Showing posts with label storyboard. Show all posts
Showing posts with label storyboard. Show all posts

Feb 6, 2009

Leo Matsuda


He's amazing, that's all.
Leo Matsuda
The above from his blog--his impressions after watching "The Wrestler". Click to enlarge. And be sure you head over & visit his other work.

Nov 6, 2008

This 'n' That


Retta Scott at her animation desk at Disney's


Where did October go?

The fall months are busy ones, but this blog needs updating. Several things in the works but for today--please make sure you visit Michael Sporn, the better to enjoy his latest posts of artwork from "Toot, Whistle, Plunk and Boom". What's old is new again, always; these images are fantastic and inspiring.


Oct 3, 2008

Feast your eyes-appeal and style


















If you don't visit Michael Sporn's blog (or "Splog") regularly, you miss not only his great reports on animation life on the east coast, but also many things like these stunning boards from the Disney short "Melody: Adventures in Music". The artwork is loaned to Mike from his good friend and a man who needs no introduction to readers here, John Canemaker, whose collection is something else again.

Lots more where this came from--and again, it comes via John Canemaker and Michael Sporn.

Go there now!

Sep 14, 2007

All The Cats sketch



This is a publicity still dating from the original release of "Make Mine Music". The caption is still affixed to the back and reads in part:

"THE JOINT IS JUMPIN'---These 'ickies' and 'alligators'[?] cut a rug when the jam session gets under way[sic] with musical and vocal backgrounds supplied by Benny Goodman's orchestra and The Pied Pipers. The scene is from "All The Cats Join In" sequence, one of the highlights of Walt Disney's latest full length comedy musical in Technicolor "Make Mine Music".

I wonder if this is an actual story sketch from the boards, rather than something drawn just for publicity? It looks like the former. I was just rereading Michael Barrier's biography of Disney; in an interesting anecdote it's mentioned (by one of the story men) that Walt looked at a pitch of the early rough boards for this sequence and was singularly unimpressed, telling them to "tighten it up", try again or something along those lines.

Instead, the guys had Joe Rinaldi take the drawings down and trace over each one, inventing nothing new but making everything look a heck of a lot better. When Walt next saw it, he approved the "changes" and this great number was good to go. This does look as if Joe Rinaldi drew it.

Nov 20, 2006

Tips for story sketching...

...and all dynamic composition in a new post from Dave Pimentel.
He was reading through Bill Peet's autobiography again, and worked out a lesson plan for his students at Calarts based on Peet's incomparable design and staging. Mark Kennedy has also used Peet for such examples in his blog--and anyone interested in the art of animation storytelling would be well advised to check out both these veteran's posts on a regular basis.
Dave will be no doubt be putting up more of his ideas and handouts for his students as the semester goes on. A great opportunity to learn from these grads and teachers.


illustration courtesy of the Drawings From A Mexican blog

Nov 12, 2006

More Toadying: Paul Fisher again


The irrepressible Paul Fisher as drawn by the inimitable Dave Pimentel

The other day's post about my colleague Paul Fisher was based on a single drawing of his that I've had pinned to my wall for the past several months--that one of the Toad closely examining...something or other. Here then are a few final panels--albeit 2nd generation xeroxes scanned on my dubious flatbed--from one of my favorite scenes in "Flushed Away", sequence 1750: the Toad/celphone business. For those who haven't seen the film yet, the Toad is speaking via celphone screen to the heroes; his arms and legs are actually those of another character.

This is a prime example of a story artist doing his thing in sync with the characters in a scene he devised himself. These are mostly in sequence with a couple of my favorite wild card panels tossed in. The entire thing consisted of several hundred story sketches..
And as always, remember: all the images in this post save the caricature are ©2006 Dreamworks Animation.

Enjoy!














Nov 3, 2006

Toad in the hole: Paul Fisher


Paul endowed the Toad with a generous helping of himself: a not-so-thwarted thespian-megalomaniac. All images copyright 2006 Dreamworks Animation and Aardman.

