Sunday, December 17, 2017

The Typical Pixar Animation Process

Being so time consuming and complex, a Pixar animation usually takes about five years to complete.  The animators not only focus on filmmaking and the design process, but make sure that everything they are going is centered around a thoughtful and meaningful storyline.  Their films are usually visually developed, and the process they use is one that focuses more on visual presentation and does not focus heavily on narrative as  much.  They hold on to traditional ways of animation such as drawing, painting and sculpting during their planning process.

Pixar starts off their process with having an employee pitch their idea to the development team.  The audience now has to believe in the idea and see potential in it before the idea goes forward.  Then, a treatment is produced.  This is a short written summary of the story's main idea, and many different versions of the story are created.  When the best version of the story is chosen,  the script is formed.  The storyboards come into play now, as they are hand drawn versions of the movie, similar to blueprints for the conversations and action incorporated in the movie.  Every storyboard artist receives a script or a "beat outline", which is a map of the character's emotional behaviors that need to be shown through actions.  The artists use these guidelines and draw them out.  Finally, they pitch their work to the director and see what he thinks.

Voice talent comes into play next.  First, temporary "scratch" voices are recorded, which is sometimes the voices of Pixar artists, simply to see how the dialog fits into the storyboard.  When the story further comes along, professional actors are hired and begin playing around with their character voices, as they read from the script.  When the actors are practicing, they record their lines in many different ways.  The best one is ultimately used in the film.  When scratch voices are so good and work well with the story, they are often not replaced.

Next, the team must make sure the "feel" of the movie is in sync with the ideas and messages they are trying to get across. Storyboards use their own creative ideas to develop art that best illustrates and portrays the world of the characters and the characters themselves.  The art department designs all the characters, set locations, props and colors for the movie.  The studio now uses animation software to create three dimensional computer models of the characters and props and sets.  These models are used, along with motion controls, that the animatos use to create expression and movement of the characters.  To make these computer models, they use the art departments' initial drawings or sculptures and make them come to life. Each model is given "avars", or hinges, where the animator uses this to make them move.  Woody has 100 avars in his face alone!


Sets are now further elaborated on.  After each set it built in three-dimension, the set-dressers must now include and add props to make the world more believable.  Set-dressers work side by side with the director to make sure their vision of the environment is perfectly portrayed.  The directors then lead the animators and help them add characters into the sets, making sure the camera angels are on point in every scene.  Because the characters are already created, they now just have to be placed into the backgrounds, where their movements and dialog are created.   The characters are almost like puppets, as the animators create facial expressions for them in each scene.  They often have to create scenes several times before everyone is satisfied.

Software is now used to further develop surface characteristics such as texture and color to every scene.  These programs are called "shaders" and can create objects to appear a variety of ways such as wooden, metal, fabric, glass, hairy and smooth.  The chracters and props are each given a surface texture and color, and are dressed in clothes that flows and moves to show natural body movement.  Their hair and fur also waves in the "virtual breeze", and their skin looks very realistic and smooth all thanks to this computer program.

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Now, animators use digital lighting to bring every scene to life.  This is very similar to stage lighting, as it enhances the depth, mood and emotion of each scene. The animators who create the lighting make sure to take inspiration from the color scripts that the art department create. After the lighting is perfect, rendering, or the act of translating all the information in the files that make up a shot, are condensed into a single frame of the movie and the scenes are finally brought to life.  Pixar uses RenderMan, which is a computer software that interprets the data.  This software "draws" the the final image by calculating every pixel of the image from the original model, animation, shading and lighting information.  The animators use very powerful computers to create and assemble a single frae of the film.  Even with this software, it still takes Pixar an average of six hours to render one frame.  Pixar's animations are usually made at a frame rate of 24 fames per second. For a 90 minute film, that adds up to 130,000 frames of animation, and an individual animator at Pixar is expected to make 100 frames of animation a week! No wonder they get the weekends off.

Works Cited:
“Pixar's Animation Process.” PIXAR, pixar-animation.weebly.com/pixars-animation-process.html.







Behind the Scenes of Monsters Inc

Monsters Inc. was the first feature film directed by Pete Doctor.  He explained in interviews that even though many people believe the assumption that he created the story for Monsters Inc., this is very misleading because this entire production was very much a group effort.  During the making of this movie, the team made sure to cooperate and work together to make sure that not only the animation stood out, but that there was a well thought out and meaningful storyline.

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Co-director Lee Unkrich explained how he felt about working at Pixar; "One of the great things about working at Pixar is that you can assemble a great talent pool and just be a bunch of guys hashing this stuff out."  One part of production that Docter found the most exciting and nerve racking was the voice recording sessions.  Docter explained; "What I learned is that my job is to set up as much of the situation as I can, give them the information that they need and then stand back and watch them go."

