Showing posts with label cgi. Show all posts
Showing posts with label cgi. Show all posts

Saturday, August 22, 2015

R.I.P. Richard Cohen

Feb. 3, 1952 - Aug. 20, 2015
Richard Cohen, an artist who contributed to the early days of computer animation and digital visual effects, passed away on August 20 from a cardiac arrest.

I first met Richard in the summer of 1984 at Sheridan College.  At the time, they had a 14 week summer course in computer graphics.  Richard was already an established illustrator, having done covers for Heavy Metal magazine.  He had also hung around Ohio State University, one of the hotbeds of cgi development at the time.

One of Richard's illustrations

Richard and I stayed in touch after the course and he was hired almost immediately by Pacific Data Images in San Francisco.  Later, he worked for ILM on films like Terminator 2: Judgment Day and Death Becomes Her.  Other work included matte paintings on The Hudsucker Proxy, Starship Troopers and The Santa Claus 2.  His IMDB listing is woefully incomplete, as so much of the early days of cgi were spent on company logos and TV commercials, work that IMDB doesn't track.

By 1999, Richard was teaching visual effects at Sheridan College, the same program that he had taken 15 years before.  He also taught painting in the Art Fundamentals program.

Richard had amazing taste and a strong sense of design.  He and his wife Ria bought a house on the Niagara escarpment in Grimsby, Ontario, that was something out of an architectural magazine.  It was the kind of house you'd see pictures of but never expected to see in person.  It was also exquisitely furnished.

In addition to art, Richard was heavily involved with woodworking, making guitars and furniture that were professional quality.  He was intensely focused when he found something he was interested in and stopped at nothing to get the results he wanted.

Richard in his workshop with a guitar in progress

In December of 2009, Richard had a stroke which resulted in a limp and losing the use of his left arm.  As you can imagine, that was a major blow for someone so interested in creating both digital and physical things.  In more recent years, as a result of the stroke, he developed chronic pain which no medication seemed to control.

He was an outgoing, boisterous guy who, as I said, could be intensely focused.  My wife and I shared many dinners with him and Ria and it's hard to believe that he's gone.  I'm going to miss his booming voice.  He's survived by his mother; five younger brothers; a daughter, Mara, from a previous marriage; and his wife Ria.  He's to be buried in San Francisco.

In 2001, Richard's special effects students collaborated on a film called The Artist of the Beautiful.  Richard was the artist in the film and it's the way I prefer to remember him.
THE ARTIST OF THE BEAUTIFUL from Noel Hooper on Vimeo.

Tuesday, July 09, 2013

A History of Computer Animation

Moving Innovation: A History of Computer Animation by Tom Sito is a sprawling chronicle of the development of cgi.  That sprawl is both a blessing and a curse.  The blessing is that Sito makes it clear how many people, institutions and companies each contributed to the development of computer animation over decades.  He has interviewed many of the pioneers and looked at many of the individuals, institutions and companies that doggedly pursued the dream of images and animation created on computers.

The curse is that this wide-ranging approach has made the book's organization clumsy.  Rather than work chronologically, Sito devotes chapters to contributions by government, academia, business, gaming and individual artists, so the book keeps doubling back on itself.  Certain films, people and events pop up repeatedly, muddying the historical sequence.  A timeline in the appendices would help clarify the history.

Hearing the pioneers speak about their own ambitions and accomplishments provides an intimate look at an art and technology as it was struggling to be born.   The path was not a smooth one; the failures were as common as the breakthroughs.  There's a cgi graveyard filled with people and companies who chased their dreams before the hardware, software and economics were in place to make those dreams come true. 

While certain well-known figures, such as George Lucas, Steve Jobs, Ed Catmull and John Lasseter, are present, so are many who are unknown to the general public in spite of their importance: Alvy Ray Smith, Jim Blinn, Charles Csuri, Alexander Schure, John Pennie, Robert Abel, Bill Reeves, David Evans, Ivan Sutherland, Seymour Cray, and James Clark.  Each of these people and the others chronicled in the book made contributions that changed the course of the field.  Each worked to create better looking images or to make computer animation flexible enough to communicate ideas and entertain audiences.

