Creating 3-D Animation - Lord, Peter
Creating 3-D Animation - Lord, Peter
Creating 3-D Animation - Lord, Peter
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foreword
Nick Park
Gromit reacts in terror at his first sighting of the mysterious Techno
Trousers in The Wrong Trousers (1993), directed by Nick Park.
I wish this book had been written in the Seventies when I was a
teenager and started experimenting with animation and making my
first movies. I did not meet another animator or even anyone with a
vague knowledge of the technique, for years. My early experience in
animation was therefore a solitary one; a case of guesswork and trial
and error. I felt that everyone else must be 'doing it right', and there
must be something very obvious that everyone else knew about that I
was not doing. I scoured old library books and movie magazines for
any scraps of information, but found very little.
Later I met Peter Lord and David Sproxton whose work I had long
admired.Through them and Aardman Animations I met more of our
species, and was surprised to find that they had all felt similarly
isolated and had worked through experimentation either at college or
on the kitchen table.
This book is an inspiration that provides insights into a world that can
seem mysterious and out of reach for the aspiring animator. It is also a
thoroughly good nose-around ihe processes of traditional 3-D
animation for those enthusiasts who like to know about these
things.This is the book that I always wanted to read but could not ...
because it had not been written.
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3
introduction
introduction
Peter Lord
Peter Lord with his character Adam. Released in 1991, Adam won
Aardman an Oscar nomination.
J-
introduction
which used the properties of chalk to blur and soften and drag out a
line, and
film is returned from the lab can you see what you
find out how bad your timing is, how clumsily your
Shortly after this, Dave's Dad arranged for us to show our work to a
producer at the BBC. Patrick Dowling produced the 'Vision On' series,
which was
The studio during the early years - when the entire modelmaking
department was confined to a single table.
introduction
We filled that roll with tests and experiments - some chalk animation,
a eel sequence (the original Aardman film), some pixillation (where
human beings are treated as animation puppets), and a couple of
sequences where we experimented with Plasticine (modelling clay). In
one of these, we made a low-relief Plasticine model of a cottage - a
crude, childlike thing, I recall. As before, the camera was directly
above, looking down on to the model. Under the camera it
metamorphosed, as only Plasticine can, into a low-relief model of an
elephant. Not the world's greatest storyline, I agree.The BBC showed
no inclination to buy this piece, or to commission more, but for me a
seea was sown. I had tried this new malleable medium and found it
strangely attractive. It took another couple of years for the technique
and the storylines to evolve, but our animation future was going to be
in three dimensions.
In fact what the BBC did buy was the Aardman sequence. It was a
piece of conventional eel animation, and I remember it as the most
'professional' piece on the roll. Aardman is a character that I originally
drew in a strip cartoon. He
II
introduction
That may not be a gripping read, but it was good enough to get bought
- and for £ 15 or so. This was the moment when, faced with a
'purchased programme' agreement and a cheque from the BBC, we
opened a bank account in the name of Aardman Animations. I
remember discussing the merits of'Dave and Pete Productions' and
numerous other possibilities, but Aardman it was.
Then the approval of our peers became important. Suddenly a film was
more
introduction
live through them to some extent - for good or ill - enjoying their
triumphs
k
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Srian Sibley
The creation myth is very old and is found, with variations, in many
different cultures and faiths. As a symbolic picture, explaining not just
the origin of man but also the source of man's creativity, it has
provided a recurrent image for artists down the centuries and, in
particular, for the work of the three-dimensional animator. Peter Lord,
for example, returned to the idea in his 1991 Oscar-nominated film
Adam, in which the relationship between an animator and his clay
became an amusing analogy for the relationship between God and
Man.
But first things first: what is 3-D animation? Most forms of animated
film-making achieve their effect through essentially flat images either
drawn on eels (transparent sheets which can be overlaid on
background paintings and then photographed), or possibly painted on
glass or directly on to the film. A three-dimensional animator,
however; works with articulated puppets or with models built around
a metal, moveable 'skeleton' called an armature, and made of
Plasticine (modelling clay), fabric or latex. Occasionally, the 3-D
animator will work with cut-outs, and he often uses his skills to give
animated life to a bizarre range of inanimate objects from a bra to a
burger.
&
Not only must characters and settings be designed, but decisions must
also be taken about what movement will be involved in a scene and the
kind of shot -perhaps a close-up or a long-shot - that will be used. So,
whilst animation is a highly creative medium, it is weighed down by
time-consuming processes which require the successful animator to
have vision, vast quantities of patience and a sustained belief in the
film that is being made.
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showing the beast with multiple legs.The vases of ancient Greece with
their
gods and heroes, and the friezes of Rome with their battling warriors
and
Stories of pictures that came to life can be found in folklore and fairy-
tale, but
it was not until the 19th century - in the years leading up to the
invention of
Among the many pioneers in Europe and America who explored ways
of capturing images of real life, and attempted to analyse and replicate
movement, were Britain's William Henry Fox Talbot, who devised a
photographic method for recording the images of the 'camera obscura',
and English-born American, Eadweard Muybridge, who, in 1872,
began producing a series of studies of human and animal life,
photographed in front of a plain, calibrated backdrop. The
photographs, shot every few seconds, revealed what the human eye
cannot register: the true complexity involved in the mechanics of
physical locomotion.
Muybridge's baseball hitter, who served as a model for the animated
sequence shown on pages 138-139.
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The rocket lands on the eye of the Moon, from Georges Melies's
fantasy film Voyoge to the Moon (l902).Many of the visual tricks
employed in this film were achieved by stopping the film, altering the
image and photographing the new scene.This later became one of the
basic techniques of 3-D animation films.
It was in I 895, just three years after Emile Reynaud showed his
Theatre Optique, that two French brothers, Auguste and Louis
Lumiere, presented the first authentic demonstration of what we now
think of as cinema.There was nothing particularly sophisticated about
the Lumieres' first films - workers leaving a factory, a baby being
spoon-fed, a tram entering a station - but to those early audiences they
were nothing short of miraculous. Indeed, when the railway engine
rushed towards the camera, billowing clouds of smoke and steam,
some patrons were so startled by the realism that they fled the theatre
before the engine could run them down!
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Although this camera trick had first been used a year earlier in
America to create a compelling illusion in the Edison Kinetoscope
film, The Execution of Mary Queen of Scots (in which, just before the
executioner's axe fell, a dummy was substituted for the actress playing
the Queen), Melies was unquestionably the first European film-maker
to discover this technique independently. He then use it to great effect.
&\
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of media with which to create its illusions of life. The most popular has
been drawn animation, probably because of the important link
between storytelling and illustration, the heritage of cartoonists and
caricaturists and the visual impact of graphic design in advertising.
Blackton, a Briton who settled in America and who was to make trick-
films with various media (including, as we shall see, puppets and clay
models), produced a film entitled Humorous Phases of Funny Faces,
inspired by a then-popular stage entertainment. One of the speciality
acts seen at tum-of-the-century vaudeville shows was the 'Lightning
Sketch' artist who created rapid pictures and portraits, sometimes
undergoing a comic metamorphosis. Blackton recreated this effect on
film with faces drawn on a chalkboard which were then brought to life
with amusing results, as when smoke from a gentleman's cigar billows
across the smiling face of a lady and leaves her scowling. Blackton's
process of drawing a picture, photographing it, rubbing part of it out
and then redrawing it was the most basic use of the stop-motion
technique.
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pieces of paper that had been carefully cut so as not to obscure the
setting.
The scene was now set for the emerging talents of a group of artists
who would dominate tne early years of film animation.They included
Pat Sullivan (creator of Felix the Cat) and his collaborator Otto
Mesmer; Dave Fleischer (responsible for the 'Out of the Inkwell'
series); Paul Terry ('Aesop's Fabies'); Walter Lantz (Dinky Doodle and,
later Woody Woodpecker), and the man who created Mickey Mouse,
introduced sound and then colour to the animated film, pioneered
feature animation and whose name eventually became a synonym for
the cartoon film - Walt Disney.
One such was J Stuart Blackton who, with his partner Albert E Smith,
had used stop-motion photography to create startling effects in his
1907 live-action film The Haunted Hotel and, the following year,
produced what is claimed as the first stop-motion puppet film, The
Humpty Dumpty Circus. This film, now lost, used jointed wood toys of
animals and circus performers belonging to Smith's daughter, which
were posed and then photographed. Looking back, years later, on the
making of this film, Smith recalled: 'It was a tedious process in as
much as the movement could be achieved only by photographing
separately each position. I suggested we obtain a patent on the
process. Blackton felt it wasn't important enough. However, others
quickly borrowed the technique. improving upon it greatly'
A rival claimant for having-made the first puppet animated film is the
British film-maker Arthur
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The 'toys come to life' was a recurrent scenario with early animators
partly because toys (particularly ones with jointed limbs) made good
actors and because the idea connected with a strong European literary
tradition of stories about living toys. A typical example - which also
incorporated the popular dream device - is Italian film-maker
Giovanni Pastrone's film The War and the Dream of Momi (19 I 3), in
which an old man tells his young grandson, Momi, tales of war Falling
asleep, Momi dreams of a dramatic battle between puppets, during
which he gets spiked by one of the soldier's bayonets.The boy wakes to
discover that the weapon was in fact only a rose-thorn.
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fight.Their jaws remind one of deers' horns. I wished to film them but,
since their fighting is nocturnal, the light I used would freeze them
into total immobility. By using embalmed beetles, I reconstructed the
different phases of that tight, frame by frame, with progressive
changes; more than five hundred frames for thirty seconds of
projection.The results surpassed my hopes: Luconus Cervus (1910, 10
metres long), the first three-dimensional animated film ...'
25
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cool, juicy orange. Duffy, a toy puppy-dog, hears and notes her
request.The
following day, the toys stage an escape from the van that is taking
them to
a heap of sawdust.
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In its more bizarre and beastly moments, The Mascot foreshadows the
films, three decades later of Czech animator Jan Svankmajer. In his
film Alice (1987), a skeletal fish and a small animal skull with doll's
eyes and tiny human legs travel m a coach pulled by white cockerels
with skulls instead of heads.
From his first film, The LastTrick (1964), Svankmajer brought to the
cinema the theatrical skills of masks and puppets, combining them
with film animation techniques using clay, models, cut-outs and
inanimate objects conjured into life with a sharply focused surreal
imagination that is endlessly startling. Svankmajer's films play on
universal phobias: dark cellars and empty houses; dead things - such
as an ox's tongue - that look uncomfortably human; and dangerous
things such as nails, scissors and broken glass. His subject matter flies
in the face of social taboos, linking food, death and sex, pain and
pleasure in shocking, unforgettable imagery
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J*
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The Pit and the Pendulum (1983) reveal two of the major influences on
Svankmajer - Lewis Carroll and_ Edgar Allan Poe - and reflect his
fascination with dream states: those uncertain regions where reality
and unreality are excitingly - and often frighteningly - blurred; states
of mind where a pile of old shoes, their soles coming adrift from the
uppers, become a pack of snapping dogs, or where a stuffed rabbit can
sew up a gaping seam to prevent the sawdust from spilling out.
That heritage was the motivating force behind many of the earliest
puppet films which - although now virtually unknown or seldom seen -
were hailed in their day as being innovative cinema. The New Gulliver
(1935) by the Russian animator, Alexander Ptushko, features another
dream story in which a boy falls asleep over a copy of Gulliver's
Travels. Ptushko's film includes scenes filmed in the camera (as
opposed to being created through optical techniques in processing),
incorporating a live actor and some 3000 puppets. Ptushko went on to
produce a number of feature-length films combining animation and
live-action including The
Soldiers parade next to the bound body of their captive, from The New
Gulliver (1935) by Alexander Ptushko.
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George Pal's musical fantasy Tubby the Tuba (I 947), using techniques
developed in his short puppet films which he called 'Puppetoons'
Fisherman and the Little Fish (1937) and The Little Golden Key
(1939), based on a Russian version of Pinocchio by Alexander Tolstoi
in which an organ-grinder, Papa Karlo, transforms an amazing talking
log into a little wooden boy named Buratino.
they ordered other films where the cigarettes spoke. So we put little
mouths
on them - no faces yet, just mouths. And then we put faces on them,
and
put hats on them, and put arms and legs on them - wire legs with
buttons
for feet...'