It is very common in animation that the animators make videos of the recording sessions and use this while animating the characters so they can see how the actors moved when they said their lines.  The  animators in Monsters Inc. did not use much of this  tactic because the characters are so unique.  The only person they watched often was Marry Gibbs, the little girl who played the voice of Boo, because she is the only human in the movie.

As Docter looks back on the five plus years of work spent on the movie he said, "I wouldn't say this film went very smoothly, but in the end I'm very pleased with what we have."

Works Cited:
“Monsters, Inc.: The Secret Behind Why Pixar Is So Good.” Animation World Network, www.awn.com/animationworld/monsters-inc-secret-behind-why-pixar-so-good.


Wednesday, December 13, 2017

Behind the Scenes of A Bug's Life

Pixar's movies are not only appealing because of the characters they incorporate, but they also are known for their visual dynamism and graphic design in their scenes. While working on A Bug's Life, Bill Cone conducted a pastel study of underground light to help him create the world where the bugs reside.  The team was obsessed with creating a sense of hyper realism.  They made sure that each frame was designed to direct our attention to the key information, no matter hectic or detailed the rest of the scene is.  The goal was to make the movie very visually interesting but to not have it take away from the story.


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As with all of Pixar's feature films, the voice actors of the movie were famous names that would be familiar to audiences.  The film's main star was Kevin Spacey, who played the villian, Hopper.  Audiences had just seen him in The Usual Suspects, where he played a cold personality.  The film's hero named Flick was voiced by Dave Foley with his high pitched happy tone.  The two voices' tones here contrast very clearly, so it is clear who the audience is supposed to like and not like.


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Similar to Toy Story, A Bug's Life has a very energetic and upbeat rhythm, where they create a very smooth tone of emotions.  Moments of humor flow easily into moments of terror or fear to combinations of both, where no scene ever seems forced or out of place.  The characters in the movie cover all types of personalities or good and bad that can easily be related back to humans, which makes the movie so lovable.  The good bugs are all young people who sometimes look to help or guidance from their elders.  Dot is cute and determined to fly.  Princess Atta is a perfectionist. Flik is the young hero.

Something else to note is the contrast between good and evil and how the animators chose to portray these two stereotypes visually.  Because Flik is the good guy and the hero, his body is rounded,  his eyes are huge, he is a pastel color and his look is very unthreatening.  This can then be compared to Hopper, the villian, whose body is scarred and it looks like he has exoskeleton armor.  His eyes are very small and his skin is rough looking.  Pixar tends to exaggerate "cute" qualities when trying to sway the audience to root for a character or believe they are a good guy.



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Works Cited:
Clarke, James. The Films of Pixar Animation Studio. Kamera Books, 2013.

Tuesday, November 28, 2017

More on Toy Story

In creating the main characters for Toy Story, the animators were interested in relating the characters to current pop-culture icons such as the cowboy, the astronaut and the American idea of the frontier.  Lasseter noted "because of the popularity of Jurassic Park, we knew we had to have a dinosaur." Lasseter also explained that, originally, Buzz was supposed to be named Lunar Larry and was supposed to be more of a silly character.  With Tim Allen's vocal performance, they then decided to switch Buzz to a more bossy type character.  This was when it first became the typical trend for Pixar to use TV stars, movie stars and singers as lead roles in their animated films.  This offered familiar voices to the audience, and made the films even more lovable for fans.  This is shown when Tom Hanks played the voice of Woody, and brought warmth and sincerity to the character.  This is probably because he had stared as classic, lovable roles such as in Forest Gump, Splash, Big and Sleepless in Seattle.


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As the character of Woody was being developed, the animator Jeff Pidgeon originally designed and sketched him to be more troubled looking and comical than the final draft.  Interestingly enough, Pixar used more famous actors as their voice actors in their earlier films than they do now.  Now, their name has become more famous and more popular and use of famous actors in their movies is not as necessarily important.

 Works Cited:

Clarke, James. The Films of Pixar Animation Studio. Kamera Books, 2013.

Behind the Scenes of Toy Story

The goal while creating the animation of Toy Story was to create something new and unique, along with something familiar.  One of the challenges the animators faced was creating believably illuminated and shaded surfaces, such as animal fur, bedclothes and surface textures of the toys.

As you have probably noticed, Toy Story characters all have a very shiny look that reflects light.  This was no mistake!  This was a common and smart decision by the animators because at the time, plastic-looking surfaces were easily achievable on the computer.  The first time that Pixar was able to create a believable illusion of human skin was in 2004 when The Incredibles came out.