While Tom Sito is a traditional animator who has also done storyboards and directed, he has no hands-on experience with cgi.  That lack of familiarity shows in various ways throughout the book.  The development of hardware, particularly the rise of Silicon Graphics followed by the development of video cards for consumer PCs, had huge a impact on the proliferation of cgi and its ability to produce more complex images.  Similarly, viable off-the-shelf graphics software put cgi into the hands of artists who didn't know how to write software.  Sito doesn't fully recognize the impact that each of these things had on the growth and success of the industry.

He also doesn't fully grasp cgi concepts.  His description in the glossary of forward and inverse kinematics is "formulas used in 3D animation," which says nothing about their most common use in moving characters' arms and legs, let alone defining the difference between them.

Historical errors also creep in.  The TV series ReBoot ran on the ABC network, not the Disney Channel.  The animation for the TV series Captain Power and the Soldiers of the Future was not produced by Omnibus.  The studio did a sample to try to land the project, but lost it to Arcca Animation.

There will undoubtedly be more histories of computer animation written in the future, some that will go into greater depth on certain topics.  However, in Moving Innovation, Tom Sito has begun to map the territory, making it easier for those future authors to understand how the pieces fit together and who the important players were.  While not perfect, Moving Innovation is a good introduction to how computer graphics grew and have spread throughout almost all areas of computing and our daily lives.

Monday, December 26, 2011

The Artist, Perception and Animation

Can this film tell us something about animation?

I recently saw The Artist, the new silent film that has been picking up awards at festivals and is in the running for the major awards this season. It's clear that the film's creators have a genuine fondness for silent Hollywood cinema and I found it to be a very enjoyable experience. I recommend it.

The film is silent, black and white and with a 1.33:1 aspect ratio, taking on all the trappings of films of the silent era. It occurred to me, though, that at this point in time, it's all an affectation.

Silent black and white films existed due to technological obstacles. Early sound and colour systems were unreliable, producing results that clearly failed to meet the audience's standard. Without sound and colour, films compensated with the use of orchestral scores in the larger cities, increasingly sophisticated photography and a style of directing, acting and editing that communicated characters' thoughts clearly to international audiences. Silent film makers like Griffith, Murnau, Lubitsch Vidor, Ford, Borzage, Chaplin, Keaton, etc. made films that can still move audiences (when given the chance) even though audiences are no longer accustomed to the limitations of silent films. The Artist certainly proves that silent film can still be a potent experience.

But it is now an artificial experience. A silent film of the 1920s was as advanced as the technology would allow. The Artist is a conscious decision to go backwards in both time and technology. In its way, it depends as much on novelty as Avatar did with its use of 3D. However, I would be surprised if The Artist was the first of a new wave of silent features.

Audiences embraced sound and colour because it brought film closer to their own perception of the world. Sound became omnipresent in film by 1930. Colour, due to cost, took considerably longer. Black and white films were still being made into the 1960s, some even in Cinemascope.

(What I think sounded the death knell for black and white film was color TV. So long as people were watching black and white at home, they would accept it in films. Once color TV was widespread, a black and white film somehow seemed cheap. And truthfully, the majority of black and white films in the 1960s lacked color due to budget restrictions.)

The Artist got me thinking about the transition from drawn to computer animated features. Perhaps our view was influenced by the weak drawn features that were competing against better computer animated films. Certainly, that's the line that many in the industry and fans took, blaming the films rather than the medium.

