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Animation
is film-making in reverse.
If
a movie is action captured at 24 frames a second, then
animation is 24 still frames made up to produce a second of
action. Due to a phenomenon known as 'persistence of vision'
(where our eyes retain images for a tenth of a second) the
individual images have the illusion of movement, and
animators can bring objects to life.
Animation
allows film-makers to tell fantastical stories. Stop
motion animation has been in use since the birth of
film-making, from special effects pioneer Georges Melies
Voyage to the Moon (1902), through Ray Harryhausen's
arm of marauding skeletons in Jason and the Argonauts
(1963) to the colourful clucking characters from Nick Park
& Peter Lord's Chicken Run (2000).
If
you have big ideas and a small budget animation is an
excellent method of telling your stories. Peter
Jackson, director of the multi-million dollar Lord of
the Rings trilogy, started out producing stop motion
animation in his bedroom. Creating animation doesn't require
a crew of thousands armed with walkie-talkies or a convoy of
teamsters to move your production. Equipped with a cine
camera, modelling clay and a quiet working space you can
produce your own animated films.
For
info and advice on getting started in animation
exposure caught up with 3 Bear Animations, an
award winning studio with a host of shorts to their name,
from the only film-noir to feature a Welsh detective The
Short Goodbye to And the Winner Is... a tale of
award hungry animators.
Q:
What skills do you need to get animating?
A:
You have to be an obsessive control freak with no social
life basically! Animation attracts quiet, low-key people who
are happy to work away in relative obscurity with little
contact with the outside world. Focus, the ability to
mentally break down an action into frame by frame movements,
and a grim determination to see things through to the bitter
end are useful qualites, as are very short fingernails and a
vampirish aversion to daylight.
Q:
Could you run through the process of creating a single
shot.
A:
Well, sets are usually built in advance and constructed so
that they can easily be dismantled and reset. In our
productions we like to make the sets look as if they have
been made out of plasticine so the characters look more at
home in their little clay world. The main structure is made
out of wood and cardboard and is covered in plasticine
before being painted. You can build sets out of practically
anything though - one film we saw recently used vegatables,
broccoli for trees etc.
The
set is positioned then bolted, clamped and glued to make it
immobile. The models (brand new or revamped) are brought in
and positioned for the camera. The scene is lit, then the
flags, reflectors etc. are also clamped to prevent
accidental knocks. The light reading is taken, exposure
adjusted, shutter checked, then animation starts. Usually,
only one animator works on each scene, with another
operating the video assist and - when shooting lip sync -
keeping track with the dope sheet to prevent errors. The
third prepares for the next scene, does office work, or
answers questionnaires sent in by people called Dale. Scenes
are shot in rotation, with each animator working on every
third scene. (Incidently we call shots scenes, shots refer
to the seperate movements).
Q:
How are models constructed? What do you use to allow
characters to be poseable?
Usually
just plasticine. The models usually last around three scenes
before ingrained dirt and cracked limbs make them rather
unphotogenic. We do build twisted aluminium wire armatures
(skeleton-like structures that the model can be built
around) which are used for models with simple or limited
movement. We have also used ball and socket armatures for
more difficult scenes or for models whose limbs need to be
thinner than usual made using ball & socket joints,
aluminum wire and tubing
Q:
What do you use for eyes?
A:
White beads. We paint the pupils on in black and use a pin
to move them around.
Q:
In cel and 3D animation characters can fly through the air,
but models are obviously limited by gravity. How does this
affect animation? Are there any secrets for stopping models
falling over?
A:
Not really, it's something you learn from years of trial and
error. You just need to be able to find the model's centre
of balance and use it to your advantage. Obviously, building
a model with a good centre of balance helps a lot - if your
model won't stand up when you're making it, you can't expect
it to under hot lights. It is possible to put small magnets
in the models feet but this technique is better suited to
puppet animation (Wind In The Willows for example) than
claymation. Ball and socket armatures have metal feet, which
can be used on thin set floors with magnets
underneath.
Q:
For Chicken Run Aardman have been busy showing off a box of
replacement mouths for their characters which they smooth
onto the face. How do you animate character's mouths to fit
their voices?
A:
We adapt the original mouth to form different shapes. This
ruins the heads after 3 or 4 scenes, so you have to be good
at remaking a model in exactly the same way.
Q:
You mentioned before that you use a 'dope sheet' when lip
sync.
A: Yeah, a dope sheet is a kind of graph which shows the
animator exactly how a piece of dialogue breaks down into
frames. It also tells the animator how each syllable is
pronounced, and if there are any coughs, grunts etc in the
scene.
Q:
So the animation is created to fit the
sound.
A: Dialogue is recorded before filming as you need to break
down the dialogue into frames for lip sync. Other sound
effects are dubbed to the completed cutting copy.
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3
Bear Animations

3
Bear Animations are a prolific young animation
company based in the Lake District. The team
started out experimenting with Super8 "We sent
begging letters to television and film companies
asking 'can you help us out', and they said 'sure'.
