Showing posts with label Art. Show all posts
Showing posts with label Art. Show all posts

Tuesday, May 01, 2007

Bill Watterson on School, Work, Art and Commerce

As this is the graduation season, I'd like to point you to a commencement address that Calvin and Hobbes cartoonist Bill Watterson made to the students of his alma mater, Kenyon College, in 1990. Included are these thoughts:
It's surprising how hard we'll work when the work is done just for ourselves. And with all due respect to John Stuart Mill, maybe utilitarianism is overrated. If I've learned one thing from being a cartoonist, it's how important playing is to creativity and happiness.
and these:
I tell you all this because it's worth recognizing that there is no such thing as an overnight success. You will do well to cultivate the resources in yourself that bring you happiness outside of success or failure. The truth is, most of us discover where we are headed when we arrive. At that time, we turn around and say, yes, this is obviously where I was going all along. It's a good idea to try to enjoy the scenery on the detours, because you'll probably take a few.
Thanks to Jason Kim for posting this.

Wednesday, April 25, 2007

Curious

What do the following animation studios have in common? Yowzaa, Project Firefly, Neomis Animation, Fat Cat Animation, James Baxter Animation, Wang Film Productions, July Films, and Sunwoo Entertainment?

They all worked on Curious George. With the exception of Sunwoo, they all contributed animation to Curious George. And that doesn't count Imagine Entertainment/Universal, where more animation was done.

Several of these companies are Canadian and I would be the last one to argue that they shouldn't be grabbing whatever business they can find, especially when it comes to features, where Canada is woefully underrepresented.

But there are obvious questions to be asked: how do you make a coherent feature and control quality when you've farmed out the animation to nine companies? How do you create consistent characterizations when the animators have no clue what's being done at other facilities? When did people start to assume that animated performances are something you can build out of standardized parts, like a car, so it doesn't matter where you buy them? When did Hollywood's opinion of animated acting get so low that it no longer cared at all?

I'm just curious.

Tuesday, April 10, 2007

Keith Lango on Inefficiency

Keith Lango has a two part (so far) article on why he thinks animators turn out less footage now than in the past and what the causes of this are. Here's part 1 and here's part 2. If you're an animator or an aspiring one, it's definitely worth a read.

Legacy Characters

The death of B.C. cartoonist Johnny Hart has once again raised the issue of whether a comic strip should continue beyond its creator's death. With animated characters being kept alive long after their creators and their originating studios are gone, the same questions could be asked about our medium. Tom Spurgeon at The Comics Reporter considers the question, and this paragraph caught my attention.
"Further, there's no way anyone can really prove that the newspaper page would be better off if strips died with their creators, other than pointing out a few that have and a general, logic-based hunch that, for example, audiences were more entertained by watching Jerry Seinfeld on Seinfeld than they would have been viewing his run playing Dobie Gillis. As ridiculous as that sounds, I think that's a pretty convincing way of looking at the overall issue. There's no way to keep any piece of art running past the death of its creators without a loss of vitality somewhere along the way, and when that decline defines a significant portion of your public face, it's bound to have a significant effect on the art form."

Friday, March 30, 2007

Consistency

People who work in animation know that there has to be consistency between designs and motion. If your character looks like Snow White, it has to move in a more realistic fashion than if your character looks like Dora the Explorer. If Snow White moves like Dora or if Dora moves like Snow White, the results are ludicrous.

I think that the quality of animation since the coming of cgi is getting more subtle. Having done both drawn and computer animation myself, I'm aware of the process of layering motion. In stop motion, you've got to conceptualize everything about your animation before you start as you're going straight ahead. In drawn animation, you have the ability to alter your timing after the fact, but it still takes effort to change details like hands or faces. With cgi, each moving item has it's own timeline and graph, so it's relatively easy to add motion on top of motion or change the timing of one aspect of a character while leaving the rest of the motion unchanged. What we see on screen, at least in features, is motion that's been refined to a high degree.

However, just as there has to be consistency between design and motion, there has to be consistency between acting and character. While the acting has become more complex, the characters have not. What we get in a lot of cgi acting is unjustified subtlety. The acting is too dense for what the character needs to communicate.

The solution is either to simplify the acting or to add complexity to the characters. Unfortunately, animation has a history of refining form while ignoring content, so I expect that the gap between acting and characters will continue to increase.

Thursday, March 08, 2007

Jones Against the Tide

Courtesy of Paul Spector (son of animator Irv Spector), here is a really interesting article by Chuck Jones from 1964. I don't believe it's ever been reprinted. Certainly, it was unknown to me. The article comes from program notes for a screening sponsored by ASIFA.




