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1
Acting and
Character Animation
Acting and
Character Animation
The Art of Animated Films,
Acting, and Visualizing
This book contains information obtained from authentic and highly regarded sources. Reason-
able efforts have been made to publish reliable data and information, but the author and pub-
lisher cannot assume responsibility for the validity of all materials or the consequences of their
use. The authors and publishers have attempted to trace the copyright holders of all material
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Acknowledgments ix
Authors xi
v
10 Animators to Become Actors and Actresses (Sort of)? 35
13 Theories of Acting 49
14 Voice Actors 53
vi Contents
31 Animation, Toys, and Merchandising 167
Contents vii
52 The Artist from the Zagreb School of Animation: Borivoj
Dovnikovic’ -Bordo 273
Bibliography 363
Index 369
viii Contents
Acknowledgments
In researching the topic of this book, the authors had the chance to talk to and
interview at various times Forrest J. Ackerman, Ray Bradbury, Linwood G.
Dunn, John Halas, Ray Harryhausen, Dr. Ronald Holloway, Antonín Horák,
Paul Christian Hubschmid, Nathan Juran, Sir Christopher Lee, Stanisław Lem,
Per Lygum, Dr. William Moritz, Lester Novros, Hal Roach, Curt Siodmak,
Dušan Vukotić, Albert Whitlock, Ferdinand Diehl, Gerhard Fieber, Wolf
Gerlach, Gerhard Huttula, Heinz Kaskeline, Dieter Parnitzke, Thilo Rothkirch,
Karl Ludwig Ruppel, Ernst Joachim Schienke, Herbert K. Schulz, H[ugo] O[tto]
Schulze, Professor Bernd Willim, Jürgen Wohlrabe who sadly are no longer
with us, directors Luigi Cozzi, Roland Emmerich, Terry Gilliam, Peter Jackson,
John Landis, Steven Lisberger, actors Martine Beswick, Caroline Munro, Andy
Serkis, VFX supervisors and assistants Volker Engel, Dave Gougé, Joe Letteri
(Weta Digital), Richard Taylor (Weta Workshop), Karl Meyer (Gentle Giant
Studios), Dennis Muren, John Nelson, Douglas Trumbull, FX make-up artist
Rick Baker, 3D FX animators Frank Petzold, Phil Tippett, animation execu-
tives, producers, directors and artists Hans Bacher, Peter Bluemel, Bruno
Bozzetto, Heinz Busert, Alberto Couceiro and Alejandra Tomei (Animas
Film Animations), Manuel Cristóbal (Dragoia Media), Jim Danforth, Piet
De Rycker, Pete Docter, Borivoj Dovniković (Bordo), Robi Engler, Dr. Hans
Michael Fischerkoesen, Ari Folman, Frank Geiger (brave new work film pro-
ductions/Little Dream Entertainment), Professor Gerhard Hahn, Herbert
Gehr and Neschet Al-Zubaidi (Hahn Film), Rolf Herken, Werner Hierl, Jeffrey
Katzenberg (CEO, DreamWorks SKG), Professor Barbara Kirchner, Raimund
Krumme, Ralf Kukula (Balance Film GmbH), Tony Loeser (MotionWorks),
Richard Lutterbeck (Trickstudio Lutterbeck), Ferenc Mikulás (Kecskemétfilm),
Mark Osborne, Maya Rothkirch (Rothkirch Cartoon Film), Dr. Michael
Schoemann (Benchmark Entertainment), Georges Schwitzgebel, Nelson Shin
ix
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(Akom Production Co., Ltd.), Rainer Soehnlein, Stefan Thies (nfp animation),
Jan Tománek (Art And Animation Studio), Wolfgang Urchs, Aygün & Peter
Voelker, Tony White, Richard Williams, Juan Pablo Zaramella, our Chinese
colleagues Cai Zhijun (CCTV Animation, Inc.), Chang Guangxi, Dong Hang,
Wang Borong, Wang Liuyi, Zheng Liguo (President, Jilin Animation Institute),
Daisy Yan Du, Gavin Liu, Juan Zaft, Professor R.P.C. Janaka Rajapakse
(motion capture specialist, Associate Professor, Tainan National University of
the Arts), voice artists Peter Krause (Germany’s Donald Duck voice), Oliver
Rohrbeck, fellow writers and scholars Klaus Baumgart, Giannalberto Bendazzi,