Pal's early puppets were very basic: heads and hands tended to be
wooden balls, bodies were blocks of wood and limbs were made of
bendy covered wire. Although they would become more sophisticated,
they remained highly stylised with movements that have an almost
mechanical precision producing a look not unlike that ach eved,
decades later, with early computer animat : films required the use of a
great many models or part-models: for a Puppetoon to walk through a
scene might require the use of as many as 24 sets of legs, while up to
100 replacement heads could be used for a character in.one of his
more elaborate films such as Tubby the Tuba (1947).
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A ship made from blown glass in George Pal's exquisite film The Ship
of the Ether (1935).
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Pal was, however, capable of darker visions such as Tulips Shall Grow
(1942), a powerful anti-Nazi film in which an idyllic picture-book
portrayal of Holland -tulips, windmills and a pair of cute, clog-wearing
lovers - is suddenly overrun by a marauding army of goose-stepping
mechanical men. Made from nuts, bolts and washers, the robotic
soldiers carry banners declaring themselves to be the 'Screwballs'.
Bombs rain down from metal, bat-shaped planes until the windmills
are broken skeletons against a blood-red sky. Only when it rams do the
armies finally grind to a halt in a sea of rust.
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fairy-tale subjects.
The first of these films, Mother Goose Stories, featured highly detailed
sets and charming 'cartoon-style' puppets of Humpty Dumpty, Little
Miss Muffet, Old Mother Hubbard and others. Harryhausen then
made Little Red Riding Hood, Hansel and Gretel, The Story
ofRapunzel and The Story of King Midas before concentrating on stop-
motion special effects. Harryhausen's fairy-tale films show the skill of
an exceptional puppet-maker. His slavering wolves, bald-headed
demons and warty-nosed hags foreshadow the fiends and monsters
which he was later to create for the live-action cinema.
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in Jin Trnka's last film, The Hand (1965), the central character has a
typical impassive face, and although he is presented to us as a
sculptor, he is dressed and has the look of a pierrot. With an outsized
head, a beaky nose and two large, soulful eyes, he is clearly the comic
tragedian. A gigantic Hand (symbolising dictatorship) demands that
this innocent little artist carve a likeness of him for a monument.
When the sculptor refuses, the Hand imprisons him in a cage and
forces him to carry out the commission. Having reluctantly completed
the work, the sculptor- escapes, butTrnka concludes his allegory on
the freedom of art with the Hand pursuing and destroying the sculptor
and then celebrating his work with a grand funeral.
33
_>
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Scene from Galina Beda's Ruth (1996), one of the 'Testament' series
made by S4C/BBC/Christmas Films, Moscow.
Some of the finest puppet animation in recent years has emerged from
a collaboration between the British television company S4C,the BBC
and the Moscow-based group of animators, Christmas Films.Three
series (using a variety of animation media) have been made:
'Shakespeare,The Animated Tales','Operavox' and 'Testament'
including, among many fine pieces of animation, Stanislav Sokolov's
elemental visualisation of The Tempest (1992); Maria Muat's Twelfth
Night (1992) which captures the romance, confusion and buffoonery of
Shakespeare's comedy, and Galina Beda's Ruth (1996) which retells
the moving Old Testament story of love and loyalty with a precision
and delicacy that recalls the work of Trnka.
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Puppeteers on the set for Bob Smith's 'Howdy Doody' show, which had
a great success on American TV in the 1950s.
Right: Bob Smith with his puppet characters Howdy Doody and Heidi
Doody.
and Bill and Ben, the Flowerpot Men (all between 1950 and 1955)
quickly established themselves as children's favourites.
37
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One film-maker who found the confidence to cut the strings and turn
to stop-motion photography was Gordon Murray who, at the
beginning of the Sixties, was producing elaborate puppet plays about
the bewigged inhabitants of a Rurttanian principality named Rubovia,
but who within only a few years was producing stop-motion films
about the smalltown dramas in idealised rural communities
(represented by model-village settings and characters in 1930s
costumes) called 'Camberwick Green' (1966) and Trumpton' (1967) .
All these series - regardless of whether their characters were made out
of wood, fabric or knitting-wool - had aTrnka-like simplicity of shape
and fixed expressions. In contrast many of the films produced by
Cosgrove Hall (a partnership of two British artists. Brian Cosgrove and
Mark Hall) have preferred the detailed realism and moving features
pioneered by Ladislaw Starewich.
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The characters' mobile features and subtle eye and lip movements
were widely praised in the Cosgrove Hall film of The Wind in the
Willows (1983).
Working with rubber moulded heads, Cosgrove Hall have shown that
it is possible to achieve the most subtle eye and lip movements.
However, because latex always has a rubbery look, it is far more suited
to modelling animals with skin, such as Toad, than furry creatures like
Mole and Rat. Additionally all moulded rubber puppets run the risk of
showing tell-tale traces of the joins on the plaster moulds from which
they are made.
39
.*
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Tim Burton's Vincent told the story of a strange little boy who
modelled his life on the movie career of his idol, the horror star
Vincent Price. Burton's stylised
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.%
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Puppet film-makers have, over the years, used all manner of materials:
wood, metal, rubber fabric, leather paper and plastic.Then there is a
material called Plasticine, invented as long ago as the 1890s, which
offers a different kind of potential to the animator Film-makers began
using clay-like substances to create animated effects from the earliest
days of the movies and, as with line animation, their efforts owed a
debt to the theatre.
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43
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A PERSONALLY DIRECTED
MERiAM C
COOPER
ERNEST B
$€HOEDSAC
PRODUCTION
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with a model of the deadpan comic riding on the back of a clay
dinosaur. Later, in 1928, animator Virginia May made Monsters of the
Past which featured a battle between those ever-popular prehistoric
combatants, the Triceratops and theTyrannosaurus Rex.
Eight years after The Lost World (and having failed to complete
another prehistoric project, Creation), Willis O'Brien created the
special effects for Merian C Cooper's classic fantasy, King Kong: a film
which so powerfully created its illusions that, more than fifty years on,
it still haunts the imagination. King Kong is full of stunning animation
sequences, many of which incorporate footage of the film's live-action
stars. Among its most memorable scenes are those in which Kong
battles with various prehistoric creatures, including a Tyrannosaurus
Rex and a Pteranodon, and the unforgettable climax on the top of the
Empire State Building when Kong attempts to fight off the attacking
aircraft.
Left: Poster for Merian C Cooper's classic fantasy King Kong, with
special effects by Willis O'Brien.
Kong and the Pteranodon battle over Fay Wray, one of the film's many
animation sequences incorporating live action.
45
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In fantasy films that range from The 7th Voyage ofSinbad (1958) to
The Clash of the Titans (1981), Ray Harryhausen brought to life a
troupe of terrifying mythological creatures - sirens, dragons, centaurs,
griffins, a two-headed roc and a one-eyed Cyclops. Ray Bradbury once
referred to these alarming and alluring creatures of Harryhausen's
genius as 'the delicious monsters that moved in his head and out of his
fingers and into our eternal dreams'. In what is probably Ray
Harryhausen's finest film, Jason and the Argonauts (1963), there is a
stunning episode in which live-action star Todd Armstrong fights a
skeletal army, born from the scattered teeth of a Hydra. It is a
breathtaking sequence of screen magic which has inspired many
animators, including Aardman's Peter Lord and Dave Sproxton.
grotesquely large nose. The sitter arrives and is not best pleased with
the likeness. Meanwhile, on paper, Ko Ko is having fun in a winter
landscape, building a snowman who also has a huge nose.To stop Ko
Ko's antics, Max throws a lump of real clay on to the line-animated
image.The clown throws the clay back, escapes from the drawing and
runs amok in the studio. Before being returned to the inkwell, Ko Ko
climbs on to the sculpture of the large-nosed gentleman and hides in
one of the cavernous nostrils.
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The on-screen realisation of the battle between Jason (Todd
Armstrong) and his skeletal opponents in jason and the Argonauts.
The medium was not revived until 1955, when Art Clokey created a
character who has been described as 'almost irritating in his utter
cuteness', but who became an American institution - Gumby. Art
Clokey produced 127 six-minute films featuring Gumby and his little
horse, Pokey, each of which was a combination of ingenious animation
effects (frequently achieved on a shoestring budget) and scenarios that
reflected their creator's strongly held beliefs in fairness, tolerance and
goodness.The innocence in Gumby's personality is reflected in his
look: an arrangement of geometric shapes making the character easy
to construct and animate. Gumby is essentially a flat, upended
rectangle of greenish-blue clay, divided at the bottom into two splayed,
footless legs.
Art Clokey's character Gumby, with his faithful steed Pokey, whose
success in the mid-1950s revived interest in clay animation films.
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recognisably from the 'real' world never bothered Art Clokey, but other
animators have adopted the purist attitude that stories told in clay
should not include anything that is not made of clay. One such artist is
the man who did much to revive an interest in clay animation, Will
Vinton.
It was in 1974 that Will Vinton and his then-partner, Bob Gardiner
came to prominence with Closed Mondays, a film about a drunk who
gets into an art gallery where - to his inebriated gaze - the pictures
appear to come to life. Closed Mondays won an Academy Award in the
category which had previously been 'Best Short Subject - Cartoon' but
which had now been renamed 'Best Short Subject - Animated Film'.
Although Vinton's early models were relatively unsophisticated, his
technical aims were ambitious with painstaking attempts to achieve lip
sync by studying the film footage of actors reading the lines of
dialogue.Vinton's films also involved complex camera moves including
pans, zooms and tracks - all of which had to be created frame by
frame.
Short films such as Dinosaur and A Christmas Gift (both 1980) and
The Great Cognito (1982) led to Vinton making the first clay animated
feature, The Adventures ofMarkTwain (1985).Also known as Comet
Quest,this is an ingenious but episodic tale in which the great
American writer and wit sets out on a wild journey to meet Halley's
comet on a vessel that is an amalgam of hot-air balloon and
Mississippi paddle-steamer.Twain is joined by three of his fictional
characters -Tom Sawyer, Huck Finn and Becky Thatcher - for whom
some of the author's less well-known stories are inventively brought to
life.The film contains exceptional animation, especially in the creation
and manipulation
49
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Characters in one ofWill Vinton's adventurous advertising films made
for the California Raisin Advisory Board.
of the title character with his mane of white hair; walrus moustache,
twinkling eyes and ever-present cigar. Will Vinton's Twain is an
incomparable example of human animation in a style that subtly
combines naturalism with caricature.The film also contains numerous
stunning special effects as when one of the books in Mark Twain's
airborne library snaps open and a river of multi-coloured clay flows
and splashes out. The Adventures of MarkTwain received a limited
critical success as did the Disney live-action feature film, Return to Oz
(1985), to which Will Vinton contributed amazing animated
effects.This sombre, songless sequel to the happy-go-lucky MGM
classic returns Dorothy to a now ruined Emerald City and, among
various scary encounters, she visits the underworld domain of the
Nome King who, in an ingenious Claymation sequence, is gradually
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Morph, with his friend and alter-ego Chas, was an early creation of
Peter Lord and Dave Sproxton, and first appeared in the BBC 'Vision
On' series in 1976.
Vinton took the art of clay animation to new heights of invention and
sophistication, the medium failed successfully to challenge the
supremacy of eel animation, particularly with the revival of animation
talent at the Disney studio, beginning in 1989 with The Little
Mermaid.
The success of these short pieces led to the creation, in 1976, of Morph,
the small terracotta man who interacted with the programme's artist
Tony Han, and who had a propensity for 'morphing' into animals,
objects or sometimes just a ball of the raw material of which he was
made. Viewers responded to Morph's simple shape, friendly features
and warm colour; he quickly became a star of the small screen and
secured Lord and Sproxton's reputation. His regular appearances on
'Vision On' were followed by a series, The Adventures of Morph' (1981
-3), in which he was joined by an ever-expanding family of delightful
and quirky characters.
<*
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A scene from On Probation, one of five ground-breaking films in the
Aardman series 'Conversation Pieces' (1982-3). For these films, Peter
Lord and Dave Sproxton built their stories around real-life taped
interviews, but they themselves nev»r met the people involved.
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words seems more sharply focused and the passing banalities of life
take on
a new significance.