The article is worth reading for Jones' view on the state of the industry during a major transition. This was the second big industrial transition for the business (the first being the introduction of sound) and for most of the veteran animation personnel of the time, it was the first big shift in the business since they joined it.

We've been through a lot of transitions in the last 15 years (the collapse of drawn animation, the growth of cgi, the introduction of 2D software like Flash, increased globalization, etc.), so it's interesting to see how Jones viewed 1964. He fought a losing battle, first trying to reinvigorate theatrical shorts at MGM and then retreating to TV, but fighting to work for prime time with its higher budgets rather than for Saturday mornings.

While he justifiably casts stones at UPA and Hanna-Barbera, the irony is that Jones didn't do much with the opportunities that he found for himself. His timing and posing became increasingly mannered and his TV work became dominated by dialogue. While he cursed the darkness, the candles he lit didn't burn very brightly. He obviously had hopes for the future, but the truth is that his best films were already behind him, just as they were for UPA and Hanna-Barbera.

Wednesday, February 28, 2007

The Danish Poet Online

This year's Oscar winner for best animated short, The Danish Poet by Torill Kove, can be seen free online here. A tip of the hat to Alan Cook for pointing out the link.

Sunday, February 25, 2007

Pinocchio Part 1



Click on any of the above to enlarge.

I have no idea how long it's going to take to complete this, but it certainly seems to me to be worthwhile to do. Here's the first sequence from Pinocchio. You've probably noticed that I've started using tags with these entries. The tag 'Mosaics' will call up all the mosaics I've done as well as the related commentaries. I'm reserving the 'Pinocchio' tag for just the Pinocchio mosaics, so it should be convenient for you to call them up as we go.

(I note that the 'Mosaics' tag does not bring up entries all the way back to the beginning of this blog. I'll see if I can make this work better.)

Thanks go to Hans Perk and Michael Sporn for posting the animator drafts on which this is based. Thanks also to Alberto Becattini, whose list of animator credits has been a huge help in identifying lesser-known animators for these mosaics.

Because of Pinocchio's length, I'm going to post whatever I have to say about a sequence at the same time I put up the mosaics.

When I first saw these drafts, I was surprised at how many other animators handled Jiminy in this sequence. Looking at the animation carefully (and these mosaics don't do them justice; they're just a reference), it's clear that Kimball's cricket has a larger head, hands and feet than those of Luske, Wolf or Towsley. Towsley's proportions are more traditional cartoon than Kimball's, which are close to Dick Huemer's approach to the early Scrappy.

Kimball uses a hold for the word "true" at the end of the opening song. It isn't Kimball's fault, but you can see the cel scratches and dust stop moving during the hold and the whole screen goes dead. It was more obvious in 35mm than on video or DVD, but it always bugged me. I wish that he'd used a moving hold.

Kimball's poses in scene 2 are amazing. Every one of them has a beautiful line of action and drips appeal. The dialogue is not particularly juicy from a content or emotional standpoint, but we instantly like this cricket because he exudes charm and friendliness. The drawing and motion add enormously to what's in the voice track here.

The crane shot from the wishing star to Gepetto's workshop is straight out of German Expressionist film of the 1920's, using spatial continuity to imply a connection between things. Here, the two brightest spots on the screen are the star and Gepetto's window and the camera has told us that one will have an affect on the other.

In general, the use of the multiplane and other camera moves in this sequence makes the world feel large. The camera and we are exploring the space along with Jiminy. This sense of scale wasn't common in short cartoons and it literally took the creation of oversized artwork to make it work.

The effects animation is very rich. Shadows, dust, heat distortion and glows are present. The backgrounds are very detailed and Gepetto's workshop is stuffed with visual interest.

In the first five minutes of the film (including credits), we've been introduced to a character we like and a world that charms us visually. These days, many films feel the need to start off with an action sequence so that the audience doesn't get bored. In 1940, there was time to seduce the audience, letting us get to know a character before the plot kicks in. If nothing else, we know that Jiminy is important and someone we have to pay attention to.

UPDATE: In comments, the spectre pointed out that I had mis-identified effects animator John McManus as Dan MacManus. The correction has been made in the mosaic.

Saturday, February 24, 2007

Disney and Pixar

There's an article in Variety worth reading called "Disney animation gets Pixar-ization."

Thursday, February 22, 2007

Machinima

I've been aware of the existence of Machinima for a while, but as I'm not into video games, I haven't bothered to search any out. If you're not aware, Machinima are films where the visuals have been created using videogame graphics.