Bob Burns, Dr. Michael Flintrop (Cineways Festival Braunschweig), Dr. Ralf
Forster, Joseph Garncarz, Didier Ghez, Jeanpaul Goergen, Mike Hankin,
Ed Hooks, Daniel Kothenschulte, Dr. Arnold Kunert, Carsten Laqua, Peter
Maenz (Deutsche Kinemathek/German Cinematheque Berlin), Annick Maes
and Gerardo Michelin (Cartoon Brussels), Raymond Pettigrew, Dr. Volker
Petzold, Nadja Rademacher (Deutsches Institut für Animationsfilm Dresden),
Florian Schmidlechner, J. P. Storm, Caroline Hagen-Hall and Christel Strobel
(who granted access to the estate of late silhouette film artist Lotte Reiniger),
Professor Ulrich Wegenast (International Trickfilm Festival Stuttgart), Thomas
Dlugaiczyk (Games Academy), Professor Ulrich Weinberg (Hasso Plattner
Institute), Jutta Diebel, Professor Frank Gessner, Professor Felix Gönnert, Dr.
Veit Quack, Veronica Solomon, Professor Christina Schindler, Benedikt Toniolo
(Film University Konrad Wolf Potsdam-Babelsberg), and Ulrike Bliefert.
Images courtesy of Animas Film (Alberto Couceiro and Alejandra Tomei);
Little Dream Entertainment (Frank Geiger); Manuel Cristóbal; Jim Danforth;
Deutsches Institut für Animationsfilm (Nadja Rademacher); Film University
Babelsberg; Felix Goennert; Hahn Film (Gerhard Hahn and Herbert Gehr);
The Ray & Diana Harryhausen Foundation (Vanessa Harryhausen and Connor
Heaney—www.rayharryhausen.com); Jilin Animation Institute (Gavin Liu);
MotionWorks (Tony Loeser and Jana Wernicke); Primrose Productions Ltd.
(Caroline Hagen-Hall and Christel Strobel); Sabl-Film (Heinrich Sabl): J. P. Storm
Collection; Benedikt Toniolo; Weta Digital (Dave Gougé); and Grigori Zurkan.
Special thanks are due to Rainer M. Engel, Schrift-Bilder GmbH Berlin, who
assisted with formatting images and stills.
x Acknowledgments
Authors
Anna Khan Took acting classes and enrolled in dramatics at Free University
Berlin. Experienced actress and director who later got specialized in acting for
animation.
Both authors were invited to lecture in universities and academies in China and
Taiwan and prepare exhibitions devoted to animation.
xi
Introduction
Neverland or No End to
Childhood
Animators should focus on the acting… make the characters think and act… start
with the body first, next focus on the eyes, and last focus on the mouth. When review-
ing reels we look at the acting first.
John Lasseter*
A mosquito flies into the picture. It looks like an insect and at the same time
like a human although it wears only a human hat and carries a bag, with big
eyes that are neither human nor beastly but are part of the world of caricature.
Interestingly enough, the character on screen, like many great cartoon stars, was
based on a comic strip where it looked less human, had no hat, no bag: completely
insect-like. “Its” or “his” cinematically changed personality is created by the way
of acting, lifting the hat with one leg to introduce itself to the spectators, look-
ing around gleefully for a victim that appears in the person of a well-clad, fat,
tired, not really likeable gentleman. In anticipation of our spitefulness, we know
that what’s going to happen serves this man right. The insect follows him to his
apartment and gets inside an open door window to the man’s bedroom. While
the unknowing man sleeps, the mosquito goes to work, sharpens its needle. The
man snores. The mosquito sucks blood. Half-sleeping the man tries to catch it
but the mosquito is persistent and escapes the man’s hand. Finally, the mosquito
* John Lasseter, Pixar Lecture at the Academy of Motion Picture Arts and Sciences in Los Angeles
on November 4, 1996.
xiii
is sucked full of blood, its body a balloon. But it hasn’t had its fill of body fluid.
