The Power of Play

ToyStory3-Bonnie

Bonnie, like all children, is happy to play with her new toys. Like any apparatus or product of creation, toys are tools that teach children physicality, interactivity and imagination.  From Pixar’s conclusion to its magnificent animated trilogy, Toy Story 3.

I don’t think many people have a very good understanding of leisure and the importance it plays in our lives. — Jack Nicholson, Actor

It’s funny. As kids, you’re expected and even encouraged to play, have fun and discover the world around you. You grow up, and you’re told to be serious. You learn to stiffen up, say nothing (unless it’s something to be repeated), and generally discouraged from thinking outside of the box. Sometimes, employers even want you to be ‘creative’ while still working within those same set of rules. How absurd!

willy_wonka

Is it really possible to work in a creativity factory? In Gene Wilder’s Chocolate factory, you can. From Mel Stuart’s 1971 classic, Willy Wonka and the Chocolate Factory.

I used to have a “serious” job — economics, accounting and finance – working with numbers dealing with clients and accounts that sometimes tallied in the hundreds of millions of dollars. I’ve seen the inside of the big-banks, dined in multi-million estates and even sat in the odd supercar. Honestly, it was all kinda silly. Not only did a lot of the day-to-day feel monotonous and unfulfilling, not much of it was any fun — neither the work, nor the people (even though there are good people in those fields). Money and material accumulation never turns out to be the grand (or comforting) reward it’s promised to be. It’s alarming how so many people still think so.

Alec Baldwin’s brilliant speech, from David Mamet’s marvelous screenplay-turned movie Glengarry Glen Ross, make this one of the greatest scenes in modern film history. Jobs that deal primarily with money are typically accompanied by big time personal and social-emotional stress — stress that typically brings out the very worst in people. (Warning: This scene contains strong coarse language)

The working artist has its own challenges, and working in animation, dealing continuously with deadlines and quota can be immeasurably difficult and discouraging. If you’re unlucky enough to be “stuck” at a sweatshop-type environment you really have to think twice about your vocational longevity or the career itself. Although it’ll never be as crazy as being a stockbroker glued to the screen obsessing over every half a percentage drop in the stock price, or as crappy as working at the dumpsters in a landfill, jobs in animation can lose their fun and sustainability. It’s up to you to stay awake and be aware of the on-goings of your situation. You’ve got to remember why you’re here and assess your level of happiness. In other words, you have to ensure, that in at least some way, somehow, you’re still able to sneak in the fun into your everyday work and after-work existence.

Jones-and-Geisel

Two geniuses who brought fun to the work they did and fun to the whole world. Chuck Jones sits here with Ted “Dr. Seuss” Geisel during the production of “Dr. Seuss’ How the Grinch Stole Christmas!”

Working in cartoons, video games and special effects always sounds more exhilarating than it really is. To be successful at it, you must have passion, competence, and professionalism. Those latter two areas can often prove very serious — sometimes too serious. As is often mentioned in this blog, animation artists are not unlike professional athletes or medical doctors (even if they don’t receive the same kind of compensation) — they need to continually stay on top of their skills and their development. This requires a commitment to practice and to continued learning. The practice is necessary. The learning is fun. This ‘fun’ is what sustains all craftsmen in any creative field.

Andrea

Andrea Blasich is a sculptor continually devoted to his craft. Andrea has contributed to numerous animated projects, including working for major studios such as Blue Sky, Dreamworks, Pixar and Walt Disney. He’s seen here making a sculpt for Tonko House, a new animation studio founded by friends, Dice Tsutsumi and Robert Kondo. To see more of the artist’s work, go here.

If you’re working in this field already, chances are you have the aptitude. This means you probably like what you do because people tend to like what they’re good at. This is the kind of common sense that people forget or take for granted. And if you’re good at something, your job is to get EVEN BETTER at it. Make something of it because, other people, who might like to do what you’re doing but can’t, would sign a deal with the devil to change places with you. I’m not kidding here.

