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Ed's Newsletter - January 2003
THANKS
FOR THE SUNNY AUSSIE WELCOME!
The folks down under could not have been nicer. From the moment
I walked out of the airport in Sydney until I departed two
weeks later, I received nothing but smiles and "G'day,
Mate!" from the folks in Australia. The classes at Walt
Disney Animation in Sydney were well attended thanks to the
hard work of Rhian Ellis. And I want to once again thank Disney
animator D.J.Nicke for his enthusiastic support. D.J. was
the one that first picked up the ball and ran with it. For
a guy who teaches acting to animators, a gig at Disney is
like visiting Mecca, and I am damned grateful to have had
the opportunity.
James Whitlam of Rising
Sun Pictures organized an on-site class at his shop (Lovely
new digs, guys!) as well as the public class in Sydney. Without
his tireless work, this very-expensive trip would not have
made any financial sense, so my landlord sends him mega-thanks.
High-fives, James! You did a marvelous job!
John Eyley at Queensland
College of Art, Griffith University in Brisbane is one of
the sweetest and most talented people you will ever want to
meet. He and Trent Ellis, his partner in crime at Queensland
Animators, organized the public class there. Thanks for the
swell times, John. Can't wait to do it again.
And to all the Oz animators
that took time to study with me, I send a salute from chilly
Chicago. I hope we can do a reprise, maybe as soon as next
year. I had an excellent time. Everybody please stay in touch,
okay? And thanks for being part of my Australian adrenaline
moment.
THANKS ALSO FOR
THE WARM WELCOME IN SNOWY MONTREAL!
The gang at Artificial Mind and Movement did a one-day class
with me just before I left for Australia. Had a terrific time
and then scurried to the airport. Montreal is a very lovely
city from the perspective of a taxi window, and I for sure
want to come back for a closer look. Thanks to Marcel Achard
for making this class happen. You did a heck of a power center
exercise, my man.<g>
LOOKING FORWARD
TO ANIMATION 2003 IN TEESSIDE ENGLAND!
I'll be in Teeside January 29, 30 and 31. Can't wait to see
my good friends Siobhan Fenton (and the babe and Ian!), Shaun
Featherstone, Chris Williams and the rest of the team of animation
educators at the University of Teesside in the UK.
IF ANY COMPANIES
OR SCHOOLS IN THE UK OR THEREABOUTS WANT TO ARRANGE A CLASS
FOR THE FIRST WEEK OF FEBRUARY... now would be a
good time to raise your hand.
THE DEMISE OF
2-D?
Why do so many people delight in proclaiming the end of 2-D
animation? It's annoying, and it's not true. The latest doom-sayer
is Kim Masters in the January issue of Esquire Magazine (p
45). Quoting some higher-up at DreamWorks on the quick financial
collapse of "Spirit: Stallion of the Cimarron"",
Masters concludes "traditional hand drawn animation seems
a thing of the past." Maybe he hasn't seen Miyazki's
"Spirited Away". It is possible to make a profit
with 2-D animation. You just have to start with a good story.
"Lilo and Stitch" is doing just fine, so I hear,
and is cute as all get out. It's curious to me that Disney
evidently hasn't yet figured a way to make money off of Miyzaki
in the U.S., given that the grand master's movies do well
overseas. I read somewhere that "Spirited Away"
grossed $200 million before it opened in the U.S.! Hand drawn
animation is not going away any more than oil painting is
going away. True, a reasonable financial model needs to be
worked out in order to give profit a fighting chance. "Spirt:
Stallion of the Cimarron" reportedly cost $80 million
to make, and then the studio spent $30 million to promote
it. By my reckoning, they'll have to gross close to $500 million
in order to turn a profit, and that is probably too much to
expect.
DIGIPEN (DONKEY
KONG U)
USA Today ran a nice piece recently on DigiPen Institute of
Technology in Redmond, Washington. Take a look: http://www.usatoday.com/money/media/2002-12-03-video_x.htm
DigiPen is the only accredited 4-year U.S. university to offer
a degree in video game design. According to the article, they're
getting 24,000 "requests for applications" each
year, but the school manages to discourage and dissuade all
but 500 of those people from applying. Too much math for the
average bear. Most of the 24,000 have the mistaken idea that
designing games involves lots of playing of games at school.
There were only 36 graduates from the program last year, and
they all got job offers. Sounds to me like DigiPen is doing
something right.
CRAFT NOTES
THE ADRENALINE MOMENT REDUX
During the recent classes
in Australia, I noticed that my explanation about "the
adrenaline moment" was not always clear to everybody.
