Make It Real — Part 2: Marks in the Sand

In Part 2 of this series, Ellen Besen sits down with former Disney animation artist Charlie Bonifacio to consider the changing role of 2D in a CG-dominated world.
Posted In | Magazines: AnimationWorld | Columns: MakeReal

Be sure to check out Part 1 of the series Make It Real – Off the Beaten Path.

What do we do about 2D animation? Is it just a relic from another era? Are those of us that love it (and please understand that, much as I like Ryan, I also count myself among these ranks) clinging to the past? Like thinking, let’s hope those nasty talking pictures just go away so we can get on with making more silent masterpieces? Get rid of computers so we can go back to our typewriters? Bring back the dial phone? DVDs be damned, I love my videos? Screw those CDs, I’m sticking with my 8 tracks? Are we, in other words, flogging a dead horse here?

Okay, I’m being melodramatic. But less than 20 years since it was revived from a near moribund state (a revival that took almost 20 years in its own right), 2D is once again on dicey ground. Yes, it’s holding its own, in limited form, on television and the net. But the top end, fully crafted, classical stuff, the kind that only really gets a proper workout in features, is being shunted into a kind of no man’s land.

After that vigorous talk with Chris Landreth last time, I was anxious to see how this new landscape looks from the vantage point of 2D. So I sat down with renowned animation artist Charlie Bonifacio, who has worked on such features as Mulan and Lilo and Stitch, to talk about the future of 2D in a CG dominated world and see what role it has to play in making animated work more convincing.

We began by talking about motion capture and some unexpected ways in which pencil and paper and a solid classical background can contribute to the creation of digital performance.

Right off the top, Bonifacio pointed out that motion capture faces some special challenges. First, there is the question of how actors can adapt their performance to make it work in the graphic arena. Then there is the reality that even when adapted, live action performance has more subtlety than even the most advanced system can capture. Perhaps then the key to success lies in what happens after the material is captured. Examples like Gollum show there are ways to make it work. So what’s missing when it doesn’t?

Comparing stills from Polar Express of Tom Hanks as himself and as the conductor offers a clue. Bonifacio noted what an artist would capture from that performance compared to a computer, even from looking at a single still frame. “Things like tension in the neck muscle,” he said, “There’s a little crease in the back of his neck, in this still, from tilting his head back. On the computer rendering this gets softened. But an artist could capture that detail and make a statement of it.”

Mocap can capture the result but perhaps not what makes that result, Bonifacio goes on to say. By comparison, the artist understands that the muscle has anchor points and that it’s stretched as far as it can go. The artist can capture the tension that holds that muscle and skin against the bone and can even capture the structure of the muscle fibers.

“But they probably don’t have motion capture that will take this end of the muscle and that end of it,” says Bonifacio, “And realize that it’s at the end of its stretch.”

Technology can capture where a crease is but it can’t so easily capture the compression of the flesh or the pull of the muscle that creates the crease. This is important because when we look at a facial expression, we perceive not just the crease but the tensions creating the crease and it is those tensions which help transmit emotion. The artist perceives the tensions and being human, knows what they mean and can use them to communicate a statement. But for the computer, they are just points in space.

“And then,” continues Bonifacio, “They transfer those already arbitrary points to a character with totally different architecture that might have different stretch factors and end points.” The end result is performance robbed of meaning.







