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Acting
and Animation
Part
2 of 2
Doron
A. Meir Offers Some Guidelines for Achieving Convincing
and Interesting Acting in Animation
By
Doron A. Meir
11.01.02 |
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In
the first part
of this article, we discussed the basics of good acting,
and helped define the ingredients of convincing acting.
This week, we review the second part of the equation:
Disney's "Nine
Old Men". The golden age of animation.
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II.
Interesting Acting
The golden age of acting in animation took place around
the end of the 1960's. This was the end of the Disney's
giants age - the time of the "Nine
Old Men" - and the people who worked on those
films were the ones who practically invented and developed
the art called "animation". They also animated
for about 40 years. That was the time in which classic
masterpieces like "The
Jungle Book", "The
Sword in the Stone" and "The
Rescuers" were made. Anyone who watches these
animated films and uses his eyes and brain, sees more
than an interesting story (in fact, in some of the films
- like "Sword in the Stone" - the story is
not really interesting). These films are made of interesting
situations, with unforgettable characters and superb
animation.
In modern animated films, by contrast, the mission of
keeping the audience interested is put exclusively at
the hands of the scriptwriter. It seems that the animators
are primarily responsible for not spoiling it; certainly
no one expects them to add some flavor to the stew.
"What happens" took center stage, while "how
it happens" was pushed aside.
During the last few years, almost every time I've watched
an animated feature, I left the theatre with the feeling
of someone who, after eating in an exclusive restaurant,
was left with a taste of plastic in his mouth.
I take comfort in the notion that, having two distinct
eras of animation, one which is excellent and the other
problematic, enables me to analyze the differences and
understand what makes the animation of the golden era
so brilliant.
I did my best to leave out anything that concerns directing,
scriptwriting, character design and so on, and concentrate
on the animation itself.
Uniqueness.
When I was a kid, we lived in an old building with stairs
made of stone. When someone walked up these stairs,
he could be heard clearly inside the apartment. I remember
I could easily identify my father's steps. This was
very fortunate, giving me enough time to quickly tidy
up the living room before he got in.
The moral: if you're a messy kid, live in a building
with noisy stairs.
Another moral: every person moves, walks and talks
in his own special way - so much so, that you
can even identify the sound of his steps.
In "The Jungle Book", Baloo the bear moves
in a fun, jumpy, somewhat clumsy way, a "one of
the guys" sort of motion. Bagira has smooth, catlike
movements that stand for dignity and discipline: the
perfect gentleman. Shere-Khan also has a catlike motion,
only with a totally different character - that of power,
self-confidence and arrogance. The animation perfectly
fits the personalities of these characters, and at the
same time makes them unlike any other character we've
seen until then and since then. These are truly unforgettable
characters.
Baloo, "The
Junfle Book" (From "The Illusion of
Life"). One of the guys.
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Sometimes,
when we spend a long time with someone else, we find
ourselves "borrowing" his/her sayings, facial
expressions or moves. We all have certain gestures and
mannerism that are special to us. In Disney's "Robin
Hood", Prince John is especially rich with
such mannerism (maybe even too much) - for example,
the crown is too big on his head and keeps falling over
his eyes; and every time something bad happens, he puts
his thumb in his mouth, holds his ear and calls mom.
Just like you can identify a person's voice, you can
also identify his movements - and just like you can
imitate his voice, you can imitate his movement. In
his standup film "Raw", Eddie Murphy imitates
Bill Cosby with such talent, that I felt he was actually
becoming Cosby. What he imitated, other than the voice
and patterns of speech, were the movement, mannerism
and expressions.
Conclusion: one is not defined only by the look of his
face and proportions of his body, but also by his mannerism
- and that should be the case for an animated character
as well.
I therefore suggest a small test that can help check
whether the acting of a certain character is unique.
The test is: could a good imitator imitate the character?
With any truly unique character, it should be possible.
Every character in "The Jungle Book" passes
the test. So does Aardman's Wallace
and Gromit. No character from "Pocahontas",
for example, passes. The same goes for "The
Lion King", "Hercules",
and even good movies like "Toy
Story" miss that point.
Secondary
Actions. There is a lot of confusion in the animation
world concerning this term. For example, in a well-known
(and quite good) article
by Michel B. Comet, we read the following explanation:
"Secondary Action is an action that occurs
because of another action. For example if a dog is running
and suddenly comes to a stop, its ears will probably
still keep moving for a bit."
"The
Illusion of Life". Written by two of Disney's
"Nine Old Men". A must have book.