I generally make it a point not to mention anything that pertains directly to something I personally have worked on, but I do enjoy pointing a finger at those artists I work with or near that deserve special mention.
Patrick Mate, Devin Crane, Dave Pimentel and Donnachada Daly have all had blurbs from the Blackwing Diaries, and so with today's release of the Aardman/Dreamworks production "Flushed Away" I'd like to direct you to the "heart and highlight"[Paul's words, written for Ian McKellan's Toad] of that production: its prolific and very funny head of story Paul Fisher.


left to right: a barely visible Mark Kennedy, Paul Fisher, Jenny Lerew, and Ash Brannon at Calarts--all veterans of the class of '87-90. I believe I'm actually on the phone to Don Knott's agent in this shot. He really should have done Mark's film.


another rough board drawing; Le Frog and a compatriot
Paul had a habit on this production of drawing all his boards very, very small, then knocking in the tone and blowing them up on the xerox to pin up on the boards. These measure a little less than the size of a playing card; the size of our actual story pads is much larger, but both keep to the same filmscreen ratio.
So, being relatively tiny these are also fairly rough or loose drawings, but they're just right for the places they fill in the story.

Paul has a particularly keen feeling for nuance in a character's performance--and, better than that an eye for the absurd in every circumstance. Like all good artists, these guys are utterly real to him when he immerses himself in a scene, which in my opinion is why he's able to get real laughs and a genuine sense of life from his cast.

These drawings are basically scraps I culled from his floor over the past several years of "Flushed Away"(well, maybe from a shelf or the seat cushions of his guest chair--this stuff is everywhere; I'm sure all story artists can relate). There are only about 25,000 more where these came from. Put together they make for some great sequences and he isn't a bad boss, either.
Congratulations, Paul--see you on the other side of the weekend. And many thanks to our directors, Sam and David, too.
Cheers!



Sep 29, 2006

The Myth of 'Pretty'

For the fresh, aspiring animation artist story is a mystery, loaded with questions. How should the panels look? How finished off and detailed must they be? And--here's one I've been asked many times, and wondered myself as a kid--how long is it supposed to take to draw each panel? It's as if there's a set average all professionals meet. Who knew?

The answers to those questions can be surprising. You start out, stumbling, learning as you go, picking up what you need, hoping you're doing it "right"--and even after some time in the business, you can still have an epiphany about the craft. I had one a long time ago, about what I'll call pretty drawings.

I was walking down the hall at work, and passed by a recently pitched story sequence. The drawings were pinned to the board, leaning against the wall waiting to be sent to the editorial department. I stopped and looked it over. The ideas were funny, but I was surprised by how raw some of the drawings looked. They weren't what anyone would call "pretty"; they had no background to speak of, seemed a mass of lines, and were hardly recognizable as the characters. At first look, nothing slick or attractive or special about them. This stood out to me at that moment in stark contrast to many of the boards I'd seen up til then.

Keep in mind that the walls of any story department are lined end to end with boards covered in drawings, many with really gorgeous displays of draughtsmanship--rendered volumetrically, loaded with mood, eye-popping. Stuff you stand in awe of and gape at. I was immediately attracted to these panels. I envied them and admired them and felt challenged and crestfallen and inspired by them. I'd sneakily pull them down and xerox them. I'd think of them as gauntlets at my feet. I'd ponder the technique used by this or that artist--should I stay with the prismacolor? Go for that brush pen? Color somewhere? No? What? If I was especially stuck, I'd think grimly that the story about Fred Moore needing his special particular pencil before he could start a scene and think it wasn't so cute and hilarious as all that, after all.

So upon looking at these particular drawings on this board, seemingly tossed off with a marker, I was somewhat dismissive. The thought likely crossed my mind that it could have been drawn better. It wasn't too long afterwards that I saw the same drawings on the story reel. And I really learned something.

What I learned seeing the drawings up on the screen in sequence was this: the un-pretty "mass of lines" worked unerringly from shot to shot; the acting and attitude was clear and the gags--which sprung from personality, always a huge plus--landed pow! right on the nose. It was clever, fast-moving and there wasn't a damn thing I'd want to change. Anyone would have been nuts to change it. Redrawing the panels would have been the very definition of gilding a lily: pointless. I should "toss off" a neat little sequence that read that well! I'd completely misjudged the artwork.

This may all seem obvious, but the impression this realization made on me then has stayed with me. Those boards proved to me that I was sometimes missing the forest for the individual twig. I had, without thinking, often been judging the panels I saw based on how "well" they were drawn, in a conventional sense, not always(as I should have)as a tiny bit of a scene, a moment from here to there with its own set of problems that might be solved without the use of anything remotely fancy.
I'm most definitely not saying that the drawing skill doesn't matter--far from it. Every artist handles things differently, but they aim to always improve because just as it matters for an animator, the better your drawing chops=the better your ability to do anything your imagination requires you to do in a storyboard.
I still swoon over the sheer graphic beauty--but I'm cured, forever I think, of being a bit of an unconscious snob as regards how a panel is "supposed" to look. Prettiness alone means nothing. Getting hung up on the bark of a tree or the slickness of a line may not help get the sequence over to the audience, and if it doesn't, it's a bomb. With some exceptions, it's secondary at best, and always the means to an end.