Comments


It seems as though a haze covers over the mind when the topic of 2D and 3D comes up. I certainly agree that the two are different mediums with their own unique merits and won't argue the qualities of one form over another. The interesting thing is that the same banter never occurred when The Nightmare Before Christmas or James and the Giant Peach came out. For some reason, people accept that stop motion animation is truly a different form and that stop motion animators have their own unique styles of generating motion and performance. My comments to Ellen and I believe the article itself was not meant as a continuuum ad nausuium of the merits of one form of filmmaking or another but a dissection of the character perfortmance aspects of comparative approaches. Animators are switching in droves to follow the money into CG productions and schools are not far behind. My concern is with the quality of ANIMATION that is being produced and the approach to training animators that schools are grappling with. There are a few natural animators in the world and certainly there will be more. What about the rest of us? The question posed in the article asks if the traditional ways of learning and doing animation are still valid in the devloping industry and art form. Unfortunately for some, technology as a panacia to replace the animator does not work on it's own. There is a need for an intelligent driver of the technoplogy to make use of pure information and convert it into a form that is appealing and attractive to watch. The real question is how do we culture and train those animators ? How is it best to develop the artist who will use new and old media and techniques to produce for the emerging industry ? Are the traditional methods of training by drawing still valid ? Is there an access to the mind and development of a critical and artistic eye that is best achieved through drawing ? And as Chris landreth posed in the article previous to this one, Do the old methods of training, steeped in the classical cartoon method still form the foundation for what could be an immensely more subltle application af the basic principles of animation in the growing field of computer animation. A medium that opens the filmaker to more life like performances and subject matter. Places like Disney and Pixar train their animators in acting and motion classes. Both keep drawing traing on a constant offering within the studios. These companies set an example in their commtiment to continued training and development for their artists that I am not sure other studios do. Let's leave the merits of one form of filmaking or another aside for a while and discuss the pure aspects of the animator's ability to bring life, artistry and believability to an animated performance. There is something about traditional 2D and CG applications of the animator's skill that seems to invite a closer comparison. That is probably the richness of the performance aspect of the characters themselves. Is CG in line to take those performance aspects further than 2D has done to date? Will the next generation of animators need to rely on traditional training principles to take the art form forward or is a new aproach to culuring animators emerging? I would like to see a continued discussion on these questions that stays on the topic and avoids the ever tiring apples and oranges senario. Animators are animators no matter what they eat for lunch.
Charlie Bonifacio (not verified) | Fri, 02/25/2005 - 01:00 | Permalink
To Glen, re: “… the idea that most of our beloved cartoon characters have been horrendously transformed into realistic 'dimensional' models! … Sadly, economical reasons radically change their appearances to attract newer generations who have no idea what the original looks like…” The effect of randomly translating established 2D characters into 3D, for questionable economic reasons, has much the same effect as the re-editing of those characters’ finest cartoons to remove the “excessive violence” which was carried out at the end of last century. Stripped of continuity and context, these characters lose their raison d’etre and at heart, confuse their audiences. The creation of a successful animated character is a delicate thing- as dependent on using the appropriate technology as having a well written script. Every detail of every element matters. Wouldn’t it be nice to see the resources that go into attempts to remake these characters diverted into the creation of a new generation of classic characters, 2D and 3D, instead?
Ellen Besen (not verified) | Thu, 02/24/2005 - 01:00 | Permalink
To Jacques: Many interesting points here, Jacques- here are a couple of things your comments brought to mind: One thing we all seem to forget in the 2D- 3D debate is that all sense of three-dimensionality in film- CG, 2D live action, even the other kind of 3D that pops off the screen, is an illusion, regardless of how you got there. And each way of getting there simply offers different advantages- you are right that CG allows for a use of such elements as lighting and camera that goes far beyond the limits of 2D. But that more live action-like reality is also what restricts CG into feeling like a puppet world rather than offering the unrestricted, total freedom to create a new world that 2D allows. As to the apples and oranges debate- I’m not sure I quite accept that 2D and 3D are that disparate- to me, they are both related and distinctly different- more like tangerines and grapefruit, perhaps. This is good news because that does keep the door open for new hybrids to emerge. And while it makes me sad to think of a world without 2D and I am inclined to share your optimism, still there are some very real threats to the future of 2D that came up in the conversation with Charlie- ones I will get into in the next article.
Ellen Besen (not verified) | Tue, 02/22/2005 - 01:00 | Permalink
