The Animated Scene: Classical Hand-drawn Special Effects Animation — Facing Extinction?

This month in the Animated Scene, Joseph Gilland looks at the facing extinction of hand-drawn special effects animation.
Posted In | Magazines: AnimationWorld | Columns: AniScene

But something’s happening here that makes me a little nervous, when it comes to the incredible legacy of special effects animation, as opposed to the field of character animation. It has become, through the years, common knowledge that to become a great character animator, it is absolutely essential to learn the classical approach to animating. The importance of timing, exaggeration, stretch and squash, strong poses, anticipation, follow through and acting with a solid center of gravity in order to make a character believable is a well understood concept in the animation world today. More and more studios looking for 3D animators emphasize the “classical animation” skill set, as well they should.

Today’s schools that offer 3D animation programs, generally devote a large portion of the early stages of their program to teaching a solid foundation of the classical hand-drawn approach to character animation. Those schools that don’t emphasize it enough, turn out young artists who may know how to move things around, and have a fantastic understanding of the software package they are using, but their character animation will inevitably lack pizzazz and vitality. Acting performances suffer horribly without solid posing, center of gravity and dynamic timing. Happily, the trend is toward a deeper appreciation of what animation is really all about. Not just learning software, but a deeper knowledge of how things work.

But in the world of special effects, is this same emphasis being applied? I fear not. The field of visual effects, particularly in modern day education, has become almost entirely technical in nature. The emphasis is on software and technology, and the science behind it all, which is all good and fine, but hardly a mention is ever made of drawing, or the incredible history behind the evolution of effects animation. But I know for a fact, that the best visual effects animation we see in the industry today, are being created by artists with a solid background knowledge and curiosity about how things work!

I am not by any means not acknowledging the folks who are creating utterly fantastic special effects in the industry today. They are many, and there are many too, who approach it purely from a very technical aspect, but who are highly dedicated to understanding the physics behind things like fluid dynamics, fire, smoke, atmospherics, etc. and making them look and feel as good as possible.

But I am still seeing an enormous lack of dynamic range in the vast majority of “high-end” special effects I am seeing at the movie theater these days. Scientifically studying how these elements work in reality is great, but what of the classical principles of animation that we refer to when discussing character animation? Exaggeration? Posing? Dynamic timing? I am seeing more and more special effects animation that does not even begin to take advantage of the magical tricks in the classical animator’s toolbox. All too often the timing is constant and flat, lacking completely in any exaggeration.

Another enormously important aspect, which is sorely missing a great deal of the time, is the importance of the design principles that have been handed down to us through the ages by the original masters of the art of effects animation — innovators like Ugo D’orsi, Cy Young, Jack Boyd, Josh Meador, and Dan McManus of the early Disney studios effects departments. These artists understood that the art of animation frees us to almost improve on nature, by pushing the dynamics of physics and design to their limits. Exaggerating the already magical elements of nature, they were able to take it a big step farther, exploding a vast array of effects visuals on the movie screen in Fantasia so long ago, with a mastery of the art form that hasn’t been touched since.

The tools we have at our disposal today are utterly staggering. We can literally create anything on the screen today, and our imaginations are the only limitation. But it is way too easy to rely on these tools to do far too much of the work for us. We can create impressive eye candy without studying hard and learning from the past masters, and so more and more young artists today fail to do so. Particle effects simulations are fantastic to look at, even if you don’t know how to exaggerate the design, and dynamic timing. But we are ripping ourselves off, if we do not pay homage to, and learn from, the folks who understood it best of all, long before most of us were born. Students flooding our schools often want to learn how to push the magic sexy effects button on their computers, and few of them are being made aware of the infinite world of magic that they should be delving into in the natural world around them, and the impressive legacy left to us by the original great effects animators of the '30s and '40s.

It’s high time we remind ourselves in the animation industry today that, like classical animation or classical music, special effects animation as well, has a rich and exciting classical history. And that studying, observing and learning from that historical legacy, can provide a superior basis for a solid foundation to build on, for anyone who wants to be a part of the business of animating magic!

We owe it to each other, the viewing public (who may not notice the difference, but still deserve the best we can give them) and, in particular, the students of visual effects who want to do the best they can, but are not being made aware of the real tools available to them, beyond the pale of the cool glow of their computer screens.