Story artists, as has been said over and over, can't afford to get precious with their individual work anyway--often as not it ends up in a box or a wastebasket, and it's virtually never seen by the public we are trying to entertain...that's the task of the animators. But we are trying to get the story up there, and it never hurts to remember there are a hundred thousand ways to do it, but the best way is the way that works. The most important thing, usually, is: is it clear? Is it funny/sad/moving/mysterious/alive? The great advantage feature animation has over television is the comittment of time, money (which is what time requires) and the freedom of artists to tell stories without being required to make each story panel a mini-layout or cel setup. That's the mark of a project set in stone, not the sort of film that usually has a chance to evolve and develop and be plussed and added to over time. When I look at any board now, I look at the flow of the story first, and it's been a great thing to have my mind opened as to what a drawing "is" or "should be". Bill Peet drew beautifully, sure--but he wasn't shooting for pretty. He was a hell of an artist and storyteller who worked like a dog at his craft and couldn't do it any other way than the way he did. That his drawings are also individually beautiful is a happy by-product of his knowledge and skill.

So try to draw your boards as well as you possibly can. As if your life depended on it, for the fun of it--but most of all for the betterment of your story. Don't look at the drawings as illustrations, but as story points. And keep your mind open, too. There's a lot of ways to peel that onion. You might invent some yourself.



May 13, 2006

Columbia cat


I found this at Howard Lowery's old brick and mortar store in Burbank(miss that place--I'd see almost as many animators there as at the also-defunct Dave's Laser). It was one of those less-pricey items he'd keep out in a bin to flip through. Since I never saw old story sketches for sale, I bought it. It's only described as a "1940s Columbia" short...not being at all familiar with those cartoons, this is mysterious to me.

Anyone have an idea where its from? I'm wondering who slammed the poor cat's paws in the book--or the book in its face, or whatever's happening here.



Mar 15, 2006

On Story: no reason to sacrifice characters to a pile of pages or plot


Michael Barrier makes some sharp--and challenging--comments about the point of great character animation in his most recent post. He describes his friend, animator Milt Gray, flipping some of Ollie Johnston's animation of "Jock" from Lady and the Tramp, and being startled by the amazingly lifelike performance that sprung off the pages. Barrier continues:

"The great virtue of Disney films like Lady and the Tramp was that they showed that such animation is possible. Their great vice was that they seemed to say, in a louder voice over time, that such animation is possible only in children's films.
As a result, the temptation, if you're making more "adult" films, is surely to shrug off the Disney animators' lessons; but there's no way, if you're doing that, to achieve the emotional strength of their best work. A lot of animated filmmakers seem to think that they can work around that problem by making "story" their mantra, or by simply ignoring the question of how to give animated characters a vivid presence on the screen. But such dodges never succeed. It's only by meeting head-on the challenge of making the characters in their films as real as the best live actors that animated filmmakers will ever escape from the ghetto to which they have been, so far, rightly assigned."

Tough words...but I know what he's talking about, and I suspect most of my colleagues do, too.
To turn Barrier's premise inside-out, though, there have been some Disney films where "story" took a backseat to characters. In that category I'd put "Sword in the Stone" and "Jungle Book", both films I saw and loved as a kid and still love--but mainly for the performances of such as Shere Khan, Archimedes, Merlin and King Louis--not for the relatively weak story/plot and the corniest gags that are in them. Were the characters in those films not as entertaining and real as they are, there'd be pretty much nothing there but color and movement.

It's been said by wiser heads than mine that in the latter days of the nine old men, they were actors without a worthy stage, much like Laurence Olivier giving it his all in "Boys From Brazil" or "The Betsy". Feature animation was in a general doldrums; the kidvid ghetto was going full bore on TV, and there was no guiding hand at the world's most sophisticated animation company. It seemed to operate on the inertia of a more energetic time.