One of the other films in this series was a significant departure. Palmy
Day* animated a rambling over-the-tea-cups conversation between
several elderly people repeating oft-told tales and laughing politely at
unfunny anecdotes. Peter Lord and Dave Sproxton could not, at first,
see any value in this material, until they took a leap of the imagination,
dressed the old folks in tattered clothes and palm-leaf skirts and
placed them in a hut on a tropical island with a crashed plane in the
background. By juxtaposing the surreal with the
53
The quiet desperation of the door-to-door salesman in the Lord and
Sproxton film Sales Pitch, another in the 'Conversation Pieces' series.
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Day Out (1989) introduced the world to Wallace, the eccentric, cheese-
loving
inventor and his faithful dog, Gromit.The story was pure comic-book
adventure
Wallace (voiced by Peter Sallis) and the real brains behind the
partnership,
Wallace tastes Moon cheese in A Grand Day Out (1989), the first
Wallace and Gromit film which Nick Park completed after joining the
Aardman studio.
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Compilation of images from Barry Purves's films Next, Screen Play,
Rigoletto and Achilles
55
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The remaining films in the 'Lip Synch' series followed the convention
of the earlier Animated Conversations' and 'Conversation Pieces'.
From Peter Lord
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57
gfUDENTl QDRNEROh
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In the same year - and in striking contrast - the studio produced a pop
video for Peter Gabriel's single, Sledgehammer, directed by Steve
Johnson. This tirelessly inventive film created a series of lip-synced
images using the singer's real head alternated with likenesses in clay,
ice and -courtesy of the Brothers Quay who contributed to the film -
bleached wood, rusting metal and assorted fruit and vegetables,
animated in the style of Jan Svankmajer
Frames from the Aardman pop video made for Peter Gabriel's single
release, Sledgehammer (1986). The video was directed by Steve
Johnson.
Steve Box joined Aardman in 1992 and animated with Nick Park on
The Wrong Trousers and A Close Shave before directing his first film,
Stage Fright, in 1997. A black comedy, set in a decaying theatre at a
time when music hall was giving way to cinema, the film tells howTiny
- a diminutive, dog-juggling freak - wreaks a terrible revenge on the
villainous Arnold Hugh who usesTmy's trained dogs to help establish
his own career as a film actor.The time-scale in Stage Fright shifts
constantly between the present and flash-back just as, visually, it
alternates between scratched and grainy black-and-white film images
and the world of the
the medium
Peter Lord is now embarked on the studio's latest venture, its first
feature-length film. Jointly directed with Nick Park, the film - which is
still in the early stages of development - is provisionally entitled
Chicken Run, although, as with any film, that may change. All Peter
Lord and Nick Park will reveal about the picture is that it could be
described as The Great Escape - with chickens!
the medium
years ago, when Walt Disney embarked on the cinema's first animated
feature, Snow White and the Seven Dwarfs, there were those who
shook their heads and said that he should stick to his Oscar-winning
short cartoons featuring Mickey Mouse. Disney was undaunted and, as
a result, animated feature films are now an accepted - and
extraordinarily successful - part of today's film industry.
It is all very like those ancient creation myths in which some god or
demi-god takes up a fistful of mud and shapes it into a thing that can
hold, within its fragile form, all the passions, ambitions, dreams and
despairs that are the lot of humankind - though without any certainty
about how that creation will direct
basic needs
practical animation
Standard 8 cine camera, now more or less superseded by the Super 8
The Camera
Whichever way the still pictures are generated, whether the animator's
way or the easy way, the same basic equipment is required: a camera
with a lens to trap the picture, a system to record and retain it, and a
steady tripod for the camera.
Check that the camera has the facility to take 'single frames' as well as
running at its normal speed or speeds. Some cameras have a single-
frame button; with others, you can only take single frames via a
manual cable-release trigger. Some cameras have both. A cable-release
mechanism saves you touching the camera and causing camera shake,
but is not essential. Check that your
:*or shows the same gauge of film as the camera (Standard or Super).
Using 8mm equipment will give you 18 or 24 fps. both of which are
fine for showing movement in a convincing way.
LENSES
It is not necessary to rush off and buy a set of lenses. Every type of
camera will have a lens of a standard length. If you have a lens of
medium to fairly long focal length, this will allow you to position the
camera far enough away from the model so that you can get in more
easily to animate it. For the same reason, a very wide-angle lens is best
avoided, because the wider the lens the closer the camera needs to be
to the model. After you have been filming for a while, a zoom lens is
worth considering. With a zoom you can easily put movement into
your films. All you have to do is adjust the barrel of the lens between
each frame as you move into, or out from, the subject.
When looking at lenses, check that they focus down to short distances,
typically I ft (0.3m), to enable models to be kept in focus. Cameras
fitted with a zoom lens normally have a 'macro' setting which allows
the lens to focus extremely close. Where lenses do not have a close-
focusing facility, you can buy a supplementary close-up lens which
clips to the front. These lenses are available in a series of strengths
called Dioptres.
FIXING THETRIPOD
Make sure your tripod is firmly fixed and does not move while the
camera is in use.You can weight a tripod by putting weights on the legs
and/or suspending a weight from the midpoint beneath the
camera.You can fix the legs to the floor or plant them in a triangular
spreader which has holes for the legs and stops them slipping
sideways.To help prevent the spreader from shifting if someone
accidentally knocks against it, weigh down each of its arms with
sandbags.
practical animation
Video camera
'^ To calculate how far the camera should move during a pan or tilt, fix
a pointer to the back of the camera head which follows an arc on a
piece of cardboard. Basically, you divide the distance the camera has
to move by the number of frames the move runs for.The move needs to
accelerate to its full speed and then slow to a stop at the end. On the
arc, mark off gradually increasing and decreasing increments for the
first and last quarters of the move.
35mm camera with connection for video assist (see pages 70-71)
mounted on top of the camera body.
On the face of it, video has many advantages over cine film.These
include low -light exposure, auto exposure, reusable tape (making it
cheaper to run), good picture quality, no need for a projector (you just
watch it on TV), and instant replay.The big disadvantage is that the
types of video camera available in the high street do not take single
frames. Some boast an animation facility, but the best we know of take
a quarter of a second per shot - the equivalent of 4.5 or 6fps on cine
film.This is just not enough for smooth movement.You can certainly
do some animation on a video camera, but the results will be crude
compared with what you get using cine film.
66
MOTION CONTROL
The most common camera moves are pans, where the camera scans
sideways, and tilts, where it pivots up and down.You can also track a
camera, moving the whole thing to one side, or forwards and
backwards.
Any movement of the camera must be done smoothly, and there are
various devices for controlling the camera as it moves. At the top end
of the motion-control field is the Milo, right, a massive rail-mounted
electrically driven computer-operated crane, with a boom arm that
swivels on a revolving pedestal.This super-versatile rig allows the
camera to be moved with optimum smoothness in just about any
conceivable direction, its operation controlled by computer. It also
repeats movements with extreme accuracy.
For Super 8 or 16mm cameras, buy a geared camera head which fits on
top of the tripod.The head is equipped with handles which you turn to
make a pan or tilt.
&W
practical animation
A Simple Studio
Our first studio was the kitchen in Dave's parents' house. Our stage
was the kitchen table and our tripod was an old enlarging stand. In
later years we moved up-market, first to the spare bedroom and later
to his sister's room in the attic (which, I hasten to add, she had
vacated). As this suggests, the basic requirements for a model-
animation studio are very simple. You need your camera - film or
video - and a computer (if that is your chosen method of storing the
images).You need a tripod, to support the camera, a flat surface to act
as a stage or set, and some lighting to ensure an unchanging level of
light while you are animating. And, of course, your character, puppet
or whatever.
must not bump into and manage to avoid them - often without looking
- with
You should be able to tighten your tripod so that the camera cannot
slip, even over days. If, as we have already said, you can tape or
otherwise fix the tripod legs to the floor, great. If not, try to weight it
down so that a glancing blow will not shift it. Sometimes at Aardman
we erect barriers - which could simply be ribbon or string - around the
tripod, just to keep the animator at a safe distance from it.
the most solid base you can.The table-top is your stage, and the
surface should be appropriate. We will see later how models can be
fixed to the table to hold their position, and some of these methods are
fairly intrusive, involving pins or screws. It may be best not to use the
actuai table-top but to fix another surface to it. If you decide to do this,
thick fibreboard is a good choice. If you follow the Aardman career
path and start with clay models, you should be aware that oil and
sometimes pigment can seep out of the clay and stain unvarnished
wood. You may imagine that clay would stick well to a textured
surface, but I found with Morph that he actually stuck best to
something smooth and hard, like varnished wood, melamine or
formica. If your chosen surface is a board laid on top of an existing
table, make sure it is firmly clamped to the table.
practical animation
A Complex Studio
As you can see, we have moved off the kitchen table. I love the studios
at Aardman. I love the fact that they look, and sometimes feel, totally
chaotic, though actually they are spaces which have evolved to be the
way they are, and this includes being very efficient and businesslike.
Even so, I hesitate to show them off to aspiring animators, in case they
are discouraged by the complexity and technical sophistication.
The main characters in Limoland are singers Tina Turner, above, and
Barry White, and because they appear in sets of different sizes we had
to make them in two different versions. One set was the ordinary size
for puppets, which is about 9in (23cm) high, and the other was double
that.
HTi . y —
•/*.
This street set for Limoland is built on a steel table at the right height
for animators to get in and out. We also left gaps for them between the
buildings (which cannot be seen from the camera's viewpoint).To
make things even more complex, we had to deal with a lot of 'practical'
lights in the form of street lights, lights from cars and others in the
buildings, all of which took a long time to set up.
Digital Frame Store This looks rather like a small video mixing desk.
We use it to store the image we have just taken, so that we can
compare it wit h the one we are preparing to shoot.The frame store
usually has a slider con ■ o that the animator can mix gently between
the two images, checking that every detail is correct. It is also
invaluable for checking that nothing in the picture has moved that the
animator did not want to move - on in the case of the animator's worst
disaster, when the puppet falls over during shot, it is possible to
replace it in exactly the right position.We are now in the process of
building the frame store into the video recorder so that everything is
housed in one container
practical animation
The outer lamps in this group are fitted with Fresnel lenses which
allow the beam angle to be adjusted.
Second and third from left are profile spots. Profile lamps give a more
controllable beam of light which can be focused to give a hard-edged
light or softened for a more subtle effect. Internal shutters can help to
control the spread of light. You can also insert a'gobo' -literally,
something which comes between the lamp and the set. We use these to
project a defined shape such as a window or a slatted venetian-blind
pattern.
The fill light fills in the shadow side of the subject, keeping a
reasonable difference between the two, typically one to two stops, to
prevent the shadow side going totally black.To avoid multiple
shadows, this light is often a'soft' light, diffused by tracing paper or
similar which is placed over the front of the lamp, or by 'bouncing' the
light off a white card to produce a diffused source.
Over the front of the bigger lamps are 'barn doors' which help to
control the spread of light and avoid unwanted spillage. Coloured gels
can be either clipped to the barn doors (far left) or mounted in a frame
that slots into the front of the lamp (third from right).
How lighting enhances the action. Clockwise from top left: Warm light
from the fire is contrasted with the cold blue moonlight flooding in
through the window; from Wat's Pig. Film noi'r suspense with deep
shadows and a shaft of bright light in The Wrong Trousers. Car lights
flash across the wall of the interview room in Going Equipped. Back
lighting rims the worm/phallus shape of the character in /dent and
makes him stand out from his background.
Bounced light is very useful, but the light 'falls off (diminishes in
power) very rapidly if the bounce board is too far from the subject.
The back light is used to 'rim' the subject with light, producing a
highlight along all the top edges and separating the subject from the
background.This is often called giving the subject'an edge'.This light is
placed quite high to the rear of the set pointing towards the camera.
Care has to be taken not to have the light shining directly into the
camera lens, so the lens may need to be shielded with a lens hood.
74
Preston at three times of day. For the daylight shot, left, the scene is
keyed from the left as if the main source of light is from a high sun.
The fill board to the right of the set bounces a soft light into the
shadow areas.
Wiring up the headlight with a wire through the wheel arch. An
important element in dressing and lighting night scenes is the use
of'practicals' such as these headlamps (actually torch or flashlight
bulbs) which are connected to a low-voltage power supply.
