
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
Saturday, May 26, 2007
Theory: Parody- More Whack Comics
This post is just the tip of the iceberg... see reason number 2 on our The Top Ten Reasons To Support The A-HAA for links to more great posts about comics.

Today, we present more parodies from Whack comics... But first take a look at the picture above. It's an an early advertisement for the Joe Kubert School. 3D comics and movies were all the rage then. Television was beginning to cut into ticket sales at theaters, and producers were looking for a technical advantage over TV to give them an edge. But the fad quickly fizzled out. Movie audiences and comic book readers were more interested in the quality of the movies and comics than the number of dimensions. Today, DVDs and digital media downloading are cutting into the traditional media markets. Some producers are beating the drum for 3D again. Let's hope they realize soon that people are more interested in quality entertainment than formats.
The following story by Joe Kubert and Norman Maurer trumpets their publication of the world's first 3D comic book, Three Dimension Comics in 1953. Strangely enough, the comic this was published in, Whack wasn't in 3D!






PARODY
In my last post on Whack comics, I left something unsaid, hoping someone would pick up on it in the comments. J.J. Hunsecker was the one who finally mentioned it...
I find it kind of ironic that you're using Whack as an example of parody, since it can also be said to be a ripoff of MAD.
It's important to understand exactly where the line lies between exploiting an existing concept and plagiarism. Whack doesn't plagiarise Mad magazine... it simply uses the same basic format- a parody comic book. It doesn't ripoff Mad magazine any more than Roy Rogers ripped off Gene Autry or Star Wars ripped off Star Trek. They are simply working in the same genre.
Here's an amusing parody of Paul Terry's Mighty Mouse. The Super Rodent himself even makes an appearance! This is a "second generation parody". Mighty Mouse himself was a parody of Superman.






Flash Gordon was also a comic inspired by the success of another similar comic. Alex Raymond created the strip to compete with Dick Calkins' science fiction comic, Buck Rogers. Here, Flash gets "Whacked"... and Bing Crosby is dragged into the mess too!






Thanks to the Estate of Milton Caniff for allowing us to digitize this.
If you enjoyed this post, see... Parody: Whack Comics Part One and Ripoff vs Inspiration: Chaplin's Shadow. Also see... Jim Tyer's Funny Animal Comics, Basil Wolverton's Powerhouse Pepper, Milt Stein's Supermouse Comics No. 4, and Boodie Rogers' Babe Comics Part One, Part Two, and Part Three.
Thanks
Stephen Worth
Director
ASIFA-Hollywood
Animation Archive
4.3.09
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Labels: 3D, comics, flash gordon, mighty mouse, parody, ripoffs, science fiction

































