Tuesday, December 1, 2009

2000 years ago today...

video

I saw an e-blurb on Sunday promoting the re-mastered re-release of Mel Brooks & Carl Reiner's 2000 Year-Old Man routines on CD available as of today. In honor of that release, I give you a clip from the most recent album, which I used to animate to as a test for a project Eric and Susan Goldberg were cooking up exactly ten years ago. Not exactly 2000 years, but close...

This was just about the last really long piece of full animation I've done--the project itself was (alas) shelved. Eric's idea was to cast Mel as a certain elf with an unpronouncable name and I got to make up this animation as I went along. Eric designed the character and provided me with a custom made model sheet. It's kind of grainy and it doesn't really make much sense, but it was fun to do. I got to take my sweet time doing it and instead of thumbnailing it out or even posing it, I just went thru the dialog one chunk at a time, working more or less straight ahead. I would finish one chunk completely and then move on to the next, contemplating what to do as I went along.

Somewhere I have xeroxes of this I can post a few scans from. The copyright of the audio belongs to the holders.

Saturday, November 28, 2009

Prelude to a topic: Guess Who?

Saturday, November 21, 2009

Der Schkribbilenzes




Monday, November 16, 2009

CTN EXPO this weekend


If you are in Los Angeles this weekend, (or planet Burbank to be exact), you are in luck: CTN EXPO is being held Friday thru Sunday with a packed program of Creative Talent Network alumni dishing out animation gold. Here's a rundown on the program:


• Dreamworks Animation talent goes to CTN-X with Production Designer Kathy Altieri, Animation Supervisor Dave Burgess, 3D animator Jason Ryan and many more.

• Over 300 years of top talent talk casually about their careers and share industry secrets. Peter de Sève, Harald Siepermann, Kent Melton, Mike Mignola, Lou Romano along with live demonstrations from top industry talent maquette artists Kent Melton and Ruben Procopio and many more all weekend long.

• Find out the other secret from "The Secret of the Kells" with creators and moderator Charles Solomon.

• The City of Burbank declares "Animation Week" for the Creative Talent Network.

• Join us in this rare opportunity when leading characters designers from around the world get together for this round table entitled "The Line Kings". http://www.ctnanimationexpo.com/the-line-kings/

• Over 50 presenters who have contributed to some of the highest grossing films in the history of animation, 60 exhibitors, studio portfolio reviews, after hours networking, screenings and an opportunity of a lifetime to meet and greet in an intimate privileged setting with this group. http://www.ctnanimationexpo.com/schedule/the_crew/

• Special Screenings of “The Secret of the Kells” followed by round table discussions with the Producer and Director moderated by LA Film Critic Charles Solomon. “Banjo the Woodpile Cat” 30 years later with Don Bluth and Gary Goldman moderated by Cartoon Brew Founder and Animation Historian Jerry Beck.

• Recession Buster Raffle. $1000 cash plus prizes. One winner a day.

• Pixar is in the house with Art Director Daisuke “Dice” Tsutsumi, Animator and founder of Spline Doctors Andrew Gordon, Character Designers Derek Monster, Scott Morse, Bill Presing and more.....click here!

CTN-X takes place at the Burbank Marriott Convention Center with ample discounted parking, conveniently located near the Burbank Airport and Amtrak Station. Early bird pricing and discounted rates are available to students, active military and professional industry organizations. Have over 100 conversations in one weekend at this very different event. Early bird prices extended to Nov 15th. Prices start at $25 for exhibit floor only. For more information and to register, please visit:www.ctnanimationexpo.com or call, (800) 604-2238.

Saturday, November 7, 2009

ART CLASS (WITHOUT THE CLASS)


My son Daniel playing, from Summer 2008.

From time to time I get requests to look in on people's artwork and give evaluations, which I try to do, although I don't always have as much time or ability to allow toward this as I wish, especially lately. It does tell me however, that there is a healthy appetite for information on drawing and animating, and that the internets can be a handy provider for such, to an extent. Certainly fine people like Mark Kennedy, Mark Mayerson, John K, and Peter Emslie and others devote a lot more generous time and personal talent to these issues than I can, but for my part, here's the first of a few general tips that seem worth offering.

