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Ed's Newsletter - December 2002
GLENN
MCQUEEN
He was only forty-one years old when he died in Berkeley on
Oct. 29th, but Glenn McQueen had already left a vivid legacy
in the entertainment industry. The animation world in general
and his co-workers at Pixar in particular are in deep shock
and mourning. By all accounts, Glenn had major bragging rights
to the cinematic style that became Pixar's signature. He helped
create famous characters like Woody in "Toy Story".
He was Animation Supervisor on that classic film as well as
on "Toy Story II", "A Bug's Life" and
"Monsters, Inc."
McQueen's close friends
speak fondly of his wicked sense of humor and the fact that
he was one of the nicest people you would ever hope to meet.
I regret that I never had the privilege. I knew him by reputation
of course and from reading interviews with him over the years.
As an acting teacher, I was impressed with Glenn's perspective
on the balance between art and technology. As I prepared these
words, I glanced through my files and found this highlighted
McQueen quote from a Disney press release circa 1999: "When
I'm interviewing someone for a job, the last thing I ask is
if they know how to use a computer. It's far more important
to have people with a great sense of acting and timing and
who know what's appealing. Those things are much more difficult
to learn than how to use a computer." The man knew something,
no question about it. He was a pioneer, lost to us far too
soon.
Glenn left a wife, a
four-year old daughter and many, many friends.
Donations in Glenn McQueen's
memory can be made to UCSF Foundation, Box 0248, San Francisco,
CA 94143.
CRAFT NOTES
"The Future of Animation"
According to Donald Crafton
in "Before Mickey - The Animated Film 1898-1929"
(M.I.T.Press 1982), Emile Cohl's 1908 "Fantasmagorie"
was probably the very first animated cartoon. If true, then
the animation industry today is only ninety-four years old.
During that short time, we've gone through rubber hose, the
birth of Mickey Mouse, "Three Little Pigs", "Snow
White", the rise of CGI, "Toy Story" and flirtation
with photo-real. The technical standard in today's major studio
releases is breathtaking. Time and Newsweek rapturously report
on strides being made in the depiction of water, hair, fur
and skin. Walt's accomplishment was revolutionary when he
gave Mickey a brain, but today It is no longer even a hat
trick for animators to depict characters that seem to think
and experience emotion.
So where does the industry
go next? Where is "up"? How can we improve on what
some people in the industry already consider to be perfection?
How will animated feature films ten years from now differ
from those we see today? Will the changes be mainly technical?
I have some thoughts about the next generation of animated
feature films but before I offer an opinion, I'd like you
to please stick with me while I construct a foundation. What
I have to say rests on certain premises.
THE PAST
The roots of all drama
reside in ancient shamanism. Seven thousand years ago, nomadic
tribes under stress from a hard winter or thinning herd would
call out their shamans for inspiration and wisdom. They would
don the appropriate masks, paint themselves blue and chant
to the animal or weather gods. This ritual, while directed
to the gods, was designed to imbue the tribe with hope and
courage. It was evolutionary. If there was to be another generation
of humans, then the current generation had to survive.
Much later, around 51BC,
the five tribes of Greece assembled their shamans into choruses
that chanted the Dithyramb and praised the wine god Dionysus.
The objective was still the same as it had been thousands
of years earlier on the plains of Mesopotamia: to inspire
the tribe and to give hope for the future. The shamans were
just more structured in Greece, that's all. Gradually, over
the next few hundred years, the shamanistic dialogue on stage
shifted away from man's relationship with the gods and onto
man's relationship with man. The drama as we in western cultures
know it today was born there in the Greek amphitheater.
The theatre that originated
in Greece evolved through history, pausing in Shakespeare's
England, Moliere's France and Chekhov's Russia. Always, it
was a source of entertainment, inspiration and wisdom. Always,
people would attend the theatre with the hope they would walk
away with fresh understandings or new perspectives. In many
important aspects, the theatre experience is akin to the religious
experience.
Live-action film was
born in the late 19th century and that, in turn, gave birth
to animation. Emile Cohl could not have created "Fantasmagorie"
unless live-action film already existed. (See Crafton "Before
Mickey", p 6) The bottom line for all of this is that
animation thrives on the same family tree as the legitimate
theatre and ultimately shares the precise same historical
roots: shamanism. People go to the theatre and to movies for
entertainment, it's true, but the experience is still tribal.
Even if they are laughing so hard they are on the floor, the
whole transaction is still part inspiration.
THE FUTURE
I predict we will over
the next ten years see the rise of a parallel animation culture,
sort of the feature animation equivalent of the Miramax live-action
movie. It will be targeted to adults instead of children and
will be more shamanistic and tribal in its feel. I'm talking
now about films with adult themes, not adult jokes. I understand
there are plenty of films and TV shows today with adult jokes
and references in them. When I use the word "shamanistic",
I'm talking about sophisticated adult themes that aren't necessarily
feel-good and don't necessarily motivate a lot of peripheral
shopping. Japan's animation genius Hayao Miyazaki shines a
light in this direction with "Spirited Away" and
"Princess Mononoke". His movies are profitable without
being in-your-face commercial and yet still are thematically
adult.
Art and commerce are
joined at the hip in the U.S. We do not in this country have
a tradition of government support for the arts. What this
means for animation is that the big-budget big-studio features
are here to stay, complete with all their commercial tie-ins,
CD's, stuffed animals and the rest of it -- because they are
immensely profitable. We will likely see technological advances
in this genre, but such huge production budgets are necessarily
dependent on adjunct sources of revenue to pay their way.
It is just about impossible to recoup an $80 million production
budget from box office alone.
A big-budget movie can
of course be both commercially successful and shamanistic
in its feel. It's just rare, that's all. Pixar did it splendidly
with "Monsters, Inc.", presenting to the tribe a
very important message about the survival value that is inherent
in a child's cries and laughter. The movie worked for children,
and it worked for adults on several levels. At the same time
it delivered a tribal message, the movie was a gold mine of
commercial tie-ins. However, this is not all that common any
more. Many of the high-grossing big-budget features take care
not to get too serious thematically or to step on anybody's
toes. Adult humor is okay, but adult themes are commercially
chancy.
Our challenge in the
U.S. is to more evenly balance art with commerce. Walt Disney,
the father of the modern animation industry, was the first
person to earn a great fortune from it. But Walt was himself
a storyteller and a romantic. According to the biographies
I have read, he wanted to make money, but he would very likely
have created animation even if that meant he would forever
live in poverty. In Walt's personal value system, the balance
between art and commerce arguably tilted toward art. And I
don't think it is coincidental that his early films had mythic
and shamanistic themes.
In my view, today is
the most exciting time to work in animation precisely because
the industry is in a state of flux. The best is yet to come.
Technologically, the accomplishments border on magic; commercially,
feature animation is a huge success. Now comes the next step.
I contend it is tribal. The world is increasingly complex
and overwhelming. Too many people are feeling alienated. Animation
is a powerful medium. Animators can help the tribe get through
a rough winter.
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