Reference vs Imagination

Study by Raphael Sanzio. It’s now known that many of the drawings done by the great Renaissance artists were done from imagination rather than by mere copying of the model(s). Their knowledge of human anatomy and the forces within it was so great, it allowed them to create the most convincing of compositions.

“The true sign of intelligence is not knowledge but imagination.” — Albert Einstein

Being an artist is most often attributed to being imaginative and creative, working from within, exploring our passion and testing boundaries. That said, the well of creativity where we draw inspiration from has to come from somewhere — a source material that contains some form of knowledge, something tangible or historical.

Therefore, it’s not a question of whether reference is more important than imagination or vice versa, but the fact that we need both. Using one without the other garners at best, an unoriginal outcome.

Here are some ways to get the best of both worlds:

SOURCES OF REFERENCE

Nature (Life):

One painter painting another.  Tonko House co-founder and former Pixar Art Director Dice Tsutsumi is a master painter and colorist. To access the actual light and texture of one’s object of interest means to be in its presence.

There is no greater source of inspiration and knowledge than nature. The natural world that surrounds us, although diminishing each day with the dominance of man and his industrial consumerism, gives us constant feedback in terms of the cyclical nature of life. Filled with color, form, movement, smell and sound, it’s the most comprehensive library of information we can possibly have. It’s also far less inconvenient to access than we make it out to be. Everywhere there are people, animals, structures and vegetation. The light and movement of the sky alone can lift emotions and illuminate visions. Try painting in the rain or sketching in a bustling café; the atmosphere will stimulate you.  If you’re animating a cat, touch a cat, don’t just watch how it moves. Feel its musculature and how it carries its weight around. To study and engage in nature does wonders for the development of one’s creative powers of sight and feeling.

Video/Photography:

Eadweard Muybridge’s photostats were one of the first great sources of breaking down movement into still images. Today, there are countless videos available of frame by frame analysis of human and animal movement, but Muybridge’s work might still be the best and most comprehensive.

The most commonly used source of reference for our digital internet age, video/photography is always a great and easy-access source of material for the modern creator. When used properly as a form of research and inspiration, the photographic image is excellent, providing controlled precise data while being available from a plethora of varied sources. When used haphazardly, without awareness of its drawbacks, it becomes easy for the artist to forget that all that comes from the photo image has been filtered through the camera — an experience mechanically interpreted and scaled down from the original live experience. It is, at best, a recording. And if that source or technique of that recording is poor, we’ll be getting an inferior interpretation of the data. A good example is drawing/painting from photos versus the live model or object. It’s  the difference between watching the sunset versus looking at a photo of one. If we use photographic sources, remember to look beneath the surface and around the object as if in true 3D space.

Art:

From Disney’s Robin Hood. The animation artistry of Milt Kahl is well worth studying for any aspiring animator. I firmly believe that when all is said and done, his work still holds up better than anyone else’s in animation history.

Studying the work of other artists has historically proven to not only be useful, but incredibly informative. Upon copying the work of notable artists, especially those who inspire us personally, we can gain amazing insight into their process of creation. Following the footsteps of great artists reveals, via experience, what may have gone on during the original discovery — it comes from starting where they started, not where they ended. Furthermore, using their work can serve as jumping off points for discovery and expansion of previously formed ideas. I know of no serious artist who hasn’t at one point or another done his/her share of copying artists they admire.

SOURCES OF IMAGINATION

Mind-mapping:

Although that’s never the reason to do them, sometimes mind-maps can become pieces of art themselves.

I love the process of mind-mapping. It’s such a dynamic way of by-passing the critical mind. Like an internet search, once started, the mind-mapping process naturally creates a living force for idea generation. Using either words or imagery, each spontaneous idea generates further springboards to newer ideas. The web-like formation churns out items that branch and deviate, bringing things out of our skulls onto paper where they can be seen and later interpreted. I personally use this for both goal setting and my own art. It’s a boundless way to work and because it’s so unserious, the process is fun and liberating. It’s a great way to get us thinking outside of the box. Even dreams and the subconscious can be lured into existence.

Quick-sketching:

Pluto sketches by Shamus Culhane, a master sketcher and huge proponent of the quick sketch. The practice of gestural drawing encourages the imagination and results in lively forms otherwise difficult to attain.