Slate.com has story on Machinima that includes several samples. It's a good, quick, primer as to what it's all about. Personally, I found the music videos based on songs from Avenue Q and by Avril Lavigne to be the most satisfying pieces, mainly because the music created a structured narrative for the visuals.

The most interesting thing about Machinima to me is the democratic nature of it. Not everyone can draw or create cgi characters and environments, which in the past prevented many people at trying their hands at animated films. Machinima provides people with ready-made characters and sets and game play educates them as to how to get visual results on the screen.

I don't want to re-open a can of worms, but I have to add that in their way, these films are motion-captured. They're definitely not created by keyframes. While the Machinima creators are not wearing body suits with tracking markers, their real-time manipulation of controlling devices puts these films in the mocap category.

It's only a matter of time, if it hasn't happened already, before there's a TV series or low budget feature created using this approach.

Tuesday, July 18, 2006

The Talent Differential

In early 1978, I had the occasion to visit Filmation. My opinion of the studio, based on their TV shows, was not high. However, I was astounded at the quality of the artwork on the studio walls. I couldn't figure out why a studio capable of producing such artwork couldn't get it on the screen.

I've worked at and visited a lot of studios since then and I've discovered that every studio contains a lot of talent and that the talent in a studio is always greater than what reaches the screen. I call this the talent differential.

Good studios are the ones with the narrowest gap between their staff's talents and what's on screen. Bad studios have the largest gaps.

The size of the gap is usually determined by the company management. To my thinking, there are four types of management.
Hands-on management with taste
Hands-on management without taste
Hands-off management with taste
Hands-off management without taste
Using historical examples, Disney was an example of hands-on management with taste. Walt Disney drove his studio in a particular direction that set standards that we're still striving to match.

Famous Studios was an example of hand-on management without taste. By the late 1940's, there was a real cookie-cutter look to their cartoons, regardless of who wrote them or directed them. There's no question that the staff's talents didn't reach the screen, as many of the same staff had worked on the Fleischer features.

Leon Schlesinger was the hands-off management with taste. Chuck Jones seemed to have a real gripe against Schlesinger, but Schlesinger had a sterling track record. The directors he hired and kept included Friz Freleng, Tex Avery, Bob Clampett, Chuck Jones, and Frank Tashlin. The directors he got rid of included Tom Palmer, Bernard Brown, Jack King, Ben Hardaway, and Cal Dalton. Once Schlesinger had a director he was happy with, he left the director alone, which is why the Warner directors showed so much individuality.

Some people are going to disagree with me on this one, but I think Walter Lantz was a hands-off manager with no taste. Yes, he hired Shamus Culhane, Dick Lundy, Tex Avery, Jack Hannah and Sid Marcus, but he let Culhane go and he seemed satisfied with Alex Lovy and Paul Smith. The last 16 years of the studio's existence was pretty bleak as a result.

Perhaps the most interesting thing about this is that successful management is not limited to people with art backgrounds. Schlesinger outshines other studios run by artists. Ultimately, it's about taste: recognizing the talent you've got and knowing how to manage it for the best result on the screen.

Friday, May 05, 2006

The Nifty Nineties




The Nifty Nineties is one of the few cartoons directed by Riley Thompson. The Mickey cartoons he directed were sometimes referred to as the "drunk Mickeys," possibly due to the alcohol consumption of the crew (both Fred Moore and Walt Kelly were known to imbibe) or possibly due to the style of animation, as the characters are more flexible in these cartoons than they've ever been.

Thanks to Jenny Lerew of Blackwing Diaries, I have a copy of the animator draft from the studio for this cartoon. The cartoon features an all-star cast of animators, including Fred Moore, Ward Kimball, Walt Kelly, Marvin Woodward, Les Clark, and Bud Swift. There's another animator credited as Smith who is probably Claude Smith. I don't know if the second names attached to some scenes are the names of assistant animators or possibly effects animators. If anybody knows, please comment.

I know that Walt Kelly, later the creator of the Pogo comic strip, animated on Pinocchio, Dumbo and The Reluctant Dragon, but this is the first time I've been able to identify specific scenes that he did. It's clear from his scenes that he was considered a more junior animator. The star Mickey scenes are done by Moore, Clark and Woodward. The broad action Mickey scenes are done by Claude Smith. None of Kelly's shots has much acting potential and he only gets one close-up.

If you are familiar with the entire cartoon, there is a sequence of still artwork which parodies the temperance plays of the 1890's. The drunk in this sequence looks like it's a caricature of storyman and director Dick Huemer, though I can't be sure. Unfortunately, the animator draft only identifies this material as coming from the music room, so I don't know who is responsible for the art.

