From cartoon to facial animation in the contemporary stop-motion.
Leonardo Rocha Dutra
Universidade Federal de Minas Gerais, Brasil
Maurício Silva Gino
Universidade Federal de Minas Gerais, Brasil
Abstract
Today facial animation reaches a broad
spectrum: from visual to physical, in visual effects
(VFX), games, animatronics, robotics, machine
vision and forensic science.
Whatever the field of study and application,
the main concern about the face remains the
emotional response of moviegoers, video game
players or people in the presence of automats,
animatronics and androids.
In isolation, each field has given its steps,
but the longest and most successful experience in
achieving simpathy is undoubtedly the synthetic
language of cartoon animation also present in
puppet animation.
Although cartoon animation is also
synonymous with two-dimensional animation as a
technique, since Fleischer and Disney it is
aesthetically perspectivist, anticipating in decades
the visual paradigm of computer graphics and
always having parallels in the stop-motion of
puppets.
This common language of the three
techniques offers contributions towards the
emotional response problems faced by robotics and
entertainment with animatronics. Even more so
when facial animation in stop-motion uses internal
mechanisms, converging art, entertainment and
science.
To this interface are added the knowledge
about Human Facial Gestures studied in face
recognition (machine vision) and in forensic science
in its analysis of testimonies.
The design of internal mechanisms for facial
animation in stop-motion takes advantage of
animatronics and robotics studies, can have its
operation simulated in computer graphics, and apply
the possibilities that comes from cartoon animation,
and pay back to all the fields involved.
Keywords: Cartoon animation, Stop-motion, facial
animation.
1. Search of the three-dimensionality of the
animated cartoon.
In an ontological sense, the temporal
dynamism and the formal plasticity of the animated
drawing allows it to present a perspectivist
representation of forms and / or to explore the twodimensionality of its image condition. Being
simultaneously in the same visual composition or in
succession of different compositional states.
This is its main attribute in terms of creative
freedom and the possibility of aesthetic autonomy in
relation to other animation techniques and to the
cinema as a whole.
But these possibilities are little known
because the common sense associates animated
drawing with animated cartoon - an aesthetic
modality of the animated drawing that operates by
perspective
systems
(PANOFSKY,
1999),
presentificating anthropomorphic beings referenced
in the real, although stylized. Close to or distanced
from the human, but still presenting usually
analogous creatures in their relations of constancy of
scale and proportions, in the relation whole-parts
and consistency and in location and spatial
orientation.
FIGURE 1 – Demonstration of volumetric coherence of animated
cartoon in Walt Disney's MultiPlane Camera, 1957. Digital
composition and black-and-white conversion by the author.
Walt Disney and others developed a model
of fruition based on figurative narrative that led the
viewer to perspectively decode the spatiality
represented in the images in analogy to the live
action cinema with actors.
At the beginning of the development of the
language and even in many nowadays works, the
volumes of beings are represented without light and
shadow, therefore, without direct representation of
volumes.
But the monochromatism of these forms is
compensated by the way in which the silhouettes
that limit them move in coherence with what should
be the limits of volumes in the space in positional
alteration, be it of articulated members or in a ciliary
behavior - the stylized Rubber hose limbs.
The bodies are constructed by composition
of representations of geometric solids. And even if
they are not explicit in the final result, they constitute
the method that gives them a certain virtual
objectivity.
The animation has the potential to reinforce
these conventions or to operate by visual ambiguity
of the same, partially or totally, but we restrict
ourselves in this study to the mimesis of the object
by the visuality, taking the latter as a becoming of
the first in this formal determination in the relation
between cartoon animation and a certain portion of
stop-motion production.
This selection lies in the same cultural
context as the animated cartoon: the industrial stopmotion feature film produced in the West.
Other stop-motion cinematographies - such as
Czech - dispenses facial movement, using
substitutions of a few masks that represent the state
of mind of a certain moment, not even using lip sync
or even speech.
They are narrative forms equally pertinent
and efficient in the ability to entertain, but we focus
here on western animation with lip synchronization
as a way to broaden the understanding of a wider
spectrum of possibilities of expression without a
corresponding gradation of aesthetic judgment.
Once in the West, since the conception of
characters of Pinocchio, launched by Walt Disney
Studios in 1940, they used sculptures for conception
and volumetrical reference for the animators,
denominated animation maquettes.
To do this, its Character Model Department
was established in 1938, headed by Joe Grant. He
took care of the formal consistency of the character
to be animated by more than 30 different animators
who before that feature used representations in
different views and poses of the characters: the
model sheet.
In the early 1980s the method was restored
by Rubén Procopio, son of the also sculptor Adolfo
Procopio, responsible for sculptures of the Disney
theme parks built in the 1960s. With his work in
maquettes and other functions, Rubén participated in
a decisive way in the resumption of the feature film
cartoon animation begun in The Little Mermaid
(1989) - the so called Disney Renaissance. He is
also associated with the Walt Disney Classics
Collection, which converted the methodological
instrument of the maquette into a high value
collectible item.
