00:28:24,830 --> 00:28:27,573
and thus give finishing touches to the CGI.

493
00:28:29,830 --> 00:28:32,780
In the dark space, a sky and a sun are placed.

494
00:28:34,200 --> 00:28:37,570
By controlling the hue, brightness, and angle of the light,

495
00:28:37,570 --> 00:28:39,743
he optimizes the lighting of the scene.

496
00:28:40,792 --> 00:28:44,690
(gentle piano music)

497
00:28:44,690 --> 00:28:47,190
Finding the best angle for illuminating the characters

498
00:28:47,190 --> 00:28:49,603
is an important job of a lighting specialist.

499
00:28:56,020 --> 00:28:58,220
Without lighting, the completed ramidus model

500
00:28:58,220 --> 00:29:02,393
would look like nothing but a black blob.

501
00:29:12,514 --> 00:29:14,800
In this scene, the lighting helps create the atmosphere

502
00:29:14,800 --> 00:29:16,463
of ramidus' forest home.

503
00:29:22,170 --> 00:29:24,590
The art of lighting is a big part of making ramidus

504
00:29:24,590 --> 00:29:25,423
come to life.

505
00:29:28,000 --> 00:29:29,430
The scene is almost finished

506
00:29:31,130 --> 00:29:33,270
and even these pieces of fruit were the product

507
00:29:33,270 --> 00:29:35,623
of thorough research and painstaking work.

508
00:29:40,645 --> 00:29:43,087
(speaking in foreign language)

509
00:29:43,087 --> 00:29:45,230
This time, I created a type of fruit

510
00:29:45,230 --> 00:29:46,883
called myrianthus.

511
00:29:48,580 --> 00:29:50,280
This is a myrianthus,

512
00:29:50,280 --> 00:29:51,703
or a giant yellow mulberry.

513
00:29:53,380 --> 00:29:54,800
It has a knobbed surface

514
00:29:54,800 --> 00:29:56,803
and is made up of many layers of pulp.

515
00:29:59,393 --> 00:30:00,806
(speaking in foreign language)

516
00:30:00,806 --> 00:30:02,020
It is native to Africa

517
00:30:02,020 --> 00:30:05,190
and is frequently eaten by chimpanzees.

518
00:30:05,190 --> 00:30:07,393
We don't have this type of fruit in Japan.

519
00:30:10,500 --> 00:30:12,200
To create the model of the fruit,

520
00:30:12,200 --> 00:30:14,400
Katsuyama collected a lot of reference data

521
00:30:14,400 --> 00:30:16,200
about myrianthus itself,

522
00:30:16,200 --> 00:30:18,293
but also about other types of fruit.

523
00:30:20,570 --> 00:30:21,970
She gathered not only data,

524
00:30:21,970 --> 00:30:24,990
but also bought various different kinds of fruit,

525
00:30:24,990 --> 00:30:26,300
and carefully studied them

526
00:30:26,300 --> 00:30:29,163
to make the digital myrianthus more realistic.

527
00:30:32,270 --> 00:30:35,193
She seems to be picky about one aspect in particular.

528
00:30:36,660 --> 00:30:39,028
(speaking in foreign language)

529
00:30:39,028 --> 00:30:39,861
I like texture mapping,

530
00:30:39,861 --> 00:30:42,163
so I sort of created my own fruit stand.

531
00:30:43,500 --> 00:30:45,210
I built four different base models

532
00:30:45,210 --> 00:30:47,050
with different patterns

533
00:30:47,050 --> 00:30:49,623
from which I created more variations.

534
00:30:50,690 --> 00:30:52,463
That part was a lot of fun.

535
00:30:55,137 --> 00:30:56,660
Katsuyama also created

536
00:30:56,660 --> 00:30:59,410
a whole series of models representing varied stages

537
00:30:59,410 --> 00:31:02,963
of the fruit's life, from green to ripe to rotten.

538
00:31:09,910 --> 00:31:12,080
She spent two weeks observing the rotting process

539
00:31:12,080 --> 00:31:14,460
of real fruit, prior to her modeling work.

