CHAPTER VIII

MISCELLANEOUS MATTERS IN MAKING ANIMATED SCREEN PICTURES

Many of the striking ways of telling incidents of an animated cartoon

put one in mind of the pictorial symbols of primitive man. An example

is that of a vision appearing above the head of some one in doubt

or in a revery. Then there is the miniature scene floating over a

sleeper to tell that of which he is dreaming. These and other similar

forms are supplementary ways of explaining incidents in a screen

story. They are also used in the regular photographic film; but they

are specifically typical of the animated cartoon.

They are amusing additions to a film that are certain to please

whether used to apprise the audience of what is going on in the

character’s mind, or to explain the dream of a sleeper as he lies

abed.

There are several modes of creating any of these effects. The usual

way would be that of having the quiescent part, say it is a sleeper,

limned on the celluloid; and the details of the moving part, say the

vision, on three or five sheets of paper.

[Illustration: SYMBOLIC ANIMATION OF SNORING.

To effect this, the sleeper would be drawn on celluloid and the

pictures in the clouds on separate sheets of paper.]

Perhaps the humorist-artist wishes to make his picture a little bit

more telling by indicating, with appropriate onomatopœic consonants,

the sound of snoring. These additions can be drawn while the

photography is taking place on a blank celluloid sheet superimposed

over all the drawings in a way explained in a preceding chapter.

Symbols of musical notation and sound-imitating words are often

introduced into a screen picture. They can be made to dance in

rhythm, or at haphazard, by drawing them in series of three or so,

on celluloid sheets. These would be placed, one at a time, in their

order over the general scene and repeated as long as desired.

[Illustration:

Series of drawings marked _A_ show the screen effect desired.

_Below_: the elements representing it that are used with the simple

component—on celluloid—marked _B_.]

The employment of balloons—they have been alluded to before—is

a frequent one in comic screen work. They are the mouthpieces

containing the dialogue of the characters. Their outline, more or

less balloon-shaped, hovers over the heads of the speakers. The lines

defining the balloons can come into the scene gradually in a lively

way, and the dialogue itself can come in word by word. This latter

scheme itself suggests talking.

When the first animated cartoons were produced and an effect with

balloons was intended, the artist thought that he was doing well

enough if he showed the lettering and merely had the person supposed

to be speaking standing motionless. But now an artist who cares

enough for his craft to put as much business into the scenes as

possible will show the lips moving and the arms gesticulating at the

same time that the lettering appears.

There are innumerable things that the artist must think of while he

is photographing his drawings, and one of the weighty ones is to have

the lettering for any particular dialogue, or explanation, held long

enough on the screen for it to be read. Every studio has its own

special rule as to the number of separate frames of a film to allow

for a word. The only way to arrive at any conclusion as to how much

film to take for any sentence in a balloon, or on a title, is to have

some one read it and then time this reading. In this way the artist

will be able to tell how much to give any particular wording. He will

be able, too, after a while, to formulate his own rule with regard to

the matter.

[Illustration: A “CLOSE-UP.”]

A favorite method of telling something, or to hint as to that which

is to follow, is to have a character discovered reading a newspaper

upon which the item explaining the matter shows in an exaggerated

type. The design is usually enclosed within a circle with the outside

space a solid black. There is no special reason for using this

particular encircling design. It is a way often used. Technically it

is a good plan to employ this telescopic mat, as it may be called, as

its forcible contrast of solid black margin breaks the monotony of

the general uniform photographic tone of the rest of the film.

[Illustration:

To vivify this on the screen, little “model” hats are used during

the photography.]

An amusing occurrence sometimes brought into a story is that of

having a man’s hat fly from his head into the air and come down

upon his head again. Of course, the practical way of putting this

on a length of film would be that of having a little cut-out dummy.

The artist, however, takes the trouble of making several dummies of

the hat drawn in different views. A single dummy would show but a

mere mechanical turning, but by using several in different views, he

gets a very good similitude of actuality in the wind twirling the

hat around in a lively way. A little point to help the humor of the

situation is that of having the hat hesitate, as it were, and give an

extra spin immediately before it lands upon the head.

It isn’t always necessary for an artist to make a cycle or a series

of drawings for a movement. For instance, he is showing a rather

large face on the screen and it is intended that the eyes move. This

could be effected by drawings, but there is a much simpler way. The

places for the eyes on the main drawing are left blank and holes cut

out the size of these blank spaces. On a narrow piece of paper at the

proper distance, two eyes are drawn. This paper, with the eyes, is

slipped underneath the one with the drawing that has the eye spaces

cut out. Now the manipulation of this paper, holding the eyes while

in position under the face, is easy. The various positions in which

the eyes are placed, it is understood, will be photographed by the

stop-motion method.