Of the more recent films, porcelain copies
are made directly from the original matrices already
designed for both ends. Copies of the rare and
fragile originals of the old films are obtained by
three-dimensional scanning and reproduced by 3D
printing - like the maquette of the title character of
the second feature film of Disney. Carlo Collodi's
wooden boy model was printed in 3,500 copies and
sold for $ 75,000 each.
The maquette made by Rubén Procopio for
the villain Ursula of The Little Mermaid is part of the
permanent collection of the Smithsonian Institution.
FIGURE 2 – Replica in digital manufacture of the original
maquette of Pinocchio, originally realized in 1938. Digital
composition and conversion in black and white by the author.
Source: http://www.thecollectionshop.com/xq/ASP/Walt-DisneyArchives-PinocchioMaquette/S.4051364/A.1470/qx/Limited_Edition_Art_Detail_Page.
htm
Despite the volumetric consistency pursued
since the beginnings of cartoon animation, one of the
concepts crystallized in the canon gathered in the 12
principles of classical animation (1), preconizes the
literal flexibilization of volumetric consistency. In
favor of the aesthetic appeal of exaggeration, the
volumes receive dynamic stylization by the
possibility of being squashed and stretched.
In a singular occurrence in the beginning of
the commercial animation, image and object are
inverted in the roles of design and realization using
this resource in the three-dimensional cartoons aptly
denominated of puppetoons by its creator George
Pal, still in the decade of 1930 in its work in Holland.
After a promising period in Germany
interrupted by the rise of Nazism, the Hungarian
animator develops an advertising campaign for
Philips radios. These films applied to the stop-motion
the principle of squash and stretch by replacing
distinct stages of deformation in hundreds of pieces
of turned and painted wood.
FIGURE 3 – Frames of The Puppetoon Film with apparent
deformations of the characters by substitution. Digital composition
and conversion in black and white by the author.
The two examples above demonstrate that
by applying deformation to the characters, George
Pal
spared
no
exaggeration,
extrapolating
anatomical criteria in both body language and facial
language. From the point of view of closeness to
reality in terms of fluidity, body animation was more
successful than facial animation.
The actuality of facial animation that now
uses
three-dimensional
printing
of
formal
interpolations now calculated in digital computer
graphics (2) shows that lacked to George Pal way a
greater number of transitive states - very costly and
laborious to obtain by the analog techniques of the
time.
In addition, in terms of facial animation, his
puppetoons do not attach to the anatomy - regarding
the volume and proportion of cranial elements as
was already established in the cartoon animation
made by Disney.
Compatibilizing the human protagonist with
her stylized human co-starships of Snow White and
the Seven Dwarfs of 1937, brings in this first feature
of the company the challenge of establishing criteria
of consistency.
Snow White does not behave by the surreal
humorous appeal of squash and stretch as the
romantic and dramatic heroine of the story, but the
comic relief provided by his title companions allows
it, always observing a return to the "normal" state.
At most it was foreseen a certain flexibility
that refers to the oral movement for speeches and
expressions, but maintaining the shape of the skull,
as shown in figures 4.
In comparison, Figure 5 shows how much
Grumpy's nose and Sneeze's skull were intended to
deform, but for the purpose of an timely expression
to the characters.
FIGURE 4 – Detail of a Snow White head model sheet
demonstrating volumetric referencing. 1936. Conversion in black
and white by the author.
FIGURE 5 – Fragments of the model sheets with notes on the
freedom of positioning of the Grumpy's nose and the four stages
of deformation of the Sneeze's naming act. Dated on September
28, 1936. Digital composition and conversion in black and white
by the author.
2. Digital perspectivist automation of the
animated cartoon.
The perspectivist aesthetic project of cartoon
animation comes to reach greater facilities with the
advent of automation of the calculation of
perspective of volumes in digital systems,
erroneously called "three-dimensional" or "digital 3D"
(3).
In its early stages, its forms were close to the
basic geometric solids, in a directly imagetic version
of George Pal's work, having in common with his
method the modular organization of cycle libraries.
As the virtual geometric solids are being
replaced by technologies that allow the use of more
complex and organic forms, an aesthetic
convergence between hand-drawn cartoon and
digital 3D is realized. This allows the character
design to maintain its level of freedom that the
manual gesture presents since Snow White, but
bringing the results closer to the creational
representation of volumetry.
The technology of partial stiffening and
structuring of the virtual plasticity of the surfaces
meets the historical expectations of maintaining an
anatomical consistency associated to controlled
forms of deformation. In this way, it is possible to
virtualize what would be possible in stop-motion, in a
approach that is based more on a real mechanics
than of the unreality possible by the electronic
means.
For example, digital 3D allows a character to
be made of translucent fluids contained in a certain
volume with dynamics proper to the material (for
example, bubbles), which is very difficult to obtain by
stop-motion. But the technology and its results do
not focus on of what would be impossible or very
hard to do by physical 3D. It's more common to
digital 3D prioritizing to mimic what should happens
on real 3D, as a paradigm of it's development of
technologies and works of art.