540
00:31:21,010 --> 00:31:23,730
To make the myrianthus look even more real,

541
00:31:23,730 --> 00:31:25,243
one last touch has been added.

542
00:31:26,500 --> 00:31:27,333
Let's rewind.

543
00:31:29,900 --> 00:31:32,909
Can you spot the bugs flying around the fruit?

544
00:31:32,909 --> 00:31:34,170
(bugs buzzing)

545
00:31:34,170 --> 00:31:38,243
That was added by a creator in charge of visual effects.

546
00:31:40,460 --> 00:31:43,893
This is Masanori Yamao, a virtual effects designer.

547
00:31:46,940 --> 00:31:49,340
Here's the bug that should be flying around.

548
00:31:49,340 --> 00:31:52,003
This model already has its wing flapping animation.

549
00:31:54,090 --> 00:31:56,580
Zoomed in, we can see that it's a fly.

550
00:31:56,580 --> 00:31:58,910
That's what's buzzing around the fruit.

551
00:31:58,910 --> 00:32:02,190
Even the detailed work of making this small fly buzz around

552
00:32:02,190 --> 00:32:03,263
has to be created.

553
00:32:06,310 --> 00:32:08,583
He's also particular about something else.

554
00:32:11,391 --> 00:32:14,197
(speaking in foreign language)

555
00:32:14,197 --> 00:32:15,530
Well, on this animation, I debated

556
00:32:15,530 --> 00:32:18,310
whether flies should go near the fruit.

557
00:32:18,310 --> 00:32:19,960
Took me a while to work this out.

558
00:32:25,298 --> 00:32:27,670
I mean, what happens if they go near each other?

559
00:32:27,670 --> 00:32:30,340
Because in real life, when bugs get close together,

560
00:32:30,340 --> 00:32:32,100
they don't just keep flying.

561
00:32:32,100 --> 00:32:35,050
They're actually aware of each other and react accordingly.

562
00:32:37,120 --> 00:32:38,630
These flies are so tiny

563
00:32:38,630 --> 00:32:41,901
that some viewers might not even have noticed them.

564
00:32:41,901 --> 00:32:44,050
But they give a visual clue to the sweet odor

565
00:32:44,050 --> 00:32:46,110
of the myrianthus fruit,

566
00:32:46,110 --> 00:32:48,210
and they even hint at the passing of time

567
00:32:48,210 --> 00:32:49,833
responsible for the fruit life.

568
00:32:52,806 --> 00:32:56,710
(tribal chanting music)

569
00:32:56,710 --> 00:32:59,440
Finally, after so many stages of work,

570
00:32:59,440 --> 00:33:01,670
done by so many creative talents,

571
00:33:01,670 --> 00:33:04,280
the Earth of 4.4 million years ago

572
00:33:04,280 --> 00:33:06,880
that was once home to ardipithecus ramidus

573
00:33:06,880 --> 00:33:08,463
has been digitally reborn.

574
00:33:09,560 --> 00:33:12,730
Now let's explore this prehistoric world.

575
00:33:28,437 --> 00:33:30,520
(grunts)

576
00:33:45,263 --> 00:33:48,596
(tribal chanting music)

577
00:34:15,674 --> 00:34:16,800
You would never be able to film this today

578
00:34:16,800 --> 00:34:18,640
on any place on Earth.

579
00:34:18,640 --> 00:34:20,573
It was lost a long time ago.

580
00:34:21,410 --> 00:34:23,090
The prehistoric landscape

581
00:34:23,090 --> 00:34:25,610
and the life of our distant human ancestor

582
00:34:25,610 --> 00:34:29,243
has now come to life in a hyper-realistic movie.

583
00:34:37,635 --> 00:34:38,468
(speaking in foreign language)

584
00:34:38,468 --> 00:34:40,790
The quality of CGI for this program

585
00:34:40,790 --> 00:34:42,410
was quite exceptional.

586
00:34:42,410 --> 00:34:45,160
I think it's the first of its kind.

587
00:34:45,160 --> 00:34:47,400
The overall impression is different.