I think there are definitely pitfalls in having a story "mantra" that ignores just who's doing what in a film, though it's never intentional to sacrifice personality for plot--the aim is almost always the opposite, in fact.
Maybe there's a perception among non-artists of animation as having some sort of special needs, since our characters aren't seen in early development as castable flesh and blood actors, but are drawings and designs.
Of course the very, very early, embryonic beginnings of a feature film are a story's premise. If there isn't any story there to tell, well, that's trouble. It needn't be at as big as an epic, it can be small and even personal--but in the end it has to connect with a wide audience, and more than plot it's characters who carry that burden.
So to continue and develop that premise, assuming the story has something to work with it really does depend on the characters(that goes for the great shorts as well: Bugs Bunny trapped on a desert island is a hell of lot more interesting than Barney Bear trapped on a desert island or a Genericized Rabbit in that situation).

The story of a father fish looking for his lost son...okay. The story of a terribly neurotic, xenophobic, keep-to-the-reef father fish forced to plunge into deep seas, teamed up with various creatures he'd never want to deal with, but does it anyway, struggling all the while? Much better.
One doesn't want the plot running the characters, one wants the characters to be the plot--to make it their own one of a kind story, if you will. But(remembering "Sword in the Stone")they still need something worthwhile to do, and in a long-form story it probably can't be a one-set premise(never say never, but to generalize). No "Waiting For Godot"s. Pinocchio should get out of Gepetto's workshop. But personally I don't see any way forward in any story without nailing down the characters first. I have to know this person if I'm going to make drawings of them, and especially if I have to have them do or say anything.
Ideas come from drawing; good drawings--great drawings--come out of acting, the old "acting with a pencil" canard. It's really true. The more you know and love the characters, the more options for entertainment you'll have. They'll take over a scene in the same way novelists describe, with their characters. If you're taken in an entirely new direction, and it's going to work, it might be a very good thing when strong characters hijack you.





Mar 6, 2006

From the horse's mouth


Last week I was happy to finally find the restored DVD of "Lady and the Tramp" waiting for me in my mailbox(the same version I saw last month at the El Capitan).

Of course it's a must-have, with some very interesting extras--we plunged right into Disc 2, sampling such things as original boards from a 1943 version of the film that was leagues apart from its eventual incarnation; most of an episode of the "Disneyland" television show with Walt introducing his new film, and giving a not-bad description of the production process that for once didn't short the story department. One minor peeve I had was the completely unnecessary "juicing up" digitally of the old story panels: while the story sketches was pitched offscreen, the decision was made to "animate" characters to simulate movement during pans, and there was an overuse of the Ken Burns effect: constantly drifting or zooming into and across the panels, some of which might have worked but in the main was(for me, anyway)distracting, giving the thing a slightly seasick presentation. There was also some head-scratching material featuring Kevin Costner talking about how important storyboards are to his projects. That's great, but I would have liked less of a live action focus and much more material about the specific artists who did story on "Lady and the Tramp".
I also wondered why, apart from a few fleeting shots that are already years old of various recent Disney story crews engaged in pitching(no one identified), more time couldn't have been spent with the present-day story artists I know are over there, with plenty of hard-won experience and I'm sure plenty to say re "Tramp" or just story in general. Maybe next time?

Anyway, there was one wonderful moment where Walt, about to describe the storyboarding phase of the film, looked straight into the camera and told us what it's all about.

"At the Disney studio, we don't write our films; we draw them".

Allow me a brief moment here while I get up off the floor and back into my chair.
Seldom has the essential difference between the live action and animated film production process been put so plainly and directly. Keep in mind that the Disney studio certainly used written material--Bambi, Pinocchio, Alice--even "Happy Dan, the Whistling Dog", one of the sources "Tramp" sprung from--was a written story first. But the job of making the story work for animation was best served by the storyboard process.
So go check out this film again, and those extras, and see what you think.



Feb 17, 2006

On story: Pitching


Grab yourself a pointer and step right up...

The story artist presents his work standing alone in front of a room filled with people, armed with only a pointer. This is it, the big moment: finally you get to present your version of a sequence to your peers, directors and everyone else there that's concerned with the production. You've been working more or less alone up to this point, and no one but you is responsible for how you're going to pitch this scene and get it over to your audience.
It can be nerve-wracking, but often as not it's exhilarating--the big payoff for hours of work done in solitude. A chance to flex your showmanship as you try and forget any self-consciousness about the drawings you've done and whether this thing works or not. Of course, you hope it does--you believe it does, and you're going to prove it as you pitch it.