[Illustration: “CUT-OUT” EYES.]

The true artist, in keeping with his talent for creative work, will

be disposed to devise helpful contrivances or expedients to lighten

irksome and monotonous details arising in this art. And in addition

to the possession of this talent, and that of good draftsmanship, he

must be quick in deciding on the best means of economizing labor,

so that he can spend more time where thorough drawing is needed. He

must, in short, in any particular case, put in as much work as it

requires and no more. By experience he will learn to know where to

slight—“slight” isn’t exactly the word, but it will do—the drawing.

With respect to this latter point, suppose there is some arm

movement, with the arm swinging as it does in a hurried walk. Hands,

it is certain, are difficult details to draw, and if they are

carefully rendered in all of the positions it would take a long time

to draw the entire series. But the experienced animator has learned

that at times he can, for some of the positions, every other one

perhaps, make quickly lined marks indicative of hands. These quickly

made lines, however, must be drawn in a way that will help the

action. Exactly how to make them and to what extent to “slight” them

is learned only by long experience.

[Illustration: For some quick actions, “in-between” drawings can be

slighted as shown in numbers 2 and 4.]

Often there is a question as to the number of drawings necessary for

a movement. If a hand, for example, is to be moved from the side of

the thigh to the head and then to touch the brim of the hat, one

single position half-way between the two extreme ones may do for some

swift action in a humorous cartoon, but if it is for a slower action

it should have at least three positions between the extremes.

[Illustration: ILLUSTRATING THE NUMBER OF DRAWINGS REQUIRED FOR A

MOVEMENT.

_Above_: for a quick movement.

_Below_: for a slower movement.]

But it doesn’t worry the skilled animator very much whether he makes

three, five, or even more drawings between the extreme positions

of any gesture or action. Nevertheless, while the artist is making

these arm movements he must put thought into the work. There is, for

instance, a certain matter with respect to drawing the relative axes

of the segments of a limb that requires reflective attention. To be

precise, suppose the action is to represent an arm moving from below

and pointing with the index-finger skyward. Now, in any directly

following phases of the movement the same degree of flexure at the

articulations must not be present in the drawings. The whole arm as

it hangs by the side, before the action begins, is nearly straight,

with very little bending at either elbow or wrist. In moving it

upward, it is not to be traced with this same relative straightness

and same degree of joint angularity in all the positions. It would

move then on the screen with the ungracefulness of an automaton.

Instead, the several drawings should have the joints—elbow and

wrist—at different degrees of flexure. Especially is this difference

to vary from one drawing to a succeeding one, with the angle at the

joint, just a little more, or just a little less. The whole matter

can be best comprehended if the artist, before depicting this

action, try it himself. Then he would see that if he moves the arm as

if it were a rigid thing, only hinged at the shoulder, the movement

would be false and not characteristic of a living organism. The

natural way is an unconstrained, easy bending movement. The animator

in his drawings slightly emphasizes this manner of moving.

[Illustration: ILLUSTRATING A POINT IN ANIMATING A MOVING LIMB.

_Above_: moving automaton-like with no bending at the joints.

_Below_: moving with various degrees of flexion at the joints.]

An artist shows his aptness for character delineation in the way in

which he draws the views of a face for turning it from side to side.

A graphic caricaturist of limited scope has a proneness for adhering

to a few stencil patterns, in the matter of pose, for his characters.

Front face, profile, and occasionally a three-quarter view make up

his catalogue of facial picturing. The animator uses this delineatory

trilogy, too, in the ordinary turning of the head from side to side.

But he must be skilled, besides that of portraying a face in these

views, in drawing it in any view. And a skill that is still more

needed is that of being able to keep the portraiture of a character

throughout any series of drawings.

[Illustration:

In turning the head from profile to full face, one drawing between

the extremes is sufficient for a quick movement. But when it

is desired that the action be “smoother” two more drawings are

required.]

To keep the features the same throughout a number of drawings it is

found advantageous to spend a little more time in the preliminary

planning when creating the original sketch for the character. The

idea is not so much to make a face that is easy to draw as to give

it certain distinguishing lineaments that are recognizable in the

varying positions needed in animating it.

Besides, when originating a face for frequent repetition in a

cartoon, seeking one that can be drawn quickly and easily represented

in any view facilitates the work of the tracers.