588
00:34:47,400 --> 00:34:50,480
I mean, it doesn't only recreate the body shape,

589
00:34:50,480 --> 00:34:52,480
but also the skin texture,

590
00:34:52,480 --> 00:34:55,010
the way the fur is slightly disarrayed,

591
00:34:55,010 --> 00:34:59,000
and how all these elements change when the character moves,

592
00:34:59,000 --> 00:35:01,530
and also the facial expressions.

593
00:35:01,530 --> 00:35:04,090
The characters can make a puzzled face,

594
00:35:04,090 --> 00:35:05,970
show a sense of danger,

595
00:35:05,970 --> 00:35:08,173
or even make a truly subtle expression.

596
00:35:09,350 --> 00:35:12,360
All those delicate movements are brilliantly recreated

597
00:35:14,337 --> 00:35:16,430
and the integration of the characters with the environment

598
00:35:16,430 --> 00:35:18,660
is also superb.

599
00:35:18,660 --> 00:35:20,840
For example, you can really feel

600
00:35:20,840 --> 00:35:24,240
that the sun is beating down and how hot it is.

601
00:35:24,240 --> 00:35:27,360
You can easily empathize with the characters.

602
00:35:27,360 --> 00:35:28,700
You can feel their relief

603
00:35:28,700 --> 00:35:31,123
when they reach the cool shade of the trees.

604
00:35:31,990 --> 00:35:34,440
I've never seen any computer-generated movie

605
00:35:34,440 --> 00:35:36,763
that can convey this level of reality.

606
00:35:38,029 --> 00:35:40,720
(percussive music)

607
00:35:40,720 --> 00:35:41,680
For this project,

608
00:35:41,680 --> 00:35:45,530
CGI was used to also reconstruct other hominid species

609
00:35:45,530 --> 00:35:47,580
and their habitats from different epochs.

610
00:35:55,140 --> 00:35:57,987
This is Earth of 3.5 million years ago.

611
00:35:57,987 --> 00:36:02,480
900,000 years have passed since the time of ramidus.

612
00:36:02,480 --> 00:36:04,180
The star of this era is a species

613
00:36:04,180 --> 00:36:06,460
that lived in groups in plains.

614
00:36:06,460 --> 00:36:09,110
Its forests had declined due to global aridification.

615
00:36:10,310 --> 00:36:13,750
They are australopithecus afarensis,

616
00:36:13,750 --> 00:36:15,350
a bit of a tongue-twisting name.

617
00:36:16,410 --> 00:36:18,013
Let's take a look at their life.

618
00:36:28,766 --> 00:36:31,150
(crunching)

619
00:36:31,150 --> 00:36:33,733
The group is foraging together.

620
00:36:46,314 --> 00:36:49,564
(elephants trumpeting)

621
00:36:51,630 --> 00:36:52,930
But danger may be lurking.

622
00:36:55,530 --> 00:36:56,783
A predator pounces.

623
00:36:58,410 --> 00:37:00,660
(grunting)

624
00:37:05,038 --> 00:37:08,455
(squealing and grunting)

625
00:37:15,058 --> 00:37:20,000
Yes, in this epoch, hominids were prey to carnivores.

626
00:37:20,000 --> 00:37:23,000
They were largely defenseless against the ferocious enemies.

627
00:37:27,822 --> 00:37:30,572
(dramatic music)

628
00:37:42,306 --> 00:37:44,460
(bug buzzing)

629
00:37:44,460 --> 00:37:47,770
This is Earth, 2.4 million years ago,

630
00:37:47,770 --> 00:37:50,680
when it was inhabited by another hominid species,

631
00:37:50,680 --> 00:37:52,570
homo habilis.

632
00:37:52,570 --> 00:37:55,820
They are considered a very important species.

633
00:37:55,820 --> 00:37:58,740
Homo habilis were the first proto-humans to use tools

634
00:37:59,590 --> 00:38:01,340
and may have even been responsible

635
00:38:01,340 --> 00:38:03,403
for the invention of stone tools.