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And here's what Ollie Johston and Frank Thomas (authors
of "Disney Animation: The Illusion of Life")
think of the same term:
"A sad figure wipes a tear as he turns away.
Someone stunned shakes his head as he gets to his feet.
A flustered person puts on his glasses as he regains
his composure. When this extra business supports the
main action, it is called a Secondary Action..."
A secondary action, according to the second (and correct)
explanation, has to do with rich acting (the first explanation
relates to overlapping action, a purely technical aspect
of animation that has to do with the physical phenomenon
of inertia).
Secondary actions make for unique and natural acting,
add complexity and charm to the movements, and spice
up the animation. Anther thing they can do is cause
a film's budget to skyrocket. Is this the reason modern
animation movies use them sparingly? Maybe. What certain
is, that in the old movies secondary actions were used
generously but tastefully, and the results were a rich
and enjoyable animation, and interesting acting.
Timing.
One of my complaints toward modern animation has to
do with what I call "snapimation" - pose-based
animation, where the transition from pose to pose happens
very quickly. This is an easy solution, because it enables
the animator to work less, be less inventive, and have
less skill. That way, instead of variations along the
timing scope, we get a monotonous "quick/slow/quick/slow"
motion - and monotony, as we all now, is the good friend
of Mr. Boredom. In addition, the "snapimation"
method disables secondary actions, making the acting
boring and dull.
Complex
Stereotypes. [This refers to more than just animation.
Achieving a "complex stereotype" must be a
combined effort of both animator and scriptwriter].
Animation is usually a caricature of reality - in all
respects: design, movement and acting. In most cases,
the characters in animated films (and films in general)
are very much based on stereotypes, which enables the
viewers to quickly get to know the characters and have
a general idea of their role in the plot. Contrary,
perhaps, to common belief, stereotypes contribute to
interesting animation - simply because caricatures are
generally clearer, more interesting and more expressive
than an accurate representation of reality.
The problems begin when the character is
the stereotype. One of the worst characters of all times
in that aspect is Clayton, the bad guy in "Tarzan".
We understand immediately that he's wicked, but almost
all through the film we don't learn anything more. What
does he want? Why does he want it? We don't know. The
man has no personality at all: he's just a bad guy and
that's it.
By "Complex Stereotype" I refer to a character
that, while being based on a stereotype, also has a
unique personality. Contrary to Clayton, the golden
era movies allowed us get to know the character: they
unfolded it before us bit by bit, and as the movie plays
we're being exposed to different aspects of its personality.
Rojer
(right) and Pongo, "101 Dalmations".
One of the most natural, interesting and lovely
characters ever. Original cel courtesy of Avi
Blare.
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For
example: Baloo is one if the coolest animated characters,
a careless guy who enjoys life and can't be bothered.
So it seems, but later in the movie - when Bageera convinces
him that Mowgli's staying in the jungle endangers him
- we find out not only that Baloo has feelings and doubts,
but also that he can reach a responsible, mature and
difficult decision. Another example, and a truly wonderful
one, is Roger from "101
Dalmatians". In spite of being a secondary
character in the film, Roger is to me one of the most
natural, interesting and lovely characters ever. Evil
Clayton can only be jealous.
Personal interpretation. As mentioned, the golden
era was the most mature stage of the people who, with
their own pencils, invented the art of animation. Naturally,
they had only one resource to draw from, and that is
the real world. The animations they created were their
personal interpretation, their caricature of motion
and acting.
My feeling is that many of today's animators prefer
to rely on other people's animation as a primary source
of inspiration, instead of studying the world around
them and produce their own interpretations. What we
get is a set of clichés, a caricature of a caricature;
a pale reproduction that fails to excel to the level
of freshness and novelty of the great era of acting
in animation.
* * *
Apart
from being a grand technical achievement, Pixar's Oscar
winning short "Geri's Game" is an excellent
example of good acting - and can also be viewed on the
internet. Another thing that makes it the ideal sample
for the points I have raised: it has one character acting
two contrasting personalities. Comparing the "two"
characters, one can learn a lot about acting - eliminating
the sometimes confusing factor of appearance.
And most important - remarkably for such a short movie
(around 4 minutes), Geri's Game encapsulates all the
points I brought up in the article:
Feel. Think. React. Consistency. Personality. Mood.
Uniqueness. Mannerism. Secondary actions. Timing. Complex
Stereotypes. Personal Interpretation.
Geri's Game
http://www.pixar.com/theater/shorts/gg/index.html
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