Once your basic lights are in position, you can adjust the amount of
light thrown on to the set by various means. First, think what kind of
an overall effect you want. Do you want a bright, high-key look with
little to no contrast -effectively shadowless - a style often used in
comedies or to replicate an outdoor light without sun? Or do you want
something more moody and low-key, with high contrast and plenty of
shadows, the kind that goes best with thrillers?
Soft back light can be produced by placing the lamp beside the Camera
and directing its beam over the top of the set to bounce off a white or
foil-covered board above and behind the set.This gives good rim-
iighting effects, but the lamp will need to be quite a bit stronger than
the key light to read adequately.
Another good effect is to throw shadows on the wall of a set to look like
sunlight pouring in through a window. Cut a window-frame shape out
of card and place this close to the set and some distance away from a
spotlight, positioning it so that it produces a slanting 'sun beam' across
the wall. Putting a light orange filter on the light source will make it
even more convincing.
Above left: It is dusk, and the scene is now keyed from the right using
a lower light source and an added orange gel (filter) to give the
impression of a setting sun. The advent of darkness is further
emphasised by having very little frontal fill light and by using
practicals such as the headlamps and lights in the building.
75
practical animation
simple techniques
Simple Clay Animation
with it - let it stand up and flip over Divide it into two lumps.
Make them rotate around each other. Each time you move
you move it, mark its position on the table with a loop of
clay, lift it off the set, squeeze it out longer, then put it
78
tl)/
*^±±
Top: A simple bar of clay, straight from the pack - and never mind the
finger-prints! Make it stand up, flip over and break into fragments.
Left: The raw material of clay animation. For filming we use English
clay, firmer than the American type which is softer and has brighter
colours. Clay is a simple tool, and you need no training to get
started.There is nothing to stand between you - the creator - and your
ideas.
Try to relax and not be too ambitious at first. Although you could go
directly to making a clay figure, a little person or animal, that would be
to risk becoming bogged down too soon in detail. Even at this first
stage in animation, there are rules and techniques which are simple to
follow and will enormously improve the finished result. Never forget
that the frame you are animating is one of a sequence. It is not an end
in itself. Never lose sight of how slow animation is. If you are working
in double-frame, 12 separate moves will only make one second of
animation.Time yourself going through a movement to get a sense of
how fast your puppet can or should move. How much can you do. how
far can you move in one second? If you have a stop-watch, use this to
time movements. If not, try saying Tick-tock' at a normal rate of
speaking; this takes about one second. If you need one second to
move, say 5 ft (1.5m), this means you can film your puppet travelling
an equivalent distance - perhaps a complete walk cycle - in 12 frames.
Divide up this space into 12 sections or frames to pinpoint each move.
79
practical animation
•••
m^i
ttVi
Jt JV yv
squeeze it out longer into a the ball has actually flown bend to make an
undulating and rub over the table
horn shape and let it spring trough the air. caterpillar. See how its
back surface to remove any bits
over in an arc and revert to arches up to power its of clay that would
shew up
simple techniques
.> AA A/I II A
**
OV JV Sir Jlr
Top: Squeeze out two shapes that rise up, cross over and land in each
other's places.Then they form columns, lean inward and intertwine.
^- Before you animate, use your own body to rehearse the movements
and secure a smooth flow from one phase to the next. We call this
'acting through the puppet'.
practical animation
Opposite: Room set ready for the opening shot. Objects such as the jug
and glasses, and the base of the anglepoise, will remain in a fixed
position throughout. Plan your own film with this in mind, allowing
later arrivals enough space to perform their moves. At the beginning of
your film, shoot 2-3 seconds of the same frame to establish the scene
before everything starts moving, and to freeze it at the end when the
action comes to a climactic halt.
mur ji
These techniques are not part of our mainstream work, but most of us
at Aardman have experimented with pixillation early on in our careers,
and most of us will jump at the opportunity to do it because it is great
fun. While conventional animation requires the animator to work
quietly and intensively on his or her own, pixillation is a process in
which several people can animate, or be animated, at the same time.
When you lay out your set for object animation, think first of the end
point and how to work towards it. Not everything has to be in the
opening sequence. Bring some objects in later to create a surprise.
Examples from our shots overleaf are: the abacus next to the guitar;
the clothes airer; and the dominoes and Lego pieces which jump out of
the box.Try to create relationships between the pieces: the clothes
airer does not just yaw up and down, it also moves sideways towards
the chest, the drawers of which open to allow towels and a scarf to
slither out and on to the airer's rails. You need only a minimum of aids
to make a room scene work: use tacky putty to hold the rug in position,
and suspend the towels and scarf with cotton. As ever, when you move
something to animate it, like the jug or glasses, be sure to mark its
position with a loop of clay or tacky putty before you lift it. When
selecting your camera position, choose a viewpoint where everything
can be seen clearly and without distortion; in our example the lens is
approximately at the eye-level of someone standing.
^piiUliiy f *
• CI'E
L'
.NT
practical animation
Now the action starts. On the left, the baseball cap creeps up the wall
unit, the cupboard door opens, a poster starts to unravel and the first
tennis racquet comes into view.The clothes airer jumps across the
room, in the corner there is now an abacus next to the guitar, and
more and more cushions arrive on the sofa. In the foreground, the
lamp
comes on and focuses with rising astonishment on the box and its
contents.The dominoes dance off in one direction and the Lego pieces
turn themselves into tower blocks. Meanwhile, the glasses fill with
orange juice and the jug empties. In the background, the curtains part,
the blind slides up and flowers multiply like rabbits.
See how many other animated objects you can find in the pictures. If
you make your own film, think about the story behind it all. Perhaps
this is what happens every day, when the humans are out of the house
and the things come out to play. Run the film backwards, and
everything goes back to normal.
simple techniques
separate models Tor I second of film. We have used the technique only
a few
practical animation
Armatures for Wallace and Gromit.These mechanical skeletons are
precisely designed and built from detailed drawings of the character
(see page 99). You can make them yourself, though most amateur
animators get theirs from specialist suppliers.
Basic Principles
You have got your storyboard, at least in outline, and perhaps a few
sketches of the character you want to make. Now is the time to think in
some detail about the nature of the model and what you want it to
do.Think about its size, shape, weight, and the kind of movements you
need it to perform.
detail On the other hand, the larger the model the larger the set has to
be,
and that can present its own problems. For many of our films we make
the
human-shaped characters about 8-IOin (20-25cm) tall, and construct
Weight, too, can be a problem. Say you have a character with a big
head. Even if you use a hollow head, it will still need special support.
How much support? Will a simple wire skeleton be enough, or will it
need a tougher rod-and-joint armature? As ever, it is a balancing act
between the artistic requirements of how big the head must be, and
the practical question of how you can make that shape work.
Outwardly, Morph and Adam may look very similar. Both are human-
shaped figures made of clay. In construction, though, they are quite
different. While Morph is fairly earthbound, moving about over a
horizontal surface, Adam has to be far more athletic, able to stand on
one leg and bring off other balancing feats that Morph normally never
has to. Morph can thus be made of solid clay but Adam has to have
ball-and-socket joints in the legs so he can keep his balance.
In his quiet way, Morph also has his moments, as demonstrated in the
flick-through sequence at bottom right on pages 7-61.When a clay
model has to be tilted off-balance, there are lots of cunning ways to
stop him falling over - with a pin through the foot, magnets, a carefully
disguised blob of stickyback (wax), a rod in the back which the camera
cannot see, or very fine fishing wire suspended from a rig above the
model. For further tips, look at the sequences on pages 78-81, and see
also page 98.
basic, clay-only models.'That may be fine for the very early days,
but most people will then want to broaden out, and rightly so.
You need to test the other options. Quite soon you will also
90
Morph has always been handmade.To check that we always used the
same amount of clay, we weighed him on these old scales.
You might do better to go for a wire-based figure which has its rigid
parts, such as the head, made of balsa wood or fibreglass to cut down
on weight, and its skeleton covered with foam or cloth. A figure made
like this will last longer and let you do more with it. It will also, by
keeping its shape, retain the essentials of the character.This is
important. With clay, you can shave off so many bits between shots, or
unintentionally pull it so far out of shape, that you end up with a
different-looking character.This will not endear you to audiences, who
need to identify with a character that remains consistent and
recognisable.
Don't be afraid to experiment.The more you do, the more you will
build up an armoury of different solutions which you can apply in
different contexts. At Aardman, in the course of designing and
building a single character, we will look at dozens of different
materials. In modelmaking there is no neat set of perfect answers.
Every character calls for a different way of working.
: - — r - r i ■ : -:: '. ~ i
r • • zs t c 5 'ire
Making a Sheep
~ ;~ee: -_ -
lerethe plunge tt :
I from the Knit-:-=="■■» d„ z e ."eep were really
the sides for the pyramid scene when the sheep are on
neck to fit into the body at different points, depending on the shot.
When the sheep form a tower outside the prison (while Shaun saws
through
the bars and rescues Gromit), their heads are naturally forced
downwards by
the weight of the sheep on top, and so their necks had to be set lower
on the
body. In the usual standing position, the head was set higher up on the
body.
practical animation
Left-hand column: Legs are made from lengths of twisted aluminium
wire.
The feet are steel discs with holes for the leg and for a pin in case the
leg needs extra support.
The leg is covered in mesh which is cut to size and squeezed round the
aluminium wire.
The head is made of fast-cast resin. Once out of the mould, the holes
and slots for eyes and ears are drilled to shape with an electric drill.
Right-hand column:The first stage completed, with pieces of K&S
square-section tubing added last to join the legs to the body.
The eyes are white glass beads with pupils painted on using a paint
brush and enamel paint. First, the glass bead is placed on a cocktail
stick, then put in a drill and clamped with a vice.The drill is turned on
to run slowly while the pupil is painted.
The ears are made of aluminium wire which is twisted to leave a loop
at one end. Over the loop goes a piece of mesh, and over this goes the
outer covering of maxi-plast rubber, which is sculpted and baked in an
oven to retain its shape.
three models and modelmaking
Left-hand column:The second stage completed, with Plastazote body
and legs made of maxi-plast rubber which has been sculpted and
baked.
Next, the body and tail are covered with a square of foam, which is
trimmed to shape with scissors.
Eyelids are cast in coloured resin and then trimmed to shape. When
the head is finally assembled, the ears and neck are glued into the head
with epoxy-resin glue. The eyes, however, are bedded into a type of
sticky wax which holds them in place but allows movement.
Wear a mask when you handle epoxy-resin glue.
practical animation
Character sketches to work out the angles of head to body, the position
of the eyes for looking up, down or sideways, and how the paws change
from being conventional paw or hoof-like things, for walking on, to
human-style hands with four stubby fingers.
Gromit Construction
In their progress from A Grand Day Out to A Close Shave, the Wallace
and Gromit puppets have undergone a considerable evolution and are
now much more rounded and three-dimensional than they used to be.
Wallace had a much flatter face when he was building the rocket in the
cellar in A Grand Day Out. At first he did not speak much, but when he
did he suddenly developed cheeks and his brow got bigger. Now he is
much fuller in the face with quite rounded cheeks, and his mouth
expands quite enormously in a sideways direction when he speaks 'ee'
sounds, especially in words like 'cheese', mention of which tends to
make him grin as well. In the same way, Gromit's brow was much
smaller in the beginning, and is now quite big. His nose or muzzle has
meanwhile become shorter, and is less pear-shaped and more stubby.
At first he was to have been a talking dog, with a mouth, but this idea
was dropped when it became clear how expressive he could be just
through small movements of the eyes, ears and brow.
Not all Gromit figures are the same.The one shown here is a standard
Gromit standing on four legs. In other scenes where he is required to
sit down, say in an armchair or at the controls of the rocket, he has to
have a very different kind of ball-and-socket armature.This other type
is much more human-looking, simply because our joints are not in the
same places as those of dogs.
Starting with the armature and fast-cast resin parts for the head and
body, the Gromit shape is blocked out in clay and gradually smoothed
down with a modelling tool.Then the final details can be added - the
eyes, nose, ears and tail.