It’s still greedy, sucking more right under the man’s nose, scratching its head.
The balloon circles above the man’s head, landing again, doing a handstand
on the man’s nose, boisterously performing its antics for the audience expect-
ing applause, sucking again and—exploding: boom!, having overdone its job.
The whole animation industry as we know it today is based on that little picture
because it’s the first time that not the novelty of movement and metamorphosis
counts but the unique character itself.
Not done by a computer but by ink and paint: consisting of more than 8000
drawings. Five minutes of first-class animation, more than a 100 years old and
surpassing most of nowadays’ standardized animation. While the few animators
in other countries, like Émile Cohl in France, were satisfied to have their sim-
ple Fantoche characters just moving around, pleased just by movement, Winsor
McCay, the creator of Little Nemo (New York Herald, October 15, 1905) who
did the mosquito in 1912, aimed for good caricatures, drawn in perspective, and
above all personality. How a Mosquito Operates, a little silent film, nothing else
than pencil and ink, never misses its effect on the audience up till today.
The art of acting through animated characters lies in detail, in gesture, in
little unexpected things that make a character memorable even after 100 years,
maybe not so much the acting itself but rather personality. And these tiny ges-
tures and unexpected movements reflect the personality of the animator as well.
Let us quote the late Darlyne O’Brien, widow of the animator who brought King
Kong to eternal screen life: Willis O’Brien. She told that she would recognize
her husband in every gesture of the famous giant gorilla. Having been close to
O’Brien’s protégé, stop-motion artist Ray Harryhausen, we only can confirm this
sentiment. Having known Harryhausen for 35 years, we watched him mimic in
a church in Bologna, Italy, and pounding against the huge gate like mighty Kong
against the entrance of the native village of Skull Island. It was imitative behavior
inspired by an unforgettable childhood experience. Sometimes, in very private
moments, this great animator showed an infecting sense of humor and copied
people. He was a fan of comedian Stan Laurel and revealed that at one time he
and his lifelong friend and buddy Ray Bradbury planned a pilgrimage to Laurel’s
home in Santa Monica.
Germany lost a fantastic Hungarian actor in 1933 when the Nazis came to
power. His name was Peter Lorre (1904–1964). He was the child murderer in Fritz
Lang’s M and toward the end of his life acted in Edgar Allan Poe films directed
by Roger Corman. Colleagues described him as a brilliant scene stealer. When he
would walk over a bridge in the comedy version of The Raven (1963), accompa-
nied by two other old timers, Boris Karloff and Vincent Price, all eyes would be
on him, not on the fellows.
Lorre was born with a face. It was director Howard Hawks who once said
those actors make the best stars who are easily to be caricatured. Just see the cari-
catured star portraits (even in animation) of Clark Gable, complete with over-
sized ears, Katharine Hepburn or Peter Lorre who, alongside Bugs and Daffy,
xiv Introduction
became a mad scientist character in Warner Bros. cartoons Hair-Raising Hare
and Birth of a Notion.
Character animation is about personality, no matter if it’s human, animal or,
well, unearthly demon. Monsters, the bigger they are, remain uniquely memo-
rable just for their proportion: Kong, The Beast from 20,000 Fathoms, the Ymir
from 20 Million Miles to Earth, the intimidating, eye-rolling, nightmarish bug-
bear of a Cyclops in The 7th Voyage of Sinbad, Suffer the Little Children as Stephen
King would put it: an extraordinary hybrid creature, goat-legged, lips of a camel,
jagged teeth of a boar, nails of a lion, the horn of a unicorn.