While the quality of the films was an undeniable issue, perhaps it hid something larger. Perhaps our own biases in favour of drawing prevented us from seeing things from the audience's point of view. Throughout the 1930s, there was a strong movement to bring animation closer to the audience's perception of the real world. Animation embraced sound and colour early. There were also experiments of various kinds to give animation a greater illusion of depth. In Snow White and the Seven Dwarfs, Disney was attempting to give a greater impression of depth both with cel painting techniques and the multiplane camera. It was cost that forced him to back away from these techniques and so that in the '60s you have films like 101 Dalmatians, where the linear quality of the animation drawings is extended to the backgrounds and there is no attempt at spatial depth through the use of the camera.

When computer animation came along, it increased the image's verisimilitude to how the audience perceived the world. Light striking the characters provided a more accurate feeling of solidity and shadow. The computer allowed for a greater use of texture and, unlike drawn animation, allowed that texture to move with the characters. The virtual space had depth and perspective similar to the world the audience lived in and the camera had the freedom to move through it. Computer animation succeeded the same way Disney did in Snow White in making the image closer to the audience's experience.

At this point in time, drawn animated features may be seen as a throwback, much as The Artist is, as they deprive the audience of some of their perceptual experience of the world. Of course, just as silent films had qualities that are emotionally powerful, so, too, do drawn features. Much was lost with the death of silent and of black and white films, but those things were developed to compensate for shortcomings. Similarly, much is being lost with the death of drawn animated features, but again, many of these things were developed as a means of compensation.

Furthermore, live action directors who started in silent film (Ford and Hitchcock as an example) continued to use silent film techniques in their sound films. Both directors have long passages driven purely by the visual. Similarly, animation directors such as John Lasseter and Brad Bird have brought drawn animation techniques into computer animation, such as animated acting techniques and the ability to design the on-screen world from scratch.

Every artist knows that limitations are often a blessing, forcing solutions that are more creative than would otherwise be arrived at. But as movies are a mass medium, depending on a world-wide audience in order generate a profit, the artistic love of drawing and understanding of limitations is up against the audience's preference for a world on screen that matches its real world perceptions. It isn't a question of one group being right and the other being wrong. It is simply a question of competing preferences, and as the audience is footing the bill, it wins.

Sunday, February 27, 2011

False Comparisons

Michael Barrier was interviewed in the Huffington Post for an article entitled "Animated Man: Cartoon Expert Michael Barrier Decries Pixar, Computers." This article already has multiple comments about Barrier's views and the article was linked to on Cartoon Brew, where there are yet more comments.

Two quotes caught my eye.
"What I'd call the direct connection between the animator and the character that you have when the animator is drawing the character with a pencil on a sheet of paper, it simply doesn't have an equivalent as far as I'm aware, or if it has an equivalent, it's much harder to establish."
I've already attempted to debunk this based on the techniques of both drawn and computer animation. My opinion hasn't changed. It's not the technique, it's how the production is organized. Should a cgi feature want a strong connection between animator and character, there is no technical reason why it couldn't be accomplished.

There are other reasons, salaries being one, that are incentives to prevent it. The more animators remain anonymous and the less distinctive their work, the harder it will be for an animator to demand a higher wage. As it is unlikely that an animator's name will ever increase the box office gross the same way a star voice does, why create star animators who will only drive up the budget?

The other quote is this one:
"If you look back, we've had computer animated features for 16 years going back to 'Toy Story,' and we've had computer animated characters before that, I have not seen the kind of evolution of those characters anything like the extremely compressed and dramatic evolution of the hand drawn characters in the 30s. When you think about how Disney went from 'Steamboat Willie' in 1928 to 'Snow White' less than ten years later, I think that's an extremely compressed [growth] that I don't think computer animation has nearly approached. What you have instead in computer animation is a continuing elaboration on texture and surfaces and three dimensional space without anything comparable for characters."
I am at a loss to understand why the development of one medium is being measured against the development of another. It assumes that both media exist in a vacuum, not part of larger forces such as the Hollywood industrial model of the time, the availability of media to the public, the prevailing popular culture and the world economy. The conditions that existed when Walt Disney grew from Steamboat Willie to Snow White and the Seven Dwarfs are wholly different than those that exist today.