636
00:38:06,750 --> 00:38:08,900
This group seems to have spotted something.

637
00:38:16,040 --> 00:38:18,290
(grunting)

638
00:38:24,690 --> 00:38:27,123
They've come upon a pack of hyenas feeding.

639
00:38:29,593 --> 00:38:32,176
(bugs buzzing)

640
00:38:33,672 --> 00:38:35,922
(grunting)

641
00:38:36,900 --> 00:38:38,500
Will they try to steal the kill?

642
00:38:40,606 --> 00:38:44,023
(grunting and squealing)

643
00:38:59,430 --> 00:39:03,097
Very bold, but to survive, they have to eat.

644
00:39:15,520 --> 00:39:17,160
Some researchers hypothesize

645
00:39:17,160 --> 00:39:18,730
that the invention of stone tools

646
00:39:18,730 --> 00:39:20,633
may have been a happy accident.

647
00:39:21,600 --> 00:39:23,990
Out Of The Cradle dares to recreate that scene,

648
00:39:23,990 --> 00:39:26,071
based on this hypothesis.

649
00:39:26,071 --> 00:39:28,321
(grunting)

650
00:39:33,787 --> 00:39:36,870
(gentle piano music)

651
00:39:47,528 --> 00:39:49,778
(grunting)

652
00:40:29,503 --> 00:40:32,617
Homo erectus lived 1.8 million years ago.

653
00:40:35,200 --> 00:40:37,427
This species had two key traits.

654
00:40:43,890 --> 00:40:45,850
The first is that they started hunting

655
00:40:45,850 --> 00:40:47,223
other animals as prey.

656
00:40:50,030 --> 00:40:52,770
The second is that their body shapes and movements

657
00:40:52,770 --> 00:40:55,870
had come to resemble our species much more closely

658
00:40:55,870 --> 00:40:57,293
than any earlier ones.

659
00:41:03,360 --> 00:41:05,930
Since they look so much like modern humans,

660
00:41:05,930 --> 00:41:08,320
a combination of live action filming

661
00:41:08,320 --> 00:41:12,053
and digital recreations were used to reconstruct their life.

662
00:41:13,290 --> 00:41:15,653
Location shooting was done in Australia.

663
00:41:18,440 --> 00:41:19,520
Australia was chosen,

664
00:41:19,520 --> 00:41:22,740
as it offers a variety of pristine natural environments,

665
00:41:22,740 --> 00:41:25,483
from desert to forest to coastlines.

666
00:41:28,410 --> 00:41:31,450
This ambitious effort to bring homo erectus back to life

667
00:41:31,450 --> 00:41:33,950
was undertaken by a Japanese production team

668
00:41:33,950 --> 00:41:38,100
working alongside filmmakers from Australia and Hollywood.

669
00:41:38,100 --> 00:41:40,953
Around 100 people in total were involved in the shoot.

670
00:41:47,360 --> 00:41:50,373
This man is playing homo erectus, our main character.

671
00:41:54,230 --> 00:41:56,630
He is made up with prosthetics before the shoot.

672
00:42:00,410 --> 00:42:03,360
Let's take a peek at how the special effect makeup is done.

673
00:42:06,780 --> 00:42:08,860
A prosthetic makeup artist from Hollywood

674
00:42:08,860 --> 00:42:11,770
will give the actor a face that turns the clock back

675
00:42:11,770 --> 00:42:13,693
1.8 million years.

676
00:42:19,290 --> 00:42:21,840
A special mask restores the raised cheekbones

677
00:42:21,840 --> 00:42:25,123
and the brow ridge that are characteristic to homo erectus.

678
00:42:27,520 --> 00:42:30,230
The makeup artist took a cast of the actor's face

679
00:42:30,230 --> 00:42:33,300
and, under the guidance of anthropologist Hisao Baba,

680
00:42:33,300 --> 00:42:35,043
built a mask with these features.

681
00:42:39,950 --> 00:42:41,990
After two hours on the makeup chair,

682
00:42:41,990 --> 00:42:44,670
his modern human face travels back in time

683
00:42:44,670 --> 00:42:48,173
to create a 1.8 million year old homo species.

