Friday, February 29, 2008
Mailbag: Nice Surprises From Our Friends
We received a couple of nice surprises in the mail in the last week...
A couple of weeks ago, John Canemaker was in town to receive his career achievement, Winsor McCay Award at this year's Annie Awards... Here's ASIFA-Hollywood board member Frank Gladstone presenting John with his award...

John has been a supporter of the ASIFA-Hollywood Animation Archive since we started. You might remember the article on Bill Tytla that he shared with us last year... (Bill Tytla Part One and Part Two) John stopped by the Archive on his latest trip to see in person what we were working on, and he followed up his visit with this kind note...

Thanks for the kind words, John!
Yesterday, a courier stopped by the Archive with a package for us from Ralph Bakshi. Ralph has also been following our progress at the Archive from his home in New Mexico. One of the first articles I wrote here was a Tribute to Ralph, illustrated with Bakshi phone doodles. Later, Ralph himself contributed a two part article addressing the kids in the trenches in the CGI world. (Bakshi on 2D vs 3D Part One and Part Two). Now he sends us a copy of his new book...

BUY THIS BOOK!
If all you know about Bakshi is his rotoscope pictures, you're in for a surprise. Ralph is one of the most innovative and wildly creative geniuses of recent times. His influence on animation is immense. On the back cover, Frank Frazetta is quoted as saying, "Ralph Bakshi is one of the finest artists I've ever met." He isn't exaggerating a bit. Take a look at this incredible stuff...





This book is packed with incredible pictures like this! Artwork by Frank Frazetta, John Kricfalusi, Barry Jackson, Louise Zingarelli, Michael Ploog, Ian Miller, Irv Spence, Robert Dranko, Mark Kausler and Ambi Paliwoda.

Ralph Bakshi is animation's greatest living artist and one of the most influential animators in the history of the medium. If you don't realize that yet, READ THIS ARTICLE.
Stephen Worth
Director
ASIFA-Hollywood
Animation Archive
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Labels: annie awards, bakshi, books, john canemaker, winsor mccay award
Friday, December 28, 2007
2007 Review: 4 Advice For CGI Animators
As the ASIFA-Hollywood Animation Archive completes its second year in operation, it's time to review the accomplishments of the past year. Here's a countdown of the ten most important subjects we've covered in 2007. See if your list matches mine. (View the complete list.) Click on the link to read more on this topic.

In 1914, Max Fleischer invented the rotoscope as a time and labor saving way of producing animation. He soon came to realize that although the device was a great aid in effects and technical animation, it was a poor substitute for character animation.

In 1986, engineer Ernie Blood developed motion capture techniques as a time and labor saving way of producing animation. A decade and several mocap features later, many CGI animators are coming to the same realization that Max Fleischer and his staff had more than a half century ago.
NUMBER 4: ADVICE FOR CG ANIMATORS
One of the principle purposes of this website is to provide the link between animation of the past and animation of the future. The principles that brought Pinocchio and Bugs Bunny to life are the same principles that should be used to create current computer animated characters. This is not a website devoted to promoting hand drawn animation. This is a website devoted to promoting animation.

Bakshi Phone Doodle
Ralph Bakshi is a monumental force in the world of animation. I convinced him to come out of retirement to speak directly to the CGI guys in the trenches and share his viewpoint on the current state of animation. Ralph has an uncanny knack for kicking your ass in a way that makes you want to say "thank you!" afterwards. These two articles are Bakshi at his best.
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. -Ralph Bakshi
Bakshi Speaks To CGI Animators August 13th, 2007
Bakshi On 2D vs. 3D August 31st, 2007
A few weeks ago, I stuck my own head on the chopping block with a post titled, CGI Animators Should THINK Like Artists. I received some flak from an industry pro who said, "You take an all-or-nothing approach, where everything ever done in CG animation is crap, and everyone making these films are dopes." Well, that isn't what I'm actually saying... Crappy animation is crappy animation, no matter what technique is used to create it. And a lot of great artists are working on crappy CG films. The problem isn't that CG animation sucks and the people making it are dopes... It's that the current crop of CG features don't come close to scratching the surface of what's possible using the medium.