TIP #1:

"Draw from life, as often as possible."

This sounds simple and pat, but it can't be stressed enough, even to myself. We all love to draw from imagination, and we also love decoding the established formulas of our heroes, often by copying their work for exercise. Both are fine, but the act of drawing from reality is where you can learn some of the most foundational information about your subjects and yourself.

I confess as kid I never drew from my surroundings. It was only slightly less rare as a young adult and even now I really don't do it as often as I should. It's a common mistake and a tragic one. Here's what Andrew Loomis, one of the premiere commercial artists of the mid-20th century has to say:

"All of us tend to discount our own experience and knowledge-to consider our background dull and commonplace. But that is a serious mistake. No background is barren of artistic material. The artist who grew up in poverty can create just as much beauty in drawing tumble-down sheds as another artist might in drawing ornate and luxurious settings."

Wow. That's for sure. When I was a kid, I was under the impression my surroundings were too boring for words, which may have been true from a certain point of view, but Mr. Loomis is here to suggest that from an art perspective, that is really never the case. Go outside and draw the people around you. If that isn't possible draw your family. Draw your pets, look in the mirror, draw your houseplants and your furniture, take off your shoes and draw them! Look at what a master like Philip Guston could do with shoes, and he could draw as elaborately or as primitively as he chose.

For the sake of learning, you don't even have to worry about making "good" drawings. What you are doing is opening pathways in the brain that will teach you to observe what you actually see, not what you want to see, but what is really there. When you can train yourself how to capture that accurately and with authority, everything you draw from there will get that much more well-informed.

A Ronald Searle sketch done while he was a prisoner of war.


Again, Loomis:

"Technique is not so important as you think - the living, emotional qualities-the idealization you put into your work-are far more important."

I'm not sure about the "idealization" part, but the rest is true. If by "idealization" he means creating solid personal ideals about conveying reality, then all to the good. If he means trying to put your sensibilities into a context of what someone else might consider "ideal", then that's open to conjecture, taste, and the context of your times and social conventions.

In any case, practice makes perfect. A lot of people can talk (or write) about achievement, but being able to achieve something is far more important. There is no substitute for time and experience, and there is no experience more instructive than learning to draw from the immediate surroundings of your own life, time and place.

Tuesday, October 20, 2009

Fish art

Technically not a fish, I know.

Existential goldfish.

Also not a fish, I guess. Too lazy to re-title this post tho.

Sunday, October 18, 2009

Write Ways, Wrong Ways

John K has a very interesting post on writers and writing in cartoons that is worth reading and he has more to come. At the end there is an astonishing clip where someone gives animation writing tips that are so vapid they challenge parody (see Monty Python's classic "How to Do It" skit HERE).

As for me, I am of two minds, for two separate situations:

Where shorts are concerned, I agree with John. I have no doubt that the best short cartoons I love were all evolved from storyboards generated from the hearts, minds, hands, guts and mouths of cartoonists. These people just happened to also be natural born writers, even if they never got within shouting distance of a typewriter. As for experience, I've storyboarded my share of 9 minute TV episodes and it is always the most productive when the script is loose (prefreably an outline) and open to liberal interpretation. Generally the tightest, most over-written and demanding short scripts have tended to be the worst, from inception to outcome.

Most of my career has been in features though, and I have a minority stance here: I am actually in favor of full polished scripts, written in advance of the storyboard process. A lot has been made of the fact that the most of the classic Disney feature stories were worked out piecemeal on boards, developing from a key sequence somewhere in the middle and working out in both directions from there. All evidence indicates SNOW WHITE and PINOCCHIO were done this way, and even later pictures like CINDERELLA and JUNGLE BOOK. But conversely, there is also the account given that Bill Peet wrote a full, standard screenplay of 101 DALMATIONS before he embarked on storyboarding. It seemed to work out pretty well there. And there were hybrid attempts in between.

However, I believe it is all but obvious that Walt Disney's uncanny story sense and his innate and intrinsic intuition of general audience taste played no small part in all of these cases. And it should also be noted that even he was not infallible, even by his own assessment.