The eyes, like those of the sheep (see previous pages) are glass beads
with painted-on pupils.The noses were mass-produced for something
else, but when we saw they were just right for Gromit, we bought a
bagfu 1 . The ears and tail are made from a wire twist.This can be
coated with cotton, string or pipe-cleaners to help key on the clay,
which is then added and smoothed into shape.
practical animation
Making the armature is a delicate and specialist task. nothing less than
engineering in miniature.This picture shows the modelmaker
surrounded by the tools of his trade: in the foreground, vernier
calipers, alien keys, assorted pliers and a hacksaw.
Wat Construction
core covered with clay and sculpted, and the hands are also made of
clay.The
sculpture is broken down into its component parts, such as the "X^^H
torso, and these are cast in plaster.This produces a plaster mould in
i"^^ which the armature is placed and coated with foam latex.The
"***"* mould is baked and the finished torso (or whatever) is removed
I -eady for colouring and assembly with the head, legs and hands.
Wat and his brother, shown in split screen, essentially two characters
cast from the same mould.
• ee models and modelmaking
Co££
•
Sketch of how the armature fits inside the character's body.
practical animation
Sculpting the hands in clay. A character such as Wat will use a lot of
hand gestures in the course of a film, which means the hands will need
replacing from time to time with new ones.
practical animation
Rex Construction
Rex the Runt and the main characters in his series of adventures are
flattish, not unlike gingerbread men.Their shape, and the way they are
made, comes from the special way the series is filmed.This is the so-
called 2-D technique of shooting the characters on an angled sheet of
glass, often with a painted or photographic background positioned
behind the glass so that the two elements can be combined in a single
shot. Rex and the others - Wendy, Bad Bob and Vince - are not
completely two-dimensional (even a gingerbread man has a certain
minimal depth) but the way they can be used is very different from a
fully rounded, three-dimensional character
can sit in reasonable comfort at the sheet of glass, which is fixed at the
angle of
Once the mould is ready for use, the first step is to dust it with talcum
powder to prevent the clay from sticking to it.Then a thin layer of clay
is rolled out and pressed into the mould.This is followed by more clay,
pushed in carefully to make sure it works its way into all the detailing
of the figure.The top surface is finally flattened out with a rolling
pin.To extract the completed character from the mould, the trick is to
bend it slowly and at just the right angle for it to pop out.The character
is then ready for the usual finishing work - adding the eyes, nose,
mouth and any other special features, such as Bad Bob's eye patch.
Rex and Vince, ready for the camera. Once the basic figure is sprung
from the press mould, the eyes, noses and clothing are added.The eyes
consist of simple white beads with small holes in the pupil so the eye
can be moved around expressively. Noses are made of solid resin, and
Rex's mouth is a loop of clay.
;I//ChJ
Centre left: Layers of clay are pressed into the mould and pushed into
all the details of the figure.
Centre right: When the mould is full, it is flattened with a rolling pin.
Below:The rubber mould is separated from its plaster jacket and then
gently bent to release the new figure.
practical animation
Preston
Preston is the evil dog in A Close Shave who first appears as the
thuggish sheep-rustler who rules the roost in Wendolene's blighted
household. At the film's climax, he is transformed into a metallic
monster, receives his just desserts and ends up as a crippled robotic
wreck. He is thus seen in three completely different versions - the
brutal but recognisably doggy dog, the gleaming robo-dog and the
trembling has-been.
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The Jaguar mourns the lack of space in his simple brick enclosure;
from Creature Comforts.
Planning a Set
For about the first ten years of our career, Dave and I never had a set
with more than three walls in it.That really is all you need at first, just
something that neatly contains the miniature world you are filming.
Every set has to have a firm base which does not move. Even though
your basic stage or tabletop may be solid and flat, it is a good idea to
build each set with its own floor. It will then be completely
transportable and can be stored out of the way when you do not need
it, and brought back for use ir another film. Also, your basic stage will
soon get mucky and stop being very flat if it has to be host to a
succession of different sets. Use a sheet of hardboard or plywood as
the platform and colour it with emulsion paint.
As you design your set, think about where you will want to bring in the
camera. In relative scale, the camera is about as big as a double-decker
bus,
so you have to make plenty of allowance for it Think, too, about how
you will light your set and leave enough space to get in and animate
your characters, whether from the front, the side or by moving in over
the top.Try to avoid situations where you risk brushing against, and
moving, any part of the set. This is easier said than done, but if you
move something and do not put it back exactly where it was, the shift
will show up on your film.
Try to keep your first sets indoors, and confine everything within a
space of about 4ft x 4ft (1.2m x 1,2m). For a simple room set, build two
side walls and a back wall from foamboard or thick card. Cut out a
window in a side or rear wall to give yourself extra lighting and
shadow options. Hold the walls upright with supports glued on to the
back, and fix the walls to the floor with blobs of tacky putty. If you
need to take out a wall to shoot from a different angle, be sure to mark
its position before you lift it.
aluminium wire, cover it with masking tape and paint it. Cut leaves
from
coloured paper and glue them on to small frames of fine mesh, of the
kind
Bear in mind that props should be more or less in scale with your
characters, and that most human-shaped puppets are 8-IOin (20-
25cm) tall. Remember, too, that nothing has to be spot-on realistic.
You are operating in a world populated by small clay creatures, and
the important thing is that their chairs, their TV sets, cars and other
worldly goods should look appropriate to them.
A Straightforward Set
From an entry-level set with just three walls, it is not such a big jump
to Wallace and Gromit's sitting-room.The basic structure is the same,
even though it is made with greater expertise and has more elaborate
furniture and decor.
practical animation
Set drawing for Wat's Pig, with Wat outside his hove! and the ground
sloping up and away towards the castle. Opposite, a frame from the
film shows the same scene.
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You can apply the same techniques to other more complicated sets
such as a staircase and landing. Here, it is important to leave sufficient
space under the stairs for the animators to get in and reposition the
magnets -and to do so many times during the course of a sequence.
uTr\ /x Outdoor sets are generally bigger and more difficult because
1 you have different layers from front to back, and this all takes p a lot
more space than a room set. In Wat's Pig, for
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Below is the same landscape seen from side-on. From the platform on
the far right, where the characters stand, the ground rolls away in
layers towards the horizon and painted sky.
example, we had a landscape set with three layers, and a trek running
through it. First was the foreground which sloped upwards from a flat
plain that the characters could stand on.This was about 8ft (2.4m)
deep.Then the land appeared to fall away - in fact it was a gap with
nothing at all there - and behind that we had the next layer of hills,
which was about 2ft (60cm) from front to back. However, the track
appeared much narrower so the audience would understand that it
was much farther away. Behind this was the third layer of hills with
the castle perched on top.
These hills were painted in paler colours to make them recede, and in
the far background was a painted sky. It was all very graphic rather
than realistic, but it suited the context of a fabled medieval world
inhabited by peasants, warriors, a power-mad baron and a kindly
smiling pig.
practical animation
important thing is to get the right blend between the animated models
and the backgrounds against which they move.This can be seen in the
Polo commercials, where the sturdy shape of the mints, with their
chunky embossed lettering, seems to express a sympathetic bond with
the shiny metal machines in the Factory of the Future (courtesy of
1930s Hollywood) which is obviously dedicated to production of the
ultimate mint, and where every surface is studded with Polo-like
rivets.
High-finish factory sets for the Polo commercials, crammed with glass
and metal surfaces held together by Polo-shaped rivets.
Drawing for a Polo factory set, which by featuring an impressive length
of conveyor belt, moving in a bold diagonal across the set and
surrounded by machines, goes far beyond the conventional three-
walled space of most 3-D animation sets.
petrol pump and telegraph pole, so that everything had the same
graphic 'cartoon' quality. In other words, we built a believable world
for those characters to inhabit.
in the supermarket. We can do this by taking off the bar code, for
example, or some tiny detail such as a copyright line.
Then the pack has to sit perfectly in its setting, on a velvet cushion or
surrounded by petals, each of which has to be exquisite and just right.
All this adds a sense of high quality, hence desirability, which the
client naturally wants people to associate with this particular product.
practical animation
A Complex Set
The film Stage Fright started off as the story of an entertainer who
passed through all the showbiz eras of this century. Beginning as a
dog-juggler in music hall, he went into silent movies, then he tried
talkies, and so on, and each time he failed in some dreadful way to
make a go of it. As the planning went on, we could see it would be
possible to make almost the entire film in a single music-hall setting,
and this encouraged us to invest heavily in building one big set.
The theatre is based on the Bristol Old Vic, and we show it in two
periods. One belongs to the cheerful past, when it was a proper music
hall, and the other to the present after it has become a virtual ruin.To
do this we built the theatre in its prime, decorated with shimmering
gilt ornament and gas lamps, and filmed all the sequences relating to
that period.Then we wrecked it, smashed the plasterwork and ripped
up the seats until we had the right air of ultimate mournful decay.
Right, top: the auditorium in its distressed state, after we had trashed
it to show the old music hall in its time of decay.
Right, below left:The theatre during construction, from which you can
get an idea of its relatively huge scale for an animation film. Below
right is the second proscenium arch where we filmed on-stage scenes
to save time while the main auditorium was in use.
Set drawing for Stage Fright, the stalls and galleries filled with 80-90
characters. In some shots every one of them had to be animated,
especially when they were applauding or jeering.
On the right is a plan view of the auditorium, showing the boxes near
the stage which swung open like doors so that between shots the
animators could move in and animate the characters.
It was a big set, measuring about I Oft (3m) from front to back, 6ft
(1.8m) high and 6ft (1.8m) wide, and consisted of about thirty separate
pieces. Fitting it all together was like doing a 3-D jigsaw puzzle. Along
the side walls of the auditorium we had little boxes for members of the
audience. We built these side parts as big doors which could be opened
out on hinges.The animators could then go in, animate the figures in
the audience, including those in the boxes, then close the door ready
for the next shot.The hinges were disguised under architectural
columns which looked like part of the theatre's design. We also built a
second proscenium arch and front-stage area so we could film on-
stage shots at the same time as the more complicated sequences were
being photographed in the mam theatre.
practical animation
Because we work in miniature, all our props are small. Some, however,
are very . small. Many of these are hand-held items - a toaster, a tea
set, a hair-drier a plate of burger and chips. All these things have to be
made in the same scale as the hands that will hold or carry them,
although that is not necessarily the same as the scale of the set. Hands
are often made disproportionately large to cope with all the work they
have to do, so if the same prop was held up to the character's head it
would look ridiculous.To get over this, you probably have to make a
smaller version of the prop. Close-ups, on the other hand, look better
with a larger version.These are just some of the complications that our
prop-makers have to bear in mind as they search for ingenious ways to
convey the essence of an object. Over the years they acquire an
extraordinary mental directory of solutions to cover anything from a
tiny submarine to an electric fire that actually glows.
character needs to hold a newspaper while reading it, you can back the
paper with heavy-duty foil to hold it firm while in shot. Household
decorations, such as the pictures on the wall, the wallpaper and
carpets in Wallace's living room are all hand-painted. You could make
these by photocopying, but usually directors prefer things to have a
home-made feel. We have also included a number of glass objects in
our films.These are made for us by a professional glassblower.
Right: Gromit flies round on the end of a miniature power drill; from
A Grand Day Out.
practical animation
Prop-making for small worlds.
This page, from top: Making Wallace's favourite crackers, and the
packets too.
practical animation
Special Effects
Some special effects are made principally with the camera. Others rely
on physical factors such as the use of glass to lend invisible support, or
artfully chosen props and materials which can be made to pass off as
something else. Usually, though, a successful effect is a blend of both.
How you light your scene is also important.
the film by the number of frames in which you want your ghost to
appear. If
you then expose this figure against a black background, it will show
through on
Centre: Beads of sweat fly off the anxious Penguin's brow in The
Wrong Trousers. The sweat was made by animating tiny perspex drops
across the window in front of the character.
Bottom: Washing windows with a foam of white hair wax dotted with
different-sized glass beads; from A Close Shave. As with all new
solutions, once you have made the wonderful discovery that foam =
white hair wax + added glass beads, you can apply the formula to other
situations to make, say, shaving foam or bubble-bath.
the first exposure and be transparent, like a ghost. Black velvet is best
for the background, because it reflects less light than black paper. You
can extend this trick to other kinds of apparition, as the Victorian
photographers did with their scenes of The soldier's dream of his
loved-ones' and 'The fairies' dell', etc.