684
00:42:49,180 --> 00:42:52,253
The actor's face is now that of homo erectus.

685
00:42:53,580 --> 00:42:55,360
He's also wearing a green cap

686
00:42:55,360 --> 00:42:58,100
so that they can add digital hair later on.

687
00:42:58,100 --> 00:43:00,173
Essentially, it's a high tech wig.

688
00:43:14,671 --> 00:43:17,171
And three, two, one, action!

689
00:43:20,420 --> 00:43:23,100
It's finally time to roll the cameras.

690
00:43:23,100 --> 00:43:25,643
First up is a scene of homo erectus hunting.

691
00:43:34,237 --> 00:43:37,000
And action!

692
00:43:37,000 --> 00:43:39,700
The prey is a species that no longer exists,

693
00:43:39,700 --> 00:43:42,160
so it will have to be added digitally.

694
00:43:42,160 --> 00:43:45,393
For shooting purposes, he stabs his spear into a prop.

695
00:43:47,880 --> 00:43:50,463
(upbeat music)

696
00:44:00,550 --> 00:44:02,800
When the live action footage shot in Australia

697
00:44:02,800 --> 00:44:05,790
is combined with a digital model created in Japan,

698
00:44:05,790 --> 00:44:07,293
it looks something like this.

699
00:44:12,170 --> 00:44:15,520
For Mark Risso-Gill, the producer of the Australian shoot,

700
00:44:15,520 --> 00:44:17,313
this was a brand new experience.

701
00:44:18,160 --> 00:44:22,013
New people, new experiences, new locations.

702
00:44:22,950 --> 00:44:27,280
This is very rewarding for me as a producer.

703
00:44:27,280 --> 00:44:29,493
So, yeah, it was a great opportunity.

704
00:44:31,620 --> 00:44:33,430
During their month on location,

705
00:44:33,430 --> 00:44:36,163
they shot a variety of scenes with homo erectus.

706
00:44:37,360 --> 00:44:39,300
All right, Cory, and we also probably--

707
00:44:39,300 --> 00:44:40,840
Cinematographer Adam Clark

708
00:44:40,840 --> 00:44:43,207
explains the shoot's difficulty.

709
00:44:44,640 --> 00:44:48,080
There have been a lot of VFX elements

710
00:44:48,080 --> 00:44:52,823
and, of course, as going into real locations and shooting,

711
00:44:54,820 --> 00:44:57,670
but also having to bear in mind the visual effects,

712
00:44:57,670 --> 00:45:02,103
the prosthetics, the post-production side of it,

713
00:45:05,000 --> 00:45:07,496
that has challenges of its own right.

714
00:45:07,496 --> 00:45:08,430
We've been to the DIWA fields

715
00:45:08,430 --> 00:45:13,390
and we had to build an 80 by 20 blue screen,

716
00:45:13,390 --> 00:45:17,441
and while there's always pressure to shoot at the time,

717
00:45:17,441 --> 00:45:20,490
there's also the time that you are required

718
00:45:20,490 --> 00:45:23,060
to get all of those elements together and right.

719
00:45:23,060 --> 00:45:25,010
So at the end of the day, somebody said

720
00:45:26,196 --> 00:45:28,442
put the compulsives together, actually,

721
00:45:28,442 --> 00:45:32,101
that has information that they require.

722
00:45:32,101 --> 00:45:33,934
Take one.

723
00:45:34,880 --> 00:45:37,100
In this scene, a group of homo erectus

724
00:45:37,100 --> 00:45:38,733
feast on meet from their prey.

725
00:45:44,241 --> 00:45:46,991
(faint speaking)

726
00:45:48,101 --> 00:45:50,684
(gentle music)

727
00:45:55,600 --> 00:45:56,940
The primal food source for homo erectus

728
00:45:56,940 --> 00:45:59,563
gradually transitioned from plants to meat.

729
00:46:00,470 --> 00:46:02,810
Some experts believe the meat-eating diet

730
00:46:02,810 --> 00:46:05,033
fueled an increase in their brain size.

