Wednesday, July 01, 2009

Push comes to Shove - my entry for StopMotionMagic's June contest



Unfinished, but the deadline crept up on me so I posted what I have. This is actually just the live feed from the Lumix, complete with Antishake icon up in the left corner and low res artifacts galore. After I get the scene finished I'll post the high res version, now locked firmly in the innards of the camera until I can wrestle it out. This is my first time animating 2 puppets interacting, and it's a lot of fun. Oh and on deadline night after hours of animating and encoding and uploading, I forgot to edit out my false starts on the beginning, so just ignore the first 2 blips. Heh.. yeah, I was gonna have bartender Ahab in there, but took him out when the deadline loomed too close and I decided to go with 2 characters rather than 3.

Marc and John provided the prompt "Puppet Needs a Drink" - and I wanted to also get in some more Physical Theatre exercises along the way, so I came up with a scenario to explore the idea that physical interaction between 2 characters can be broken down into variations of pushing and pulling.

There was quite a flurry of activity on the contest this month, including an incredible entry by Nick Hilligoss. Check the thread if you're interested. The link goes right to the top of page 11, where John compiled all the links... that's the place to check unless you want to read a long and rambling thread with clips interspersed randomly throughout.

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Friday, June 26, 2009

2 fixes for the Lumix FZ50

2 problems have come up that can affect the FZ50, and there are simple solutions for both. I just wanna get these posted in one place so I can always find it when I need it. The blog makes a great interactive notebook for that kind of info.


  • Live View only in Preview Mode

  • This only affects some FZ50s... so far only European models, which have an E at the end of the model number. The problem is this.... there's no continuous live view, it only works in Preview Mode, and you have to switch to a different mode before you can shoot a picture. Obviously this is useless for stopmotion purposes. On these cameras, it states clearly in the manual that live view is only provided in Preview mode. My camera is a US model, and it doesn't say that in the manual (the live view just works all the time, no matter what mode it's set to).

    The fix -
    Hold down the delete key for 5 seconds in record mode

    There is an undocumented function in the fz50: if you hold down the delete key for 5 seconds in record mode then you get an ntsc live video feed. Important... this is only an NTSC feed... you need to make sure your computer or framegrabber is set to accept an NTSC feed (if you're in the US or Canada then it is already set to NTSC). My theory is that it's the European models that need this fix, so generally speaking, you'll need to switch your computer or framegrabber to NTSC mode in order to make this work. You might have to do this several times, but once it "takes", Live View remains on indefinitely.


  • Can't shut off Burst Mode


  • This is a problem with all the FZ50s, and in fact with apparently all Lumix cameras. Once Burst Mode has been turned on, it can't be turned off!! Well, it can in certain modes, but not in Manual mode, which is the mode we need. For stopmotion of course, you wouldn't use Burst Mode... if you did you'd end up with three to five frames every time you try to take one. That would be - counterproductive to say the least! But some people will be using the Lumix for still photography as well as animation, or might just mess around with settings while learning how to set it up properly - or, since we have to buy the FZ50 used (it's no longer being manufactured) it's possible the former owner had used Burst Mode and it's already stuck there. Heck, maybe thats why they're selling it cheap!!

    The fix -
    Reset the record settings in the main menu

    Check your manual on how to perform a reset of the camera. That will turn it off. It should be in the setup menu.

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Saturday, June 20, 2009

Dream a little dream with me....
The fantasy element in late 80s and 90s stopmotion/gomotion



"Fantasy is essentially the dream world; an imaginative world, and I don't think you want it quite real. You want an interpretation, and stopmotion to me gives that added value of a dream world that you can't catch if you try to make it too real"

.... Harryhausen from the documentary Ray Harryhausen Chronicles.

This will be the subject of today's blog, and take notes, there may be a pop quiz on Friday!

Lately I've been buying a lot of stopmotion on DVD, with an emphasis on the movies from the 80s and 90s, such as Dragonslayer, The Gate (and its sequel), I Madman, Howard the Duck etc. Phil Tippett, Randall William Cook, and their contemporaries... these are the progeny of Harryhausen -- his offspring in the world of stop motion animation. Generally speaking, the animation looked smoother than most of Uncle Ray's work, and the designs were more wildly creative - sometimes to good effect, sometimes not so much.

As the animation itself got smoother, and especially with the advent of Tippett's Go-Motion process, which eliminated the strobing effect that gave stopmotion its characteristic hard-edged, slightly stuttery feel, things began to look increasingly real. The compositing work improved greatly as well, so that now the creatures actually seem to occupy the same world as the people, and to actually be there right next to them. For my money, the most realistically animated go-motion creature (that I'm aware of) is the whimsical Ebersisk from the movie Willow. I believe this was a refinement of the already awe-inspiring technique as used in Dragonslayer. I've posted a clip above. Watch it now class, I'll wait.