The pitch is crucially important to the process of animated filmmaking. This process of working out the kinks and finding the gems in a story was pioneered by--who else?--Walt Disney, to make his shorts better, and eventually to tell long-form, feature length stories, beginning with "Snow White and the Seven Dwarfs". Walt himself must have been one of the best pitch artists that ever was, according to eyewitnesses the night he held a core group spellbound with his one-man presentation of the Snow White story--sans drawings. But the artists he worked with weren't there to take notes only--they were expected and encouraged to give Walt back big returns on his initial inspiration. The drawings they did, sequence by sequence, were pinned up and held to the most severe scrutiny--of Walt, but also of everyone else who might have a better idea, or a thought on why something wasn't working. Other studios, one by one (often as the result of artists leaving Disney's to go elsewhere, like Shamus Culhane) picked up on the Disney system of working out the story on boards. But that's all decades ago. Are pitches still necessary? Don't we have everything worked out so smoothly by this age that we can skip or skimp on that step completely?
No.

Even armed with all the bells and whistles of current animation technology, those tools can't do anything on their own. They sit, inanimate, waiting not only for skilled artists to operate them, but more importantly for good ideas worth doing. The story crew's function isn't just illustrating, it's conceiving, and each and every scene must be forced in turn to run the gauntlet, sink or swim, live or die on the reactions of people whose job is to know what's needed. The essential process of story remains the same today as it was over 70 years ago, yes. That's for no other reason than that it works so well. It isn't nostalgia--it's just a great system. And at its best, it's also the perfect meritocracy. A great idea is a great idea, and the stronger the crew, the more welcome those ideas are, from everyone in the room. It's amazing how well a group can work together when things gel and everyone's more or less in sync; I've been in situations where my own work was slowly being rethought in front of me(meaning I'd soon be ditching a few hundred panels I'd just sweated over), while I stood in front of it, still clutching my pointer as Lady MacBeth does her washcloth--but rather than fainting, I'd find myself getting truly excited about the possibilities for an even better scene that was possible.
That's how it's all supposed to work, mind you. Naturally all artists have healthy egos, take pride in their work and ideas, and want them to succeed rather than otherwise. I and every story artist I know have also had plenty of those times where a quick trip out the window without benefit of parachute seemed a happy alternative to remaining in the room one second longer--that's only normal, too.
But the weird, virtually magical thing often happens where suddenly the individual drawings don't matter quite so much, because the new idea or gag or business is so good, and you feel that--that's right! It has to be more like that! If you're still thinking mournfully of what a waste the now obsolete drawings are, you're missing the point--or the boat. It often seems our jobs as story artists is to produce reams of recyclables, and wear down a thousand prismacolors, all in the pursuit of something not fully tangible to any one of us alone, but very possible for the group: an entire film, start to finish, with a good story and characters that we care about, that make some sense, that just plain entertains.
The pitch is a vaudeville show, a shooting gallery, a juggling act, a ghost story around a campfire--with drawings. It's the ultimate low-tech, interactive experience, with roots that go back to most of us sitting in bed listening to out parents read us Dr. Seuss or Goodnight Moon. If we can conjure a movie for a few minutes with our 2D drawings and our voices--the fluorescent lights of a conference room notwithstanding--and get whatever we've come up with past all our colleagues and meet with their approval--all gimlet-eyed pros, well, then we might have accomplished something. But whether by critical comments from the rest of the crew, or by their tacit approval in the form of laughs or smiles, it's never accomplished alone. The listener has as much sway as the speaker. The audience in the person of the crew talks back to the screen, and questions, complains, approves, or challenges--and the screen in the person of the story artist has to reply. Everyone has the same goal: to make the story a movie, and to make it better.
That's why it's such a great system, and why it still works.



Jan 24, 2006

Man Alive! a story panel, for a change...


I just bought this storyboard panel from a 1952 UPA production, "Man Alive!", directed by Bill Hurtz(according to the Internet Movie database, that is--someone correct me if it's wrong). Nominated for an Oscar for best documentary short--this was apparently done for the American Cancer Society. I haven't seen the film so I don't know if it was a brief cartoon segment or simply part of a board done for the live action; if so, it certainly is a stylized couple.
Edited to add: Amid Amidi added some information on "Man Alive!" in his comments, including news of a screening of this obscure film in Hollywood in March--worth looking at-click the "comments" link.

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