731
00:46:35,030 --> 00:46:37,740
To reestablish a vivid, prehistoric world,

732
00:46:37,740 --> 00:46:39,250
you need something beyond visuals

733
00:46:39,250 --> 00:46:41,223
of ancients species and their habitats.

734
00:46:43,050 --> 00:46:45,750
The production also needed to create the right sounds.

735
00:46:51,806 --> 00:46:54,437
(speaking in foreign language)

736
00:46:54,437 --> 00:46:56,240
The right sounds include the speech of neanderthals

737
00:46:56,240 --> 00:46:57,373
and homo sapiens.

738
00:47:01,005 --> 00:47:04,922
(speaking in foreign language)

739
00:47:11,010 --> 00:47:13,860
Reconstructing the language of our human ancestors

740
00:47:13,860 --> 00:47:16,173
was one of the project's daring challenges.

741
00:47:17,280 --> 00:47:20,520
(speaking in foreign language)

742
00:47:20,520 --> 00:47:24,020
Good, and we wanna kinda flow to the next gesture.

743
00:47:24,020 --> 00:47:26,368
So these have all been part of a sentence.

744
00:47:26,368 --> 00:47:29,180
(speaking in foreign language)

745
00:47:29,180 --> 00:47:30,790
For advice on the proto-language

746
00:47:30,790 --> 00:47:33,810
used by the characters, the team turned to Andrew Byrd,

747
00:47:33,810 --> 00:47:35,173
a historical linguist.

748
00:47:38,580 --> 00:47:40,420
But how does he reconstruct something

749
00:47:40,420 --> 00:47:41,953
spoken in distant prehistory?

750
00:47:50,150 --> 00:47:54,202
We don't know if the neanderthals had language.

751
00:47:54,202 --> 00:47:58,470
The further along we get within our research,

752
00:47:58,470 --> 00:48:02,270
the more likely it seems that they did have language,

753
00:48:02,270 --> 00:48:04,230
but we do know a couple things.

754
00:48:04,230 --> 00:48:07,940
First off, we know that they were highly intelligent.

755
00:48:07,940 --> 00:48:10,720
Second, we know that their anatomy,

756
00:48:10,720 --> 00:48:13,470
while slightly different from that of homo sapiens,

757
00:48:13,470 --> 00:48:17,210
was almost certainly tolerant,

758
00:48:17,210 --> 00:48:20,700
or almost certainly permitted the production of speech.

759
00:48:20,700 --> 00:48:22,980
Now that speech may have sounded different

760
00:48:22,980 --> 00:48:26,490
from that of our own, but it would've been something,

761
00:48:26,490 --> 00:48:28,693
I would imagine, fairly similar.

762
00:48:32,150 --> 00:48:34,460
This scene depicts the possible first encounter

763
00:48:34,460 --> 00:48:36,850
between neanderthals and homo sapiens,

764
00:48:36,850 --> 00:48:38,563
as imagined by researchers.

765
00:48:39,670 --> 00:48:41,823
The neanderthals shout as they run away.

766
00:48:47,380 --> 00:48:48,933
What does that mean?

767
00:48:50,070 --> 00:48:51,330
Reason the word for father

768
00:48:51,330 --> 00:48:53,690
for the Neanderthals was ba-bu,

769
00:48:53,690 --> 00:48:57,990
and essentially used babbling as an inspiration there.

770
00:48:57,990 --> 00:49:00,850
But, of course, babies aren't babbling about everything,

771
00:49:00,850 --> 00:49:02,210
so there are other concepts

772
00:49:02,210 --> 00:49:06,140
that a baby's not gonna be able to create.

773
00:49:06,140 --> 00:49:08,640
So I used onomatopoeia for that.

774
00:49:08,640 --> 00:49:11,800
The idea is that there are certain sounds in the world

775
00:49:11,800 --> 00:49:14,800
that we try to imitate and that becomes the word,

776
00:49:14,800 --> 00:49:19,800
and so the idea that came to me was that to wait

777
00:49:20,100 --> 00:49:25,100
is the idea of having two feet planting down in the ground,

778
00:49:25,150 --> 00:49:26,920
in the mud, and that you're waiting,

779
00:49:26,920 --> 00:49:28,090
physically waiting there.