“Each player must accept the cards life deals him or her: but once they are in hand, he or she alone must decide how to play the cards in order to win the game.” – Voltaire

An old classmate (who was practically a certified genius) I went to school with a long time ago used to say to everyone “he’d give away all his smarts” if he could draw like me. It was a bizarre compliment to receive, and I didn’t know what to make of it at the time (I didn’t and still don’t think I was that good.) But I found out that he recently told his cousin (who’s a close friend of mine) that he still feels the same way, even as he’s driving his $100,000 BMW, working as a partner in a prestigious law firm. I suppose it’d be alright to enjoy this kind of financial comfort (or at least some of the security), but alas, we’re not all meant to end up in the same place. It’s a privilege to be a working artist and it’s one that I’m very grateful for.

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Frédéric Back, one of my “heroes” in the animation world, was determined to do what he was meant to do – present a message to people around the world about the importance of preserving our environment. His films, like Crac! and The Man Who Planted Trees, were both recipients of an Academy Award from Hollywood. He was also an animal rights activist, a vegetarian and was awarded the Governor General’s award for lifetime achievement in his home country of Canada. Back truly believed in what he was doing everyday and lived in a way that honored those beliefs.

There is a lot of uncertainty being an artist and financial insecurity is rarely a complication that’s not periodically on the artist’s mind. Survival is instinctual and necessary before we can do anything else. As creatives, our only solace comes from the work that we do and how we do it. Yes, the world can be incredibly cruel to artists — history has proven that — but time and time again, artists find a way to say their say regardless of how they are treated.

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Nikola Tesla was one of the greatest inventors in human history. Jane Alcorn, president of the Tesla Science Center, stated “Tesla did what he did for the betterment of humanity, to help people have a better quality of life.” Tesla gave his whole life to scientific discovery including advances in lasers, x-rays, radar, etc. Tesla Motors, Elon Musk’s electric car company, is named after the visionary inventor who unfortunately died penniless.

Legendary talents and cultural giants like Oscar Wilde, Rembrandt, Van Gogh, Vermeer, Egon Schiele, Franz Kafka, Edgar Allan Poe, William Blake and Herman Melville, among others, all died poor and even unrecognized during their lifetime. Their struggles didn’t stop them from doing what they were meant to do. Only death was able to do that. Their names live on because of the significant and lasting contributions they made to humanity. Artists today don’t live with half the discomfort and troubles that these creators had. In fact, most people today (in the western hemisphere at least) live with far greater security and access to opportunity than ever before. Plainly speaking, our excuse for not making the most of our skills, and of ourselves, is rather weak.

“An artist must never be a prisoner…  (he) should never be a prisoner of himself, prisoner of style, prisoner of reputation, prisoner of success…” — Henri Matisse

MatisseCutout

Henri Matisse was one of the most inventive and playful artists in history. In the last decade of his life, Matisse focused on painting  guoache onto hand cut paper. He described the process of making them as both “cutting directly into color” and “drawing with scissors.”

In my own hopes, I ask myself what am I here for? And how can I best serve this universe before my own days are up? Service and fun go together. We have to get serious about making our art because we make our contribution to humanity thru play.

“If music be the food of love, play on.” — William Shakespeare

Weight

Rodin_Bowman_Wife

One of my favorite exhibits to visit ever was the Musée Rodin in Paris. Rodin’s sculptures need to experienced in person to be truly appreciated. His work captures not just form and weight, but the enormity of the entire human condition.

“Every normal action needs weight. Every pose needs weight.” — Eric Larson

Here’s the dictionary definition of weight:

  1. a body’s relative mass or the quantity of matter contained by it, giving rise to a downward force; the heaviness of a person or thing
  2. a heavy object, especially one being lifted or carried.
  3. the ability of someone or something to influence decisions or actions.

Rapunzel

Sketches for Walt Disney’s Tangled by Glen Keane. Keane’s drawings carry immense weight both figuratively and emotionally. There is always an element of story and personality supplemented by force and excellent design. It’s this combination that gives great power to all his work and ensures his legacy as one of the greatest animators ever.

Weight is often the most illusive thing for the beginner or amateur animator. It perplexes him because it doesn’t seem to be a tangible thing. What he must first acknowledge is that weight in animation is, in fact, an illusion. All 3D models and even flat classical 2D drawings are flat and in reality carry no “physical” weight or substance that you can either touch or carry unlike other “heftier” forms of art such as  sculpture or even puppetry. The impression of substance, that is, something tactile and physical, comes from the illusion created by the change and overlap of visual forms in time and space. Fundamentally, it’s all about forces.