Doing research on a Walt Disney favorite, Fantasia, John Culhane inter-
viewed master animator Vladimir “Bill” Tytla, called by his associate Lester
Novros the animator, and asked him how he approached the animation of
Chernabog, the powerful monstrous Devil on Bald Mountain. According to
Culhane, Tytla would build himself up, like an actor getting back into an old
role: “I imagined that I was as big as a mountain and made of rock and yet I was
feeling and moving.”*
Although he doesn’t do any evil in his scenes, the horned, giant Chernabog
acts like evil supreme. He unfolds his enormous wings, stretches, summons fire,
demons, and harpies. His eyes reflect satanic pleasure, but like Lugosi’s vampire
the light of the rising sun forces him to retreat.
In Culhane’s view, Bill Tytla shared with Disney an overwhelming empathy
with all creation that was almost Franciscan. He once said that they approached
things with a great deal of emotion. You have to feel yourself to make others
feel the same. As an animator, you have to be an emotional character. Tytla was
emotional and made us feel with the seven dwarfs, with Stromboli, Pinocchio’s
puppet master, Dumbo the flying elephant, or Chernabog’s predecessor, the giant
who rolled a cigarette from a haystack, used the roof of a house as a seat and was
conquered by Mickey Mouse, the Brave Little Tailor.
The greatest of animators, like Tytla, commanded two skills still highly
important, particularly in the digital age: the skill of imagination and the skill
to visualize this imagination. Actors act, according to their imagination, visual
artists of course visualize it.
Although being no professional actor, Tytla became the character, he felt
and grasped the character and enthusiastically filled in, like diminutive Haruo
Nakajima became a giant creature inside a Godzilla rubber suit at Toho Studios
in Tokyo.
Tytla maybe belonged to the first who truly understood the importance of
acting in animation, sort of an heir to Winsor McCay’s legacy because it was
one of McCay’s films, Gertie the Dinosaur, that inspired and started him on
the road. Like McCay, Tytla did his job instinctively by balancing motion and
emotion.
* John Culhane, Walt Disney’s Fantasia. New York: Abradale Press/Harry N. Abrams, Inc.,
Publishers, 1999, p. 194.
Introduction xv
Another of Disney’s master animators was even more aware of that art. His
name: Milt (Milton Erwin) Kahl—and to many he was the best right after Tytla.
To Kahl, who animated Pinocchio and Bambi, animation was a very difficult
medium that requires pretty good craftsmen who are able to draw well enough to
turn things at every angle. One has to understand movement and, Kahl adds, one
has to be an actor, put on a performance, and be a showman.
Animation has to do with acting, at least to some degree. But there is no true
acting involved, of course not, as animators do not enter the stage themselves,
but rather animate the character that acts, and if they are lucky they are able
to avoid the standardized, mechanical mass production that Richard Williams
once called just animating matches (but even cheap animation needs a certain
amount of characterization). In the best case, actors as well as animators explore
and develop characters thoroughly and become one with them. So both, acting as
well as animation, is a highly creative process. This is what they have in common.
And they have, as we will see, the same origins.
But contrary to film stars who shine on the silver screen (and art that is exhib-
ited in galleries and museums worldwide and sometimes sells to astronomical
prices), animators in most cases remain in the dark. Their names are only known
to insiders, and in the early years many spectators would naively speculate if Walt
Disney was the artist who drew all his animated films himself.
The same is true for actors used in motion or performance capture. Andy
Serkis, an exceptional actor, may be the only one whose name is known to bigger
audiences thanks to his performances as Gollum in the Lord of the Rings trilogy
or as Supreme Leader Snoke in Star Wars: The Force Awakens.
Vice versa, live actors who share the screen with animated characters have
problems, too, to win the “competition.” In many cases, they won’t. A live actor
simply cannot win against animals, kids, or cartoons. They just might catch up
as the late Bob Hoskins did in Who Framed Roger Rabbit.
