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Ed's Newsletter - May 2003
THE
BRITISH FILM INSTITUTE, in its January "Sight
and Sound" magazine, features an outstanding and in-depth
article by Chloe Veltman about the importance of acting in
animation. I was one of the people who were interviewed for
it. Take a look: http://www.chloeveltman.com/features/arts/actingandanimation.html
"PSSST...WANNA
SEE SOME COOL FLASH ANIMATION?"
Adam Phillips, an animator at the Disney studio in Sydney
Australia, sent me links to "HitchHiker" a short
two-part Flash animation he did in his spare time. I'm impressed.
Take a look for yourself. You'll need Flash Player 6 installed.
The direct link to part one is:
http://www.oohbitey.com/hitchHikerWindow.html
and there's a button at the end of the movie that will take
you to part two. Or, part two can be seen at this link: http://www.oohbitey.com/hh2Window.html
Or, go to his main website: http://www.oohbitey.com
INTERESTING FACT:
According to Weekly Variety (Jan. 20-26, 2003), "...ten
percent of movie tickets sold in France are for animated films....
U.S. and Japanese animated pics currently account for about
80 percent of that total." This is why French production
of animated films is increasing. Producers there are pursuing
their own personal market share.
ED HOOKS - ACTING
FOR ANIMATORS UPCOMING SCHEDULE
Mid-March - Seattle. Maybe. Working on it.
March 22nd - Chicago - open class $125 for the day.
Mid-April - Australia. Maybe. Working on it.
Late April - Kuala Lampur, Malaysia
Early May - Stuttgart Germany
Mid-May - Kalamazoo, Michigan (Animation Festival)
November - South Wales - UK (SAND '03)
CRAFT NOTES
"Mo-Cap is a Tool"
The press is brimming
with advance hoopla about the new $20 million 244-page-script
"Enter the Matrix" video game and, already, much
is being made of Shiny Entertainment's inventive use of mo-cap.
David Perry, president of Shiny Entertainment, says in a New
York Times interview ("A Thin Line Between Film and Joystick",
Feb. 20th, Circuits Section), "When Jada reaches for
a phone in the game, she was motion-captured reaching for
a phone." He explains that they also employed a kind
of facial mo-cap called "alpha-mapping" to create
faces and hair that look "real".
It is bothersome that
the press on "Enter the Matrix" doesn't seem to
be talking much about actual animation. One could easily get
the impression that mo-cap is the Holy Grail and that it is
so wonderful that it may one day actually replace animators.
In his excellent book Understanding
Motion Capture for Computer Animation and Video Games,
Alberto Menache observes, "The media ...have made no
distinction between the look of real-time digital puppeteering
and that of keyframe animation and have covered them as if
they belong to the same medium, which is upsetting to most
animators." That is an understatement, and animators
pull their hair out when this subject comes up.
Before going forward
with this discussion about mo-cap, we should add Gollum ("The
Lord of the Rings - Two Towers") to the mix. The animators
at Weta Digital, under the overall direction of Randy Cook,
worked closely with actor Andy Serkis, in the development
of this ground breaking character, and one of the techniques
they employed was mo-cap. Again, the press tended to over-emphasize
the role of mo-cop and to under-emphasize the role of animators.
When we see magazine articles of Gollum in production, they
most often feature Andy Serkis wearing a rubber mo-cap suit
-- as if Andy did everything by himself. One could conclude
that Andy did 100 percent of the acting and the animators
became glorified mo-cap stenographers. This is definitely
not the case, and it is unfair to Weta Digital's team to suggest
otherwise.
MO-CAP IS A TOOL
Mo-cap is a powerful tool, and it is what it sounds like it
is: the capture of motion. More to the point, the capture
is of the final end-product motion. To the degree that it
also captures the actor's impulse behind the motion, it is
by inference only. At some point, animators are going to have
to finesse the motion capture into something that looks like
a performance. Weta Digital's animators did it to the inth
degree. Bay Raitt rigged Gollum's face and, even when Gollum's
CG face was coordinated with Andy Serkis's own, the animator
team had to provide the Rembrandt detail of emotional expression.
I've heard from credible sources they actually created something
they called a "thought graph" and animated Gollum's
expressions to match each individual thought. (!) They closely
studied the photo-examples of facial emotion that psychologist/sociologist
Paul Ekman has enunciated. ("The Expression of Emotion
in the Human Face" -- http://www.paulekman.com/).
They got inside the acting impulses, empathizing with Serkis
on a scene by scene basis, and then extended it digitally
to performance. Yes, the Gollum we see on screen has Serkis's
influence on it to a greater or lesser degree, but it is definitely
not Serkis's work exclusively. We are looking at animation.
VIDEO GAMES
When I teach my class out in the field, I see a lot of excellent
motion-capture and, while it is far more detailed than it
was six or seven years ago, the characters generally still
have a kind of plastic and stilted quality, especially in
facial animation. Production restraints and budget considerations
at game companies make it virtually impossible at the present
time to produce a whole video game the way Weta Digital did
Gollum. I have no doubt that some of them are working overtime
trying to get the ball through that hoop though.
ACTING - IMPULSE- PERFORMANCE
** If an animator is creating performance out of whole cloth
(sans mocap), he will have to understand the character, the
scene, the story and the acting impulse. He may use live-action
reference and Paul Ekman pictures but, in the final analysis,
he's either going to understand the force behind the movement,
or he will not. Like Don Graham pointed out in those old Disney
Studio lectures (http://www.actingforanimators.com/News/newslett/may02.html),
if you don't animate force, then you are merely going to animate
form. Force is the lifeblood of human action.
**Too often, animation
companies do not hire talented-enough actors to provide the
performance behind mo-cap. Instead they hire athletes, dancers
or ("gasp!"), they even do the mo-cap themselves!
Garbage in - Garbage out. If you don't have a motivated and
credible performance going in, it doesn't matter how you capture
it, it won't look right. If you hire an athlete and tell him,
"Okay, let's see you run from this side of the room to
that side of the room..." or "...now bend over and
pick up the ball real fast..." or "...swing the
sword harder..", the final end product will look lame.
Peter Jackson, the director of "The Lord of the Rings
- Two Towers" is an experienced live-action director
who is accustomed to casting and working with powerful actors.
He knew precisely what he was doing when he cast Andy Serkis.
Andy is uncommonly talented, formally trained and is a physical
kind of actor. He right away got onto all fours and started
slithering through the rocks. Another actor might well have
created Gollum with less inner fire. And if Jackson had hired,
say, a gymnast, it would not have worked at all! The movement
would have been there, but the acting would have been empty.
The Weta animators would have had less to work with.
Constantin Stanislavsky
defined acting as "Playing an action in pursuit of an
objective while overcoming an obstacle." It is also true
that emotion (not thinking) tends to lead to action. Audiences
empathize with emotion, how the character feels about things.
In a compelling theatrical scene, you need to have all of
those elements working together, regardless of the animation
style. You can hook up actors to motion capture apparatus
all day long and still not fulfill these requirements.
I wish the animation
community would do more to get their own story out there.
Whenever we get another of these stories that present mo-cap
as the be-all and end-all of animated entertainment, it hurts
animators. Mo-cap is a tool. It is a marvelous tool, and it
definitely is here to stay. Animators who look at mo-cap and
animation as an either-or situation or a zero-sum game are
being short sighted.
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