EricGoldberg

A simple yet perfect demonstration of weight, as shown by the position of the poses and the timing charts that will determine the breakdown frames. From Eric Goldberg’s marvelous book on animation Character Animation Crash Course a book I highly recommend.

For most animators, the walk cycle is the first place to go to learn the application of forces. Failure here will indicate the lack of understanding of weight and likely foretell problems going forward in one’s development. It’s no coincidence that animation studios (at least in the past) would test applicants during interviews with an animation walk cycle. If you couldn’t do a decent one in a few hours on demand, chances are you wouldn’t get the job.

https://www.youtube.com/watch?v=-8rUB6c7Eus

A jovial and spirited conclusion to a Robin Hood walk cycle by Milt Kahl. The walk is the first place feature animators explore on a character. A lot can be learned and tested here; its physical weight, its bodily tendencies (such as sway and other physical attributes) as well as its general attitude and composure (nervous, quick, or non-chalant).

Too many young animators spend far too little time learning the application of forces before heading off to do “acting” shots. I’ve seen animators who have done as little as two walk cycles heading off for studio jobs! It’s simply astounding that this happens. It’s not surprising that producers and supervisors are discovering that many of their new hires are simply unprepared for some of the shots assigned to them. Where the fault lies is unimportant, what IS important is that you, as an animation professional, must be as prepared as possible for your duties. If no training is provided, you must train yourself. The ultimate responsibility always lies with YOU.

“There’s weight to be concerned with. We don’t take steps, we fall into them.” — Eric Larson

Besides doing various walks of differing body types and personalities, young animators should be experimenting with small jumps, skips and side steps exercising both large and slight shifts in weight. These exercises will prove priceless come the time when your characters need to perform emotionally and mentally — for bodies are usually in motion during any kind of performance. Rarely does a character stop to “act.” Weights shifts are continually occurring.

https://youtu.be/8IUTFAoedgw

An excellent sequence by Angus Mclane, from Pixar’s 2004 box office hit, The Incredibles. Characters rarely freeze, and during conversation or expressions of frustration, they shift weight from one side of the body to the other. This is the pure reality of bodies in motion and needs to be reflected in your animations.

When approaching shots, know that weight comes from understanding the primary physical forces that are applied to or by the character. Physical actions applied on the character exert an external pressure on the character and he/she is secondary to this exertion. An example would be a baseball bat being struck to the head à la Tom & Jerry, or simply a character leaning against a door that gives way. On the contrary, physical actions driven by the character are guided by internal forces such as intention (motivational drive) or emotional reaction to external stimuli (physical, verbal or imagined). This is basically any character moving on it’s own accord without any external physical force applied to it (which is the case 95% of the time). At all times, however, unless the character is underwater, the force of gravity always needs to be accounted for. A tired character, for example,  or one that loses his footing whether from being pushed or falling on his own accord, will be pulled down by the earth’s planetary influence. If it’s a free fall, Newton’s law applies and he’ll fall at an acceleration rate of 9.8 meters per second squared.

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Gravity was something Wile E. Coyote had to continually contend with. From Warner Bros.’ Looney Tunes series.

For those of you who still struggle with the application of weight, here are the major areas to learn (or re-learn) :

Thinking Poses in Terms of Movement:

The illusion of weight comes from well-intended variation within the poses and between poses. In other words, only animation that depicts change can carry an impression of weight. The first thing to improve in your poses is to get an idea that there is weight to start with, a place and position from which it comes from, and then ultimately, a destination where it’s going to. The concept of time must not be forgotten when it comes to making a solid and convincing pose. Every pose must imply change (i.e. a transition in time).

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Great posing denotes change of form, line and substance. A pose captures a state of the body at a moment in time, and therefore its various parts of construction will be seen in various states of motion. This famous Tigger diagram arranged by Walt Stanchfield (the drawings were done by Milt Kahl) demonstrate everything you need to know about posing. The descriptions imply all sorts of change — indicating force and weight. Such variation and visibly noticeable change is both comforting (i.e. believable) and appealing to the audience. To learn more from Walt Stanchfield, go here.

