Showing posts with label Interview. Show all posts
Showing posts with label Interview. Show all posts

Tuesday, 3 March 2009

Glen Keane Interview

http://lineboil.com/2009/02/interview-with-disney-animator-glen-keane/

Line Boil has done a great interview with Glen Keane, Disney Animator extraordinaire. Listen to his pearly words of wisdom. I've put the whole interview here.

Interview With Disney Animator Glen Keane

posted by Brendan, 10.45 AM

by Brendan Burch

One of lifetime Disney animator Glen Keane’s crowning career achievements takes place late in the 1991 Disney feature film Beauty and the Beast. The Beast, having heard of Belle’s love for him, goes through a transformation…

Keane, who was honored in 2007 with the Windsor McCay Award for lifetime contribution to the field of animation, has too has undergone some transformations in his career, and also watched the industry transform as well. A gifted football player in his youth, Keane opted out of a scholarship and turned his attention to painting - and eventually animation while at Cal Arts. In his first job at Disney, Keane’s work on The Rescuers marked the transition from the era of The Nine Old Men; subsequently beginning the era of The Nine New Men. Working alongside John Lasseter, Keane helped guide one of the seminal CGI projects ever conceived - a 30-second test based on Maurice Sendak’s Where the Wild Things Are that merged 2D character animation with CG backgrounds. Along with films like Star Wars, Tron and Luxo Jr., the projected helped transition the world of animation closer to the CG landscape we now know. After his legendary work on Aladdin, Beauty and the Beast, Pocahontas and Tarzan, Keane underwent another transition - that into director. He took the director’s chair in 2003 for the CG film Rapunzel, which is due in theaters next summer. In 2008, due to non-threatening health reasons, Keane relinquished his directing duties to Byron Howard and Nathan Greno, taking instead the role of Executive Producer on the project.

Glen also helped me transform into an animator - after seeing him in The Making of ‘The Rescuers Down Under,’ I knew exactly what I wanted to do with my life.

I recently got the chance to run a few questions by Glen, and we go over the onset of the Lasseter-era at Disney, his Windsor McCay award his thoughts on passing his legacy onto the next generation.

BRENDAN BURCH: Now that you’re directing, do you miss the physical process of animating?

GLEN KEANE: Directing Rapunzel has been a great learning experience for me. However I have always seen myself as an animator at heart and have longed for the day to be back animating, living in the skin of the character I am drawing.

BRENDAN: How has the Pixar team changed the way things work at Disney?

GLEN: John Lasseter and Ed Catmull have brought with them a refreshing honesty and collaboration that is permeating the studio. They very quickly instituted a story trust made up of directors and heads of story to give honest critiques of each other’s films. To be open to this kind of feedback is both painful and liberating. Our films have made giant strides forward by this process.

BRENDAN: How has the transition from pencil to the Cintiq digital tablet gone for you?

GLEN: I have been doing my storyboards on the Cintiq tablet for Rapunzel. The first thing I noticed is how easy it is to get lost in doing very finished, rendered boards rather than exploring in quick thumbnails the many different approaches one may take to an idea. The computer seems to tempt one to commit too soon to an idea. Maybe it is just my habit but I find that I think better and more creatively on paper. So my solution is to thumbnail and explore on paper, then scan in my rough sketches into the Cintiq. I am now free to move forward knowing I’ve seen the problem from every angle.

BRENDAN: Do you have any routines for uncorking your creativity?

GLEN: Get away. That’s what I need to do when I am stuck. I go for a long walk and refresh my soul. I go to a museum to remind myself that I am an artist and need to think like one. Often the thing that can happen to someone working for a big studio like Disney, or any studio for that matter, is that you can forget why you love this art form. It can quickly become about meeting a production goal. Schedules and deadlines are important, even essential, because they create a fire and heat that seem to force you into your best ideas. However when you feel creatively empty and uninspired, the deadline mentality will say “It’s okay just let it go. So what if it’s not your best work - you’ll get another chance next time. Hand in the scene and at least you can feel good about hitting the numbers.”

I reject this voice and instead do something that feels entirely counter-intuitive. I take that seemingly all too precious time and walk out the door of the studio, hop in my car and drive to the Norton Simon Museum in Pasadena. I marvel at the Rodin sculpture at the entrance. I study the Degas pastels and figurines… I start to remember that I am an artist first and animator second.

BRENDAN: Do you plan to work on any personal projects in the future?

GLEN: I want to explore new directions that hand-drawn animation can be moving in; directions that the computer has now made possible.

BRENDAN: How do you feel your work has progressed since you started your career?

GLEN: I am more and more interested in taking my lead from discoveries and observations from real life and letting that inspire my work. Whenever I have done that, I have done my best work. Whenever I try to make my work look and feel like other animation - I fall short.