This book is divided into two parts: From film history we learn about the
importance of actors and the range of personalities and related arts that goes into
animation. Then we will turn to the animator’s, the writer’s, and actor’s point of
view to describe the various techniques involved.
There might be doubts about mixing history and technical guidance. Some
might call the project too academic (don’t worry, it’s not), more appealing to
film historians than animators themselves. Who is this book being written
for? Is it for historians, film buffs, and fans? Is it for character animators? Is
it for screenwriters? Is it for actresses and actors who might look to animation
as an additional source of income? It seems to fall between all these stools.
It is no history book in the proper meaning of the word. It is no manual. It
is more like a brainstorm of facts and ideas that demonstrate the variety of
animation.
The reason for this kind of confusion has mainly to do with our relation to
the science of history. Our fast-paced society considers it superfluous to look
back to understand what we are doing today. To many viewers, everything that
xvi Introduction
precedes Avatar doesn’t simply exist. It is predigital, isn’t it? Black-and-white film
and silent, in the worst case. They forget that animation techniques themselves
do depend on neither film nor digital media. So past, present, and future have the
same purpose in recording movement. We wouldn’t be able to judge and classify
what we are doing without the knowledge of the history of moving images. If we
don’t know where they come from, we don’t know where they go to. This preju-
dice against history transferred to the stage would mean that Shakespeare has no
significance in theatre today.
Animated images surround us since a Stone Age artist drew a wild boar
with eight legs on a wall in the Cave of Altamira in nowadays Cantabria,
Spain. Why did he do so? Because the very idea of animation is in our head,
therefore, not necessarily tied to the silver or the computer screen: mentally
saving, reconstructing, and re-enacting movement is the objective target. And
by re-enacting telling a story. While we talked about the effect the shine of fire
would have on these, thanks to stone protrusion, almost 3D cave paintings,
Tommy Lee Jones, on a visit to Berlin’s Museum of Film and Television to
promote Men in Black, all of a sudden gave a private performance and dem-
onstrated to us how a Stone Age storyteller’s shadow would act while speak-
ing and spinning yarns in the shine of fire. One can say that this was the first
motion-picture theater.
Since then the field is not exclusively reserved to professional cartoonists and
animators (of course not), but in the digital age, in the realm of synthetic media
where even acting is artificial, they come closest to the domain of actor-storytell-
ers: from Stone Age right into the future of virtuality.
Animators must bring drawn, sculpted, or digitally created figures to life.
Actors must develop characters as well, but they draw on their physical body
shape and their gender (although not in every culture: when male actors imper-
sonate females). Animators can portray anything from plant life (Walt Disney’s
Technicolor Silly Symphony Flowers and Trees) to animals, from humans to
robots and non-humanoid aliens. For humans it’s rather difficult to portray
goat-legged satyrs or multi-armed, sword-wielding horrors. When Hollywood
planned to film Edgar Rice Burroughs’ John Carter of Mars stories in the 1960s,
stop-motion artist Jim Danforth naturally pleaded for animation to portray the
four-armed green giant barbarians who are part of Burroughs’ universe, but
the VFX supervisor-to-be, Larry Butler, wouldn’t sympathize with that idea and
would have handled the effect by tying two large basketball players for each
giant and having a special headpiece made. The multi-armed silver maid from
the 1940-Thief of Bagdad was choreographed in a similar way by the same Butler.