Mattes The simplest form is the split screen. Here you mask off one
side of the picture and shoot the action that fits into the unmasked
half.You rewind the film, swap the mask over and shoot the action for
the other side.This process can be further developed by using a sheet
of glass in front of the camera, on which an area of the image is
masked off with black paint - for example, the action to be seen inside
the windows of a miniature space-ship. The ship is shot with the
window areas painted out on the glass.Then the film is rewound, the
clear area painted black and the previously painted area scraped clear,
and finally the action for the window is set up in front of the camera
and shot.
Water and rain effects Water and other liquids are difficult to
simulate, and animators have tried out various ways to convey the
illusion. A classic method for flat water, say a lake or river, is to cut a
perspex sheet to size and spray it with the colours you want, adding
ripple effects and so on.
For the ram effect in The Wrong Trousers, we put little blobs of
glycerine on glass and animated them by blowing them, frame by
frame, down the glass. Then, every so often, we put in a random splash
effect, a tiny winged object that looked like a very small butterfly and
was made out of eel. We stuck this on Gromit's raincoat and on the
ground, just for one frame, then took it off. In another scene in The
Wrong Trousers, the Penguin is outside the museum window during
the robbery, and beads of sweat fly off him. Again, we animated small
perspex drops across the glass away from him. For the foam in the
window-washing sequence in A Close Shave, we came up with a
combination of white hair wax dotted with glass beads to represent the
bubbles.To suggest bubbles bursting and new ones forming, we took
beads out and put in new ones.
Advanced Special Effects
There are some special effects you cannot easily achieve with model
animation. For example, it is difficult to convey the illusion of high-
speed motion. If you animate objects moving fast across the screen,
you often get jerky,'strobing' movement because the distance between
the positions of the models from one frame to another is too great for
the brain to smooth out.The problem is exacerbated by the sharp
images created by photographing static objects.
Left:The train chase scene in The Wrong Trousers. By moving the train
and the camera together during a two-second exposure, it and the
characters on board come out sharply defined, whereas the wallpaper
background is blurred.
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practical animation
Nick Park, stopwatch in hand, uses his own body to work through the
jerky, exaggerated movements of the Wrong Trousers (seen right in
action). Once he knows exactly how long it takes to get from A to B in a
particular phase, he can plan how to animate the model within this
timespan.
Movement
People often say that our work is naturalistic, which I think is meant as
a compliment because the best model animation is regularly praised
for its
smooth and 'natural' movement But in fact our work is not realistic at
all. It is - and rt should be - exaggerated. All the animated movements
that we do, however understated or natural they may appear, are
bigger, bolder and simpler than 'real life'. Real movement the sort of
thing you would see if you analysed film of a live acton always looks
weak and bland when it is closely imitated in an animated version.
Some animators use previously shot live-action footage as reference
material, or even copy it slavishly frame by frame to create their own
animated performance. At Aardman we rarely do this. We prefer to act
out the animation ourselves. so that we really understand it then add
our own degree of caricature and stylisation.The important thing is
that the audience should be able to understand what the puppet
character is doing and thinking, no matter how broad or subtle the
style of animation. What we love doing is producing performances
with our puppets that feel 'natural' because in some way they feel true.
By simplifying and exaggerating gestures, we try to distil the essence
of a particular movement or sequence of movements.This is far more
important than copying from real life. When we get this right, it gives
the audience a great sense of recognition.They think'Yes, that's exactly
how people react or behave,' and they believe that what they have seen
is uncannily natural.
the puppet is still, often conveys far more character than the
mood and emotion. A hold is the moment when the action stops -
though it seldom freezes completely - and it can last for anything from
a quarter of a second to half a minute. During these holds, the
audience can see and understand far more than when the character is
continually moving.The point to remember is that your puppet is
never just sitting or standing or leaning - it should always be
expressive in face and body.You should always know what your
character is thinking and feeling - if you don't, who does? - and in the
poses, you make it clear to the audience.
To be sure, I certainly do not mean that the pose has to be like some
magnificent melodramatic gesture from a Victorian painting.
Audiences are very sophisticated, and the pose can oe as subtle, or as
corny, as you can make it. If your puppet is frightened, he does not
have to be cringing and quaking in extravagant terror The fear can be
communicated in the angle of the head, the tension in the shoulders
and arms and the smallest obsessive gesture with one hand.
practical animation
feet very close together, and step forward on to your right foot. As you
start, you move very slightly to the left. Starting with your feet a metre
apart, you are forced to move a long way to the left before you can go
forward. Now try moving off without shifting left and see how
unnatural it feels.
32
Right: Everything about this puppet is downcast. His feet barely leave
the ground, his head bounces slowly as if he has not got the strength to
hold it up, and his arms swing heavily in small arcs.
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Most of the principles that make up good animation have something to
do with the transference of weight and the animator's ability to make it
believable.
36
Top: Wallace walks across the museum ceiling in The Wrong Trousers,
his leg movements controlled by Feathers McGraw from outside the
window.The way he moves reflects both the character and his
plight.The Penguin, mindful of the risks he is taking, moves the
Trousers with exaggerated care. The knees come up high and the feet
are planted with great caution, to make sure they stick. Inside the
Trousers, Wallace moves to a linked but different pattern.
falls, and in that time he quickly gets his hands and body underneath
it. When he finally holds the weight aloft in triumph, see how his arms
and legs are locked straight. If they were not, the audience would not
believe he could support a heavy weight.
Momentum Remember that, like the barbell, your head, body and
limbs are also heavy. Because of this, they should not stop moving too
quickly once they start.Try sprinting as fast as you can, then stopping.
When your fee. finally stop, thanks to friction, your head and body will
want to carry on, tipping you forward. In animation, we often
exaggerate this natural effect.
37
See how his arms swing like a pendulum, but always behind the
movement of the feet. When a foot is forward, the arms swing
helplessly back, then swing forward again as the next stride begins.
practical animation
Stage I shows the batter poised to receive the ball. In 2 and 3 he moves
back, anticipating the main action which will be forward. His
shoulders rotate, storing energy, and his weight is entirely on the back
foot, allowing him to raise the left
Right:The force of the flying ball catches the man's hand and pulls him
along in a sequence that runs from his hand down to his feet.
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his feet stop moving but his head keeps going forward (4). In turn, his
tumbling body pulls his feet after him (6). When his head contacts the
ground, the feet - still full of energy - carry on past (7) until they finally
settle on the ground (8). If he was running faster, he would carry on
tumbling longer.
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We are often asked how the Penguin got into the bottle in The Wrong
Trousers. _ In fact this was a relatively straightforward thing to do,
relying on a quick substitution of both character and bottle.The
sequence, illustrated below, begins with the empty milk bottle
wobbling and vibrating after Gromit has crashed into the cupboard.
Then it falls off the unit and Gromit catches it. Up till then we used an
ordinary model bottle. For the next frames we had a thin replacement
Penguin who is first seen entering the bottle before he becomes
inescapably jammed up to the neck inside it.This was a different
bottle, vacuum-formed and supplied in two halves. We pushed the
thin clay Penguin against the side of one half and then sealed him in,
hiding the join when we positioned the bottle to camera.
When Adam ran round the circumference of the globe, we shot him on
glass. With one hip and one shoulder resting against the glass, he was
far easier to animate than if we had tried somehow to suspend him on
wires.
If you should try something like that yourself, there are two snags:
extra colour from the glass, and reflections. A sheet of glass may have
some colour in it. and this is likely to show up when you move from
the previous scene, which has no glass in it, into your with-glass scene,
and similarly when you move out of it into the next scene.To avoid
this, shoot a whole group of scenes with a sheet of glass in them,
whether they need it or not, and the transition will not show up.To
avoid picking up reflections thrown by the puppet lying on its side,
shoot directly at 90 degrees to the glass.There may still be some
reflection, but this should be minimal.
practical animation
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Arnold, the bully figure from Stage Fright, and some of the
replacement mouths that helped to keep fame and fortune at a
distance in his career as an entertainer.
His short pointy teeth, allied to fierce eyes and alarming carroty hair,
give him a powerful expressive range. Think of this when deciding on
the kind of facial effects you want your character to produce.
Those moments that really make you believe that this clay person is
talking are all done with the eyes, eyebrows and gestures involving the
face - nods, nose-■ ng, stroking the cheek while thinking something
over, and so on. Bear in mind, too, that a character can be highly
expressive without speaking a single word. Gromit is a good example
of this: almost all his expressiveness comes from the way his eyes are
positioned. Many of our models' eyes are -^ace of glass beads with a
painted-on pupil, which has a hole at its centre.To move the eyes
around, and make them look up, down or sideways, the animator
irserts a cocktail stick into the hole in the pupil and swivels the eye to
the desired position. Eyebrows are used to enhance certain facial
expressions - surprise, for example - and eyelids, often made of fast-
cast resin, are added if the character is required to blink fall asleep or
wake up.
Hand and arm gestures are also important in their own right, whether
they involve touching the face or not.The amount they can be used will
naturally depend on the build of the character. As Nick Park found
while making Creature Comforts, not all animals are designed with the
kind of front paws that can be waved about expressively: 'It was fine
for the Jaguar and the Polar Bears. because they had these front legs
and paws, but some animals did not have anything I could work
with.The young Hippopotamus just had two cloven front hooves,
which he needed to support himself while sitting up, and the
Armadillo was even more limited. With the Bush Baby, it was enough
to have her clinging on to the branch to bring out her insecurity. I also
made her lift her glasses off, so people could see those two little timid
eyes beneath.'
^^ Clay faces and hands get dirty very quickly.The best way to clean
them is very gently to scrape off the top layer.The important thing is to
keep a constant balance between the tones of a model's face and any
separate pieces, such as mouths and eyelids, that you may fix to it.
The more you scrape away, the more you have to add new bits of clay,
and here too you can get differences in tone. Eventually, you reach a
stage where you cannot get the dirt out of the face, and then you have
to make a new one.
five animation and performance
Eyes, brows, eyelids and mouth are the main elements that we can
move to change a character's expression. Left-hand column: First the
animator works on the mouth with a modelling tool, widening it and
adding the characteristic dent in the cheek.
The eyes are turned by inserting a cocktail stick in the pre-drilled hole
at the centre of the pupil and swivelling the eye (in reality a glass bead)
to the required position.
Right hand column: Next the eyelids are pushed into place and
carefully modelled in to make sure that everything has the same skin
tone.The eyebrows are moved to create further expression. See how
much the character's expression has changed since the first frame.
47
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practical animation
Nick Park and Steve Box prepare Wendolene for her next scene in A
Close Shave, matching gesture to storyboard.
Lip Sync
35mm), so the animator can see exactly where each syllable starts and
finishes.
With the word 'Me', for example, the chart will show the 'M'-sound
lasting for
two frames, or whatever, and the longer'eeeee' sound lasting for nine
frames. If
tune or song, this will also be sketched in, to show where the beats fall,
or a
particular run of notes which are important for the animator's timing.
The chart goes to the animator, who then copies the information on to
a traditional animation dope sheet.There are 96 lines to a page, one
line for each frame, covering 4 seconds, and the lines run vertically
down the sheet. On the dope sheet you have more space to put other
information, and that is the essential difference. Instead of having just
a tiny gap per frame, as on the bar chart, here the animator has a
whole line.
Now you have your own personal map of the sounds, and the gaps
between them, and can begin to devise a performance for your
character. From listening to the sound, you know when the voice goes
up higher - which might indicate a questioning expression, with raised
eyebrows. In War Story, the old man says
to his interviewer,'I was out at the BAC, see, Pete?'You listen to that,
and try to work out when he should raise his eyebrows, or tilt his head.
Typically you listen over and over again, repeating it to yourself,
copying the accent and intonation, trying to sense the right moment
for the character to react. You can hear that he pauses after'BAC, so
you choose that as the moment.The dope sheet, meanwhile, tells you
the exact space between 'C and 'see' is I 8 frames.This is the essential
information you need both to plan ahead, and to animate.
One important tip is to look ahead at all times. It is too easy to develop
a kind of tunnel vision with the frame you are working on, and then
you can forget to start another movement in time, or you find that
your character is out of pos'tion and cannot make the expressive move
you want him to.
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A box of Wallace's mouths, showing some of the sounds and
expressions he can make with them, including the all-
important'relaxed' when he does not say anything at all or goes into
listening mode.