BRENDAN: Congratulations on winning the Windsor McCay award at the 2007 Annie Awards. What does this award mean to you?

GLEN: One of the most wonderful memories of that night was meeting Windsor McCay’s family. He is such a legend that to meet other McCay’s who were so approachable and genuine I was reminded that animation has always been created not by legends, but by folks just like you and me.

BRENDAN: With all of the Nine Old Men now gone, who do you look to for artistic advice or guidance in your career?

GLEN: Frederic Back has always been a great source of inspiration. I believe his work points to the future of where I hope hand drawn animation can go. Anytime I can spend with him is precious to me.

BRENDAN: For animators, do you recommend watching live-action reference video?

GLEN: Of course. When you study live action frame-by-frame, you see the “secrets” revealed as to why a movement or expression feels the way it does. I am in awe of the world and it’s creatures.

BRENDAN: When you’re animating, how much importance do you put on weight and gravity?

GLEN: If a character lacks weight in how it moves, it lacks credibility. I don’t believe it exists. It becomes just a drawing or a frame of film. As I animate, I have an inner-feel of the weight of the character that I am always very aware of with each step, twist and movement. If, as I animate, the weight of a character feels in any way untrue, all sorts of animation alarm bells sound off in my gut.

BRENDAN: You’ve left a significant mark on the animation industry over the last 30 years. What will the next 30 years look like for you?

GLEN: I want to spend it giving back to others as I have had so many give so generously to me. I want to improve as an artist and find better and more personal ways to express myself in animation.

Frank Thomas, Ollie Johnston and Eric Larsen gave so freely to me that I feel not only a debt of gratitude but also a great responsibility to hand the baton on to young animators today. I am still learning, in new ways, principals that I learned from those masters in my early twenties. I find myself saying, “Oh so that’s what Ollie was talking about. Now I get it.” Anytime I get that “now I get it” feeling, I have to find someone to pass it on to.

BRENDAN: Would you ever be open to teaching animation?

GLEN: I have always taught animation at the studio as I work side by side with other animators. At times, I give lectures outside of Disney and someday the idea of teaching animation full time may be what I choose. I’m not sure if I’m ready for that yet.

BRENDAN: You have worked at Disney throughout the majority of your career. Do you ever feel limited, having worked at only one studio?

GLEN: What one might consider as limiting (working at only Walt Disney Animation Studios) has actually been incredibly expanding for me. Because of it’s stature, Disney has attracted so many of the best artists in animation within it’s walls ever since I’ve been here. The animation world is actually a rather small family and so many animators I know at other studios have come from Disney or are going to come here. There is a constant influence from outside of our studio walls. Disney itself is ever evolving and continually re-inventing itself. The studio of today is nothing like it was in the 70’s and nothing like it will be 10 years from now.

BRENDAN: As you survey the animation industry in 2008, are we in a new golden age?

GLEN: It seems to me that a “golden age” starts with a movement to discover and learn. It worked that way when Walt turned Hyperion studios into a veritable animation university complete with animal pens to keep deer for study. The result was Snow White, Bambi and Fantasia. In the seventies, when Disney re-started its training program, there was an influx of new talent, new discoveries and wonderful new films like Little Mermaid, Beauty and the Beast and Lion King. Branching out from Disney, there are the films of John Lasseter, Brad Bird and Tim Burton.

We need to be stretching out and learning, discovering, trying new things. We cannot rest on where we are. There is always a stronger, more convincing, more personal and expressive way to tell our stories and to animate our characters. If we do that then we can move into another “golden age.”

Lineboil contributor Brendan Burch co-founded and runs Six Point Harness Studios in Los Angeles. Brendan also teaches part time at Cal Arts in the Experimental Animation program.

Wednesday, 5 November 2008

Behind the Scenes of Foster's home for Imaginary Friends





http://imaginary-friends.net/about.php?craig

Craig Mc Cracken Interview

This is an interview with Craig McCracken, the mastermind behind the Powerpuff Girls and of course, Foster's Home for Imaginary Friends, from Animation Insider (unfortunately the link to the interview has died).

Where did the idea for Foster's come from?

McCracken: From my imagination! After making The Powerpuff Girls Movie, I wanted to take a break from drawing the same characters I had been drawing for 11-12 years. I was just doodling and drawing these random characters in my sketchbook and thought I really would love to do a show where I could invent new characters whenever I wanted and have a fresh universe for them to appear in. Typically with The Powerpuff Girls whenever I created a new characters, it was a bad guy.

Along the way I stumbled across the idea of imaginary friends, and that seemed like a good jumping off point,. My fiancée and I have two dogs that came from a shelter, and we always wondered where they came from and what their history was before they came to us. I thought the concept of a foster home could easily apply to imaginary friends. They would have been created by a certain kid, lived a certain life and then given up for one reason or another so they had this history.