Let's examine what Walt Disney actually did. If you look at the Oswald cartoons, made immediately before Steamboat Willie, you see films that are ten or more years behind the times compared to live action films. The films are shorts instead of features and at the level of story, characterization and acting, they are not as accomplished as Chaplin's The Immigrant of 1917. Compare the Oswalds to the best live action of the time (The Big Parade, The General, The Gold Rush, Sunrise, Seventh Heaven, The Crowd, Underworld, etc.) and you see a medium that cannot compete as an equal. Except for its use of sound, Steamboat Willie was no better.

What Disney was able to do in ten years was bring animation up to the level of live action films. Snow White and the films that followed were taken as seriously by film professionals, critics and audiences as the live action films of the time.

While computer animation struggled mightily against its technical limitations in the '80s and '90s (and I know because I was there), the advances made by Disney were taken for granted. The techniques developed at the studio were codified to the point where they could be taught in a classroom to 18 year olds at Cal Arts, including John Lasseter, and put between book covers by Frank Thomas and Ollie Johnston. Computer animation's problem wasn't knowing what was needed, which was often the case in the '30s, it was figuring out how to make characters flexible enough via software. Which is to say that computer animation didn't start as crudely as Disney animation did and had less far to go to get up to the level of live action films.

And the state of live action films is a key point. Disney did not exceed the expectations of what a live action film was supposed to be in his time and computer animation is not exceeding it today. I can make an economic and cultural argument that computer animation is more successful than Walt Disney ever was in that cgi films have been nominated for Best Picture, are more numerous and have been more profitable on a consistent basis than the features Disney made himself.

You can't criticize computer animation without looking at the bigger picture. This article in GQ, entitled "The Day the Movies Died," is subtitled "No, Hollywood films aren't going to get better anytime soon." Computer animated films exist in the same economic structure and cultural zeitgeist as live action films and aren't going to escape the problems that plague the larger industry.

I'm not defending the current state of computer animated features. I just saw a preview of Rango, directed by Gore Verbinski, and while the people at ILM have done a great job on the technical side, the film itself is thoroughly mediocre. It's emotional tone is all over the map; sometimes it's a parody and sometimes it wants to be taken seriously. Its references to other films only reminded me that it's inferior to the films it's quoting. And it is a perfect example of Barrier's observation that "computer animation is a continuing elaboration on texture and surfaces and three dimensional space without anything comparable for characters."

But I insist that it's not the medium. It's the structure of Hollywood and its economic model and it's what the public expects from movies. If computer animation sucks (and it often does), there are many more reasons than technology that are the cause. Furthermore, I don't think comparing it to Disney in the '30s is a valid or useful comparison.

Monday, February 15, 2010

Forgotten Firsts

Often, a first isn't really the first. It's simply the first that people remember. Steamboat Willie isn't the first sound cartoon, but it's the one that made a difference, so it's the one that enters the history books.

If a first isn't very good, it tends to be forgotten. That's the case with Captain Power and the Soldiers of the Future, the first TV series to include computer animated characters. It ran only 22 episodes in syndication in 1987-88. I wrote the article below as production on the series was ending.

It's ironically fitting that the article appeared in the first and only issue of Cartoon Quarterly, edited by John Cawley and Jim Korkis and published by Gladstone in the fall of 1988. The magazine had a fannish slant, but the roster of writers is one that readers of the blogosphere will recognize. Besides Cawley, Korkis and myself, the authors included Leonard Maltin, Jerry Beck, Floyd Norman, Will Finn, Scott Shaw! and Mark Kausler. The magazine showed a lot of promise and this 22 year old issue is far more interesting than any recent issue of Animation Magazine. Unfortunately, the magazine is as forgotten as Captain Power.