Even with the flagrant technical difference in
obtaining the results and their visual aspects, the
cartoon and virtual 3D became convergent in terms
of conception methods and aesthetics.
There is even a moment that the aesthetics
of the design process itself becomes the goal
apperarance in a certain film realized in virtual 3D the experimental short Paperman, directed by John
Kahrs and released in 2012. Produced by DisneyPixar, was awarded the Oscar for best short
animation in 2013.
Impressed by the work of classic animator
Glen Keane in Tangled, from 2010, Karhs wanted to
give prominence to the expressive force of the
spontaneous and manual drawing of lines, which
digital 3D suppresses by convention and
convenience of the technique.
Briefly, the technique used allows the
silhouette of the character from the virtual volume to
be converted into lines that maintain full possibility of
modification in the two-dimensional plane, as well as
the reciprocal way: to draw directly in twodimensional with coherence with the threedimensional virtual volumes.
FIGURE 6 – Sketchs of Paperman's design and production
process. Digital composition and conversion in black and white by
the author. Source: The documentary Paperman and the Future of
2D Animation. Available in:
https://www.cartoonbrew.com/cgi/a-little-more-about-disneyspaperman-63782.html
3. Three-dimensional animated cartoon.
Parallel to the development of cartoon
animation in its proximity to the graphic conventions
emanating from cartoons of the newspaper comics,
the stop-motion from its beginnings seeks to stylize
its characters, being human or animal in human
behavior and form.
Stop-motion was also used as a visual
effects technique in the field of live action cinema,
when it sought to become invisible. But even so, it's
creatures were predominantly fantastic - therefore,
object of stylization.
But it is when dialogues occur that facial
animation becomes more challenging in maintaining
stylization and attributing impression of reality to the
lip postures.
The first feature of puppet animation, The
New Gulliver (Novyij Gulliver) by Russian Alexander
Ptushko, released in 1935, deal with this question
utilizing substitution. So does another pioneering film
that is The Seven Ravens (Die Sieben Raben) of
1937, by the German brothers Ferdinand and Paul
Diehl.
This film uses exchanges of mouths inlayed
in the faces of the characters in perfectly concealed
seams. But if the first displays human caricature, the
second adopts a less distant stylization of the actual
human anatomy, as remains the work of the
Germanic pioneers, who continued to use
substitution.
The anthropomorphic speaking animals of
Tale of the Fox (Le Roman de Renard) - also of
1937 - of the polish-Lithuanian Ladislaw Starewicz
display localized facial deformations made possible
by posables internal structures, as was also used in
West by Willis O'Brien and its successors, but not
applied to speech.
The protagonists, built and animated by Ladislaw
and his daughter Irene, show movement in the jaws,
lower and upper lips, muzzle, eyes, eyelids and
eyebrows.
Shot between 1929 and 1930 in France, it
was the first stop-motion feature entirely made in
puppet animation, presenting exquisitely built
puppets and garments, also very expressively
animated, with details as the panting bust of the
Lioness Queen.
FIGURE 7 – Fragment of frame of Le Roman de Renard (19301937). Very detailed costumes and complete facial expression in
the first full-length film of history completely accomplished in
puppet animation. Dolls by Ladislaw and Irene Starewicz. Source:
http://americancinematheque.blogspot.com.br/2018/03/fox-beforefantastic-by-scott-nye.html
Since then, facial animation in stop-motion
by posable mechanisms has occurred in O'Brien's
films and pupils: Ray Harryhausen, Jim Danforth,
Phil Tippet and several of his heirtage in the United
States. But these characters had no lines.
After many productions with speech and
singing using substitution, our study only locates a
new production with internal facial mechanisms
applied to speech in the far 1983, in the English TV
series Wind in The Willows, based on the classic of
children's literature by Kenneth Grahame. It
consisted of a 1983 self-titled feature film, four TV
seasons from 1984 to 1988, a new feature in 1989 A Tale of Two Roads and a fifth season in 1990. It
was produced by Cosgrove Hall, an experienced
English studio with extensive experience in children's
content for TV that operated from 1976 to 2009.
In 1992, Cosgrove Hall produced 13 11minute episodes of the Truckers series, based on
the novel by Terry Pratchett. Like Wind in The
Willows, the characters had jaw and brow joints and
eyeballs but had no eyelid movement like the
previous series.
Mr. Toad, the protagonist of the previous
series, was animated by Barry Purves, who later
creates sophisticated short films of erudite and adult
themes, such as Shakespeare's Theater in Next, the
Infinite Variety Show (1989) and an expansion of
Japanese theater culture in Screen Play (1993) with
an inventive use of animated scenography. He
aproaches the Trojan myth of Achilles and Patroclus
in Achilles (1995) and also presents a poetic
biography of the Russian composer in Tchaikowsky,
an Elegy, from 2011.