780
00:49:28,090 --> 00:49:33,090
So the word is p'uk'a, which is created to imitate

781
00:49:33,500 --> 00:49:35,533
the planting of feet within the mud.

782
00:49:37,840 --> 00:49:40,210
Another sound that needed to be reconstructed

783
00:49:40,210 --> 00:49:42,690
was that of prehistoric music.

784
00:49:42,690 --> 00:49:45,520
It can be heard during a scene where a group of homo sapiens

785
00:49:45,520 --> 00:49:47,193
perform in a ritual.

786
00:49:50,172 --> 00:49:54,089
(chanting in foreign language)

787
00:50:04,908 --> 00:50:07,908
Here is the man who created the music of early homo sapiens.

788
00:50:09,041 --> 00:50:11,541
(flute music)

789
00:50:13,930 --> 00:50:15,130
He is Rupert Till

790
00:50:15,130 --> 00:50:17,783
of the University of Huddersfield in the UK.

791
00:50:21,140 --> 00:50:24,050
He is both an archeologist and a composer.

792
00:50:24,050 --> 00:50:25,873
And it makes a very deep sound.

793
00:50:26,730 --> 00:50:28,150
He's been conducting research

794
00:50:28,150 --> 00:50:31,866
on the music of the paleolithic era for many years.

795
00:50:31,866 --> 00:50:34,116
(whirring)

796
00:50:42,320 --> 00:50:45,170
I tried to avoid using any sounds or instruments

797
00:50:45,170 --> 00:50:46,543
that exist today.

798
00:50:47,387 --> 00:50:50,710
These are sounds that are being made as part of a ritual,

799
00:50:50,710 --> 00:50:55,280
and the music and the dance and everything comes together.

800
00:50:55,280 --> 00:50:58,020
So I try to use natural sounds, sounds from the body,

801
00:50:58,020 --> 00:51:02,900
clapping, singing, making sounds with your voice,

802
00:51:02,900 --> 00:51:04,930
and the instruments we know about,

803
00:51:04,930 --> 00:51:09,051
like prehistoric ancient flute sounds.

804
00:51:09,051 --> 00:51:10,970
(clapping)

805
00:51:10,970 --> 00:51:12,580
Till also found something ideal

806
00:51:12,580 --> 00:51:15,103
to help achieve the sounds from ancient times.

807
00:51:16,049 --> 00:51:18,299
(grunting)

808
00:51:21,630 --> 00:51:25,800
I was really lucky to be able to go to some caves in Spain

809
00:51:25,800 --> 00:51:30,240
and while we were there, we were looking for rocks

810
00:51:30,240 --> 00:51:32,350
that ring when you hit them,

811
00:51:32,350 --> 00:51:37,350
and in this cave, we discovered these amazing stalagmites,

812
00:51:40,470 --> 00:51:42,148
stalagmites from the ground

813
00:51:42,148 --> 00:51:44,200
and stalagmites from the ceiling,

814
00:51:44,200 --> 00:51:47,480
and when you hit them, we hit them with a very soft mallet

815
00:51:47,480 --> 00:51:49,130
so that it wouldn't damage them,

816
00:51:49,130 --> 00:51:52,013
some of them ring like bells.

817
00:51:54,678 --> 00:51:56,909
11, (stalagmite ringing), 12,

818
00:51:56,909 --> 00:52:00,660
(stalagmite ringing) 13.

819
00:52:00,660 --> 00:52:03,040
14, 15, 16, 17.

820
00:52:06,973 --> 00:52:10,556
(clapping and flute music)

821
00:52:17,680 --> 00:52:19,820
Even over these incomplete images,

822
00:52:19,820 --> 00:52:23,472
Till's ritualistic music lends an enchanting atmosphere.