We managed to get some equipment and figured out
how to use it".

While
still maintaining a presence at international film
festivals with award-winning short films, the
company has recently moved into producing animation
for mainstream entertainment with the production of
a pilot for an animated children's TV
series.
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Q:
It must be very difficult to maintain concentration. If you
nip off for a cup of tea how do you remember where you
were?
A: What?! Pop off for a cup of tea in the middle of a
scene?! Once we start shooting we're in there until we've
finished. Most scenes take an average of 2 - 3 hours for 4 -
5 seconds, although lip-sync is a lot slower - anything up
to 3 hours to produce 1 second of a character talking. If
completing a scene means having lunch at 4 o'clock or not
finishing work til 7.30pm, then that's what it takes. To
maintain concentration, you've just got to clear your mind
of everything except the scene you're shooting. Hopefully
everything else comes back to you afterwards, although we're
getting a reputation for Olympic level absent-mindedness
when outside the studio...
Q:
It sounds like a tiring process. Are there shortcuts? Do you
have to work at 24 frames per
second?
A: Yes and yes, depending on the animation. Lip synch and
intricate movements are done at 24fps, regular movements are
done at 12fps. Fast movements are also done at
24fps.
Q:
What about equipment?
A: Lights, camera and plasticine. Camerawise your best bet
would be a second-hand cine camera. Super8 cameras can be
picked up from a fiver upwards at car-boot sales and
second-hand shops although they are getting increasingly
difficult to find. . Look for a lens with a long focal
length (so you can get in close to your models) and the
facility to take single frames (ideally with a cable release
shutter so that you don't move the camera when explosing? a
frame). Super8 film cartridges are available from good
photographic stores for about £12 which thankfully
includes processing. You also need a projector or editor to
view your animation results because the processed spools
don't fit very well in VCRS...
For
better picture quality use a 16mm camera which are a little
more at £400+ (lenses are often sold seperately, so
make sure they're included in the price). We use a H16
reflex Bolex with animation motor. The quality is fine for
TV broadcast and animation motors give us more accuracy from
one frame to the next, because the shutter speed alters
slightly as the spring winds down in the clockwork
motor.
Q:
One of the advantages of animation is that you can use long
exposures and slow film stock to reduce grain and capture a
lot of fine detail. Can you recommend a film
stock?
A: Kodak 7248 neg (100T) for colour and Kodak 7231 (60T) for
black and white. Finding a lab which can process 16mm black
and white filmstock is difficult though. We use Film Lab
North in Leeds, very helpful and friendly. Also good for
proving to the London film scene that there are facilities
north of Watford. Contact Howard Dawson, Film Lab North,
Croydon House, Croydon Street, Leeds, LS11 9RT. Tel: 0113
243 4842 Fax: 0113 243 4323 email: fln@globalnet.co.uk.
Q:
Is it possible to shoot animation on
video?
A: Not unless you have a lot of money as you would need an
EOS Animation Controller or similar to animate effectively
on video. Your best bet would be a second-hand cine camera,
and it's also possible to use a PC providing you kit it out
with a videocard and the necessary software. The current
quality is nowhere near as good as film though.
Q:
But you do use a video camera alongside your film camera to
store frames. What purpose does a frame store
serve?
A: To check your animation. It's very useful to know if the
speed and expression works as you animate. If it's no good
it's better to reshoot while the set is still in position as
it can take all morning to prepare a set for shooting. We
have a computer run framestore which works alongside an EOS
Animation Controller.
Q:
What kind of lights do you
recommend?
A: We use all kinds, ranging from little 20w spots to a
1000w focusable lamp you can fry eggs on. Try to use
something fairly cool and reliable, as animation lights are
left on for very long periods of time. We once had a 500w
video lamp which blew every four or five days, and we had to
use it every day for 13 months during 'Doodius' for the sake
of continuity. Cost us a small fortune keeping it supplied
with bulbs. It exploded one day and sent white hot glass
flying across the studio.
Q:
Finally, do you have any hints or tips for animators
starting out?
A: Ah, time for The Plug. Together with Humbrol, we'll
shortly be launching an animation kit for beginners called
'Let's Make Movies', which includes everything you need to
make a plasticine model, a booklet with tips and technical
advice, and a video of one of our animations. John Lewis and
Hamleys will both be stocking the kit from the end of July,
and it'll be priced at £12.99. (NEWSFLASH! The
kit is now available direct through the 3
Bears website)
Our
other tips are 'Practice' and 'Don't take anyone's word for
anything'. We never attended any courses or film schools and
basically made it up as we went along. There's no right way
of doing anything - what works for Aardman might not work
for you - and a lot of equipment (tracking systems, cranes,
rostrums etc) can be adapted or built yourself. We ran a
Bolex backwards for one scene recently and were told later
by a Bolex specialist that it shouldn't have worked. But it
did, so who's to say that official training is better than
teaching yourself?
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