Friday, August 31, 2007
Opinion: Bakshi on 2D vs. 3D
ASIFA-Hollywood is honored to post this article by the legendary animation director Ralph Bakshi. Ralph has retired to New Mexico to paint, but he is still very much in touch with the animation scene today. In this article, Ralph addresses animators in both the 2D and 3D fields, and points the direction that he thinks animation should take in the future. -Stephen Worth

The paintings on this page are by Ralph Bakshi. (© Bakshi) To see more of Ralph's work, visit RalphBakshi.com
BAKSHI ON 2D vs 3D
First of all, when it comes to controversy over 2D vs. 3D, I'm in no particular camp. I think computer animation is amazing. Some of the Japanese hand drawn animation I've seen is great too. John K. was a breath of fresh air for animation. But the discussion always comes down to the same one I always have with the young kids in the industry- the starving ones with mortgages to pay. When I see the end credits on big studio animated films, I'm floored by the amount of people it takes to finish a film. The cost to make the first 20 minutes of your modern animated feature would comprise the entire budgets of all of my first six films put together. Hard to believe but true!

It's probably inconceivable to you guys, but I made my feature films with no pencil tests, no storyboards, no retakes, no color keys, no character designers, no special effects department, nothing, zip, nada- because we had to. (How I did that is another discussion altogether.) I was my own animation director- everything came to me. I flipped the drawings and gave the OK. God bless the professionalism of Irv Spence, John Sparey, Ambi Paliwoda, Virgil Ross, Manny Perez... all those guys who animated for me, because they're the ones that made it all come alive.

I'll tell you a secret... Not having pencil tests was liberating for the animators who worked for me. They knew I was expecting creativity, not perfection. I wasn't gonna be standing over the moviola looking at their tests saying, "raise that pinkie finger a little higher" or "fix that lip flap". There was no room for retakes. Knowing that made them unafraid. No one was going to look over their shoulder and second guess them. They puzzled out the scene, expressed themselves through the character, and moved on to the next scene. You better believe- they loved it!

OK. Let's talk animation. First of all, I want to talk to you drawing type animators...
When I hear 2D animators today talking about acting in hand-drawn cartoons, I ask, what kind of acting? Are you talking about the old fashioned acting that animators have always done? You know... the hand on the hip, finger-pointing, broad action, lots of overlapping action, screeching to a halt- all that turn-of-the-century old fashioned mime stuff. Is that what you're talking about? Well, forget about it. If you're gonna compete with computer animation, you better go all out and do something that's totally different. Call it "new acting". Blow the computer out of the water. Sure, Milt Kahl, Irv Spence, Bill Tytla and all those guys were great. Leave them alone. They've done their job. It would just seem old to do the exact same thing today. Find something new to call your own- something exciting as hell.

To you computer guys...
I'm supposed to scold you computer animators and tell you to think more like the hand drawn guys. Well, there's no question hand drawn animation is different than CGI, motion capture or rotoscope, or even limited animation. Yes, computer animators CAN learn a lot from hand drawn if they know where to look. Maybe... maybe... maybe...
Some history- Early on, hand drawn was great- Fleischer's Popeye, Jim Tyer, Freddie Moore, Rod Scribner, Bill Tytla, Johnny Gent... the direct, fresh stuff. But then suddenly, along came "real good animation" with all its complication, and the long painful looks, big shrugs and sighs, batting eyelashes, cutesy pie phony crap until you want to vomit... Overnight, all the old greats were forced to either kill themselves, stay drunk all the time, or quickly fade away. Animation got saddled with a bunch of boring, repetitive, old fashioned, dumb cliches. I am NOT going to tell computer animation to follow that road. Sure, computer animators should look at hand drawn animation to learn. But don't get down on your knees. Don't make the same mistakes hand drawn animation made at the end. Study the right stuff. There's a hell of a lot more to learn from a Fleischer Popeye than there is from some "epic fantasy" like Prince of Egypt.

So I'm sitting in the theater watching a rat trying to cook some food. Now he's trying to get out the window... I blink with amazement at the brilliance of your computer, but wait a minute... This is nothing more than a Disney film made with a computer! Your bosses must have MADE you do this. Where do you guys think you're headed? Do you really think copying Disney films over and over isn't going to get just as boring as the boring Disney films you're copying? You've got all these great computers... show me something I haven't seen a million times already. I have things in my head that the computer could do that would stun you. (But don't worry. I got turned down by every studio in town.)

Listen. I'm talking to that bunch of you computer guys out there who want to crawl into a basement with a big stack of machines and kick ass- the guys who want to do something NEW and DIFFERENT. Don't worry about the money. You're not getting paid that much anyway. If your characters shake and spit the colors off in some scenes- great. It doesn't matter. And if some of the textures jiggle a little, who cares? Back in the day, I heard animators critique the animation in my films as being "too ruff". Well, we didn't like it all either- but we LOVED what we were making- Fritz the Cat, Heavy Traffic, Coonskin, Hey Good Lookin', Wizards- thirty years later and they're still playing worldwide, because they were honest and rugged. The animation didn't take away from the movie like the slick stuff I see in hand drawn animation at the end. Something REAL is always better than something realistic.