And unlike The Powerpuff Girls, I didn't have to worry about good guys and bad guys and saving the day. In every Powerpuff Girls episodes you had this built in agenda; a crime, a villain and saving the day. With this new concept, I wanted something where I could have the smallest germ of an idea and just spin off into characters and comedy.

There are a lot of shows out there today with aggressiveness, an us vs. them approach, and fighting. I was seeing a lack of shows that were just about characters hanging out and telling stories. I remember watching Spongebob and thinking it was refreshing to watch a comedy series about funny characters. I think I'd like to get back to doing that kind of storytelling and do that type of a show. Foster's is a perfect vehicle for that, where I can just let the characters drive the story. It's about the personalities of these characters, how they relate to one another and putting them in situations and seeing how they would deal with it. It's really freeing from that standpoint.

What was the first character you created?

McCracken: Bloo was the first specific imaginary friend I created. I had created a very different version of Foster's and realized it wasn't going in the direction I had hoped, so I quickly changed the dynamics and turned it into a foster home. Many of the characters from my initial show idea were able to move over after I simplified my show idea.

The concept was always about imaginary friends mixing with real people: creating weird bizarre characters and juxtaposing them with normal people. And then putting them all into everyday situations like eating dinner or cleaning up. I wanted real, basic, day-to-day living situations to add imaginary friends to the mix! I really like that contrast. Some of the humor of the show is subtle, but there is something funny about a 22-year-old girl getting into serious arguments with a 7-foot-tall rabbit in a tuxedo.

How Is making Foster's different than making The Powerpuff Girls?

McCracken: With Foster's we are writing scripts on this show (as opposed to beginning with storyboards on The Powerpuff Girls), because the show is 22 minutes long and every episode is story-driven. We also want to make sure that every one of the characters gets the right amount of screen time, the pacing is correct, we have the right build and each characters has the right voice. It's easier to make changes to a script than it is to a finished, drawn storyboard. It takes so long to storyboard before you go to the board stage. It gives me more control of the story so I can make sure its just the way I want it. Once the script is done, I feel confident it's going to turn into a good board.

How has the longer length affected your storytelling?

McCracken: It gives us more room for "business," which is when the characters are just doing funny stuff. We use "business" to propel the story forward, but it's never a major plot point. In an 11- minute show, you only have 3-5 minute story so you have enough time for "business." But in a 3-minute story is pretty simple. With a 22-minute episode, I can tell a 8-10 minute story and still have plenty of room for "business." With this format, there's time for characters to be funny and be themselves and tell a good, meaty story.

You are using an exciting new production process on Foster's. Can you describe it?

McCracken: It's a digital/2-D hybrid production process. Our artwork starts out hand-drawn on paper as usual, and then the characters and backgrounds are cleaned up in the Illustrator program, which means it is vector-based art. Then we can take it into Flash, which allows the characters to be broken up and composited in After Effects.

The entire process basically affords us a look we never could get before. It also lets us re-use material; every time we create a walk cycle for a character, we can re-use it and you never have to animated it again. So it's much more efficient and the more shows we do, the more of a library we build and the quicker we can animate a show. We are the first people to be putting all of these elements together. They've been used separately, but using these programs the way we do is completely new. We are applying a traditional hand-drawn animation philosophy to these new technologies. A lot of people tend to use Flash and let the software do the work for the animator, and we are not.

We're treating the animation as if it were being created by hand. We are making the software work better for an animator but not relying on the technology to do the work for us but use it in assisting us. So now, it looks like it would if we were animating it by hand.

Another benefit is that, because all our animators are using all the same assets, there is never any concern about a show being off-model. In traditional animation you never know what overseas crew is going to get your show: Is it an A crew of a B crew? Do they have a strong artist or a weak one? It's always a gamble as to what your show is going to come back looking like, and, with this process, we never have to worry.

And because the artwork is vector-based, we can even zoom in and out without losing any of the integrity of the backgrounds or character art, which sometimes happens with hand-drawn animation. We also have a lot more options in terms of camera work we can do.

Can you talk about the different look of Foster's as compared to The Powerpuff Girls?

McCracken: I created the big, black outlines of The Powerpuff Girls during a time when I was really into graphic design. At the time we started The Powerpuff Girls, there weren't a lot of shows out there with that look. I wanted to make cartoons look cool and "design-y" again. We did that, and, over the past few years, the fat black line has become the default look of kids' cartoons and it's not as impactful anymore.

When we created this new production process for Foster's, we realized we can make it look anyway we wanted to. We thought "Wouldn't it be cool to give the character texture and show a brush stroke or a loose brush line to make it look more organic?" New technology has given us many more options with how to make the show look, so why stick to the same thing?