I’ve been doing quick sketching for years, ever since I read up on becoming an animator. Not only does it raise our drawing skills, but engaging in hi-speed drawing forces us to draw very quickly from imagination without conscious interruption and self-judgement. Any sketching under 60 seconds (or any arbitrarily-short deadline) forces the artists to draw whatever comes to mind — an emotion, action or a vision. To make this a practice, set up a recurring timer to ring/beep at preset intervals and do as many “imagination” sketches as possible. Before long, making quick doodles of anything that comes to mind becomes easier, so that when the time comes for planning our own work, making thumbnail/prelimary sketches just becomes second nature.

Improvisation:

Bill Irwin, Bobby McFerrin and Robin Williams star in McFerrin’s famous music video “Don’t Worry Be Happy.”  Tony Award-winning actor, clown and comedian Bill Irwin is a master of character creation. Watching and listening to him talk about character exploration was an incredibly educational and inspiring personal experience.

Most actors spend at least some time studying the Meisner style of acting — a technique of dramatic performance that relies heavily on the emotional impulses of the moment. Actors who engage in improvisation end up digging deeply into their own psyche and personal history. For animators, a practice or study of this form of acting will help them feel more and become far more spontaneous in their performances. We are, at the most basic level, the ultimate source of information and emotion. If we want to create work that engages, we must become the character, object or story and the best story is usually the one within us. Furthermore, we can only find this through direct experimentation and engagement that draws out our inner emotions. It’s why many actors (including Method actors) spend many months to create a character so well that they become the characters they imagine such that when they go on stage or behind camera, there is greater hope that this new self responds in a way that’s most true and convincing. Although animators don’t have the time to create such deep characters, the practice of spontaneous dramatic action opens up one’s creativity. I highly recommend animators to take up an improvisational acting class should the opportunity present itself.

SUMMARY:

Don’t ever rely on one source of reference or one technique alone. Art is a complex and engaging process. It requires careful study, engaging play and deep personal experience. After all, we’re all either trying to capture a moment in life or create one that lives.

One of my favorite artists, Egon Schiele’s artistry is a great culmination of observed life, imagination and deep personal feeling.

“Everything you can imagine is real.” — Pablo Picasso

Strengthen What You Need

Superman (1978), played by the late Christoper Reeves, was a pretty cool cat. But even the Man of Steel can only do one thing at a time.

“Do not plan for ventures before finishing what’s at hand.” — Euripides, Poet

There’s a good saying about not being able to do everything, at least not all at once. The same goes with skill/talent development.

As artists, we can often feel compelled to not only multitask (which doesn’t work) but also to work on “everything” when it comes to developing our skills. But there’s only so much time, only so much energy. Furthermore, our current situation (work or otherwise) as well as our emotional state (i.e. do we even feel the urge?) both heavily impact our ability to further our skill sets. My advice is that you work on your MOST PRESSING NEEDS FIRST. Identify that, then go forward.

Now, the laundry list of items requiring development can be  daunting for any artist regardless of his/her current skill levels. Each element is difficult and takes a serious investment. A good example is drawing or acting abilities — no one can ever be too good or even good enough. But there are a few problems that might need addressing immediately if your animation struggles are substantial or holding you back. Here are the most common problems I see in the many cumulative years that I’ve been animating, directing and teaching.

PLANNING:

Planning out your work is not unlike making a travel plan across the continent. It takes thought, preparation and a budget.

Time and time again, where I see where most beginners, amateurs and even lower-level professionals suffer the most from is POOR PLANNING. Being prepared is more than just doing a few thumbnails or shooting some video reference. It’s about having a GAME PLAN. If you don’t know what your scene or character is about, or haven’t identified correctly the context or subtext, then you’re already on the wrong path. Questions must be asked and options must be explored. Furthermore, have some clear and FINAL IDEA what you’re doing, otherwise you’ll deviate once the going gets rough. WRITE IT DOWN. Don’t count on memory or your passion, both of which can change in an instant.

A good plan is a clear road map that sets you up for an exciting but possibly long and difficult trip. Know where you’re going, know what tools or skills you’ll need for your project, and have a solid sense of how long you plan to spend at each interval and on the total adventure. Having a game plan means clearly understanding how you’ll go from start to end. It’s about being prepared.

CINEMATOGRAPHY:

Mad Max Fury Road (2015). Good composition and choreography directs the eyes. You always know where to look in a George Miller movie no matter how frenetic the action may be.

