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Filip Stojanovski

Contemporary Storytelling: Comics and Animation

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Making an Animation

Character Development

The act of watching an animation (or a movie, or reading a book, or participating in any storytelling activity), implies agreement by the viewer with the assumption that, while the projection lasts, this artificially created world exists. No matter how different this world is from reality, it has to be true to its own rules. Otherwise the viewer feels cheated, unsatisfied and uninvolved.

Consistency is of great concern to animators, once the rules are set. The rules may be as diverse as the character’s body becoming twice the size of the head, that the character can talk or that the law of gravity is not working, but once established, they have to be obeyed. In order to preserve the consistency, the maker of an animation documents all the relevant data about the character. This data comes in two forms. The first is the description of character’s properties and behavior in different situations, including "biographical" elements. The second form of data is visual: the artist draws the characters in every position possible, thus learning about the capabilities and in a way, interacting with it. The compilation of such information is called "character analysis" (Thomas & Johnston, 1981, pp.551-561).

Gemini Syndrome example by Shamus Culhane.

When drawing a character, great attention is placed on avoiding the Gemini Syndrome (Culhane, 1990, p.156). The Gemini Syndrome occurs when too much symmetry is used in drawing a character. This makes it look fake, "wooden" (Thomas & Johnston, 1981, p.61) and contributes to loss of interest. Although symmetry is appreciated as an aesthetic concept, it is not often observed in nature. So, it is easier to persuade the viewer that something is real if that something is a bit skewed, asymmetrical and imperfect in this regard.

Another element in creation of believable characters is learning from nature. Disney has made this a must for his crew, especially when animations involving animals are concerned. He once said: "I definitely feel that we cannot do fantastic things based on the real, unless we first know the real" (Thomas & Johnston, 1981, p.71). The point was to learn how the actions are done in nature, and then expand on that knowledge by adding capabilities to the characters. It was not unusual to use live animals as models in the process of character development (Thomas & Johnston, 1981, pp. 339).

Disney animators and a fawn in a studio.
Disney animators observe live fawn while working on "Bambi."

The height of the learning from nature trend is when the technology is used to get as much information as possible. In this regard, Muybridge's efforts come to mind. The animators often use the technique of filming live action footage, in order to examine it later frame by frame, thus improving understanding about the conduct of the participants in the scene (Thomas & Johnston, 1981, pp. 319-345).

Attitudes study for a character from Batman cartoon.The bottom line is that characters have to provide emotional involvement for the viewers. Even to those people who take pride in the power of reason, an activity that is not connected with emotions seems artificial and unreal. It is not unusual for humans to often attribute human emotions to objects and occurrences that do not posses them: the weather phenomena, rocks, plants and animals. They simply consider emotions essential element of the process of communication (Lumsden & Lumsden, 1996, pp. 456-458), even if the communication is not mutual. So, the animators have to play along to this tune if they want their work to be successful.

One of the elements in creating the emotional effect relies on the ability of humans to mirror other people’s emotions. That is why the characters are supposed to express emotions in a way understandable to the humans. This is often done through subtle use of non-verbal behavior, which seems more believable than direct declaration of a certain emotional state (Lumsden & Lumsden, 1996, pp.145-148). Use of the eye movements, facial expressions and bodily positions comes to the forefront. The same is valid about the ways that the character moves, gestures and occupies space. Once the characters are sufficiently developed, its time for the storyboard.

Photographs of human eyes.

Eyes of animated characters.

 

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 Contents | Foreword | Glossary | Works Cited
Comics: Bits of History | Modern Age | Great Adventurers | Vocabulary | Grammar: Closure
Animation: Origins | An Early Animator | Classical Animation | Making an Animation | Epilogue

 


All content copyright © 1999-2006 by Filip Stojanovski. Last update: December 30, 2005.

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