Try to define what constitutes 'good' animation and you are always going to end up stepping on too many toes, there are just too many factors to consider. Defining the rules for what constitutes 'rubbish' animation, however, is much easier - and I have reduced this process to the consideration of just two factors. Observe:
When creating animation, for one to produce work which can be defined as 'not rubbish', one must observe the following two rules. Failure to observe either one will result in animation which can be rightly identified as 'rubbish'.
Firstly, one must be in the same room as the animation for which one is responsible. Being in the same building is not sufficient, and being in a different postal district or hemisphere is right out.
Secondly, one must recognise that animation in all its forms concerns the creation of sequential imagery, and therefore consideration and attention must be paid to every frame! This does not mean that one must animate consistently on 1's - rather, it means that supervision be given to each frame, and that the amount of movement and nature of movement therein, be personally observed and considered. Attention to only key frames, or to key poses, shall equally result in 'rubbish' animation.
The first of those guidelines is self explanatory. Its a seemingly innocuous statement until you realise that it automatically discounts most TV animation and most Hollywood movies, as having rubbish animation. And rightly so.
Certainly you can make an entertaining show using outsourced animation, but you're simply not going to produce something that contributes anything dramatic to the animation lexicon. The entertainment value is going to derive from elsewhere, from the script or the direction. The animation is inherently going to be functional at best.
The second dictate however, is the more incendiary, as when applied to certain popular ongoing debates, can be used to burn a number of sacred cows.
For example, consider this. Katsuhiro Otomo's new cel-render project, Freedom. It looks like Akira, it smells like Akira, it apparently has all the same scenes and characters and locations as Akira - but something is missing. Something essential. For, while the hand crafted intricacies of Akira will fascinate mortal animators for centuries, sending them slowly insane as they try to fathom the implications of drawing all those damned buildings - well, this new film just isn't going to have the same effect. But why? From across the room it looks almost exactly the same as the most technically accomplished hand animation ever achieved - and yet up close, you gradually realise, there's just nothing there. The character animation in Akira is hardly the most emotive in the world, it represents a total stylistic rejection of much cartoon practice. But Freedom, even by contrast, just seems to offer us puppets, drifting from one pose to the next. So if you were wondering what Akira would look like if it had been made by something other than human beings, it looks pretty much like this. Exactly the same, but dead. Identical, but souless.Now don't get me wrong, in certain respects its as beautiful as any other Otomo movie. It has nice backgrounds, good prop models and okay puppets - and sure, with a little more time and money you could tweak the physics, add more variety to the facial animation, put in more subtle moment-specific movements and it would be almost truly indistinguishable from a drawn animation. But in so doing, you would be taking the process so close to actual frame-by-frame animation, as to negate any economy generated from rendering it with puppets in the first place. In short, there are no effective shortcuts around that second golden rule!
Its clear that after spending a billion years making Steam Boy, that this is an experiment in economy film making for Otomo - which is fine. But is the soul behind the eyes of the characters really a fair or economic exchange for all those detailed costumes?
So there it is. Now in conclusion, lets see what it looks like when both rules are lovingly observed.
10 comments:
Yes I agree with pretty much everything you said...what is the world coming to when you have to agree with Mr Mines.
As for Otomo, he needs to get back to his manga roots and start churning out volumes of work, this was the secret behind Akiras supernatural brilliance, the original manga was rendered with a stylised reality so sophisticted, a level of detail which forced any animated adaptation in to new levels of visual communication and immersion.
Animation needs an impossible target to aim for in order to quantum leap, this impossible target is never going to come from within the animation world, since animators are rigidly disciplined in the technical challenges of animation, and rightly so. As a manga artist, Otomo wan't concerned with the headaches and technical challenges of animation, so he freely let rip.
I suspect now he has become all too aware of the challenges that await and will subconciously pull back from an idea which presents too many problems, he needs to get back to manga and set a new target.
I dunno, as a Manga artist, Otomo always seemed preoccupied with cinematic practice - consciously trying to bring the one medium closer to the other with as much enthusiasm as Tezuka himself. To the extent even that he employed teams of background dudes to do all those windows and clouds - which isn't really letting rip.
It's in this respect that the turn to cel-render project from the godfather of working-too-hard, comes as such a suprise. But then again, he did just come off spending the last thirty four years making Steam Boy...
yey
hmm fools need to start reading this blog!
Tony you need to see Kemonozume! I have fisrt 3 episodes now, will stick on a disk some time sooon.
Bravo on the post! Exactly right... My animation technique isn't very good but my plastic doll has life in his frozen eyes...one outta two aint too bad :) And I need to see Kemonozume now... It looks awesome... I think Tim told me about it a while back... Thanks Spite your Face for pointing out some inspiring anime!
I agree. Its an interesting take on macro management. Sadly, as we watch the progression of the art, we see a strong leaning toward story art, over animation. The part of my brain that controls the sensation of job security makes me feel uneasy.
My only question: How do you organize all the information associated with running a huge project? From the individual animator < sup.anim < dep.head < all the way up to the director and story. It must be a logistics nightmare.
cheers,
andy
Great post. Good points.
I love that last link to the pencil test. It reminds me why I love drawn animation, the energy and life it has.
Galling as it is I find myself agreeing with your argument!:)
Dunno 'bout you ole pal, but I have noticed a distinct lack of....craft(?) in most screen media recently, let alone Animated output.
Especially the big boys, it would seem the more jobs undertaken per picture, the thinner the spread.
sort out your spam dude!!
Well, a very good article and I agree with you on the fact that the animator and the animation both should be in one room. This is very important to get that extra feel into the animation. It is the same difference between the old tom and jerry shows and the new tom and jerry shows. Somewhere, I feel that the new episodes are a bit mechanical.
Regards
Amitav
Web Designer from Mumbai
tony... I can't express how grateful i am. you said just the absolute truth. I was loosing sleep about the future of (good) animation and your sermon did really soothe our souls.
Digital shortcuts are steeling the heart of anime (did you know anime in italian means "souls"?)and animation in general.
I was in extasy when I watched the making of AKIRA (all those multi-brush devices for windows, hundreds of night backgrounds in a small room, the color checker explaining and showing the new extra-night-colors, the pencil test, the leyka reel and finally the operator putting 3,4,5,6,7... cels on the background showing an Akira frame coming to life) but when I watched he making of Steamboy (those CG puppets!) i was not only disgusted but really SAD (i had been already disgusted by watching the ultra-boring movie).
I think that all people that pretend to work in cel animation should study miyazaky's work and pay attention to how he didn't at all waste his past job when started using Toonz (he just only contributed to lessen pollution saving paper and chemicals). he found no shortcuts: he just saved time he could save without compromise. And Ponyo... oh sweet beloved Ponyo... Miyazaky totally dismissed CG in his last masterpiece and possibly it is one of his best (he had the idea of making a new film totally hand painted after watching Millais's Ophelia at the Tate gallery and thinking: I am noone, i must change all of my work I have to restart from zero... what a modesty lesson for mr Otomo)
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