I love animator drafts for the insights they give into a director's style. Thompson clearly gave animators continuous shots to do. Other directors like Clampett and Culhane were less likely to do that. In addition, Thompson was willing to let animation, rather than layout and cutting, carry the film. Moore's longest shot is his last one, which is 45 feet and 5 frames long. That's just over 30 seconds of continuous animation. Similarly, Kimball's longest shot is his second shot, which is 33 feet and 14 frames, or over 20 seconds. Of course, in the case of Moore and Kimball, the animation is so good and so lively that you're happy to keep watching.

There are mysteries associated with the draft. I have no idea who Elliotte is. He only animated a pair of hands removing a show card. There's information in the footage column that I can't figure out, such as "S & 1/2," "S & 1/4," "1/16S," "1/8S," and "1/4S." The background column includes notations like "NP" and "NS" that are mysteries.
If anyone knows what these things refer to, please comment.


Thursday, May 04, 2006

Fred Moore and Bill Tytla

Both these animators were hugely influential at Disney in the 1930's and both left the studio in the 1940's. Moore returned after putting in time with George Pal and Walter Lantz, but Tytla never returned. He went to Terrytoons as an animator and later moved to Famous Studios as a director.

What interests me is the difference in their experiences and reputations after leaving Disney as I think it illuminates something about their work.

Moore is famous for the appeal of his drawings and he maintained that appeal when his drawings moved. While he is associated with specific characters in the early Disney features (Dopey in
Snow White, Timothy in Dumbo and Lampwick in Pinocchio), I think that his sense of design dominated his ability as an actor.

When Moore went to Lantz, his work remained recognizeable and continued to be appealing, even when animating characters as bland and formula as Andy Panda or the dwarf rip-offs in Pixie Picnic. While Moore was probably forced to work faster than he did at Disney, his work really doesn't seem to suffer much.

When I first read Disney Animation: The Illusion of Life, I resented how Thomas and Johnston treated Moore. In the intervening years, though, I think that I've come around to their point of view. When they talk about Moore not being able to keep up, I think it's a criticism of his acting. Moore was enormously talented, but his talent was a surface one. For whatever reason, he didn't get as deeply into his characters as other Disney animators were beginning to do.

By contrast, I think that Tytla's main skill was his acting. He was classically trained as an artist, so he was certainly no slouch in terms of his drawing skills. His Grumpy is really the only character in Snow White that undergoes a significant change over the course of the film and is the greatest acting challenge because of that. The emotional relationship Tytla was able to evoke between Dumbo and his mother is stronger than anything else in that film and would rarely be rivaled in later Disney features.

Leaving Disney, Tytla became a great actor in search of a great part. The kind of drama that he excelled at wasn't being done anywhere besides Disney. Whatever one's opinion of Terrytoons or Famous Studios, can anyone point to a genuinely great performance that came out of either one? It's not that those studios tried and failed, it's that they never conceived their films in terms of Tytla's strengths in the first place.

While Moore could conjure a great drawing out of nothing, Tytla couldn't create a great performance without a well thought out story, character and voice track to fuel his animation. Tytla needed a kind of support that no studio besides Disney was capable of providing. That's why Tytla's career was effectively over when he left Disney and Moore's was able to continue without suffering nearly so much.

Who Animated What?

There's a lot going on now about identifying the work on individual animators and I applaud this. It's terribly frustrating to see a good piece of animation and not know who did it. While a certain amount of information has seen print in the last 30 years, there's a lot of information held in the heads of animation artists and fans and a certain amount of actual studio documentation floating around. Thanks to the web, a lot of that is seeing the light of day. I have some of the studio docs and will eventually be posting them here.

Thad K's blog is doing a great job of identifying animators who worked on theatrical shorts.

I wish that DVD special features for animated films included animator identifications. The last group of "star" animators to come to the public's attention were at Disney during the late '80's and early '90's. Who is responsible for particular scenes at Pixar or DreamWorks? You've got to work pretty hard to find this out.

Identifying animators is just a first step, though. We really don't have much of a vocabulary to talk about animation. There are terms used in the business like line of action or anticipation, but there aren't terms that grapple with describing an animator's style or how the acting works. The first article I saw that attempted to do this was Mark Kausler's article on Tom and Jerry in the January 1975 issue of Film Comment. I wish that Kausler wrote more articles of this type. I took a stab at it in this article from Apatoons that's online, but I don't consider it completely successful. There's a lot more work to do before we really nail how to talk about animation.