In Toy Story, the writing team consisting of Joss Whedon, Pete Docter, Andrew Stanton, Joel Cohen, Alex Sokolow and Joe Ranft, constructed the movie's storyline.  The screenplay development happened at the same time that the animators were starting to create the characters.  The way the team created the film helped them figure out how to best connect the dialog to the characters and artwork they created.  Once the team began to narrow the focus of the screenplay, they began the process of mapping out the story by using hand-drawn storyboards.  This way, drawings and painted character designs were also used as the basis for the sketch of the characters which were then scanned on the computer.

When they started to create the screenplay, some elements of the story naturally had to be cut out.  Pixar then used some of these elements for later films, as they do often.  An example of this is when Toy Story was supposed to have opened with a Buzz Lightyear cartoon.  Because this prologue was abandoned, the animators added this to the begging of Toy Story 2.

During Toy Story's production, Disney kept bugging them about adding the eight musical numbers they had suggested they added, to where the characters expressed their hopes and fears.  Pixar explained that they just preferred to use dialog to communicate the character's feelings.  John Lasseter, part of the animating team explained; "we wanted to create a sense of nostalgia for the adults in the audience."  Pixar's films are usually created using bright and radiant colors.  For Toy story, they were influenced by the American painter Maxfield Parrish, who was famous for his hyperreal paintings, which appeared to shine with an "inner glow."


Works Cited:

Clarke, James. The Films of Pixar Animation Studio. Kamera Books, 2013.

Wednesday, November 15, 2017

Attempt at Realism

Finding Nemo


Along with many of the other Pixar films, Finding Nemo involves bright and uniquely styled animation technique.  During the making of this movie, the animators faced the challenge of finding new ways to make fish as expressive as possible.  Their goal was to make them look appealing and loveable, while also paying attention to the physical and optical laws of nature.

In order to represent life under the sea in a realistic way, the animators in Finding Nemo constantly paid attention to creating a sense of density, distance and the use of sunlight.  When the movie came out, in May 2003, John Lasseter commented that "Our only challenge was to let the audience know that our ocean is caricatured.  We wanted them to know that this wonderful world doesn't exist, but then using the animation tools that we have in computer animation make it look totally believable.  Our goal is always to make things believable, not realistic.  By stylising the design of things, adding more geometry and pushing the colours, we were able to create a natural and credible world for our characters."
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Finding Nemo is beautifully animated with pastels, while it also makes attempts at making the fish look as real as possible.  The backgrounds in the movie are equivalent to the wilderness backgrounds in films such as Princess Mononoke and Bambi.  Ralph Eggleston was the film's production designer offered some first hand insight; "One of our first priorities was to make the fish seem appealing.  Fish are slimy, scaly things and we wanted to make the audience love our characters.  One way to make them more attractive was to make them luminous.  We ultimately came up with three finds of fish- gummy, velvety, and metallic.  The gummy variety, which includes Marlin and Nemo, has a density and warmth to it.  We used backlighting and rim lights to add to their appeal and take the focus off their scaly surface quality.  The velvety category, which includes Dory, has a soft texture to it.  The metallic group was more of the typical scaly fish.  We used this for the schools of fish."
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Pixar also uses lighting and shading to create the allusion of realism.  Dylan Brown, the supervisor of Finding Nemo, commented that; "another big factor was timing.  With characters like Buzz, Woody or Sulley, you have an earth-based gravity.  But fish underwater can travel three feet in a flash.  You blink and the thing is gone.  We were wondering how they did that and studied their movements on video.  By slowing things down, we could figure it out.  Our timing for very crisp as we learned how to get our fish characters from one place to another in the course of a frame or two.  We always tried to incorporate naturalistic fish movements into the acting.  By putting things like one-frame darting and transitioning from one place to another into our acting, the characters became very believable."






Clarke, James. The Films of Pixar Animation Studio. Kamera Books, 2013.

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Monday, October 23, 2017

Multiple Climaxes

Finding Nemo

Multiple climaxes occur in "Finding Nemo", when you finally think the movie is over!  When Marlin is reunited with his son, Nemo gets caught in a net and convinces a school of fish to swim to the bottom of the ocean, showcasing the lessons he has learned about teamwork throughout the movie.  This also shows that Marlin has let go of his need to control Nemo, because he gives him independence in this situation.  It seems a bit much, and occurs often throughout Pixar movies, almost ensuring that the lessons intertwined throughout the movie are brought home.Related image
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WALL-E

The ending "WALL-E" is very hectic and chaotic, where the climaxing scenes seem to happen on top of one another.  While all the action is happening and WALL-E and EVE have to stabilize the the spacecraft, WALL-E is also wounded.  Here, their friendship is brought to the true test where EVE has to be there for WALL-E and fix him.  This brings home the themes of friendship.



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Works Cited:  Taylor, Drew. “The 5 Worst Things About Pixar.” IndieWire, 18 June 2013, www.indiewire.com/2013/06/the-5-worst-things-about-pixar-96871/.