Talking Heads
The best cleaning liquid for clay is water. You can try lighter fluid, but
this tends to strip away the whole surface of the face, leaving it sticky
and more difficult to handle. For the best results, use water and gently
scrape away at those parts you want to clean or remove.
making a film
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practical animation
Morph, Chas and a keyboard -all the ingredients you need for a short
sharp conflict. When we began making Morph films for the 'Vision On'
series, our goal was to tell a story in under a minute - not a bad target
for anyone setting out in animation.
Whole stones do not fall ready-made from the sky.The best ones
usually evolve slowly and take a huge amount of effort. Dave and I
learned our trade in storytelling when we made films for'Vision On'
and Take Hart'.Those early films were very short - no more than
sketches, really - but many of the same basic rules that we discovered
then, apply equally to much longer and more complicated stories.
All this is the set-up for the main part of the story, in which Morph
tries to achieve something, and is constantly thwarted by the slippery
floor I am shy of giving rules, but we often found that you had to try
three variations on a predicament to make it effective. In this case,
discovering the slippery floor and falling over a few times is not
enough. You have to invent variations on him falling over Why does he
do it, how does he avoid it, what are the consequences? And while he is
falling over, while he is in conflict with Chas, we must not forget to
have visual fun with Morph skating around. Finally, we need a
punchline, an ending, a resolution. Knowing Morph, he eventually
discovers that Chas is responsible and takes some terrible kind of
revenge which leaves the audience with a feeling that justice has been
done.
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Nick Park and I think chickens - devising the shape, look and
individual characteristics of the stars of their new feature film.
On a much bigger scale, the idea for Wat's Pig came during a holiday
in France. I was in the Dordogne, where you can see these huge
medieval castles standing in full view of one another I thought, how
difficult to have been a peasant in the middle of this lot, caught up in
the intrigues of warring barons who held the key to everything you did
in life.That was the starting-point. As we developed our plot, we
settled on one particular castle rather than have two facing each other.
Later came the idea of the twins who were separated by a thief who
stole one of them. After that began the real job of knocking it to
practical animation
they did convey to me was the spirit of each sequence, and also
whether or
So, along with body posture and facial expression, the most important
thing the storyboard told me was the size and shape of the shot. Is
loneliness conveyed better in a soulful close-up, or in a wide shot
which shows that there is nobody and nothing else around? Or both?
And in which order? It seems to me that such questions - half artistic
and half practical - are the main business of storyboarding.
Peter Lord, seen on the right animating his character Adam, planned
the film by drawing up the main sequences in a series of rough
sketches like those shown below. By shuffling these around, he was
able to organise the film's structure, and also check whether he had
captured the spirit of each individual sequence.
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Nick Park and Steve Box plan the scene where Gromit hides in a
cardboard box to spy on the Penguin, and carves out a viewing slot like
a pair of binoculars. On the wall, the storyboard shows the view from
inside the box and from the Penguin's vantage point. Right: Character
sketches by Nick Park.
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Nick Park:'This sequence in The Wrong Trousers was the first one we
storyboarded. Even before we started writing the script, I
storyboarded this whole
162
sequence - and we stuck with it. Sometimes scenes change a lot, either
when we shoot or in the cutting room, or they may be dropped
entirely, but we managed to
keep this one. It was edited down quite a lot, but the essence of the
storyboard is still there.'
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practical animation
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practical animation
Characterisation - Morph
When Dave and I brought Morph into the BBC series Take Hart', he
was not much more than a human-shaped blob.The challenge for us
was to develop him into a fully-fledged character
Morph was a troublemaker from day one, and from that came his
personality. He was disrespectful of authority, viz Tony Hart, and
gradually, story by story, he acquired more and more characteristics.
In each episode we set him a problem to solve, and the way he reacted
to it gave him another dimension. We also decided to cut down on the
amount he changed shape, because that did not interest us as much as
his character.
life and immediately starts a fight with him. Originally this was just a
story about a statue, then afterwards we thought,
This is a
character, let's keep him in.This was excellent for us because a double-
act gives you so many more story possibilities. Like brothers, they
could not get away from each other, and because of this they were
constantly arguing, fighting and competing with each other.
We tried out some other characters too, like Folly (a tinfoil female)
and Gillespie (a big blue figure), but they were less successful because
they were invented to fit into an ongoing series, whereas Morph and
Chas had the luxury to evolve through a much longer creative process.
I'm sure it's made them much stronger as characters.
practical animation
The action takes place in a zoo where the animal characters - a Jaguar,
a Gorilla, a Terrapin, three Polar Bears and others - talk about their
lives and how they are treated.The film won director Nick Park his first
Oscar. Here he discusses the characters and how he developed them.
'The idea came from what Pete and Dave were doing on 'Conversation
Pieces', using the voices of ordinary people on a pre-recorded
soundtrack. Rather than get other people to do all the sound
recording, I did half of it myself. Also, instead of eavesdropping on the
subjects, we interviewed them. In my mind I had the zoo theme
planned out, so in the interviews I tried to ask questions that would
produce the kind of answers that animals might make. I found a
Brazilian student living in Bristol, so I asked him not only what he
thought about zoos but also about the weather, the food and student
accommodation. He said a surprising amount of things which fitted
perfectly. Asked about the
food in his hall of residence, he said," ... and food that look more like
dog food
'He was so good that later I was able to let the soundtrack dictate to
me what we should do when we filmed him as an animal. For some
reason he kept mentioning double-glazing: "Here you have everything
sorted out - double-glazing, your heating and everything, but you don't
have spocel" So I put a big glass window next to him to convey both
the glazing and the fact that it helped to shut him in.
Each of the captive animals has a different view of what it is like to live
in a zoo. Clockwise, from top left:The anxious but not unhappy Bush
Baby - 'I know, whatever happens, they'll look after me'; Andrew the
young Polar Bear, who takes a precociously global view of things; the
Terrapins, reasonably comfortable but 'I can't actually get out and
about'; the Armadillos, contented in a downtrodden sort of way; the
young Hippopotamus who thinks that most of the cages are a bit
small, and the philosophical Gorilla. Below:The spokesperson for the
Birds, who reasons that animals in the zoo are better off than animals
in the circus because 'they can do their own thing'.
h
:,-<'
Nick Park has won two Oscars and one nomination for his films
featuring Wallace the inventor and Gromit, his dog. In chronological
order they are A Grand Day Out,The WrongTrousers and A Close
Shave. Here, he describes how Wallace and Gromit came into being
and how they have changed during the making of the three films.
'I sketched out my ideas for the characters way back in art school in
Sheffield. I resurrected them at film school, and then I had this other
idea about somebody - I did not know who - building a rocket in his
basement and going to the Moon. I went back to the earlier characters
to see if they could build the rocket. Gromit was then a cat, and I
changed him into a dog. A dog would be chunkier and larger, and
easier to work with in clay. I wrote a script, but this also changed a
great deal once we started shooting. Some of the restrictions of
working with clay started to dictate their characters.
1 find you can always make economy work for you, even if this is not at
first apparent. For instance, it can be harder not to move something
than it is to move it. Suppose you are shooting a character with a tail,
and now it is eight hours since you last moved it. In film-time this may
be only two seconds, but you can still get very impatient because you
have not moved it.You have to watch this, otherwise your tail will be
wiggling about the whole time and distracting the audience from the
main character.
War Story
and nostalgia were key notes in our treatment of the main character
Images from the Home Front in the 1940s - a propeller aircraft at the
BAC aircraft factory, Bristol, and the coalman emptying his sacks into
the cupboard under the stairs.
practical animation
Three characters in search of showbiz success - timorous Tiny, the
dog-juggling music-hall star, devious Daphne and ruthless Arnold, full
of cunning and frustrated rage. The story of their conflicts had to be
put across in only eleven minutes, so every gesture and movement had
to carry a special meaning.
The story relates the sad decline ofTiny, the hero, from his days as a
dog-juggling music-hall star to the present day. He is persecuted at
every turn by Arnold, a manipulative bully, and although he receives
occasional solace from Daphne, who says she will stick by him, she has
her own interests very much at heart. Steve Box, the film's director,
explains how he developed his characters.
'I get the motivation for my characters from the script. I had been
thinking about the story for about two years, then I wrote Stage Fright
over an intensive six-month period. This gave me a much better idea
of the characters and how they would act in the film. I think most of us
in animation do it this way round, rather than making a funny-looking
model and then wondering what to do with it.
'Characters are really defined by the film they are in. I cannot imagine
the characters of Stage Fright being in anything else; they are in their
own world. The main theme is ambition, and the story shows the trials
and tribulations of people who try to make their living as performers -
and also dream of stardom or at least, in Arnold's case, enough money
to help him forget his mediocrity. The film portrays a lot of negative
emotions and the mood is fairly dark. All three characters want to
succeed in show business, but none of them goes about it in the right
way.
making a film
'Daphne is ambitious too. From the way they talk, it seems she and
Tiny once worked together as performers, but then she double-crossed
him to get her feet under the table with Arnold, seeing him as her
ticket to a career in the silent movies. Actually, I think she is quite a
nasty piece of work, with her big blue hair and lovely silk dress with
bows on it - very artificial, and superficial too.
Although the film lasts for only eleven minutes, the animation process
allows you to get in a ton of information and suggestions about the
characters.There is not time to show everything, but you can drop a lot
of hints with something as small as a single gesture. Ours is a very
condensed kind of film-making.'
practical animation
Rex is the leader of a gang of four dogs who look more like gingerbread
people with doggy ears.They live together, go on fantastic adventures,
and are the conception of Richard Goleszowski, who explains how he
sees them.
'No matter how surreal the adventure - voyaging through Vince's body
in a submarine or deflating their own planet - there is always a
contrast between the weird things they do and what they talk
about.Their worries always come back to the most ordinary everyday
things such as "Did you turn the iron off?"
'Unlike most puppets, Rex and his mates have flattened bodies, though
the world around them is more or less normal. Having two-
dimensional characters existing in a three-dimensional space allows us
to produce reasonably good animation without having to deal with all
the problems of gravity. We shoot the scenes both in conventional 3-D
sets and with the characters placed on an
Front row, left to right: Rex,Vince. Back row: Bad Bob, Wendy.
practical animation
'I saw Pib and Pog as a couple of animated characters playing a part
and giving the cameras what they want to see, which is a very stylised
kind ofTom and Jerry violence. As characters they are equals, each as
bad as the other Neither is prepared to back down, which is reason
enough for the violence to escalate all the time, starting with childish
squabbling and finishing with a cannon which they point at each other
in mounting panic before it blows up and blasts the pair of them off
the stage.
'In a way, Pib and Pog inflict violence on each other like Laurel and
Hardy used to do. One of them just stands there and waits while the
other one plots a new trick, then comes up and smacks him.There is a
dreadful inevitability about what is going to happen next. It is certainly
going to be violent; the only question in the audience's mind is what
form it will take. One of my problems, in portraying this kind of
inevitable violence, was to keep the interest going. I tried to do this not
only by making each assault nastier than the one before, but also by
devising unexpected bits as well, like the bed of nails which Pog
rapidly produces while Pib is still gleefully bouncing up in the air after
his latest triumph. Next moment, he is impaled and helpless, and the
initiative has passed back to Pog.
'Against this grim war of attrition you have the voice of the patronising
presenter who is continually telling the imaginary child audience what
fun Pib and Pog are having. I think both these aspects are still true of
children's television programmes, where you can see acts of quite
horrific violence on film, the after-effects of which are quickly soothed
away by a presenter who almost seems to have no idea about what the
kids at home have really been watching.
Welcome to the cosy teatime world of Pib and Pog.'Hello Pib, hello
Pog,' cries the off-screen presenter.'What have you been up to?'
Now Pib saws Pog in half. Pog responds by trapping Pib on a bed of
nails. What fun they're having!
After the show, the actors say goodbye.'What a dreadful ham,' says the
Pog luwie, after electrocuting his partner.
making a film
ft
4
A
There is a further jab at the ccsy world of the TV studio when Pib and
Pog fall back to earth again after the cannon blast and sing their cutesy
little signature tune. As a final punchline, perhaps a reminder that
violence is always around us, or at least an affirmation that the two
actors are just as bac e
practical animation
Editing
Helen Garrard has edited many films for Aardman. Here she explains
her role.