(Ray Harryhausen would eventually animate the six-armed Kali in a sword-
fight sequence from The Golden Voyage of Sinbad.) Decades later, when John
Carter of Mars was eventually produced by Disney, the computer would take
over. Animation had become a major ingredient of most American blockbusters
with a strong report to VFX. Genuine live-action scenes that hadn’t been pixel
touched became scarce. Before the digital age, however, VFX and design people
Introduction xvii
antagonized animation, particularly stop motion, for being jerky. MGM’s chief
production designer Cedric Gibbons despised the studio’s decision to have
Willis O’Brien come down to Culver City to try a stop-motion adventure titled
War Eagles, an epic that consequently never was. Of course, there was misun-
derstanding on both parts. Gibbons’ associate A. Arnold Gillespie, for many
years in charge of models, ships, planes, and special effects at Metro studios,
described the movement of the hanging miniature dolls that filled the stadium
to watch the 1925 Ben Hur chariot race and were arranged like the tiny players
of table soccer as—animation. There was not much love lost between live action
and animated films. The heads of international film festivals would prefer to
walk alongside live stars over the red carpet rather than present themselves with
cartoon characters in silly costumes. The Academy of Motion Picture Arts and
Sciences rarely would acknowledge animated effects in live-action films up to
the 1960s and only would award Mighty Joe Young in 1950. Ray Harryhausen,
assistant to Willis O’Brien who received the Oscar, was present during the cer-
emony and felt the tension of the nominated O’Brien. But Ray himself had to
wait a long time for his well-deserved Oscar. That signals that animation is dif-
ferent from all other cinematic experiences. Jim Danforth recalls that, in those
days, even members of the VFX Academy Award committee didn’t understand
the intricate Harryhausen process.
The process of animation begins in preproduction with developing the char-
acter, a joint effort of specialized writers and skilled artists supervised not exactly
by the director but by the producer who in most cases is the project’s driving
force, in Europe (as we sadly had to learn) with a lot of unwelcome interference
from TV editors and distributors, and with devising the model sheets that show
posing and facial expression of the respective character. The livelier a single pose
is the better. On stage there are art directors, set designers, costume makers, and
make-up men who support actors in their performances. The actor himself will
contribute what we call emotional expression, using his mimic art, voice, and
body movement. But in animation everything depends on the animator provided
he is going to work with a solid design of the character that means something to
him, that inspires him. In TV mass production, the design is even more impor-
tant as there is no ambitious detailed animation possible for budgetary reasons
and time constraints.
Actors have learned to express emotion by facial expression, gestures, breath-
ing, and voice. The tools actors and animators use are basically the same: body
talk, mood, and movement—with the exception that to them this kind of per-
forming is an out-of-body experience.
Animators and actors have at least one thing in common. Animators, like
actors, are avid watchers. They carefully observe and study animals as well as
humans. For Bambi, the popular cartoon version of Felix Salten’s 1923-book,
Disney got real deer, two fawns, christened Bambi and Faline, to his old Hyperion
Studios as reference for the animators where they could be studied. The same
approach these writers noticed at the animation department of Beijing Film
xviii Introduction
Academy where they animated a feature about a dog and had a tiny puppy caged
in the studio.
Certainly both, animators as well as actors, have to watch. In fact, Augusto
Fernandes, Argentine stage director, sent his actors to the zoo to study animal
behavior. Animals and nature play an important part in the life of many anima-
tors in every country of the world, in every culture. Before animating Mighty Joe
Young, Harryhausen did just that: going to the zoo and studying live gorillas.
“I even became a vegetarian for some time,” Harryhausen would say.
But contrary to the actor on stage, an animator is not only copying nature.
He can change it. He is almost free from it and the limits of physics. In the world
of animated characters, Béla Balázs wrote, nothing is impossible as miracles are
part of the daily routine. The drawn lines function in accordance with the shape
they assume. Saying that he referred to the antics of Felix the Cat, the screen’s
first cartoon star that, by the way, was modeled after Charles Chaplin’s little
tramp with certain characteristics that later were borrowed from and paid for by
Buster Keaton. To a creature made of lines, Balázs observed, everything should
be achievable. Felix the Cat, for instance, can roll his tail into a wheel and ride off
on it as if it were a bicycle. In another case, Felix loses his tail. He wonders what
to do and while he ponders, a question mark grows out of his head. Felix seizes
it and sticks it on his rump. There you go. These images are absolute. There is no
difference between appearance and reality.*
With an uncertain nod to the future, Balázs wonders himself, what would be
gained if this was to become reality?