But the style of the show is just a creative choice. What drives the show I the characters and the story. From there, you can design a show to look any way. As long as the characters and story are strong, the design is the icing on the cake.

What role does music have in Foster's?

McCracken: The music is always a huge part of storytelling. It became a character in The Powerpuff Girls and acted as a voice of the characters. Because the house in Foster's is Victorian and because I'm a huge '60's psychedelic music fan, I went to our composer, Jim Venable (who worked on The Powerpuff Girls and Samurai Jack), and said "Let's try to do psychedelic ragtime." We combined psychedelic player pianos, mellotron and antique sounds with a weird '60s vibe to give the music a surreal, magical sound. The theme music is catch, quick, and energetic and it enlivens the show and takes it up another level. The show is great and funny by itself, but when you add the music, the level of excitement, fun and pace is greatly enhanced.

What traits do you share with your leads, Mac and Bloo?

McCracken: Bloo is a lot more like I was as a little kid: I was the center of attention, the youngest in my family, the showman. Mac is a more like me now: aware of others' feelings, quiet, shy, sensitive. Mac also seems to look more like me as a little kid, which was unintentional, but it just happened that way.

How is the house a character in the show?

McCracken: For every show I've created, there has been one visual that represents the show. In the Powerpuff Girls, it was the cute iconic character punching a giant monster; it was that contrast that was interesting.

With Foster's it was this ornate Victorian sitting room with couches with these weird psychedelic characters sitting on them. That image is what became the show in my mind: That cool contrast of these bizarre characters being in this weird out-of-time environment. Making the main setting a Victorian mansion makes it more of a cool place you'd want to go to than, say, an apartment building. It's visually more interesting. Kids can't really relate to it, so it makes it more magical. Also, Victorian mansions are really big, with lots of rooms with mysterious stairways and rooms and hallways, they can be an endless source of imagination and environment. Whatever we create can exist in this house.

Frankie seems so normal and grounded. Is she inspired by anyone?

McCracken: Frankie is pretty much inspired by my fiancée, Lauren. She's a strong, independent woman who believes in doing the right thing.

Frankie is someone who really believes in what the house represents and cares about the Imaginary Friends. She hates having to do all the grunt work and daily tasks, but she believes so strongly in the cause that she continues. She's the big sister to all the friends in the house. People look up to her. She's the contrast and connection to normal daily life.

Is Bloo the kind of character Mac wish him to be?

McCracken: Mac and Bloo balance each other out. Bloo does the things Mac wishes he could do if he wasn't so shy. Bloo needs Mac because without him he would destroy the world and couldn't control himself. They are part of the same person because Mac created Bloo from his mind - together they are almost one whole character.

You work with a number of the voice actors from The Powerpuff Girls. Did you create characters with certain actors in mind?

McCracken: The concept for all the characters voices were always there and I auditioned many of the same people I had worked with before, and lo and behold, they were the best people! We were looking for more than a funny voice - we wanted someone who was a great performer and someone who embodied the character and his spirit. For example, after auditioning many people who had perfect Spanish for the character of Eduardo, Tom Kenny, who I've worked with for years, came in and did this kind of awkward, childish, "Cookie Monster-ish" voice that embodied the spirit of Eduardo. Even though his Spanish wasn't so dead on, he had the spirit of the character and he got the part.

Bloo was the hardest to find. I had something so specific but intangible in mind. Because Bloo can be a bit of a jerk sometimes, I didn't want an annoying or grating voice but I wanted an excited innocence. I needed an Owen Wilson type - he plays lovable bad guys. We auditioned so many people without success, and, on the last day, Keith Ferguson came in and nailed it.

Where you were pitching this show did you do any research on Imaginary Friends?

McCracken: I asked myself the reason a kid would create an imaginary friend. They would create a friend who would be a protector, a companion to hang out with, a friend out of loneliness or a scapegoat to blame everything on. So by taking those basic motivations, we than created many of the characters. Eduardo is the protector, Coco is the one to keep you company, Bloo is the best friend to pal around with and Wilt is the guy to have fun and play sports with.

Coming up with the basic motivations why kids would create imaginary friends gave me a start for the main characters. I incorporated imaginary friends that came from different time periods. For example, Mr. Herriman, is a proper imaginary friend from an earlier era. Wilt is a basketball player from the mid '70s, so that's why he looks this way.

And then I took all these archetypes of imaginary friends and applied them to the types of dogs you find in a shelter: the hyper dog, the untrained dog, the three-legged dog, the guard dog. That led me to help create each character's personality.

Do you have an imaginary friend? Did you wish you did? What would it have been like?

McCracken: No, I didn't have a specific imaginary friend. I have always talked to myself, even as a little kid, so technically I probably do have someone I'm speaking to, but it's never taken a specific form or shape. Maybe I'm talking to the other side of myself?