It might not be apparent on a first viewing, as you're doubtless busy drooling over the beauty of it all, but there is just the tiniest bit of flutter in that animation. Now compare with the Ebersisk (two-headed dragonthing named for Siskel and Ebert):



It looks absolutely real, in spite of its somewhat ludicrous design and comical aspect. It seems to actually be right there... as if the actors could reach out and touch its horny hide. But it completely lacks the sense of fantasy Vermithrax has. I believe it's because of the complete smoothness of the animation, the absolute lack of any slight flutter (well ok, the near lack... there is a little bit, but just the teensiest little bit.... ). In this sense, toward the 90's stopmotion (and go-motion) were moving closer to the sensibilities now associated with high-end, hyperrealistic CGI. People love to throw around the line from Jurrassic Park (actually originally said by Tippet when told that his go-motion dinosaurs would be replaced with computer generated ones) "I've become extinct!" -- but there was another line, spoken by Jeff Goldblum in the movie, that fits equally well for late-period stop/go motion animation as well as CGI.... "You were so busy trying to find out if you could... you never stopped to ask if you should" (paraphrasing here... not sure I've got it completely right).

I'm not sure this applies equally to pure puppet animation, with no live action component.... haven't really studied the effect in that realm. There was something a bit offputting about Corpse Bride that many people attributed to too much smoothness in the animation, but I suspect it had a lot to do with the slick silicone puppets and the painting of them that accentuated their smoothness. Coraline's animation is incredibly smooth (the bodies anyway, the faces don't move as smoothy because they aren't animated on ones... it would have required entirely too many replacement face parts to be made)... and when I concentrate on the bodies (anything but the faces really) it doesn't feel too smooth or slick to me. The fantasy element seems to be there. But looking at the machine-made faces, so smoothly finished and slickly painted, I can see why some people feel it's sterile and doesn't have the handmade look of something like Nightmare Before Christmas.

Obviously that elusive "sense of fantasy" Uncle Ray was talking about comes from many factors combined - production design and cinematography being key, but I feel the slight stutter is an important one, especially when stopmotion creatures are combined with live action. I think you have a somewhat different sensibility when the world of the film is a normal human one and the fantasy comes strictly from the creatures - their design and the way they move. Also - and this is one factor that makes Dragonslayer a close counterpart to its earlier Harryhausen ancestry -- Vermithrax is the true center of the film. Everything builds up to her appearance, which does not disappoint, and her death is the resolution of the tension in the film. So often in the 80s and 90s flicks the creatures are basically little throwaway parts that aren't essential to the movie.

Ok class, today's lesson is complete... now go outside and play!

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Tuesday, June 02, 2009

New additions to the lighting grid -- fine tuning the Movie Making Machine

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I've been running into some frustrating limitations in my lighting grid.... lights can only be directly over the table or a couple of feet in front of it. I wanted to be able to get lights lower, and to position them farther from the table in any direction. So I got a few accessories from the hardware store and rigged up a pair of these nifty ceiling-mounted light posts.

A 4 foot length of hardwood dowel, a couple of pipe clips, and some big hefty C clamps is all it took. I can clamp the posts wherever I want to the ceiling joists (incidentally, the clamps ensure that I don't permanently mar the joists). I always have to laugh at sizing conventions in the hardware world... a 1" diameter dowel fits into a 1" diameter hose clip with about 1/4" of clearance all the way around. I had to jam pieces of wood into the gap and fill the chinks with hotglue. But I guess the pipe clips weren't made to fit real snug anyway. Oh well, it works.

The other day as I was setting up for one of the Skulkin animation sessions I was struck by a thought....

The stopmotion studio is all one machine. All of it... every part.... the table with the holes drilled in it, the little puppets that can be secured to it, the lighting grid, the camera positioning apparatus, the camera and the capture device (computer, software). It's all made to work together in perfect harmony, like clockwork with you as the operator - nothing moving or changing until you want it to.

The really cool part is when I get the puppets set up and get ready to do a shot.... I position and plug in the set lights I'll be using one by one, and then switch off the normal overhead light. This process is a gradual transition from the ordinary basement surroundings into the Stopmotion World. Now only the set is lit, and it takes on a special look... far more attractive than under ordinary household lighting. The mess that is the rest of my basement fades into darkness behind me, and now my attention is focused completely on those little puppets that I labored so hard to make, and will now labor to bring to life.

Welcome to the Stopmotion World!!!

In fact, now that I think about it, you could extend the machine metaphor to include the shelves full of books that feed my knowledgebase... the DVDs and tapes that provide invaluable inspiration... even the computer that connects me to the internet... to other animators and friends all around the world. Wow... it means my machine is connected to Shelleys, and Svens, and Jeffreys... and to YOURS if you're a stopmoe!!! Insprirational!!!! 