Understanding camera, composition and choreography are some of the biggest deficiencies among working animators today. This is likely reflective of the current state of movies, television as well as the vast amount internet-quality productions by amateurs. This lack of care of good quality placement and movement of characters puts many animators off to a poor start. If you get used to seeing junk, you develop a taste or comfort with it.

If your skills in camera are poor there many books that teach the basics, including books such as Joseph Mascelli’s Five C’s of Cinematography, where you can get a better grasp on the placement and use of cameras. Knowing how scenes are set up and how they flow/edit together helps an animator understand not only the flow of a shot but also the director’s intent from a big picture perspective.

Learn the difference between good and poor composition, as well as choreography that’s interesting and clear versus that which bores and/or confuses. A study of art and film history featuring quality paintings, illustrations and movies will strengthen your eyes and enlighten your tastes.

SHAPE:

I love Andreas Deja’s animation of Scar. This compilation of scenes done for The Lion King show how powerful the use of shape and the changes between them can be when driven by solid acting.

Animators often struggle with finding the best poses for their animations. This problem comes from a poor understanding of how shapes work and what they mean. Without a proper period of artistic study and education, things like the power of straights versus curves and basic design elements such as the relativity of size, duration and visual textures, animators will never achieve appeal or charm in their work. This is why I’ve never met an animator who drew well be a poor animator. Drawing teaches us how to use our eyes. It’s never even been about physical hand-eye coordination.

The study of shapes and lines informs the mind what the image says to the viewer. This takes time and practice like anything else of course, but it’s astonishing how so many CG animators out there seem to dread the act of drawing or choose to diminish its value. It baffles the mind that an “artist” would want to avoid drawing. A laughable paradox if there ever was one. Studying nature, studying the creations of good artists, as well drawing from imagination, are all magnificent ways to improve your ability to make good poses. Draw, copy, or trace if you have to.

WEIGHT:

Stromboli from Walt Disney’s Pinocchio. Bill Tytla’s animation of this Disney villain shows what can be achieved when one has a thorough understanding of forces. This pose has not only fantastic weight and power but feels like it’s in perpetual movement even though it’s just a single drawing.

The lack of understanding in weight is the number one obstacle for beginning animators. It’s simply not something you can just fake or copy. It’s either there or not. The fundamentals behind understanding weight and knowing how to execute work that has weight comes down to one word, forces. Good animation displays the elements of force working at all times, and the best animation uses forces to accentuate or even amplify the quality of scene (e.g. the powerful artistry of Glen Keane comes to mind).

There are only several primary forces when animating: gravity (which pulls a character/object down constantly), a character’s inner force (i.e. the will and physical effort used to oppose forces in its way), and external characters or objects (which might exert their own force upon your character(s). Only by accounting for all the forces in play will a scene carry real and believable weight.

PATH OF ACTION (POA):

This analysis I made of Frank Thomas’ animation of Baloo shows the importance and beauty of arcs and overall paths of action. From Disney’s The Jungle Book.

Understanding arcs is a the key to getting movement right. But arcs are only a small portion of the path any object takes. The path of action (POA) is the total physical and visual journey of say a hand or head of character in movement. This needs to be clear and believable, which means the animator must be aware of its placement and path the whole time within the world space.

Unfortunately, most artists just haphazardly go about animating the movements of their characters not thinking about the time, spacing or path and how it impacts the final results. With good awareness, you can plot out visually, or mentally in your mind’s eye, how any particular part of your character is traveling in space. That’s the key — seeing and visualizing things moving in space — visual rhythm. When this is neglected, animators could easily find that their scene either lacks appeal or moves far too much (or both). Appeal is not something that comes exclusively from shapes (i.e. poses) but also from movement.

SUMMARY:

These areas of our craft are all very basic yet difficult to master. Simplicity is the aim. So this means that if you struggle in one of these areas especially, work specifically on them. Isolate your issues and dedicate serious time addressing your deficiencies. For example, if you’re really struggling with spacing, then grab a bouncing ball and test out what different kinds of spacing looks like while NOT having to deal with fancy arcs or multiple limbs. Work only on one thing at a time Don’t worry about other problems so much, at least for now. It’s the best and most simple way to learn — isolating your focus. It’s akin to limiting the number of balls you need to juggle in the air. Of course being simple is often the hardest thing to do because we’re so obsessed with doing more, all the time.

“The bane of Americans is overwork-and the ruin of any work is a divided interest. Concentrate-concentrate. One thing at a time.” —Mark Twain, Writer