OK. Now I'm talking to ALL animators- with a computer or with a pencil...
Here's a guy you could all learn a trick or two from... John Kricfalusi. Why is John Kricfalusi so great? Why do people copy John's stuff but never seem to really get it? Great draftsmen have tried and failed to imitate him. How the hell does he do it?
Well, when I first let John direct, it was an amazing thing to watch. It wasn't the way he combed his hair and it wasn't the way he tried to hustle me. John was a one-of-a-kind. When one of John's characters pointed a finger, it REALLY pointed. It pointed like no other finger in no other cartoon ever pointed before. When John drew the curve of an ankle on a girl character, it was like no ankle curve I ever saw before. Everybody thinks John's style is what sets him apart. It isn't about his style... it's not about the color... it's not about the jokes... it's not about the expressions... it's not the voices... Don't imitate that stuff. If I hear another fake John K cartoon voice I think I'm gonna scream!

The thing that put John so far ahead of the pack was his originality. His poses were fresh and they jumped off the sheet at you. They lived and breathed and acted in a way that wasn't like anything that came before. Every drawing was brand new for him. He thought things out for himself, expressed his own ideas, and didn't keep rehashing someone else's tired old cheats. John's brilliant posing took animation to another level, and animators would be smart if they followed his lead. BUT HEAR THIS... Don't imitate his creations. Imitate his creativity.
There are no sides here, only techniques. The important thing is to do something more than just sell dolls and hamburgers, or get the best table at some bullshit restaurant. Stop crying. Go out and do something. Starve to death if you have to. It's honorable.
Go buy my book. Read more. Learn more. Get mad at me again.
Old Man Ralph
© Bakshi Productions

Click for more Bakshi Phone Doodles
This article has been translated into Persian.
If you found this article interesting, see... Imitation vs. Inspiration: Chaplin's Shadow / The Application Of Inspiration / How To Properly Use Reference / Incorporating Natural Forms / (Visual) Literacy / Why Do We Need An Animation Archive? / Parody: Whack! Comics

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Labels: 2d, 3D, animation, bakshi, cgi, hand drawn, john k, john kricfalusi, opinion





























10 Comments:
the last like really hits home.
it's something i've been grappling a lot with.
should i keep working in animation with the current state of things? i'm doing okay as far as getting work...but i'm not learning how to animate better. i'm not animating what i want to. i'm not experimenting.
but then i guess 40 hrs a week at a coffee shop an animating on the side is still 40 less hours to animate...
the only difference is...i don't think i've met an animator that only works 40 hrs and goes home.
either way i'd be willing to take a hit to do good work.
thanks for posting this interview.
Fantastic interview.
Brilliant. I think the most beneficial points are to give something that hasn't been seen before in the extremely capable and open-ended medium of CGI; and to follow the creative spirit of someone rather than their particular style. Oh if it were only followed! Thanks Ralph.
Free minds are always infectious.
Interesting that Bakshi states in the interview,
"I wasn't gonna be standing over the moviola looking at their tests saying, "raise that pinkie finger a little higher" or "fix that lip flap",
while he simultaneously praises Kricfalusi who is well known for doing just that.
Anonymous:
Ralph is saying clearly to imitate the originality and creativity of John K., not the specifics of John's style, drawing, humor or directorial habits whatever they might be.
It is great advice, and you can apply it to any artist that you really admire for their creative achievements and bold originality. Ralph himself, for example.
It's important to heed what Ralph says. Animation can do a hell of a lot more than sell toys.
its the same oldquestion about what´s one´s own.
look at kids in the schoolyard and some have their innate style and others follow. you cant learn that, you cant teach it either. am always frustrated when big guys say : hey , be yourself, do your own thing, etc.., however convincing they are when they say it. i think the point is to find out what´s peculiar to oneself and dig in there until it becomes powerful. how do you do that?
no idea
the interesting thing about a studio is the clash between individualities. some shine obviously, others are more disreet. in the end it´s the context that fosters individual selfinvention that will deliver the most diversity. we dont want a hundred johnks or bakshis, picassos or charlieparkers. we want the shy guy to discover what´s unique about his shyness next to the guy who´s hailed for his big roar.
anyway, great to to listen to ralphs guitar
hey ralph
brilliant, i love wot u say, really effective,
listen my name is Omar
and i would like your help please.
i am currently at university studyin, and i have this project which i am workin on, for this project i have to do a dissertation aswell on any topic, and the topic which i have chosen is animation.
i need your help because i am not sure wot exactly to do for my research dissertation, i have got a few ideas for example i would like my research dissertation about both 2d and 3d animation,kind of like comparing both,
i have thought of a rough question for my research dissertation, the question is
question - "is it better to use 2d rather than 3d animation for adult audiences?"
can you please give me some pointers on how i can go about and answer the above question, i am not completely sure on this.
thanks
Omar
hey ralph
it is me again, Omar,
i posted the above about your help on dssertation question,
i forgot to give you my contact if u need it:
my email - o_m_a_r_1@hotmail.com
you may use my email i u wish for contacting me.
thanks again
Omar
Fascinating. It is up to the new generation to advance animation. I just hope we're up to the task.
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