So in the absence of such a person, I believe in full, detailed feature screenplays. That they be good ones should go without saying, but that turns out to be a surprisingly subjective topic, although I don't know why. It should seem that a good script reads well to the majority of people and a bad one doesn't but for some reason it isn't always the case. The best positive example I can give from my own experience (and I don't mean to keep harping on this picture) was THE LITTLE MERMAID, which was scripted by Ron Clemments and John Musker. I remember reading a second draft that was so solid that it was unbelievable. You could just see the whole thing in your head as you read it: it was funny, heartfelt, gripping... Although the songs hadn't been written yet, Howard Ashman had made his input to the script as well and the song sequences were described in enough detail that they clearly promised what was delivered.

Metaphor time: A short film is like getting in the car and saying: "Let's go get some ice cream." Unless you are in the middle of nowhere, and even if you are a stranger in a strange city, you can probably drive around a bit and find a place to get ice cream, maybe even spectacular ice cream. If dad gets too anal about which streets to take, what toppings are and aren't allowed, etc, it's going to take all the fun out of even the best laid plans, however. Conversely, making a feature is more complex: you're getting in the car and saying: "I want to take everybody on a mind-blowing, two week vacation." With no map and no real idea, you might succeed, but you might just as well drive around aimlessly for weeks and get nowhere particularly exciting. It seems to me to make far more sense to commit to a destination and plan an explicitly favorable and scenic route, maximizing your budget regarding expenses like gas and lodging, etc. You can certainly be open to scenic sidetracks and shortcuts, but in the end, you will at least arrive where you intended. Your intent may turn out to be disappointing, but even if you failed, you failed on your own terms. It seems that taking the random route you are hoping to succeed by sheer luck. Seems like that is what they invented casinos for.

It should also go without saying that even an excellent script need not be a straight jacket for the story crew and as such, on MERMAID, the storyboards contributed considerably to the evolution of the film. A lot was improved, deleted, expanded etc. over the course of storyboarding and editing, but the script was the best foundation I have ever seen and it still holds up today. BEAUTY AND THE BEAST was fully pre-scripted as well, but my recollection was that it underwent a great deal more enhancement at every step beyond that point, from story to recording. I can certainly attest that David Ogden Stiers ad libbed some very funny material that made it into the film and story talents like Roger Allers, Brenda Chapman, Kevin Harkey and the directors Kirk Wise and Gary Trousedale contributed extensively too.

During ALADDIN, after a first pass was done and discarded, animation production got underway with only a partial story and as a result, the old "triage" method began to work its way to the fore again. The finished film is still solid, but I do recall a lot of energy expended on scenes, songs and ideas very late in the game that never quite panned out. Had these issues been worked out ahead of production, it may have been more ideal for everybody. On several subsequent features, my impression is that the scripts began to get less specific, sketchier on crucial details, more schematic, and as a result the story was often in shambles right up to the eleventh hour of production and then somehow came together at the last minute. I think the industry got addicted to this rush and tends to follow that practice in pursuit of it ever after. Even though as a road to success it has turned out increasingly to be the exception and not the rule.

I've had a hand in the stories to one extent or another on many of the nearly 20 features I have worked on, and I have even gotten writing credits occasionally. For the most part, my most extensive writing contributions were done in cases where it was piecemeal, either by the studio's choice or production necessity. I won't go into detail, since these were all collaborations and I don't mean to speak for everyone involved, and the amount of overlap is considerable. As a method, however I don't agree with the piecemeal approach to a long form story. I've often compared it to building a house from the inside out with no blueprint: you can't see it until it's done and that can turn out to be too late. There are some live action filmmakers who can improvise their way to success (Robert Altman springs to mind) and maybe it isn't impossible in animation either. But unless the movie is supposed to have an anarchic, improvisational feel, it is just too much to ask of an animation crew to spin their wheels any more than necessary.

Or as one astute collaborator put it (in regards to the piecemeal feature approach): "I thought it was supposed to be 'Ready, Aim, Fire!' not "Ready! Fire! Aim!' "