But it is in the adaptation of Verdi's Rigoletto
in a 1996 film, in the biography of respectively
librettist and composer of Victorian comedy opera in
Gilbert & Sullivan: The Very Models of 1998 and in
the G-Rated adventure with anthropomorphic
animals of Hamilton Matress (2001) that his facial
animation presents the use of speech and singing,
using joints on jaw, lips, eyelids, eyelashes and
eyeballs.
With the exception of the Screen Play (4) all
the puppets of the Purves films are made by the
British studio dedicated to the manufacture of stopmotion puppets run by Ian Mackinnon and Peter
Saunders, who started working together still for Brian
Cosgrove and Mark Hall in the 1980s.
Still in Cosgrove Hall, Mackinnon and
Saunders participated in The Reluctant Dragon,
released in 1987, directed by Bridget Appleby, who
also used facial animation with a movement of the
lower lip reasonably articulating the lip synchronism
in the title character.
FIGURE 8 – Frames from The Fool of the World and the Flying
Ship, demonstrating contraction of the corners of the mouth in the
protagonist. Digital composition and conversion in black and white
by the author.
In the 1991 telefilm The Fool of The World
and The Flying Ship, directed by Francis Vose, the
duo can make the characters smile with contractions
in the corners of their mouths, in addition to the
movement of the jaw, upper lips and eyelids
integrated to the faces, which move together with the
eyebrows and no longer by removal and
replacement, as in Wind In The Willows. The
sculptural style used by Ian Mackinnon in some
characters recalls what will be used later in
Rigoletto.
In Ah Pook is Here, a 1994 short based on a
recording of a speech by writer and essayist William
S. Burroughs and directed by Philip Hunt, one of the
characters has both flexible lips as the reluctant
dragon's lower lip, resulting in great articulation of
speech. It is the first such achievement of the
already established Mackinnon & Saunders, since
them in Altrincham, near Manchester, north of
England.
The television series Bump In The Night,
directed by David Bleiman, 1995, has a title
character whose face is the trunk itself, dominated
by a large and fully articulated mouth connected a
flexible nose and eyes at the tip of tentacles. His
fellow Squishington is similar - fully animable by
internal structuring. Only the eyelids are animated by
replacement and the pupils animated by
displacement of discs sliding over static eyeballs.
Also in 1995, the series Story Store directed
by Joe Austen presents similar resources. In 1996's
short The Happy Prince and Oakie Doke series and
Cabbage Patch Kids (1996-1997) the M&S could
only offer simple jaw movement capabilities.
For Mars Attacks! of 1996, directed by Tim
Burton, there was no elaboration of lips, because its
personages did not have them, but the scale of the
project propitiated a decisive impulse to the
company, increasing it's team from 5 to 45 people.
FIGURE 9 – Martian Head from Mars Attacks! with eyebrow,
mandible and eye orbital joints, which, because they are without
eyelids, should had fixed by magnetism. Photos by Vincent Cole
for Manchester Evening News. Digital composition and conversion
in black and white by the author.
Although the film was not actually performed
in stop-motion, the studies carried out were an
impetus for a relationship with the american
filmmaker that would flourish in other determinant
works for the facial animation by internal
mechanisms in stop-motion.
Three years earlier - in 1993, was premiered
the first US stop-motion feature directed by Henry
Sellick from a poem by producer Tim Burton: The
Nightmare Before Christmas. The film features
characters ranging from full-face replacement to
characters with lips with flexible and posable edges,
as the Harlequin Demon - with a 360-degree mouth
around the face and the villain Oogie Boogie with
both flexible lips.
James and the Giant Peach of 1996, also
directed by Henry Selick and produced by Tim
Burton, uses the same resources in the protagonist with the addition of contraction of the corners of the
mouth, and in the sidekick Centipede with a mouth of
flexible lips as in above cases.
The technical force behind these two films
are Tom Saint Amand, Randall M. Dutra, Merrick
Cheney among others in the skeletons, who had
previously worked for Phil Tippet, as well as the
team of Bonita DeCarlo in the puppet finishing for
both films and the British Graham Maiden
coordinating character fabrication in the second film.
4. Indirectly actioned internal mechanisms.
Maiden was already a veteran working
closely with Mackinnon and Saunders, coming from
Wind in The Willows, then in Rigolleto and reuniting
the compatriots in Corpse Bride, 2005. Directed by
Mike Johnson and produced by Tim Burton, it
became the contemporary landmark of animation
facial by internal mechanisms of remote activation in
feature film.
In an interview given by Peter Saunders in
2011, he told us that he was waiting to use
substitution because it was a horror movie that
would require extreme expressions of fright or dread.
But the restrained Victorian protagonists would
demand more subtle but no less efficient
expressions.
Saunders reported that the silicone skin
offers resistance to low torque joints such as a set of
balls and socket, a hinge or pivot by having a single
component. Thus, these traditional joints would not
maintain a pose, altering subtle, but immediately the
pose that the animator had just done.