Tuesday, August 05, 2008

The Vital Connection

There's no reason to believe that [computer animated] characters will ever live on the screen as the characters do in the best hand-drawn films; given the way that computer-animated films must be made, the vital connection between artist and character simply can't be strong enough.
Working off of the above quote, I'd like to talk a little about "the vital connection." Mainly, I want to talk about the technical side of how animators work in various media. There's no question that different forms of animation have different strengths and weaknesses, but, if anything, computer animators have a level of control over characters that easily rivals other forms and in some ways exceeds them.

In stop motion, the animator is limited by the puppet itself. If the puppet's movement is physically restricted by its construction, the animator must adapt to that. There are also limitations imposed by the recording technique. Ray Harryhausen's animation tends to be jittery due to his technology. Because his work was being photographed onto film, he was stuck waiting for it to be developed and wasn't able to relate his current frame to previous ones. On more recent stop motion projects, such as The Corpse Bride, the frames were digitally captured, allowing for playback of previous frames on the set. As a result, modern stop motion animation is generally smoother.

Even with digital recording, though, a stop motion shot still needs to be thoroughly visualized before animation begins. The animation is still being done straight ahead, so timing and paths of action must be worked out in advance and they're not easily changed without re-animating a character.

In drawn animation, an animators drawing ability is roughly equivalent to the limitations of a puppet. With drawings, it is definitely easier to revise shapes and the overall timing of a character than it is in stop motion. Visualization doesn't need to be as thorough as the animator can add or subtract drawings at any time. While it is easier to revise timing or the path of the overall motion, it remains difficult to revise timing on only a portion of a character. Assuming that all parts of a character are drawn on a single level, altering timing for an arm or a leg requires erasing and redrawing before a test can be shot.

In cgi, the limitations of the rig are equivalent to the limitations of a puppet. While I'm sure that cgi animators all have their pet peeves about the flexibility and controls of rigs, the rigging at studios doing high budget features is very impressive. There is quite a bit of flexibility of a character's shapes, though not as much as pencil animators whose work is heavily graphic, like Eric Goldberg or Fred Moore.

Timing in cgi is far more flexible than in stop motion or drawn animation. In cgi, it is trivial to alter the timing on the arms of a walking character. It literally takes seconds to select the relevant arm controls in the dope sheet and slide them forwards or backwards in time. Timing can also be globally or locally compressed or stretched in the dope sheet. This makes trying variations more practical than they are in other forms of animation. Paths of action for an entire character or just a part can also be altered with far less effort. If anything, from a technical standpoint, the level of animator control in cgi is equal to or greater than stop motion or drawn animation.

Yet Michael Barrier and others somehow feel that cgi character animation is lacking. Why? One possible answer is the need for pre-visualization of a character's actions before starting to animate. A stop motion animator must do this more than a pencil animator and a pencil animator must do it more than a cgi animator. If this was what was bothering people, then stop motion animation would be the gold standard and that doesn't seem to be the case.

Perhaps it is the animator's interface for creating motion. Stop motion animators put their hands on the puppet to manipulate it. That makes for an intimate relationship. Drawn animation is done with a pencil, something animators have used for 15 years before entering the industry, giving them a greater familiarity with that tool than with a computer mouse. A pencil certainly expresses individuality better than a mouse does. An artist's line is a form of a signature, though in drawn animation the animator's lines are often homogenized by assistants for the sake of consistency. A cgi character will automatically look consistent, though nothing stops cgi animators from having as individual a sense of posing and timing as any other type of animator.

Another possible answer is that the ease of revising cgi leads to over refinement. It's sort of the difference between whole wheat and white bread or molasses and white sugar. In both cases, the refinement leads to blandness. While cgi animators can revise more quickly, the footage quota on cgi features is not higher than in drawn features of a similar budget. The time saved goes towards refining the surface. There are few imperfections in the movement, which may lead to a kind of sterility.

While cgi lends itself to this level of refinement, it is not a necessity. As I've said, artists make decisions and some of them are bad ones. This is why I think that blaming a form of animation for the weaknesses in a film is wrong. The bigger problem is not the technique, but how the characters are conceived. I'll take up this issue in a future entry.