That is how we work with celluloid film. Methods are changing now
with the new digital computerised editing system (AVID). When film
is transferred on to one of the new machines, the editor has many
more options to choose from. This is the way we will probably go in the
future.
'Once the whole film has been shot, I sit with the director and we go
through
practical animation
At the mixing desk for the final mix, when all the sound components
are brought together and balanced out.
Sound
Take the lorry in A Close Shave. In the beginning, I want to get the
concept right, so I work on assembling appropriate lorry sounds that
can be stretched or edited down later when filming is completed. I
supply all the sounds needed in the film, not just the big ones like
lorries or aircraft but also every footstep, rustle, or the noise that
someone makes when they put their glasses down on a table.These
little sounds are called foley or footstep sounds, and making them is
specialised and highly skilled work. I work with a foley artist, who
comes into the studio and acts out or makes up the sounds - walking
along to the action pictures, for example, to provide the sound of
footsteps. On the studio floor
there is a panel of different surfaces - paving stone, floorboard, tarmac
surface, etc. - which he can walk or run on to get the right sound.
'One of our most complex scenes, from the sound point of view, was in
the cellar in A Close Shave,
5 ■ making a film
call the premixing stage, where all the sounds are assembled and then
mixed
together so that, when we come to the final mix, all the sound
components of
the film have been reduced to the three strands of sound, dialogue and
music.
For the final mix we go into a big studio and all sit there together - the
'I would encourage anyone starting out to make films to try and get in
as much sound as possible. Sound brings a film to life, and even the
tiniest details can play a part in this, helping to make your film better
and more believable.'
Music
This means you probably do not have much time, perhaps three or foui
.eeks for a 30-minute Wallace and Gromit film, but at least I can be as
certain as possible that the film will not be changed. If someone
decides to change the cut, the composer often has to start work all over
again.There is always the temptation to try desperately hard to change
what you have already written to fit the new cut, but this never really
works and so it means starting afresh.
practical animation
'On most occasions I see rushes on a big screen, and when the film is
finished I get a videotape to work from. At this time I have a meeting
with the director, and he or she tells me what in general they are
hoping to do with the music, and then we go through the film in more
detail to decide where the cues should start and end.
orchestration and the parts copying for all the members of the
orchestra. On A Close Shave, for instance, we had some 65 musicians
in the orchestra and about 25 cues.That means providing the
musicians with 1625 sheets, all of which have to be written out for a
particular instrument.To cope with this, I sketch out the music and
bring in an orchestrator; and he does the detailed orchestration for
me. When the parts come back, someone books a studio and arranges
for the musicians to come in.
'Many film directors and producers feel quite overwhelmed when they
hear the music being played for the first time against their pictures by
a full orchestra. It is such a powerful sound. Once we are recording, it
is very difficult for the director to make changes. In animated films,
people do not have the kind of budget where you can waste time and
keep 65 musicians hanging around while you change the music. When
all the music is recorded, we mix it and then it goes off to be track-laid
against the pictures.The composer may or may not be involved with
this, but he will probably go to the final mix, where all the sounds and
music are balanced and the film is then ready to go to the final print.'
k/TTl
Cameras
The best sources for 8mm and 16mm cine cameras are secondhand
dealers or camera stores which have a second-hand cabinet. Always be
sure the camera has a single-frame capacity. For video cameras,
consult your local stockists for information on the latest developments
in video cameras with an animation facility
Camera Maker
Filmstock
Dr Rawstock (ALCP)
Hollywood
California CA90038
Film Stock Centre Blanx 70 Wardour St London WIV3HP tel 0171 494
2244 fax 0171 287 2040
Fuji Photo Film (UK) Ltd Fuji Film House 125 Finchley Road London
NW3 6JH tel 0171 586 5900 fax 0171 722 4259
Fuji Photo Film (USA) Inc 555Taxter Road, Elmsford New York NY
10523 tel 201 5072500 fax 914 7898514
Paramus
Kodak Ltd
Herts HP I IJU
California 90038-1203 tel 213 464 6131 fax 213 464 5886
www.kodak.com/go motion
and at:
360W35thSt
4 Concourse Parkway
Suite 300
Portland
Oregon Or 97227
Processing Laboratories
I I 33 Flower St
Glendale
California CA9 1201
Soho Images 71 Dean St London WIV5HB tel 0171 437 0831 fax 0171
734 9471
Technicolor Film Services Ltd Bath Rd, West Drayton Middlesex UB7
0DB tel 0181 759 5432 fax 0181 799 6270
Todd,-AO Filmatic Horley Crescent London NWI 8NT tel 0171 284
7900 fax 0171 284 1018
Victoria Rd, Avonmouth Bristol BSI I 9DB tel 01 17 982 7282 fax 01 17
982 2180
SLX Ltd
Victoria Rd, Avonmouth Bristol BSI I 9DB tel 01 17 982 6260 fax 01 17
982 7778
Theatre Direct Ltd Kirkwood Road Kings Hedges Cambridge CB4 2PH
tel 01223 423010 fax 01223 425010
Christopher Nibley
Cinematography
Studio City
Preferred Electrical 18 Lettice St, Fulham London SW6 4EH 0171 731
0805 fax 0171 731 0623
Valiant Lamps 20 Lettice St, Fulham London SW6 4EH tel 0171 736 81
15 fax 0171 731 3339
Modelmaking Equipment
This covers a broad area. The main components are modelling clays,
silicones, foam latex, polyurethanes, resins, release agants. paints,
inks, glues, metalwork and engineering supplies. Some of these can be
obtained at local modelmaking and art supply stores. For some of the
more specialist items we goto:
Workshop I
6 Leonard Lane
Bristol BS I I EA
South Western Industrial Plasters The Old Dairy Hawk St. Bromham
Chippenham, Wilts SN 15 2HU tel 01 380 850616
Filmography
KEY
D/A = Direction/Animation
D = Direction
A = Animation
PA = Primary Animation
1981-83
of Morph'
26 episodes
Sproxton
5 mm
'Conversation Pieces'
On Probation
Sales Pitch
Palmy Days
Early Bird
Late Edition
Sproxton, 5 mm
1986
Babylon
Sproxton
14 mm 30 sec
1989
'Lip Synch'
Next
Idem
Creature Comforts
War Story
5 mm each
1990-91
Became Extinct
1991
Adam
Never Say Pink Furry Die D/A Louise Spraggon, 12 min Loves Me ...
Loves Me Not D/A Jeff Newitt, 8 mm
1993
D Nick Park
1994
1995
A Close Shove
D Nick Park
Peake.
29 mm
1996
D Peter Lord
Booth, I I mm
1997
Owzat
1998
Hum Drum
Al Dente
Angry Kid X3
I 3 episodes
D Richard Goleszowski
A Sergio Delfmo,
Dave Osmand,
PA Grant White, 10 mm
Sledgehammer
D Stephen Johnson
Richard Goleszowski
Brothers Quay,
4 mm 30 sec approx
1987
Barefootm'
2 mm 30 sec
1988
1996
Never In Your Wildest Dreams D Bill Mather PA Paul Smith, Oily
Reid. Sergio Delfmo. 3 mm 57 sec
1998
Viva Forever
D Steve Box
HIV/AIDS
A Steve Box
89
Bibliography
Canemaker, John, Winsor McCoy: His Life and Art (Abbeville Press
(New York, NY) 1987 Crafton, Donald, Emile Cohl, Caricature and
Film (Princeton University Press, Princeton, NJ) 1990
Hickman, Gail Morgan, The Films of George Pal (AS Barnes and Co
Inc, South Brunswick, NJ) 1977 Holliss, Richard & Sibley, Brian The
Disney Studio Story (Octopus, London / Crown, New York, NY) 1988
Picture Acknowledgments
reproduce illustrations:
AB Productions: 38 (courtesy of
the BBC)
BFI:20©DACS 1998,21.24,25,
28b, 39b, 46
CM Dixon: 16
Janie Fitzgerald/Axisimages: I I I b
of Kobal), 32
RKO/Warner/Time: 44 & 45
(courtesy of Kobal)
34.35
43 (courtesy of Kobal)
(Barre) 22-3 Animated Matches.The (Cohl) 24-5 armatures 15, 81, 90,
90,91, 94,
Babylon (Aardman) 58 back light 73, 74, 75 backgrounds 23, 127 ball,
bouncing 80. 87 Barbera, Hanna 9 Barre, Raoul 22-3 Bass, Jules 40
Beautiful Leukanida, The
(Starewich) 25 Beda, Galina 35, 35 Beetlejuice (Burton) 41 beginning a
film 79 Bergen, Edgar 35 Bill and Ben, the Flowerpot
video 66
heads 98
joints 90, 90
modelmaking 90-1
164, 171, 171. 181, 182-3. 184 Closed Mondays (Vinton and
Disney studio 40-2, 47, 51. 52-3 Disney, Walt 9, 23, 61 Dojoji
(Kawamoto) 34 dope sheets / 50 double exposures (impositions)
22,23
Edison,Thomas 19, 21
editing 180-1
fabric models 15
evolution, character 96
wire-based 91, 9/
animation; modelmaking
Filmfair 38
Fimo I 16
Firman, Pater 38
(McCay)
see also Wallace and Gromit Gross, Yoram 35 Gumby (Clokey) 47-9,
48
Halas and Manvell, The Technique of
Film Animation 52 Hall, Mark 38 Hand, The (Trnka) 32,33 hands 91,
9/. 98, 101. I 16, 146 hanging figures 98 Hansel and Gretel
(Harryhausen) 31 Harryhausen. Ray 31, 3 /, 45-6. 46,
Harvey, Laurence 3 1
animation Lion and the Song, The (Pojar) 33 hp sync technique 150-1.
150, 180 lip Synch' (Aardman) 55-7, 56, 58,
(Harryhausen) 3 I live-action
90
McCay,Winsor22, 23
macro setting 65
16-17
joints 90. 90
137
anticipation 136
model mobility 98
'Muppet Show,The' 35
Murray, Gordon 38
music 183-4
New Gulliver, The (Ptushko) 28, 28 Newitt. Jeff 12 Next (Purves) 55-6,
55 Nightmare Before Chnstmas.A
Oake Doke (Cosgrove Hall) 39-40 object animation 15, 27, 57, 82-5.
81
I I, 110, III
168, 171 Pastrone. Giovanni 24 Peake. Peter 59, 178-9 Perry, Bill 172-3
persistence of vision 15, 64 Phenakistiscope 18, 18 photography 17-18
Pib and Pog (Peake) 59. 142-3.
I 16, 136
112, 113 Pop (Fell) 60 poses 130-1 Postgate. Oliver 38 'Postman Pat' 38
Praxinoscope 18. 19 Preston 74,75, 104. 104. 164 Proem (Tregillus and
Luce) 47 profile spots 72 projectors 64 props 109, 116, //6-22 Ptushko,
Alexander 28, 28 Punch and Judy 35 puppet animation 15. 22, 23, 27,
Return to Oz (Disney) 50
S4C35
Sallis, Peter 54
Sculpy I 16
Selick,Henry4l-2
'Sesame Street' 35
34.35 sheep, construction 92-5. 94-5 Ship of the Ether.The (Pal) 29, 29
Smbad the Sailor (Pal) 29 single-frame animator (singles;
editing 180-1
i novement effects 144-5 split screen 125 Sproxton, Dave 9-13. 15, 46,
51 -
61,51. 156 stability 98. 99 Stage Fnght (Box) 59-60. 9/, I 14,
(Disney) 40
Terry, Paul 23
Thaumatrope 18
Tregillus, Leonard 47 tripods 64, 65. 66, 68, 69 Trnka, Jiri 32-4,32
Truckers (Cosgrove Hall) 40 'Trumpton' (Murray) 38 Tubby the Tuba
(Pal) 29-30, 29
102, 176-7
video cameras 66
Vinton,Will49-5l,50
20-2, 20
Wallace and Gromit 54, 54, 90, 96. 109-10, 109. 116. 117, 134-5. 137.
142-3. 152-3. 162,
171, 171
172, I 73
War of the Worlds. The (Pal) 31 water, special effects 124. 125, 125
Wat's Pig (Lord) (3,60,73,98-
No I,.^3^?.03??8 139.7