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Sunday, May 31, 2009

Commedia Dell'Arte
(more esoteric theory to keep me from
actually accomplishing anything)
;)

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I was amazed when I started delving into the world of Commedia. (I know, commedia is just Italian for comedy, but Ill be using it as an abbreviation for the full term, which is a bit long to type out over and over. Sue me.... )
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The thing that really blows my mind about it is just how many of today's familiar characters have filtered down from it. Harlequins painted by Picasso, Cezanne, and many other artists, extended all the way to the Joker's sidekick Harley Quinn. Oh, and the Joker himself looks an awful lot like a Zanni mask with that long nose and long pointed chin.... rather similar to Paul Berry's Sandman puppet. Lots of examples throughout history, from Cyrano to (I suspect) Don Quixote and possibly even Quasimodo (his renaissance garb coupled with his acrobatic capering suggest Commedia to me). I'm sure there are countless others.

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As a theatrical form, Commedia was very physical -- involving mime, clowning, acrobatics, and improvisation in addition to voice acting and often singing, or grammelot -- invented gobbledygook -- gibberish language made to sound like some language or dialect and including occasional words... it was designed to get the meaning across even though most of it was nonsense. There's more to grammelot than just made up gibberish... you can find a great description of it in Dario Fo's Nobel prize winning book Tricks of the Trade (along with excellent descriptions of techniques for various mime techniques and other physical acting methods).

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Mister Punch is the direct descendant of Pulcinella (meaning Little Chicken), who walked like a chicken and beat everybody with his slapstick. Many commedia characters are modeled after animals... birds, monkeys, etc. Commedia is the theatre of TYPES.... characters aren't individuals with psychological depth but the masks and characteristic walks represent types -- The Old Skinflint (Pantalone), The Clown (Harlequin, or earlier Arlecchino), The Cowardly Braggart (Il Capitano, or The Captain), The Self-Important Windbag (Il Dottore - The Doctor) and others.

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It was all set up within the framework of classes.... basically most of the characters were servants on different levels of the hierarchy.. with Pantalone and Il Dottore being the homeowners and their sons and daughters being The Lovers (who wore no masks and were completely self-absorbed, in love with the idea of being in love, but so narcissistic that they hardly noticed each other). These Lovers feature frequently in some of the films derived from Commedia... in particular the Marx Brothers and the Three Stooges. Chaplin, Keaton, and other silent clowns are direct descendants as well.


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The Zanni are the lowest class... always at everyone else's mercy, but the most mischievous and clownish of the bunch. Zanni is a generic term (not sure exactly what it means) which eventually translated into Zany. As many of the characters did, they would often stand and walk in first or fourth position (ballet terms), lending them an exaggerated grace.



Here are some great YouTube vids on the subject of Commedia Dell'Arte:


Commedia Dell'Arte playlist on YouTube Some are good, some not so much. I offer the entire playlist, feel free to skip around it. Below are some individual clips I find excellent.

The Masks of Arnold Sandhaus
Commedia Dell'arte at Brennan High School
Commedia dell'Arte
Workshop de Commedia Dell' Arte com Antonio Fava (part 1)
Workshop de Commedia Dell' Arte com Antonio Fava (part 2) This girl does the best Zanni I've ever seen!!! This is the way Commedia characters are supposed to be.... acrobatic, walking with balletic grace and poise, speaking in unnatural voices... incredible!!!



And the books I've got (browse suggestions for many others):

Commedia Dell'Arte: An Actor's Handbook by John Rudlin
The Moving Body: Teaching Creative Theatre by Jaques Lecoq
The Mime Book by Claude Kipnis
The Art of Pantomime by Charles Aubert (available for free online download)
The Tricks of the Trade by Dario Fo
Mask Characterization: An Acting Process by Libby Appel
All highly recommended, especially when taken as a group... they feed into each other perfectly.

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Saturday, May 23, 2009

more practice



Just messing around, trying to get some different expression into some moves.

One thing I notice now that I've been animating fairly regularly -- and this applies to any kind of art I've ever done. There's a certain Art Making Mode that I sometimes go into... a super-patient mode where I'm completely unaware of the passage of time or of anything beyond what I"m doing. And when I go into this mode during animation, that's when I get really good results. I was in that mode when I did the Skull Love clip (well, the last 2 thirds of it anyway) and when I did the One Good Yank mime thing. But I was a bit impatient when I did the shrug tests.

You can see the difference. Watch Skull Love... notice at first things are pretty rough, but it smoothes out as I go.

