Performance And Acting For Animators
The way we work at Pixar when portraying an emotion is to start
with the body and touch the face last. One of the best ways to portray
an emotion is to come at it from a pantomime point of view and ask
yourself: how can I communicate that emotion with my body? If you
have something that works without the face then adding a little
something with the face only enhances what is already effective.
Ultimately, you want to be able to turn the sound off and almost
get a primal feel for what is happening in the shot.
Another tool we use to help us come up with
a good performance is videotaping voice-over recording sessions.
In the course of a recording session, an actor may do 10 takes of
a line. For an animator it's fantastic. It's like an all you can
eat buffet. You can grab a hand gesture from take two, use the eyes
from take four, and be inspired by something the actor does with
his head in take seven when the director picked take two as the
final select for the film. How much movement an actor gives to the
camera when recording varies from actor to actor. However, even
an actor who isn't gesturing with his hands can be helpful for facial
expressions. Very often the rhythm of the dialogue will greatly
influence the rhythm of the shot and provide a framework. However,
it is up to the animator to "compose" the character's
movement. Punctuating every verbal note with a body movement is
messy and confusing -- too many notes. I generally find things that
have a very regular rhythm are not that interesting. It's important
to create a push and pull and manipulate the rhythm to keep the
shot interesting. A good script, a good actor, and a really fun
dynamic read? Give me that and I am as happy as a clam. Craig Kellman
Visual Development and Character Designer, Disney Feature Animation,
also Character Design Instructor, Gnomon Institute
Most character designers think only about design and not about character.
It helps me to focus on the fact that no matter what these characters
are, I should be getting inside their heads, and I should be treating
them like a character that I would be acting. You have to be acting,
or the characters are just going to be designs. They are going to
be lifeless, or they are going to be very cliché and stagnant.
You don't want clichés. You want to be looking at a character
from many different angles, just as an actor would. A good actor
would be thinking about not only the external character, but the
internal one as well. Let's say the character is a teenage cow.
I am going to think about what makes this character not only a cow
but inherently teenager. Maybe he's very gawky and awkward. Visually,
I might want to give him these long appendages, a high center of
gravity and oversized hooves -- like a pubescent teen whose hormones
are out of wack.
I think it is important to continue to study
acting, because acting is in design as well as in animation. Once
a design is done, a good animator, if he's a good actor, is going
to make that design come to life. If the character designer is a
good actor to begin with, he's going to make the animator's job
that much easier.
Jim Bresnahan
Lead Animator, Blue Sky Studios
We are doing a lot of commercial work. It is pretty obvious what
the character needs to do if it has to perform for a commercial.
On that level we are just concerned with how it should move. For
a bar of soap, I would just do thumbnail drawings, and for a more
complicated character I would act it out myself. The commercial
jobs are generally not story driven and there isn't time for character
transformation. We just go for what is entertaining. About three
years ago we did a spot for cranberry nut cereal. We had to do a
tango between a cranberry and an oat flake. We tried to do it ourselves
but none of us could actually tango. So we brought in a couple of
tango dancers and video taped them which was helpful. However, in
most cases we don't have to bring in live models. We can find reference
on tape.
One of things that I think makes a good animator or helps people
animate better is to have a kinesthetic sense. A sense of your body
allows you to pose characters and perform while you are sitting
there in front of the computer motionless except for your hand.
Like music, timing and a sense of structure in the timing of the
animation is also very important. The best way to improve your animation
is to develop your sense of pacing and timing. There might be something
about a particular walk cycle that really feels good because it
has that underlying musical structure. You might not be able to
explain it when you see one piece of animation versus another but
that's why something looks better. It's got an underlying musical
structure whether it's based on 4/4 time or another meter.

























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