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Acting
and AnimationPart
1 of 2
Doron
A. Meir Offers Some Guidelines for Achieving Convincing
and Interesting Acting in Animation
By
Doron A. Meir
10.25.02 |
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Power,
self-confidence and arrogance.
Shere-Khan, "The Jungle Book" (original
cel courtesy of Avi Blare).
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"An
animator is an actor with a pencil", goes the oldest
and truest animation cliché.
Not "a draftsman that acts", but first and
foremost - an actor. If you're trying to tell a story
through a character, inevitably you're an actor. The
only question is whether you are a good actor or a bad
one.
My feeling is that in the past few years, while there's
been great progress technology-wise, the art of acting
in animation has been abandoned. Compared with the acting
quality of characters such as Shere-Khan (The
Jungle Book), Captain Hook (Peter
Pan) and others, today's characters are pale, dull,
and lack personality. In better cases, an exceptionally
interesting voice-talent saves the day (Robin Williams
as the genie in Aladdin);
but usually the script alone is responsible for providing
the characters with some sort of personality.
In the various internet forums one can find threads
concerning software, design, textures - some even talk
about movement - but it's rare to read something about
acting. I haven't yet seen a comment saying something
like "the animation is good, but the character
has no personality". It seems that the level of
expectations is so low, that it's enough for an animator
not to make technical errors. Would you consider praising
a writer simply because he made no spelling mistakes?
In the following article I have put on paper my thoughts
considering acting in animation, which apply to any
form of character animation - including 3D. The article
is not meant to provide a "good acting
in animation" formula - simply because such a formula
does not exist. Every animator has his personal attitude,
every film has needs of its own, and undoubtedly there
are other ways of getting good acting. The goal is to
propose a "toolbox" for the actor/animator,
and maybe raise - even a little - the animators' awareness
of acting in animation.
What is good acting?
When I ask my students what they think good acting is,
the first answer is usually "believable acting".
But credibility is only one side of the story. Good
acting is believable and interesting.
In my opinion, these two attributes wholly define good
acting. With this idea as an axiom, we will try to separately
analyze what makes acting believable, and what makes
it interesting.
I. Believable acting
In the life of an animator there are short and rare
moments of true magic. Those moments are the reason
I became an animator, and they are the reason I still
am one. I'm talking about a moment in which you look
at the animation you've just created, and suddenly you
believe your own character. Suddenly it's alive, it's
there in its own right. Those are the moments of believable
acting.
Believable acting holds a great power over the viewers,
because the character they're watching gets a sort of
meaning. Every man has meaning to us
- even if we don't always think about it: If a total
stranger sitting next to you on the bus suddenly collapses,
you will not be indifferent - because the very fact
that he is a flash and blood human earns him that meaning.
This is why we feel sorry when Bambi's mother dies:
we believe her and we believe Bambi, and both of them
mean something to us. On the other hand,
the characters in South Park are anything but believable,
which is why there's no problem killing Kenny in each
chapter.
(This might be the right place to reemphasize that the
animator is of course not solely responsible for contributing
meaning to the characters - script has an important
part in it too. This article, however, is dealing with
animation).
Believable acting means that the audience feels that
the character's actions are the result of its own inner
motives, and not the animator's inner motives; that
the character feels, thinks and reacts consistently
according to its personality and mood. I emphasized
the last sentence since it encapsulates many of the
ingredients of convincing acting:
Feel. The aim here is not just to portray clear
and defined feelings (happy, sad, etc.) but to look
for a kind of inner feeling that we have in us all the
time - maybe it can be called "consciousness".
Try to "feel" your character when you create
animation, not just move it around according to the
principles of animation.
Think. Your character shouldn't always act on
immediate instincts. Look for opportunities to show
thinking process, which leads to decision and action.
It will enrich your animation with depth, complexity
and believability.
React. Acting is actually more or less a series
of reactions - the character reacts to its environment,
to other characters, to stimulus. Every action must
have a reason. Make sure you know what your character
is reacting to, and that the reaction is reasonable
(in other words: it's reasonable that this particular
character will react in this particular way).
Consistency. Retain a consistent attitude to
your character's reactions. A shy character (small,
timid movements) that unexpectedly acts in an extroverted
way with no clear reason, will suffer great damage to
its credibility.
Personality. The character's personality dictates
its reactions - i.e., its acting. Again, we are not
necessarily talking about a definite personality such
as "arrogant", "grumpy", etc. Try
to get to know your character the way you know a family
member or someone you work with. What makes him tick?
What is he afraid of? What are his problems?
Mood. Mood resembles personality - it, too, dictates
the character's reactions - but unlike personality,
its effect is temporary. For example: a guy who's hurrying
to work acts and reacts in a very different way than
the very same guy as he calmly walks his dog in the
evening.
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Reading the above notions, one might think - "hey,
all those things belong to the script and storyboard!
Reactions, personality, mood - I can't control that!
I'm just the animator here, my job is merely to move
the character around and make sure there's a lot of
anticipation!". My answer is in the following example:
The storyboard shows a character entering the frame,
and looking angrily at another character. You're assigned
to the scene, and the questions that should arise are:
does the character enter slowly? Quickly? Determinedly?
Hesitantly? Does he stop suddenly or gradually? Did
he know the other character would be there, or does
he spot it in the scene? Is he furious, or merely dissatisfied?
What sort of anger is it - helpless (like a child's
anger towards his parents), or superior (like a parent's
towards his child)? And so on and so forth.
The actor/animator's task is to carefully read the script,
study the storyboard, and try to "get into"
the character. In other words: to find the character's
inner feeling and to "wear" it for a while
as if it was his own - so that he can get to know and
understand the character. A good actor doesn't invent
his acting - he discovers it. And still
the animator faces the tough challenge of putting the
experience into his animation, keeping the principles
of motion. It isn't easy, but the reward - that magical
moment of believable animation - is worth the effort.
Next Week: Part
2 - Interesting Acting.
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