Interesting article that furthers the brainstorming on the 2D/3D everlasting topic. As a former Disney character animator, and former ILM animator, I have been exposed to both worlds and far from being against "progress" I am just a little tired of seeing always a mix of apples and oranges in the conversation, just like if they were the same fruit. It is obvious to me, may be I am the only one, that both worlds of 2D and 3D are fine and should be perpetuated onward. I am not worried so much for the futur of 3D as I am for the futur of 2D. Is cooking in a traditional oven better than microwave? well, you just don't try to do the same stuff with each one of them. Purpose one, as we all know, to tell a great story in the most entertaining way with the best possible characters. To support that, character design will enhance believability or destroy it, depending ; so it goes for environment and so forth ; all these factors have a definite impact on the success or non-success of a production. But if 3D definitely brougt us once and for all the groundbreaking mastery of total virtual space ( not that old multiplane stuff, that mind you a lot of us still feel for ), the other groundbreaking aspect being the mastery of textures and lightings. OK, that's great stuff, especially applied to the best Hollywood blockbusters such as Jurassic Park, star Wars, Spiderman, well, you name it. Bravo!bravo! bravo! the case is heard and well received. But I don't see the point, when I a talk to someone about the great thrill I get while watching old Disney Classical Animation from Ollie, Milt, Marc or Frank ; and that( unedecated person ) replies, oh yes! but 3D is so much more accurate! ; what on earth is that supposed to mean?...I am sorry but there was absolutely NOTHING WRONG with traditional Disney Classical hand drawned Animation! in was 3 Dimensional even before computers existed ; it was rounded, snappy, full of life and so very expressive ; in fact it was right on the button! ; the mere suggestion that it became old fashion is an abismal stupidity. Is Mona Lisa old fashioned? is Rembrand old fashioned? no, they are timeless. So the point I am trying to make here, is not that a bunch of grumpy old 2D artists like me don't want to go with the flow ; but rather that, the pack in rushing to this new Eldorado of 3D, has thrown the baby with the bath water out of the window. Sure! computers are best at computing numbers, much better than man will ever be. You may , but don't have to use such fully acomplished artists to make 3D movies ( not to say that all the CG people are hopeless on the artistic level, certainly not; some are quite brilliant); but to make a successfull 2D film you'd better have a crew that knows how to draw and to animate, and to know it well. My point is that when I watch "Toy Story" for instance, I feel like I am spending 90 minutes walking through a "Toys are Us"store ; when I watch "Nemo", I fell like I am at the pet shop etc...when I watched "Lady & the Tramp" or "Peter Pan", I knew I was into another realm. A realm of dreams and wonders. 3D is more like puppet Animation ( too litteral shapewise ), 2D instead, far from being flat as its name would suggets, is total freedom exercised with discretion. Shapes can be twisted and played with in the most amazing ways, with an infinity of combinations. As Richard Williams best described it on Roger Rabbit : " we are not doing 2D or 3D here, but 2 1/2D ; meaning it's a constant cheat between picturing characters in a 3 Dimensional drawing and the effective play with the 2 Dimensionl spacings on the inbetweens ; the masses and volumes are choregraphed on the screen in a 2D space where the main character is represented ina 3Dspace. The end result on the screen being a seemless morphing of the most visualy effective shapes from frame to frame ; something that 3D is still trying to figure out ; the best example of what I am talking about would be : "Rocky & Bullwinkle" in 3D with a Toon Render supposedly here to make us believe it is 2D Animation ; now, compare that with the best Goofy cartoon from the 40's. it doesn't take a rocket scientist to see how far back we've slipped down the ladder. Progress one said?...I don't think so! not to mention the horrid rendering of Mickey, Minnie and Donald in their most recent 3D stunt; All that photo realistic stuff from 3D ( unless it is for Jurrasic Parks, Star Wars, Spiderman realistic types of films ), yes, all that realistic stuff makes me want to leave the theatre and go to the nearest pharmacy, for I become nauseous. If I want realsim, I don't need to watch a 3D movie, I just go to the parking lot and look at cars. Where are the movies that entertained us in making us enjoy beautifully animated caricatures such as the old lawyer in the Aristocats, King Louis in Jungle Book, Shere Kan the Tiger etc....I am not advocating that 3D should die, but that rather it should stop choking 2D to death. Can't we have the best of both worlds? what about films that would combine the best hand drawned classical Animation with a 3D painterly environment with a totally free camera in space / and we can always add up rendering on the characters that would also look painterly. If one could do it, that was for sure the Disney studios or Dreamworks. They had the best tools, money stacked up like mount Everest in the vault, and the best artists in the world. Only problem, they didn't have the will nor the vision. I guess that's why uncle Walt will remain a giant for generations to come and the uncle Walts of today are mere garden dwarves counting their profit margins like kids counts their pennies ; dwarves who are terrified to take any artistic risk or too miopic to have any kind of vision. But as everything comes and goes in cycle : I see 3D as the rebirth of "stop motion puppet animation" at a higher octave on the spectrum. And I still have faith that there will be a rebirth of "traditional hand drawn Animation" with newer tools and technics somewhere in the futur. Jacques Muller character animator on Roger Rabbit, Star Wars etc....
Jacques Muller (not verified) | Sat, 02/19/2005 - 01:00 | Permalink

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