In his 30-year animation career, Joseph Gilland has worked with studios as diverse Walt Disney Feature Animation and the National Film Board of Canada. He has worked on all styles of animation, experimental films, television series, commercials, theatrical feature films, stop motion, title sequences, live-action films and documentaries. He is currently the head of the classical and digital character animation programs at the Vancouver Film School, and writing a passionate book about the art of animation.







Comments


Very interresting article about the ongoing topic of the 2D Animation and 3D Animation world (or worlds?); to this, we could also mention "Classical Character Hand-drawn Animation - facing extinction?" Having been in this business since 1977 ( 10 years in TV Animation - 10 years in Feature Animation - 5 years in 3D Animation - 4 years as Animation consultant and lecturer around the world ), like many colleagues, I went through the agony and ecstasy of the many faces of Animation. No need to mention the pur delight of the Animation Medium per say ; when Animation is well done, it becomes a bliss ; I am sure that the Milt Khal, the Chuck Jones, the Paul Grimault or the Miasaky were not in this for the money, but out of shere passion for this wonderful Art form. So was I while animating Roger Rabbit and Jessica, Bernard and Bianca or other Bugs Bunny ( not the same kind of trip animating JarJar Binks mind you ). But if 3D Animation as an established and secure futur ( until something else comes along )let's not forget that the best of 2D Animation was always three dimensional by nature ; computers have greatly enhanced the capabilities of the artists reach. They can be wonderful yet frustrating toys. I pulled out so much hair wile working at ILM ; gone were the sensuous delights of flipping your scene on the disc, adding a touch here and there ; the shere pleasure of drawing in motion ; some people could never understand why the 2D people went through this crazy approach of drawing millions of sheets of animation, one after the other ; to those people it made so much more sense just to create Banks of attitudes, expressions and angles, and make a coktail in the shaker ; re-use, re-use, re-use became the name of the game ; the beauty of Classical 2D Animation was that no 2 frames were the same, if at all similar ; but this is slightly another subject ; having supervised recently some episode of "MICKEY CLUB HOUSE" in 3D at DQ Entertainment in India ( and having taught the Indian Animators the delicacy of Classical Animation while screening for them endlessly the best gems of Disney cartoons from the 1938 - 1953 ) I am well placed to report how complicated and UN-natural it was trying to contort and distort those poor Mickey Donald Goofy characters in 3D ; it is the most complicated, unnatural way of animating as compared with tradiitional hand-drawn technics ; no you can't do this position because of penetrations ; here you have to ask the modelers to create a patch because of penetrations ; no you can't do this, no you can't do that ; it is as close of 2D Classical Technics as Traffic Air Control is of body massage ; B.O.R.I.N.G. !!!!! I hated so much to witness the excruciating procedure of this 3D revamping of our beloved characters ; and for what results ??? so I know, 3D is the thing today ; it's hype ! it's modern ! it's so much more sophysticated than those silly doodles of the past; not so fast! if we have almost succeeded in brain washing the new generations of kids that everything hand-drawn is old fashioned ( what a stupidity by the way ; is Mona Lisa old fashioned ? ) ( or that the only hand-drawn Animation of today has to be ugly and poor taste, just for the sake of being different ) it is definitely a lie to suggest that the pervasive 3D technics are superior in any way ; not even space and light can agree on this ; just look at Roger Rabbit ; to me 3D Cartoon Animation equals = all look alike boring generic appearance ( I put aside anything that is supposed to be totaly real like Jurrassic Park dinosaurs for instance / I am talking about more cartoony characters = jimmy Neutron type ); and what is the thinking behind having such a realistic water in Nemo ??? do we need to see all the particles in suspension ?; is that a National Geographic documentary ??? what is this obssession with rendering every string of hair in fur in a cartoony style ??? what is this obssession with hyper realism in cartoon 3D ??? are we going to see the skin details and imperfections of any human being in MICKEY ??? is Goofy going to harbor one day the early signs of Caposi Sarcoma ? the photorealism is obsessive and crazy ! of course those guys in Management are bluffed by all these gimmicks (what do they know?) ; it reminds me of a meeting with jeffrey Katzemberg on Beauty & the beast 1989 ; Mel SHaw was showing his beautiful pastels for story development ; here comes a pastel of the Beast'Castle in the morning mist through blured foregrounds ; Katzemberg