Timing as an Objective Count of Frames:

Flit

The hummingbird Flit, animated by Supervising Animator, David Pruiksma, was a sidekick character that zipped around screen at lightening speed. During my training with Disney Animation, Dave mentioned to us that sometimes Flit would have to come into screen, perform his gag AND leave the screen, all within a second or two. Where to place your frames became as important as how many to use. Image from Walt Disney’s Pocahontas.

The idea of weight can also be further strengthened by the astute management of the units of time. Generally, how quickly or slowly something moves gives us a sense of its solidity and density. We all know that heavy things move slowly and that light things accelerate or move quickly. Slower means it takes more frames to get from one place to another and faster means less.

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The Iron Giant was big and heavy. Generally, he moved slowly and deliberately. When he “wigged” out, he moved in quick automation, making him a frightening, inhumane vehicle of destruction. From Brad Bird’s beautifully-directed film, The Iron Giant, released by Warner Bros.

Although there’s more to timing than isolated units of time, the cold reality is that if something has traveled anywhere in a very short amount of time, it’s gonna be regarded as fast. The opposite also holds true. At other times however, heavy characters, when motivated enough or have gathered enough momentum, can also move very fast, while small, lighter characters can move like molasses if it suits their personality. It’s all a matter of creative choice and execution.

https://youtu.be/0PB-mB99BVQ

Slow-Poke Rodriguez isn’t very big, but it’s his attitude that dictates his mobility.  He’s not regarded as heavy even though he moves incredibly slow (executed via a long frame count walk cycle). Instead, the weight here depicts his non-chalant ‘dopiness’ rather than his physical make-up. From Warner Bros.’ Looney Tunes.

Arcs & Spacing as Keys to Regarding the Distribution of Frames

Timing can be a tricky thing. Without deliberate and careful application of arcs and spacing, the number of frames used isn’t enough to convey sufficient and appropriate weight. Nature moves in a particular fashion, and that is, it tends to move in arcs and does so gradually. Only machines move linearly or at an evenly controlled pace.

https://www.youtube.com/watch?v=DTytB1B2oBE

This astounding animation not only defines the nature of the characters and their states of emotion but boasts a display of weight and form that is both believable and beautiful. In the hands of Milt Kahl, both the Prince and King move with rhythm, balance and force. Every frame shows a proper transfer of weight from one spectrum of movement to another, all in perfect arcs and spacing. From Walt Disney’s Sleeping Beauty.

As incredibly simple as this sounds, time and time again, we witness characters lacking weight and substance in today’s animation — sometimes even in full-length features films. Style is one thing, but poor execution is another thing altogether. Weakly defined weight is weakly defined animation.

SherKhan

“I know where the weight is all the time!” says Milt Kahl, in reference to his work on Shere Khan the Tiger. From Walt Disney’s 1967 film, The Jungle Book.

Animation principles such as lead and follow, overlapping action and follow thru, all derive from the understanding and application of weight.

So if you find that your work still lacks weight, go fix it (not just the scene but your habits, execution and understanding of it.) Remedy the situation like a hockey player would if her skating was poor. What would a professional hockey player do if she was determined to reach her potential? She’d set up a disciplined regimen to strengthen her legs, practice her stride, and possibly get further education/coaching to help work on all her deficiencies. Lack of knowledge is not a genetic deficiency, it’s just a lack of exposure, understanding and effort. Don’t blame it on a lack of talent because talent alone is never enough. We have to overcome our doubts.

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Tom Hulce plays Wolfgang Amadeus Mozart seen here diligently working into the wee hours of the night. If talent alone wasn’t sufficient for a prodigy like Mozart, how could we expect otherwise for us mere mortals? Image from Milos Foreman’s 1984 masterpiece, Amadeus.

As an animation artist, you must ask yourself what you’re determined to do about the lack of weight or any other deficiency that you may have. To get better, you’ve got to WANT to get better. There’s no secret other than going after it and doing it. Practice makes perfect. Remember, animation without weight has no believability and without believability, there’s no magic.

“As animators, we have the power to defy gravity but when that power is used, it should be with purpose and reason and with entertainment in mind. In our work, we strive for weight and balance — for sincerity, with caricature, in movement and pose, giving our characters believability.” — Eric Larson