823
00:52:23,472 --> 00:52:27,389
(chanting in foreign language)

824
00:52:55,096 --> 00:52:59,420
(speaking in foreign language)

825
00:52:59,420 --> 00:53:01,130
I think it's important to convey

826
00:53:01,130 --> 00:53:04,650
actual images of ancient people to the public.

827
00:53:04,650 --> 00:53:07,430
As researchers, we try to grasp the past

828
00:53:07,430 --> 00:53:09,370
as accurately as possible,

829
00:53:09,370 --> 00:53:11,853
based on previous excavations and research.

830
00:53:12,840 --> 00:53:15,910
And these technologies are a truly fantastic means

831
00:53:15,910 --> 00:53:18,260
of communicating our discoveries to the public.

832
00:53:24,650 --> 00:53:27,050
Thanks to a vast amount of reference material,

833
00:53:27,050 --> 00:53:29,760
the expertise and insight of many scholars,

834
00:53:29,760 --> 00:53:32,750
and state-of-the-art digital imaging technology,

835
00:53:32,750 --> 00:53:34,370
these lost prehistoric worlds

836
00:53:34,370 --> 00:53:35,920
have been brought back to life.

837
00:53:39,470 --> 00:53:42,880
If a real ramidus could see this digital model of himself,

838
00:53:42,880 --> 00:53:43,830
how would he react?

839
00:53:49,550 --> 00:53:52,951
What words of surprise would the neanderthal blurt out?

840
00:53:52,951 --> 00:53:55,124
(grunting)

841
00:53:55,124 --> 00:53:59,041
(speaking in foreign language)

842
00:54:00,020 --> 00:54:03,060
Digital images will spark your imagination,

843
00:54:03,060 --> 00:54:04,900
and they make perhaps make you feel closer

844
00:54:04,900 --> 00:54:06,483
to the prehistoric species.

845
00:54:13,434 --> 00:54:16,270
(orchestra tuning)

846
00:54:16,270 --> 00:54:20,310
In Shibuya, Tokyo, today the soundtrack

847
00:54:20,310 --> 00:54:22,660
for Out Of The Cradle series is being recorded.

848
00:54:34,198 --> 00:54:35,530
(speaking in foreign language)

849
00:54:35,530 --> 00:54:39,200
Shu Kanematsu and Takashi Ohmama

850
00:54:39,200 --> 00:54:41,050
are the two talented young musicians

851
00:54:41,050 --> 00:54:43,260
who composed and performed the original music

852
00:54:43,260 --> 00:54:44,243
for the series.

853
00:54:48,870 --> 00:54:51,623
The original score exceeds 40 pieces.

854
00:54:52,660 --> 00:54:53,613
One, two.

855
00:54:55,485 --> 00:54:58,402
(orchestral music)

856
00:55:48,290 --> 00:55:51,140
An ambitious project to recreate human evolution

857
00:55:51,140 --> 00:55:53,223
in hyper-realistic CGI.

858
00:55:56,230 --> 00:55:58,490
A two-year production of stunning images

859
00:55:58,490 --> 00:56:02,150
has been, in fact, driven by good old fashioned artistry,

860
00:56:02,150 --> 00:56:03,940
contrary to the stereotype image

861
00:56:03,940 --> 00:56:05,693
of cutting edge digital media.

862
00:56:10,640 --> 00:56:12,670
In much the same way that human evolution

863
00:56:12,670 --> 00:56:14,950
was a long and thorough process,

864
00:56:14,950 --> 00:56:18,020
from standing upright to inventing tools

865
00:56:18,020 --> 00:56:19,430
to acquiring language

866
00:56:19,430 --> 00:56:21,933
and, ultimately, the arrival of modern humans.

867
00:56:24,170 --> 00:56:26,230
This cutting edge CGI has come to life

868
00:56:26,230 --> 00:56:28,620
through painstaking creativity and knowledge

869
00:56:28,620 --> 00:56:31,110
from artists and researchers alike.

870
00:56:31,110 --> 00:56:34,020
So for the first time, we can see how this stunning series

871
00:56:34,020 --> 00:56:36,140
came Out Of The Cradle.