I think it's alright that my sketches are a bit rough.... I was improvising, just messing around and making stuff up as I went... in some cases I really didn't even know what the next frame would be till I touched the puppet. I think the shrug tests were a step beyond what I've done before in terms of difficulty because I was aiming for expression, as opposed to simply putting the puppet through the motions smoothly. The 2 shrugs are very different (and yes, as Prosser mentioned on my YouTube page, it IS difficult to shrug without collarbones!). I don't like the weird head shake on the second one... it didn't work the way I wanted it to. And everything after that is weird too... doesn't match the aggressiveness of the beginning of the shrug. But I thought I'd go ahead and post these attempts anyway. Hopefully in the future I'll do some more successful ones. But there's no failure in practice -- the whole point is just to keep myself animating and trying things that are beyond my comfort zone.

There are a couple of false starts included, and at the end of the clip I tried an idea for how to get Hoppy across the room really fast. He needs to move like a jackrabbit on speed, but with those short little legs I need to find some alternative way to get him there.... if I actually animate the legs using ease-ins and ease-outs for every step he can't go fast enough!!

Not quite there yet, but it's a start. I'll try a few different ideas as I progress.

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Friday, May 15, 2009

One Good Yank -- new clip posted (now with titles added)


This is my entry to the May challenge at StopMotionMagic (the successor to StopMoShorts). The only criteria Marc and John specified was "puppet struggles". I like it... nice and open-ended -- not too specific. Well, I was already doing exercises with Skulkin, and was preparing to try some mime stuff, so it seemed like the perfect opportunity. Incidentally, the contest is running till May 30th at midnight, so there's still time to get an entry in. You can use existing puppets and sets, bare armatures, anything you want. You can even enter films you've already finished. They're pretty easy over there.

This shot took me (believe it or not) 3 nights to complete... but I only worked on it for about an hour or so each night. You can easily see where I cut off between sessions by the way the background light creeps down the wall suddenly. That's the Solux Framing Art light of course.... a very frustrating little device that rather tantalizingly features a nifty little adjustable set of shutters to shape the beam easily - otherwise it would be no problem to just put it away and not use it. It didn't occur to me until I was almost finished, but I should have folded a piece of paper a few times and jammed it into the swivel joint to tighten it.

My secret weapon is Claude Kipnis' The Mime Book, which I highly recommend to all animators. Who better than mimes to teach us about movement and how to express using only the body? The main thing I concentrated on for this exercise was flexibility of the spine and beginning his movements from the torso. Kipnis says a movement that is originated from an emotion in the character will begin from the center of his torso and undulate out to the extremities. So I did this for all of Skulky's movements, ignoring it only when he's yanked off his feet by his invisible adversary, when the movement begins from the extremities (hands) and everything else follows rather reluctantly.

I was also very conscious of something from Lecoq's Le Corps Poetique (The Moving Body); "Action has no drama in it... all the drama is in the reaction". It seems to be true.... things get a lot more interesting when he starts to interact with the invisible rope and whatever is at the other end of it! It implies things you can't see... makes you wonder (mystery). And it's also conflict.

This being a single continuous shot, it's the smallest cell of drama that exists... a single cell that can accrete with others to form organs (scenes) and finally a complete organism. But a cell like this one is nearly complete in itself... it contains a complete microdrama with beginning, middle and end, so in that sense it's actually a single-celled organism... I'm trying very hard to resist the temptation to dub it a Dramamoeba. Ok, no, as well as the term fits, it just sounds stupid!!

In retrospect I wish he had found the rope lying on the floor... tripped on it and then felt it and picked it up. That would make a lot more sense than just grabbing it out of the air as if he knew it was there. I also wanted to put some more 'business' in... he could have shifted his grip on the rope, hefted it over his shoulder and turned around to pull it harder, et... but it was getting really annoying because I was whipping his torso around so much and every frame I had to go in and try to put his hands back precisely where they were before.

A couple more reasons that I feel this line of approach (mime, Lecoq etc) is perfect for me.... Buster Keaton and Charlie Chaplin studied mime (or if they never formally studied it, they were certainly two of its foremost practitioners!). Lecoq has his students begin their training with the Awakening exercise... pretending to come to life for the first time in this world and begin to explore it in silence. This not only reminds me of Quest, but also of just about every Harryhausen creature ever put on film!!! And in my reading on Mime, I keep running across references to the idea of the Primal -- the characters and worlds conjured by the actors should seem fresh and new, as if only just created... as if we're witnessing the birth of the world and of the creatures in it. This is very similar to my last point -- but it's important to me because it articulates something I've tried to say in the past about the films I want to make... I want to conjure this primal world.... I want the films to take place in primordial settings... no social situations, no commercial products or prefab architecture... I'm talking ancient ruins, the forest primeval, dank caverns and dark, rotting ships! (And incidentally, this also reminds me of Harryhausen.)

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