Initially, the jaw received a lever which
extended in the direction of opening it and was
withdrawn in the direction of closing by being
attached to a crank (a). This in turn was engaged in
a gear that was rotated by means of a spindle, which
fit was accessed by a hole concealed in the top of
the head (b), hidden by the hair.
This provides greater torque to the
mechanism by offering greater resistance to silicone
skin drag. In addition, the mechanical reduction by
gears brings finer and more accurate increments.
The oral expressions depend on traditional
ball and sockets joints for lip extension (c). The
spouting of the corners of mouths already present in
the protagonists of The Fool of the World here
receives a remote mechanism in the sense that it is
not directly and externally triggered, like the jaw.
FIGURE 10 – Emily's head on The Corpse Bride, with internal
mechanisms. (g) indicates the sockets for articulation of the
eyebrows. (h) locate the rectangular socket for the eye orbits.
Digital composition and conversion in black and white by the
author. Source: Photograms from documentary Page to Puppet
(2006),
by
Sam
Hurwitz.
A
vailable
in:https://vimeo.com/190848344
It is a pair of vertical spindles attached to the
skull (d) that collect and offer wires that exit through
a hole in the side of the mouth, attach to the skin and
enter again through another hole, returning to the
spindle (e). This in turn is driven by another
orthogonal axis geared to it, whose spinning control
has access through the orifices of the ears (f).
The film was a public and critical success
and consolidated its relationship with Tim Burton and
Mackinnon & Saunders as the most prestigious
international manufacturer of stop-motion puppets.
The same technique is applied again
effectively in Max & Co, a Franco-Belgian-Swiss
production of 2007, led by the Swiss brothers
Frédéric and Samuel Guillaume.
In 2009, director Wes Anderson releases an
adaptation of Roald Dahl's Fantastic Mr. Fox, which
in turn approaches the rebel behavior of Renard's
Roman, the title character in the Western European
medieval tales adapted by Starewicz in the seminal
The Tale of The Fox.
The protagonist and his furry companions
present the usual joints of the jaw, eyebrows, lips,
eyelids and orbits.
In an interview (5) Peter Saunders states
that the skulls are made of polyester resin with
mechanisms for animation. But there is only detailing
of the jaw joint by ball and socket for animation
made directly at the point of articulation.
We can not say if the mechanisms used for
indirect articulation were used, but in the resumption
with the partnership with Burton in Frankenweenie,
2012, articulations are applied by indirect action on
the faces of the protagonists (6).
It is strange that in telling the story of facial
animation in stop-motion, the craftsman and
craftswomen who chose to make a sophisticated use
of articulations to express speech are summarized
by Ladislaw and Irene Starewicz, Peter Sanders and
Ian Mackinnon, since the fertile period in this quest
at Cosgrove Hall coincides with the presence of the
last two. In terms of continuing work for feature films,
they still seem to be the only ones in 90 years of
work.
However, we identify at least two cases still
isolated, but with remarkable results in this option
applied to short films.
The first is In The Fall of Gravity, relased in
2008. It's a short film by Ron Cole - a New Yorker
who in the Starewicz way, performed it alone (minus
the soundtrack) as proof of concept of the
technology he intended to develop. As he explains in
PRIEBE (2010) he wanted to adapt the technique of
facial movements by cables already present in the
visual effects of live action to a miniaturized version
of frame-by-frame use.
He reports that the cable system presents
the challenge of being two-way tensioning, as it
performed to erect and lower the ends of the
eyebrows in his system. This solution is similar to
Peter Saunders's smile / frown system by using only
one spindle. But what differentiates it from the
English system is to have in the cables the
articulation of the phoneme "o" and in two transitive
positions: over the teeth of the upper or the lower
arch, have a control of the bridge of the nose, crow's
feet controls around the eyes, beyond the controls of
jaw, eyebrows, orbits and eyelids operated externally
as in the previous examples.
His system for the face of the Isomer
character uses 16 controls grouped in a control box
external to the character, unlike the M&S system and
also the second case that is also internal to the
character's head.
as smile and frown, in which a pair controls both
sides of the mouth. Another screw controls the up
and down of the jaw and another four are needed for
eyebrows, totaling seven controls by linear guides
for indirect movement.
What is an achievement in Randall system is
that
these
movements
aren't
mechanically
symmetrical, but different in the spatial course and
dephased in temporality, giving it an opportune
organicity.
For instance, the upward movement of
smiling also brings up the points under the mouth
line that will be depressed to do the frown, but a
system of partial movement constraints on the
chained arms make it act differently in both
directions.
The same happens to the inner extremes of
the eyebrows, making the connections with the
silicone skin recede at the neutral position in a not
direct transition between up and down movements.
FIGURA 11 – Isomer's subtle lip positions. Details of movie
frames. Digital composition and conversion in black and white by
the author.
