Ed's Newsletter - May 2002

ED HEADING FOR GERMANY MAY 20TH
I'm looking forward to teaching at Filmakademie Baden-Wortemborg in Ludwigsburg May 21-23 and also to speaking at FMX '02 on May 24th. My topic will be "The Thinking Character". If you're in the vicinity, say hello or let's grab a beer or something!

WIRED MAGAZINE ARTICLE ON PHOTO-REAL ANIMATION
Lawrence Weschler wrote a remarkable article for the June issue of Wired Magazine. "Coming Face to Face with the Uncanny Valley" is a terrific overview of the state of art of photo-real animation in general and facial photo-real in specific. Very excellent stuff, surprisingly philosophical. You'll dig it. I was interviewed for the piece and am quoted briefly. The June issue hits the stands mid-May.

VANCOUVER ACTING FOR ANIMATORS CLASS MOVED
TO JUNE 22

The Acting for Animators workshop that was scheduled for the end of April has been moved to June 22nd. This is under the sponsorship of the Emily Carr Institute. For more information and to register, contact 604 844 3852 or email vcraig@eciad.bc.ca.

ANIMATED THANKS TO BIG IDEA!
We laughed and we cried, we kicked acting all around the room and a good time was had by all. Thanks to the talented animators at Big Idea Productions! I has a terrific and enriching time with you guys (...and Amber the girl, of course :)...). Special thanks to Marc Vulcano and Tim Meidl for connecting the dots at Big Idea and for making it all happen.

CRAFT NOTES
"Further Consideration of Force vs. Form"

Recently, I was re-reading a transcript of a Don Graham class at the old Disney Studio. His subject was the importance of animating force rather than animating mere forms. He rightly pointed out that if you draw the form of a leg and then another bunch of forms of legs, it might all flow together as a moving image, but it will not stimulate the audience emotionally. To have that effect on an audience, you must animate force. And force is most often something that originates in the character's thinking and emotion.

Don Graham was a brilliant man, an ace in Walt's deck. I wish I had known him, and I wish Disney Studios would publish all of his class notes. I am told they are all residing in the Disney library in the Burbank studios. If you know somebody that knows somebody with pull at Disney, you might pass this particular newsletter along to him...PUL-EEEZE PUBLISH THE LECTURES!

Anyway, regarding force versus form, Graham said the correct thing about its origin being in thinking, but he stopped too soon. And thinking in and of itself is not enough for successful storytelling. You must also have scene construction that includes obstacles, actions, objectives and negotiations.

As I mentioned in a previous newsletter, the bookends of human life are brain waves -- i.e. thinking. Medical science can keep hearts and bodies alive mechanically now, but when the brain stops, that's the end of the party. This is more than a simple observation. It is a profound connection between all humans, something that we all have in common. It doesn't matter if we are talking about Mother Teresa, Osama Ben Laden or Tom Cruise, we all come into the world the same way, and we exit the same way. We are all part of the same family. Though we may disagree with one another about the best ways to spend our time between entrances and exits, we are hard wired by nature to recognize in one another the very attempt to spend the time. And that attempt manifests itself as the force that Graham was talking about. To paraphrase Gertrude Stein, a body is just a body is just a body, even if it is an inert one. The thing that causes us to pay attention to one another as humans is force -- the way we go about living and spending the time. Acting is doing!

Though all of us humans have thinking brains -- making us all part of the same family -- the kind of thinking we do varies from person to person. Because each of us is an individual product of our genes and environment ("nature vs. nurture") therefore, the key to successful character animation is in understanding the character's particular sense of life and personal style. Pluto and Mickey Mouse were both humanized animals, with human-type brains. But Pluto's brain and style were more dog-like than human. Mickey was a normal human boy in every way except his mouse ears and disappearing tail. Pluto was always a dog. Once the animators understood this, they were good to go. If Mickey Mouse had gotten himself stuck on the flypaper the way that Pluto did in the famous sequence, he would have handled the predicament altogether differently.

(Reminder to myself: One of these days, I must write about how and why we humanize animals in animation. A dog in our U.S. culture is a pet and a friend. But I visited Western Samoa some years ago, and in that culture the dogs were viewed as oversized rats. The locals threw rocks at them and were horrified when I wanted to feed the half-starved strays.)

THE THINKING CHARACTER IS NOT ENOUGH

It is not, however, enough to simply make a character think. Thinking qua thinking is not inherently theatrical. Because Disney's contribution to animation was the thinking character, some animators figure if they can just make their character's appear to think, they are home free. Not so. You can see people thinking all day long over at the 7-11, and that doesn't make a good story, nor will people pay to watch it. What you need for successful animation -- particularly feature animation -- are thinking characters that express emotionally for a theatrical purpose!

Walt Disney based his early features largely on fairy tales like "Snow White", and those stories had obstacles built in, sort of like a blueprint. He had only to apply thinking characters to the already- conflict-charged story lines, and voila! Today's animators frequently must invent scenes from whole cloth rather than mythic tales, so it is necessary for them to understand classic Aristotelean scene construction -- actions, obstacles/conflict, objectives, empathy.

 
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