The medium had to advance itself creatively to survive, and animators like Otto Messmer and Bill Nolan stepped up to the bat to pioneer personality animation, the Fleischers developed musical timing, and Walt Disney codified the fundamental principles of animation like overlapping action, follow through and squash and stretch. We can learn a lot from the past. Motion libraries and rotoscoping were a dead end in 1925 and they're a dead end now. Earl Hurd's patent for the cel system didn't make cartoons any more entertaining, and neither do new techniques for rendering fur or water in CG. The thing that makes cartoons better is to utilize the unique aspects of the medium to tell new and original stories in an expressive and creative way.

In this article, I use an illustrated book from a century ago to attempt to show how the reference on this website is relevant to artists working in the field of computer animation...
CGI Animators Should THINK Like Artists
November 28th, 2007
I ask every animator who walks through the doors of the ASIFA-Hollywood Animation Archive for the same favor... Use the resources I'm sharing with you to make animation that people like me who love animation would want to watch. That goes the same for animators who use a computer as it does those who use a pencil. Take Ralph's advice to tell fresh and original stories, and my advice to think like an artist, and you can't go wrong.
Go To Number 3 on the list of Top Ten Subjects of 2007
Stephen Worth
Director
ASIFA-Hollywood
Animation Archive
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Labels: animation, bakshi, cartoons, cgi, computer, funny animal, history, motion capture, opinion, rotoscope, theory
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
Monday, August 13, 2007
Opinion: Bakshi Speaks To CGI Animators

In 1914, Max Fleischer invented the rotoscope as a time and labor saving way of producing animation. He soon came to realize that although the device was a great aid in effects and technical animation, it was a poor substitute for character animation.

In 1986, engineer Ernie Blood developed motion capture techniques as a time and labor saving way of producing animation. A decade and several mocap features later, many CGI animators are coming to the same realization that Max Fleischer and his staff had more than a half century ago.
The ASIFA-Hollywood Animation Archive documents the golden age of hand drawn animation, but it isn't intended as a resource exclusively for 2D animators. I encourage CGI artists to think of themselves as animators and build upon animation's rich history instead of reinventing it bit by bit. Animation is animation. Pencils and computers are only tools.
No one today has as much experience with hand drawn animation and rotoscoping than the legendary director, Ralph Bakshi (See related article Bakshi Phone Doodles). I've asked him to speak "animator to animator" to CGI artists and pass along his observations about the things that really count when it comes to animation. -Stephen Worth

Frame to frame animation eventually came to a grinding end. I'm not sure which generation of young animators were at Disney redoing and relearning the tradition of making boring films and recreating cliched motion when it expired. Except for Jim Tyer, "Modern Animation" and Ralph Bakshi, animation was dying- while doing the same old thing. Big money and animators never really followed Bakshi, "Modern Animation" or Jim Tyer. They just rehashed its past.

(Read Chuck Jones' article on the failure of "Modern Animation")
UPA failed because it was nothing more than elitist designers trying to animate on museum walls. Content was unimportant to them, really. Matisse or Picasso were more important. Bakshi was hounded out of the business by controversy. And you'd be surprised how many animation directors at Terrytoons disliked Jim Tyer's work because it didn't look like Disney- or anything else for that matter. Terry kept him on because his weekly footage output was so large.

(See the gallery of images from Lord of the Rings on RalphBakshi.com)
Lord of the Rings was done in rotoscope animation because rotoscope made it physically possible to do it. You couldn't do Lord of the Rings in less than 25 years using traditional animation. Thirty years later- Wow! Along comes the computer... "We can do Disney story animation with another look and sell it back to audiences." Of course, I would have used computers and motion capture if they had been around during my day. But I turned to Tolkien to try to change the kinds of stories animation told. My city films were being thrown out of theaters.
So, what's the argument here? Unless hand-drawn animation finds new creative story approaches and new creative drawn motion exaggerations, it will look as it always looked at the end- faded and drawn. There'll be no great interest for it either. Computer animation has the exact same problem. Computer animation will eventually grow old, just like hand-drawn animation, unless something new happens. It will fall into manneristic boredom if it continues to endlessly redo what's already been done before. The success and the money will always follow the creative artists who take either of these two mediums and do something different with it.
A lot of people remember and love Jim Tyer's animation today because he really did something different with hand-drawn animation. He didn't follow the crowd.

(See Jim Tyer's work: Terrytoons: Barnyard Actor / Funny Animal Comics Part One and Part Two
Ralph Bakshi 2007

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Labels: animation, bakshi, cartoons, cgi, computer, funny animal, history, jim tyer, motion capture, opinion, rotoscope, upa




