The second case is that of the character
Barnabé, protagonist of The Awakening (La
Girouette), directed by Jean-François Lévesque with
production of the NFBC still to be released. Jim
Randall, an American artist, met Lévesque at the
Stop-motion Animation Festival in Montreal, where
he brought of his first experiments in facial
animation, drawing on his long expertise in
animatronics for theme parks.
Randall did not use cables, but mechanical
compound joints to generate torque, such as Peter
Saunders's jaw movement. But the Saunders
mechanism drives a worm gear with a lever,
converting rotational to angular motion.
Now, Jim Randall uses rotational to linear
motion conversion. The base of the movements of
the head of Barnabé are lead screws that make run
a nut, in linear movement.
In the same screw it is possible to control
movements in opposite ways of the same direction,
FIGURE 12 – Head of Barnabé in The Awakening, made by Jim
Randall. (a) four indirect vertical movers of the eyebrows, (b)
eyelids manipulable directly over static eyeballs (note that one of
the pupils in the left picture is rotated relative to the other, see the
painted reflection), (c) direct use articulation on the upper lip, (d)
left smile / frown combined actuators (e) right smile / combined
actuators, (f) ball and socket chin joint.
Photo source: Jim Randall. Digital composition, diagram and
conversion in black and white by the author.
By direct manipulation are moved: the upper
lip, the tip of the chin, the eyelids and pupils that
slide over stationary eyeballs.
Three other examples of characters do not
have indirect manipulation like those of Saunders,
Cole and Randall, but they are part of the elaborate
cinematography of stop-motion feature films with
dialogues realized by Laika Entertainment of
Hilsboro, Oregon, USA.
The character of the father of the title
character of 2009's Coraline, their first feature film,
the puritanical zombie group of ParaNorman - the
second movie, launched in 2012 and Herbert
Trubshaw, also a protagonist's father in Boxtrolls
(2014).
Coraline's father has speeches and among
the zombies, only Judge Hopkins with a few lines,
but in common the jaws with ball and socket joint,
allowing angulations beyond the simple opening.
Trubshaw also talks, but received internal
mechanisms because of it's long and bouncing hair
and beard, making him impratical for replacement
animation.
If to the first character it gives expression
and comedy, to the group of the second film, it
expresses the deterioration of their bodies. The
zombie of Judge Hopkins more than others have a
mechanism of extension of the face, achieving the
stretch anticipated in cartoon animation principles.
From the point of view of lip-sync to speech,
only the work of Ron Cole is based on realism in
space and time, since its characters are less stylized
than the Barnabas of Lévesque, those of Burton, and
those of Laika.
5. Replacement facial animation by digital
fabrication.
Great expectations are created about the
use of three-dimensional impression in facial
animation by replacement. If we mentioned before
that they could offer George Pal an exponential
magnification of his method, it is considering it's use
of simple geometric shapes, limited color palette and
no textures or tonal variations.
But today, when a Laika film presents tens of
thousands of impressions per character, it must be
noted that this is due to the use of equipment of
stratospheric cost of acquisition - and diffcult leasing,
because it can't be properly outsourced as a service
with it's demanding environmental conditions of
continuous work, that's incompatible with this
technology as a service.
As far as the reality of the independent film
is concerned, we find cases like the movie Time /
Space Reflections, by Alba Enid Garcia-Rivas
(2016). The director reports (IKUMA, 2014) that all
the money raised for the film was dedicated to the
printing of 260 faces, leaving all 20 participants of
the film without remuneration.
She chose to use a company that provides
3D printing services - CadBlu from New York, with
one of dozens of machines used by Laika in the last
two of it's films: Boxtrolls (2014) and Kubo and the
Two Strings (2016). The company used to serve the
dental prototyping market. In the first month of trials
and errors - even with a modest goal of a short film their only Stratasys J750 of a quarter million dollars
broke.
Neither the company nor the producers of
the film knew how to use cyanocrylate adhesive
immersion to give more color saturation as seen in
Laika's making ofs. And they had to use a lower
resolution to take advantage of the limited availability
of service that became visible in the movie.
Laika is a company run by Phil Knight,
according to Forbes, the 28th largest individual
fortune in the world - founder of multi-billion dollar
Nike. It is not easy to play his game in terms of
technology and access to the manufacturers of
machinery.
Any form of 3D printing that involves color
confront predictability and consistency problems,
rather than a paper-printing machine - for the simple
fact that these were meant to produce books,
magazines, and packaging in a large-scale. And they
were originally designed and enhanced for this
function for more than a century.
Despite the promise of the name - digital
manufacturing - this technology is still based on
prototyping and not serial production. It takes
extensive reengineering of the equipment for this
function and corresponding production engineering
for this context of application in animation.
We then understand that the production
speed claimed to be obtained in 3D printing is
directly inverse to the resolution, number and
consistency of colors. It's perceived that these
factors can only be bypassed with high structural
investments.
6. In favor of facial animation by internal
mechanisms moved indirectly.