Above all technique, however, we must play. Play like children. That is being
curious and imaginative and having fun doing so.
As children we have looked up to the sky and imagined the clouds to be
animals, giants, pirates, adventurers, cowboys, and Indians riding horses. The
source of all inspiration is childlike imagination, and Pixar even devoted one
of its shorts to simply that, Partly Cloudy, creating an anthropomorphic cloud
character from pixel animation. It was Max Reinhardt, Germany’s great pioneer
of the stage, who once said, “I believe in the immortality of the theatre, it is a most
joyous place to hide, for all those who have secretly put their childhood in their
pockets and run off and away with it, to play on to the end of their days.”
The same should be true for animators. Children and animators are not nec-
essarily acting. To them it’s all like truly playing. Playing is also dreaming: great
dreams, wishful dreams, and occasionally, as part of the game, nightmares.
Playing staggers the imagination.
Hayao Miyazaki, the great Japanimator, echoes Reinhardt’s sentiments when
he says that children aren’t interested in logic; to them, all is pure imagination.†
It’s a dream that is best expressed in Peter Pan, James Matthew Barrie’s story
of a mischievous boy who never grows up, who never will become an adult. He is
* Béla Balázs, Early Film Theory. New York/Oxford: Berghahn Books, 2010, p. 174.
† Anime Interviews. San Francisco, California: Cadence Books, 1997, p. 31.
Introduction xix
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the leader of a gang of lost boys and flies to a place behind the clouds: the island of
Neverland with lots of imaginary characters like pirates, fairies, and mermaids.
In Greek mythology, the god Pan, who idles in the countryside of Arkadia play-
ing panpipes and chasing Nymphs, represents natural life that Barrie contrasts
with the effects of civilization.
Therefore, this book is more about Playing than about Acting in Animation. At
least it should be. It’s about imagination and about the Pan-like figures that come
out of those dreams and begin to live.
It was Ray Bradbury, author and fantasist, who once remarked that Charles
Laughton, the Hunchback of Notre Dame, Nero, Dr. Moreau, Captain Bligh and
the Canterville Ghost in one and the same person, was the biggest child of them all.
xx Introduction
Part I
The Story of
Actors & Acting
in Animation
1
Time for Creation
Homunculi
Acting and animating are arts of simulation and reproduction: the dream of cre-
ating animal and human life by means other than natural reproduction.
The so-called Homunculus was the realm of Doctor Faustus, the legendary
necromancer and astrologer who became a durable character in the literature
where he sold his soul to the devil, a predecessor of Frankenstein, and it was the
realm of the Swiss alchemist Theophrastus Bombast von Hohenheim, otherwise
known as Paracelsus, a sixteenth century master of holistic medicine and natural
healing, who is said to have been interested in artificially made human beings, a
concern that in those days came close to black magic.
In Universal’s The Bride of Frankenstein (1935), VFX experts John P. Fulton
and David Stanley Horsley created such homunculi optically by miniaturiz-
ing live actors while an artist like Ray Harryhausen even animated a (winged)
homunculus stop-frame, as an evil magician’s aid in his “super-spectacle” The
Golden Voyage of Sinbad.
Today’s alchemists who call themselves scientists create artificial life through
genetic engineering and human cloning. Animators, however, accomplish the
process in a much simpler way. They create their little men (this is what homun-
culi means translated from Latin) by using digital imagery or simply a pen.
3
Facing auspicious occasions, animators will have a chance of not only acting
but also creating. In some early animation, as in the Out of the Inkwell series by
Max Fleischer, the hand of the animator appears and it looks as if the drawn
character was touched by the hand of God. Animators invent characters that vir-
tually do not exist. In such cases, some of them actually might feel like being
God and say so. “Now I know what it feels like to be God!” Colin Clive screamed
when portraying Frankenstein in front of James Whale’s camera. This attitude
was parodied in Chuck Jones’ short cartoon Duck Amuck (1953) in which Daffy
Duck fights the malicious hand of a mischievous animator who turns out to be
Bugs Bunny. But sometimes the creations might be more powerful than the cre-
ator itself. They seem to develop a life of their own like Pinocchio did.
