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This scene was the 1st one we shot. We figured it would be one of the easiest to do, which it was, but we still managed to make plenty of mistakes. We were totally clueless when it came to knowing how much movement on the set translated to what you see in the camera. It's easy to make the character bounce about unless you're very careful, especially with a shot like this where the animation is so close to the camera.

In the end we had to steady the footage using a computer program, as it shook so much. We also had to do a lot of colour matching between frames to compensate for terrible lighting variations. Control of the lighting is really important, we were soon to learn.

Like the previous Trinity scene, Neo here was mounted on a rotating platform. We used a guide rod connected to him to allow us to make small rotational movements easier, and some blocking pieces to limit the amount he could turn. This ensured Neo hit his marks.

At this point it's worth mentioning that we used a token to indicate if we'd animated the scene or taken the photo. In the heat of the moment it can be hard to remember if you've done either of those things, so we quickly discovered we needed a method of tracking these facts. Trevor would hold a stick or something to indicate he was yet to animate the scene, and hand it to Steve once finished. He'd then take the photo and hand it back. This turned out to be a rubbish method, and we eventually used a simple running sheet.
Here is the spinning rig we had Neo mounted on. We had to build him up on a stand as our tripod wouldn't go any lower.

The background printout looks weird here - it only had to be tiny, but we surrounded it with the same picture at a different size just in case we got our cropping size wrong and the white border appeared. We could have printed it big to start with, but we wanted the clouds to appear the right size.

I don't think it would have made any difference, upon reflection. The clouds would have looked gray and blurry no matter what resolution we printed them at.