Internal mechanisms of indirect action did
not start on the cheeks - as reminds us the
mechanism developed by Jim Danforth to animate
the chest-breathing effect of one of his creatures
DUTRA, CÂMARA (2015). But what it already
offered was movement from the inside out,
impossible to manipulated externally.
In addition, another objective question is the
better incremental control of the animation in very
short changes, in which the very act of deforming
directly the joint covering (which acts as flesh and
skin) does not allow differentiation of an anterior
state from the other, making the animator rely
heavily on the imaging result to understand the
difference from one frame to another.
To modify the pose of a joint without
touching it allows one to perceive the change in the
object, without needing to refer to a visual result
external to the object.
Also not squeezing the surface to change
something that is internal prevents the interference
of form memory of the covering in the perception of
change, even if it is low as in silicones.
In addition, the character may have finishes
and appendages - such as hairs and scales - that
would have low shape memory, repositioning
themselves involuntarily to each frame.
With the advent of tin or platinum catalyzed
silicones, which allow gradual pigmentation, sculpted
hairs and scales circumvent this limitation of form
memory, allowing internal joints to be moved also
directly, but enabling the option to stylize these
surfaces.
But it is also because of these silicones that
can be stretched up to ten times their original size
without tearing is that facial animation mechanisms
can perform precisely courses of movement of
reasonable length.
This
enables
endless
intermediate
expressions combining various parts of the faces,
coupled with the animator's precision of incremental
awareness in the act of animating.
In fact, it is to animate as an act that needs
to be valued as a fundamental human action in stopmotion and its main differential - and not to seek
competition with other forms of animation, forcibly
bringing them into its scope.
All technology is welcome. But every form of
animation is a technique. Stop-motion of threedimensional cartoons is one of the oldest. It is the
technique that should determine the technologies
that are convenient for them, not the other way
round.
Computer graphics animation may become
objectual as being printed tridimensionally frame-byframe, but move away from stop-motion by canceling
or restricting the freedom of the act of animating.
There must be an object and an action. At least a
simple chair that gains character, as in A Chairy Tale
by Norman McLaren (1957). The action is what
completes the lack of characterization of the object.
In a discussion with Barry Purves on the
subject of this study, he argued that facial
replacement animation breaks the character's
integrity. This completeness is also proper to the
creative act which is to animate, whether it goes far
beyond performing a pre-determination. Integrity of
the object and its temporality. Integrity in the
corporeal-sensible relation that the animator
establishes with the puppet.
A musical instrument is for a musician the
very extension of his body. The stop-motion puppet
is for the animator it's whole body while animating.
The more sensorially variable this body is to those
who touch it and see it, the more resonant their art
will be.
Notes
1. The 12 principles of classical animation described
in Illusion of Life (THOMAS and JOHNSON, 2001)
bring together diverse practices that guide the style
developed by Disney and other studios.
2. In differentiation to the analogical graphics
computation pioneered by the Whitney brothers in
the 1940s.
3. Even the adjective "digital" used as a safeguard in
the academic ambient of animation education in the
sense of not confusing it with stop-motion is
erroneous.
Ontologically, the fact of being digital does not make
the electronic automation of the perspective really
three-dimensional.
It only becomes truly three-dimensional when it
ceases to be an image and becomes an object, as in
the aforementioned three-dimensional printing
process, which realizes the full potential of the
substitution technique initiated by George Pal, but
with high equipment costs when the goal is high
resolution and quantity - to have close-up
appearance of object obtained by analog means.
In addition, there are variables that need to be
controlled to maintain consistency between the
impressions: humidity and ambient temperature and
raw material formulation.
Continued printing under these conditions is difficult
to outsource, as is the cost of purchasing equipment.
Therefore, only Laika, which is financed by Nike,
currently uses sucessfuly the most advanced 3D
printing technologies.
4. All puppets made by Barrow Models, from
Manchester - with the exception of the Samurai,
done by Peter Saunders.
5. SAUNDERS (2009) afirms: "All of the characters
have got a polyester resin skull onto which various
mechanics are added in order to articulate the
puppet’s faces,"
In the caption of an image of Mr Fox's head it reads:
Jaw tip tensioning. Access from puppet left. S.T. 1/8
(?) 0-80 socket head cap. Use 0.050" allen key. That
is, the jaw joint is by ball and socket, like the lips of
Corse Bride. In this same image, the articulations of
eyebrows are clear, but not information about the
other joints.
Interview on November 13, 2009 for Vanity Fair:
https://www.vanityfair.com/hollywood/2009/11/howthe-puppets-from-fantastic-mr-fox-were-madeslideshow
Article in Annals
DUTRA, Leonardo. CÂMARA, Jairo J. D. "A função
seguindo a forma: a genealogia do esqueleto de stopmotion contemporâneo". In AVANCA | CINEMA 2015.
Organizado por António Costa e Rita Capucho. Páginas
1065-077. Edições Cine-Clube de Avanca.
Periodics.
6. In the featurette Animation: Illusion of Life, Trey
Thomas, the film's animation director demonstrates a
similar jaw mechanism similar to that of Corpse
Bride and begins to demonstrate the mouth-corner
mechanism hidden in the ear canal when the image
cuts off.