In 1965, famed Czech stop-motion producer Jiří Trnka (1912–1969) wrote and
directed an 18-minute short film, a parable titled Ruka (The Hand) that dealt
with personality cult: A harlequin potter is happy to create his daily output of
flower vases, but then a huge Stalinist hand appears that threatens and manipu-
lates him to sculpt nothing else than memorials of a giant hand.
“Never, O Atkayma Chaka, has the white man been the 122
friend of the Itzaex,” said he.
Paul, who headed us, placed his right hand on the left
shoulder of the chieftain Gatcha, which was the native
salutation of peace and friendship. The old fellow
seemed pleased and gravely responded. I followed suit,
understanding this custom was expected, and so we all
in turn saluted the warrior, who we afterward discovered
was the most famous general of the nation.
Then, without more ado, we started away, our party 124
occupying a central position beside the Atkayma Chaka,
who stalked along with a newly assumed dignity that
was rather amusing, although I must admit the boy had
always displayed considerable dignity.
125
CHAPTER XI
WE ENTER THE CITY OF ITZA
All were up bright and early next morning and so swift 128
was our progress during the day that when we again
made camp Chaka assured us we were but three hours’
journey from the capital.
Beyond the city we saw for the first time the sierras, the 131
highest mountains in the peninsula. It was mainly a
range of rounded knolls, most of them being covered
with verdure and easily accessible. Directly in the center,
however, were four small rocky peaks and one towering
one that seemed to rise into the clouds. The sides of the
latter mountain seemed precipitous and formed of
straight walls of rock.
Men, women and children “bit the dust,” as Archie said, 132
by prostrating themselves before him. The boy looked
very handsome in his gleaming copper skin and the
single heron feather set in his hair, and he walked into
his hereditary kingdom as proud as a peacock, as well
he might.
135
They answered the speech by raising their right arms
[2]
and shouting a single word: “Kaym!” in unison, after
which the throng quietly dispersed.
Then he entered the broad arch that led into the palace.
137
CHAPTER XII
WE SIGHT THE QUARRY
“The priests and the council have hinted that unless you
are all delivered up to them at daybreak to-morrow
morning, when my father’s body is to be cremated with
much ceremony, they will assassinate me, their
atkayma, and place my uncle at the head of the nation.”
150
CHAPTER XIII
WE SEEK SAFETY IN FLIGHT
Although the sky had now begun to lighten and all near-
by objects were fairly distinct, the torches were still
carried ahead as we began our march. This was brief.
Soon we came to the lake and were led upon a large
flat-boat which at once set out for the temple, urged by
a score of rowers with long paddles. The people
tumbled into hundreds of other craft, big and little, and
followed at our heels.
This was the largest building in Itza. It was shaped like 151
a pyramid, with steps on all four sides leading to the flat
top, some hundred feet from the base. Openings here
and there showed that the center of the pyramid was
divided into rooms, where the priests doubtless dwelt
and held their secret rites and ceremonies. All great
public events, such as our proposed carving, were held
on top the temple in plain view of the populace
gathered below.
Now the priests set up a low chant, while at the bottom 152
of the steps appeared the three patriarchs I had noticed
at the palace the day before. This was the holy
triumvirate, and they ascended with dignified
deliberation while the multitude below and those still
occupying the fleet of boats all prostrated themselves
reverently.
We nodded.
At this all eyes were fixed upon an ugly little image of 155
the god Bacáb, which was perched upon a shelf about
midway up the front of the pyramid.
Few of the Itzaex were armed that day, as none had 161
expected a fight; so except for a few darts hurled
toward us with uncertain aim we were not molested. It
was interesting, though, to look down and see that
great pyramid black with human beings who stood in