Showing posts with label appeal. Show all posts
Showing posts with label appeal. Show all posts

Tuesday, November 6, 2007

What's My Line?

Again I am going to use John Kricfalusi's blog as a springboard to my topic today. John has been posting art notes that he'd written to hopefully ensure that the studios he was working with overseas would adhere to the correct design style of his show. You can read his post here. I believe what he is talking about in regard to linework relates to what I had also talked about in a Character Design class I gave just a couple of weeks ago to my Sheridan students. Since we rely on lines to a huge extent in cartoon art, the types of lines employed should actually mean something. To illustrate what I am getting at, here are the visual notes I drew for my class:

There really aren't many perfectly straight lines in nature - as they are mostly of human invention, found in machinery, architecture, etc. However, straight lines help to convey rigidity and firmness of form, whether something is absolutely solid or not. Straight lines also denote tension, such as the tautness of a rope pulled tightly, flesh stretched tight over the bone, or the creases in a freshly pressed suit and pants.

The 'C' curve travels in one direction and is mostly employed to show fullness of form. It can portray soft, pudgy flesh and the puffiness of fur. Anything that is inflated with air or bloated with liquid tends to round out into 'C' curves. The effect you can create when using them on humans or animals can also result in personality types that are friendly or comical. (Think of all of the rounded puffy forms on a circus clown, for example.)

The 'S' Curve is a curve that starts out in one direction then changes and curves in the other direction. This type of line is very prevalent in nature and is used to show rhythmic gracefulness of form. Animals that we consider very elegant in their structure, like cats and many types of birds, have flowing forms full of 'S' Curves. And of course an attractive female figure is loaded with them too! Many things in nature also move in 'S' Curve patterns, such as seaweed undulating with the current, a figure skater or ballet dancer, or a squirrel bounding up and down through the grass. A snake has to travel in 'S' Curves, its body pushing off from side to side through complex muscular contractions in order to propel itself forward.

From the examples above, I hope you can get a sense of what type of line will best suggest the desired form. Though I have deliberately used a preponderance of each individual type of line in the respective examples to exaggerate my point, a good drawing should ideally comprise a variety of linework stressing all three types of line. This not only helps to convey the correct form, but also creates visual variety, which is more pleasing to the viewer's eye, ultimately helping to engage their interest. This still of Shere Khan the tiger, from Disney's "The Jungle Book", has a nice variety of straight lines and curves that suggest exactly what the form is.

Here's an example from TV animation that still illustrates the principle of well-chosen lines to convey form. There are a few straight lines on Fred and Barney to show more of their ruggedness relative to their softer wives and round, chubby babies.

Unfortunately, many of today's cartoon shows fail to recognize the importance of line and tend to design everything with too many straight lines and sharp corners. Yes, I share John K's extreme distaste for this supposedly "stylistic" approach, as there really isn't anything clever or appealing about it in my view. Here's an example of what I mean:

This character has been created almost entirely from straight lines. Even his tongue! The result is that the character looks like he's been chiseled out of stone rather than made up of flesh, muscle and hair. The image ultimately has no sense of weight or volume and is merely a flat graphic design, and not a very good one either, considering the directionless arrangement of the lines in the hair for example. It certainly has not been designed for anything more than stiff, mechanical movement either, and this self limitation makes me long for the days when characters were designed specifically to work well in flowing, organic animation. Visually, it has all of the wit and appeal of a connect-the-dots puzzle in a kids' activity book! Sadly, we're seeing more and more witless design in today's TV animation. The tragedy is that it doesn't have to be this way, as there are countless individuals toiling away within the industry (and outside of it too) who are capable of far better design themselves. Why are they not being given a chance to shine? Why this rampant trend toward mediocrity?

Wednesday, October 24, 2007

Flash in the Pan...

Over on Cartoon Brew there is this discussion currently going on debating the merits or lack thereof regarding the Flash animation software. I'll admit my bias against it is as one who finds the results thus far to be less than satisfying when compared to the best frame-by-frame pencil animation from the glorious past that I grew up on. In fact, I even find the limited animation style of Hanna-Barbera's 1960's era shows like "Yogi Bear" to be far more visually appealing due to the organic, hand-drawn nature of what inbetweens there are. I just posted the following comment that I know is going to result in a good trouncing over on their board. But I have taken great pains to explain my views, so I hope that even those of you who like using the program will at least try to understand where I am coming from on this rather contentious subject:

To all those who defend Flash and claim that “it’s just another tool” and can produce wonderful results in the hands of a skilled artist, I have this to say: An old Etch-a-Sketch is also “just another tool” as well, yet I could practise with it for months or years on end and never produce an image with the same control or visual appeal as I could with a pencil on paper. Like it or not, there are those of us traditionalists who see Flash for what it is: a “tool” for creating computerized cutouts using replacement parts, not fluid character animation.

Even the examples being cited here as superior, such as the dancing frog short and “Foster’s Home For Imaginary Friends”, may well be entertaining but they are not in any way comparable visually to the best of traditional hand-drawn classical animation. In “Fosters” for example, while I’ll grant you there may be a certain visual appeal in terms of graphic shapes, it is still just predetermined replaceable character parts being shifted around on screen. Any “Squash and Stretch” you see is not the real deal either, as it is achieved simply by distorting the image along its X or Y axis. When a character on “Fosters” turns his head from the front to the side, there are no inbetweens allowing for a gradual turn, just a *whoosh* sound as the head immediately changes views in a single frame. At best, there may be an attempt at contriving a 3/4 view inbetween by sliding the features gradually along the the front face cutout before replacing it altogether with the profile. Again, the Flash software is not conducive to subtle animation.

If these limitations are all perfectly fine with you folks, then go ahead and enjoy it as a medium. But please don’t try to convince the rest of us that, in the right hands, somebody could produce a film that rivals “Pinocchio” using Flash. I’ll admit, I’ve seen a precious few examples where an animator is drawing frame-by-frame directly into Flash, but even those results, while noble in the attempt, do not produce anything that has the sensitive rhythmic linework I associate with the best of pencil animation, due to the clunky line quality that I always think looks like a brush inked line that’s been hacked out on both sides with an Exacto knife! I’ve had my own brush inked line art ruined in a similar way by technicians who imported it into the “Illustrator” program, leaving it in a mangled mess, all in their quest for it to be a vectorized image. Sadly, everything has become a slave to the needs of the computer.

Yes, Flash may be “just another tool” in the eyes of some, but don’t kid yourselves regarding its inherent limitations. And to those who maintain that only a poor carpenter blames his tools, please don’t hand me a plane when I need to saw through a piece of lumber…


End of rant. :)

Or maybe not...

In case anybody I've been debating with stops in here for a look-see, I'm posting a clip each from the Flash-animated "Foster's Home For Imaginary Friends" in comparison with a clip from a 60's episode of the hand-drawn "The Flintstones" with my comments:


"Foster's" - Digitally rendered, highly geometric shapes results in a deliberately flat, graphic look. There is no implied volume of form. Characters are comprised of pre-designed body pieces that are shifted around on screen and replaced by new pieces to achieve very limited animation. Animators are largely restricted by availability of head and body angles stored in computer. The clever timing of the movement is its saving grace. Very unsatisfying performance otherwise, due to inherent limitations of software.


"Flintstones" - Also, limited animation with some parts of body on "held cels" that do not move while other parts, like arms, legs and face are animated with different individual drawings to achieve more characterization and distinct facial expressions. Though still shape-based design to some degree, there is an implied feeling of dimensional, organic form. Animators still have to limit their number of drawings, but each drawing can be drawn from scratch, enabling a more satisfying performance overall, dictated by the vocal track.