Books
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HOLMAN, Bruce L. 1975. Puppet Animation in the
Cinema: History and Technique. London: Tantivy.
PANOFSKY, Erwin. 1999. Perspective as Symbolic Form.
Cambridge, Massachusetts: MIT Press.
PETTIGREW, Neil. 2008. The Stop-Motion Filmography: A
Critical Guide to 297 Features Using Puppet Animation.
Jefferson (NC): McFarland & Co.
PURVES, Barry J. C. 2010. Basics Animation: Stopmotion. London: Ava.
PURVES, Barry J. C. 2008. Stop Motion: Passion, Process
and Performance. London: Focal Press.
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Filmography
Walt Disney's MultiPlane Camera. 1957. episode of the
Tricks of Our Trade, on the Disneyland TV show, televised
on February 13, 1957. Also part of Walt Disney's
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THOMPSON, Frank T. 2009. Tim Burton’s The Nightmare
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The New Gulliver (Novyy Gulliver). 1935. Dir. Alexandr
Ptushko. Soviet Union. Soyuz Video studio DVD.
DALTON, Tony; HARRYHAUSEN, Ray. 2008. A Century
of Stop-Motion Animation: From Méliès to Aardman. New
York: Watson‐Guptill.
Tale of The Fox (Le Roman de Renard) 1937 Dir. Irene
and Ladislaw Starewicz. France, Germany. Doriane Films
DVD. 2006.
THOMAS, F. e JOHNSON, O. 1981. The Illusion of Life:
Disney Animation. New York: Hyperion.
Wind in The Willows. 1983-1990. Direction and Producion:
Brian Cosgrove and Mark Hall. United Kingdom.
Freemantle Media International DVD.
Wind in The Willows: A Tale of Two Roads. (1989) Dir.
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Freemantle Media International DVD.
Cabbage Patch Kids: The New Kids. 1994. Dir. Dave
Johnson. United Kingdom. Famous Flying Films for
Original Appalachian Artworks Inc. VHS.
Cabbage Patch Kids: The Clubhouse. 1995. Dir. Dave
Johnson. United Kingdom. Famous Flying Films for
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Terry Pratchett's Truckers - The Complete Series. 1992.
Dir. de Brian Cosgrove and Mark Hall. United Kingdom.
Freemantle Media International DVD.
Mars Attacks! 1996. Dir. Tim Burton. USA. Tim Burton
Productions. Warner Bros. Warner Home Video. DVD.
Next - The Infinite Variety Show. 1989. Dir. Barry Purves.
United Kingdom. Aardman Animation - Channel Four.
Available as: Barry J.C. Burves - His Intimate Lives.
Potemkine Films DVD.
Tim Burton's The Nightmare Before Christmas. 1993. Dir.
Henry Selick. USA. Tim Burton Productions. Skellington
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Screen Play. 1992. Dir. Barry Purves. United Kingdom.
Bare Boards / Channel Four. Available as: Barry J.C.
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James and The Giant Peach. 1996. Dir. Henry Selick.
USA. Allied Filmakers. Skellington Productions. Walt
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Tchaikovsky - An Elegy. 2011. Dir. Barry Purves. United
Kingdom, Russia. Studio M.I.R. / Loose Moose DVD.
Rigoletto. 1993. Dir. Barry Purves. United Kingdom.
Operavox Series. Bare Boards / S4C - Channel Four
Wales. Available as: Barry J.C. Burves - His Intimate
Lives. Potemkine Films DVD.
Gilbert & Sullivan: The Very Models. 1998. Dir. Barry
Purves. United Kingdom. Bare Boards / Channel Four.
Available as: Barry J.C. Burves - His Intimate Lives.
Potemkine Films DVD.
Hamilton Matress. 2001. Dir. Barry Purves. United
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Tim Burton's Corpse Bride. 2005. Dir. Mike Johnson.
United Kingdom. USA. Tim Burton Productions. Warner
Bros. DVD and Blu-ray.
Max & Co. 2007. Direction: Frédéric and Samuel
Guillaume. Switzerland. Belgium. France. Wild Bunch
International. DVD.
Frankenweenie. 2012. Dir. Tim Burton. USA. Tim Burton
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Century Fox Home Entertainment DVD, Blu-ray,
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In The Fall of Gravity. Ron S. Cole. USA. 2008.
Independent.
The Reluctant Dragon. 1987. Dir. Bridget Appleby. United
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The Awakening (La Girouette), In production. dirigido por
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The Fool of the World and The Flying Ship. 1990. Dir.
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Laika Productions. Focus Features. Universal Pictures
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Bump In The Night. 1995. David Bleiman. United Kingdom.
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The Story Store - Where's Pip and other stories. 1995. Dir.
Joe Austen. United Kingdom. Carlton. VHS.
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USA. Independent.
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USA. Laika Productions. Focus Features. Universal
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