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OZ THE GREAT AND POWERFUL Production ... - Visual Hollywood

OZ THE GREAT AND POWERFUL Production ... - Visual Hollywood

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<strong>OZ</strong> <strong>THE</strong> <strong>GREAT</strong> <strong>AND</strong> <strong>POWERFUL</strong> (2013)<br />

PRODUCTION NOTES<br />

Kunis spent countless hours on days off with stunt coordinator Scott Rogers, who reunited with<br />

Raimi after designing the computerized cable rigs that allowed actor Tobey Maguire to soar as Spider-Man<br />

in the second and third installments of the filmmaker's popular trilogy.<br />

"She's really tough," observes Rogers about Kunis' fearless approach to the required stunt work (all<br />

of which she did herself without the safety net of a professional double). "I don't think we actually<br />

could fly her fast enough. Everything we did, she's like 'let's go faster!' She really enjoyed it and<br />

was a pleasure to work with. I'm trying to think of the right word to describe Mila. You know, just<br />

'game.' She was game for whatever we did. And that instantly made our job easier."<br />

With all four main cast members, "We first had to see if they were willing to leave the ground,"<br />

Rogers admits. "You know, a lot of people can be adverse to being very high in the air. We were<br />

real fortunate that everybody from James to Mila to Michelle to Rachel were all okay with us taking<br />

them 30 feet in the air."<br />

To perfect his high-wire act, so-to-speak, Rogers says that "we developed an apparatus that would<br />

allow us to lift Mila, to pick up one end of the broom, or to let it out so she could pick it up, put it<br />

under her, and take off, then rotate and fly around in a 3D space. These were technologies and theories<br />

that had all been built upon since 'Spider-Man 2.'"<br />

"The apparatus is called a foy," he continues in further clarifying a trick of his trade. "This foy system<br />

has been part of filmmaking and live stage shows for probably decades. Now, this system we<br />

used has never existed before, as far as I know. To be able to fly somebody in a 3D space back-andforth,<br />

up-and-down, side-to-side. Also, to puppeteer the lead actress, allowing her to get on-and-off<br />

a broom all in one open shot. It was quite an accomplishment, of which I'm very proud."<br />

Working in 3d<br />

"When I came on the film, the first draft of the screenplay already existed and I heard that producer<br />

Joe Roth and the Walt Disney Studios wanted to make the film in 3D," Sam Raimi explains about<br />

his very first foray in the digital 3D realm. "I thought it was a good idea. I think that for this project,<br />

the fact that it introduces the audience to Baum's fantastical world and can give them a sense of dimensionality,<br />

a sense of space, is very exciting."<br />

Not only did the project mark Raimi's first in digital 3D, but also that for his cinematographer, another<br />

longtime ally, Peter Deming ("Drag Me to Hell," "Evil Dead II"), who remarks that "3D is<br />

definitely a different animal. You're working at different light levels. Your choice of lenses is much<br />

different than for a 2D film. You're always looking for new ways to cover your scenes or maximize<br />

the 3D in the blocking and the staging, as opposed to a 2D movie.<br />

"In taking on the project, Sam was faced with two new ventures, 3D and digital," Deming continues.<br />

"We talked a lot about that, about what cameras to use, about shooting in 2D and converting in<br />

post-production, a practice called dimensionalization. Shooting on film and converting to digital.<br />

We probably spent a month prepping and shooting tests in Los Angeles on two different 3D systems,<br />

two different cameras, and film. And then posting all that through 2D or 3D imaging and<br />

comparing them all.<br />

"The camera we ultimately settled on was the Red Epic because in 3D, much like your eyesight,<br />

you need two images to make a three-dimensional fact," the veteran cinematographer explains<br />

about the 3D camera process. "Our eyes are fairly close together and there's no way to get two cam-<br />

© 2013 Walt Disney Pictures<br />

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