Since this is such an important concept and tool, I thought
it might be useful for me to use these craft notes to go over
it one more time.
DEFINITION: AN ADRENALINE
MOMENT IS A MOMENT THAT THE CHARACTER WILL REMEMBER WHEN HE
OR SHE TURNS EIGHTY-FIVE AND LOOKS BACK ON HIS LIFE. IT IS,
IN SHORT, A MOMENT OF SIGNIFICANCE.
Have you ever noticed
that you tend to remember particular moments in your life
more than others? You will always remember the first time
you made love, for example, but you will have trouble remembering
what you had for breakfast day before yesterday. You will
remember everything about what you were doing on 9-11. You
will remember the day you met your spouse. You will remember
the day your first child was born.
Scientists have discovered
that when something "important" (i.e. important
to our survival as humans) happens to a person, her brain
literally becomes bathed with adrenaline. Nature marks this
moment and instructs that she remember it. The moment may
be happy or sad, full of excitement or very quiet. None of
that matters. All that matters is that the moment be important.
The first time you saw your friend get eaten by a saber-tooth
tiger, your brain was bathed with adrenaline and marked. That
way, you would respond with fear the next time you saw one
of those animals approaching. It was a survival mechanism.
I have extended this
physiological concept into story telling and acting. I am
convinced that effective story telling necessarily includes
at least one adrenaline moment, and it may include many. "The
Iron Giant" is chock full of them for instance. Darn
near every scene is so important that the characters involved
will remember it when they turn eighty-five. Hogarth will
always remember the day he first met the Giant. Dean will
always remember the day that Hogarth's squirrel ran up his
pants leg in the diner. Everybody on earth will remember the
day the Giant chose to fly into space to intercept the bomb.
An adrenaline moment
doesn't have to be a big earth-shaking deal. In the famous
Disney animation of Pluto getting the flypaper stuck on his
nose, that is an adrenaline moment for the dog. It works theatrically
because it is important to the dog and because the scene involves
actions, obstacles and objectives. The world will not change
because of the flypaper. The moment is comparatively insignificant
when compared with world wars and such, but it is important
to the dog, and that is all that matters. Pluto will never
forget his encounter with the flypaper!
I saw an advertisement
the other day for a bird-feeding contraption that will literally
fling hungry squirrels off into the bushes. It is battery
operated and is hysterically funny to look at. Squirrel climbs
up to get some food and the whole thing starts spinning, with
the squirrel hanging on for dear life. Well, we have the makings
there of an adrenaline moment for the squirrel, if anybody
decides to make an animation out of it. For sure the hapless
squirrel will not forget the day he encountered the squirrel-flipper
bird feeder.
An adrenaline moment
is a factor of character. It is not a factor of story. The
story per se does not have an adrenaline moment because the
story's brain doesn't get bathed in adrenaline. The character's
brain gets bathed with adrenaline. An adrenaline moment is
also not something that happens to the audience. The audience
does not experience an adrenaline moment unless the theatre
burns down while the movie is screening. The person in the
audience empathizes with the character that is experiencing
an adrenaline moment.
In my Acting for Animators
classes, I like to show Michael Dudok de Wit's award winning
short animation "Father and Daughter". The story
is about a young girl spending her life coming to terms with
her father's death. The single adrenaline moment in the piece
is the day the father dies. The movie has no other such moment,
but that single moment powers the whole thing.
HOW TO USE THE ADRENALINE
MOMENT CONCEPT
You can super-charge a scene if you make it into an adrenaline
moment. Clearly, you don't want to do this for every single
scene in a story. If a character is threading a needle for
instance, that may very well not be an adrenaline moment.
It would become one if, say, the needle got embedded in the
person's finger and he had to go to the doctor to get it taken
out. You would not want to arbitrarily make an adrenaline
moment out of an average scene. But if you have a story that
seems not to have any adrenaline moments in it, you may well
want to re-assess the significance of your story. Why are
you telling the story in the first place? What is important
about it? Why does it matter?
If you are making your
own animation, ask yourself if the story you are telling is
worth calling the tribe together. Actors are shamans, and
so are animators. When you tell a story, there needs to be
some point to it. If you call the tribe to assemble, be sure
that you have something worthwhile to say.
If you are assigned a
scene to animate on the job, ask yourself if it is possible
that this is an adrenaline moment for one of the characters.
Check with the director. In my stage-acting classes, I will
sometimes suggest to actors that they play an energy-less
scene a second time, making it into an adrenaline moment.
What this means is that they should make the scene important
enough that the characters will remember it when they turn
eighty-five. Most often, this is a very constructive adjustment.
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