then says : well, not bad, but we, at Disney can afford to have every level on focus ; and all the people present saluted like one man : Yes Sir ! ; to katzemberg it was not a matter of is it artistic or not, it was just a matter of : let' show the world we can afford it ; Photorealism is good when you get out of the Theatre, going back to your car ; not for escaping into a dream like experience ; at least not for me ; were are the beautiful sceneries of the Bambis, Lady and the Tramp, Peter Pan gone ??? the suggestion of the brush ( that doesn't show every detail ) ( just like Mr Hitckock said = suggesting will always be more powerful than showing the full thing ; the public's imagination does the rest, at a much wider scale. So isn't it time that we put aside that stupid generic look of 3D ( once again they all look alike ); and what is the flesh tone texture of a jimmy neutron made of by the way ??? is that candy ? Plastic ? what is it ? or what is it supposed to be ??? when I watch a 3D cartoon film, I feel I am spending 90 minutes at Toy's R Us ; I don't go watch them anymore because I don't fancy spending that amount of time in a Toy Store anyway ; instead I put on an old tape ( or DVD) of Disney's Robin Hood ( not the best one I know ) but those drawings were darn well designed and they move beautifully still today. Jacques Muller ( animator on Roger Rabbit / Star Wars etc...)
Jacques Muller (not verified) | Sun, 06/04/2006 - 00:00 | Permalink
Thanks for a great article! My start in digital animation was 1988. Back in those days, digital tools could only colorize or embellish hand drawn effects, so if I wanted rain or lighting, I drew it and then digitally colored it. Only in the mid 1990s did digital effects began to appear. While my managers dismissed them as "S__t", my animation director saw the potential and let me experiment. Our goal was the digitally effects had to be animated (yes, many effects have controls and features that can be keyframed, retimed, or otherwise animated), and contribute mode and emotion to the scenes they were in. So we mixed and matched for years and, given reasonable time, could come up with good results. The point is, while the tool changed, the drive to achieve a particular effect contributing mood or interaction with a character remained. Unfortunately, our time-driven industry forces most producers and directors to treat effects as something to "embellish" a scene, rather than fully integrate with its "mood" or "emotional feel". Software programmers under similar constraints often cannot give their tools controls or features an animator needs to embellish "life" and "character" to an effect. The emphasis on flat, unlit Vector looks also restricts what can be done with effects. But take heart! The tools get better and faster every year, and more and more artists are exploring what they can do, and how they can interact with the characters!
Kurt Wiley (not verified) | Tue, 03/21/2006 - 01:00 | Permalink
Well done, Joe! I recall the day at Bluth when you put the bug in my ear to get into effects animation, and it opened the doors to an awesome career run of working with some of the best in the business at Bluth, Rich, Disney, Renegade, and DreamWorks for the past 15 years. Where it goes from here is anyone's guess, but it's cool that you've shed some light on this fine art that's been so great to be a part of. My college students have always enjoyed learning about it too. Ty
Ty Elliott (not verified) | Tue, 03/21/2006 - 01:00 | Permalink
Hand drawn effects animation was facing extinction more than 10 years ago - I visited ILM then and saw the drawn effects dept empty & on the verge of closure as they ramped up for "Jurassic Park" - sad really.. I designed graphic effects on films like "Highlander" (but didn't animate on it...), and it was very much in the vein of work from classic films like "Raiders of the Lost Ark" and even "Forbidden Planet" - they have a unique look which you struggle to achieve when using digital techniques...
ravi swami (not verified) | Mon, 03/20/2006 - 01:00 | Permalink
Rightious, Joe! I will never forget the day you taught me how to animate smoke going up on that sunny Annecy afternoon. Depending on how far the animator can go, I suppose, he could have fire either be like a drag and drop 3d effect or he can turn it into greater eye candy just by spending more time on it, drawing or sculpting on a 3d program. Even before 3d or drawing comes into the picture, a little bit of physics can strengthen the imagination and give a freedom to go completely away from said physics and make the effect the animator's fire his own. But before saying it can happen, there are lots of other factors in the way like father time and his gang of deadline thugs. The temptation to drag and drop such effects is greater than ever, but there will always be psychoes going above and beyond and back to basics.
Lev Polyakov (not verified) | Sun, 03/19/2006 - 01:00 | Permalink

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