A little trick of comic graphic artists is that of making the

features of a face in small circles, or somewhat roundish curves.

This sort of thing is not conducive to good character drawing. The

animator also uses these forms—round eyes, circle-like nose, and

a circular twist in other parts of the features. Now in his case,

this can be forgiven, perhaps, when one considers the difficulties

of his art; for these particular forms are, as we shall try to

explain immediately below, easy to copy and trace. As in caligraphy,

unfixed and diverse in its qualities and peculiarities, so with every

individual in pen drawing, certain traits occur in the strokes. In

pen-and-ink drawing the more individual and distinctive the style,

the harder it will be to copy or counterfeit it. But if the markings

approach the geometric, definite and precise, then they are easily

copied and imitated. This is why the little circles and similar

curved markings are so frequently used in animated cartoons. There is

nothing ambiguous in the lineaments of a face made with saucer-like

eyes, and a nose like a circle. Its peculiarities are quickly

noticed, easily remembered, and traced with facility.

As has been explained, an artist rarely finishes an entire set of

drawings for a film without help, but has a staff of helpers. It

can be well understood, then, that an essential to success is that

the members of this staff keep the same quality of line in all the

drawings. One of the difficulties in a staff of helpers is that of

keeping a uniformity of portraiture in the characters. And because

the circular lineaments are easy to trace that is the reason why they

are chosen to form the basis for the details of a face.

[Illustration: Easily drawn circular forms and curves make for speed

in animated cartoon work.]

There is a tendency in every one, even on the part of the author of

the original model, to depart from the first-planned type of face.

The approved way of avoiding this is to have a set of sketches of

the characters drawn on special sheets of paper that are to be used

by all the workers to trace from. In a studio with numerous workers,

all rushing to finish a five-hundred-foot reel in every week, it is

the custom to have plates engraved from the original sketches and a

number of copies printed, so that all may have a set. With these

printed copies it will then be merely a matter of having a steady

hand and an ability to trace accurately from the copy on to a fresh

sheet of paper placed over the illuminated glass of the drawing-board.

No doubt, as it has been referred to so many times, it is clearly

understood now what an important part transparent celluloid plays in

this art. It is employed not only to save the labor of reproducing a

number of times the details of a scene, but also to help keep these

details coincident, or uniform. In a face, there is a certainty that

its lineaments will be the same if it is drawn but once on celluloid;

but if it is copied each time on a long string of successive sheets

of paper, there is a likelihood that it will vary and so give the

lines on the screen an effect of wiggling about.

There are many little matters of technic and rendering that arise in

this art. For example, in making certain parts of a figure, say a

coat, in solid black, it has been found best, instead of making it an

absolute silhouette, to indicate by the thinnest of white lines the

contours of the details. A sleeve, for instance, should be outlined

with such a white line. This seems to be a lot of trouble for so

little, but, judged by the result on the screen, has been shown to be

worth while.

At this point we can touch upon the question of what is meant by

“animation.” An artist with little experience may make a series of

movement phases for an action, but when the drawings are tested it

is found that they do not animate; that is, give in synthesis the

illusion of easy motion. It may be a matter of incorrect drawing,

perhaps, or he may have the drawings nearly correct, but he has

failed to make use of certain little tricks, or, shall we say, failed

to observe certain dexterous points in the technic of the art?

We will cite one little trick—humoring the vision, if one may put it

this way: have a spot, or patch, of black repeated relatively in the

same position throughout the series of a movement. An example is that

of having the boots of a figure of a solid black. The eye catching

the two black spots as they alternately go back and forth is deluded

with respect to the forcibleness of the animation even if the walking

action is not as correctly drawn as it should be. An added effect is

given to this illusory ruse if a tiny high light is left on the toe

of each black boot.

The final test for drawings for animation is, it stands to reason,

the result on the screen. One may, though, approximately find out

whether or not any sequence of drawings animate by flapping them in

a sort of way akin to the book-form kineograph novelty noted in a

preceding chapter. Two immediately following drawings can be tested

this way: with one hand they are held near one corner pressed against

the drawing-board, then with the other hand the top drawing is moved

rapidly up and down. In this way the two drawings are synthesized

somewhat, and if the action is delineated correctly there will be

some notion of the appearance on the screen.

This little experiment crudely demonstrates the phenomenon of

after-images and the operation typifies a simple synthesizing

apparatus.

A significant addition to a scene, if it is suited to the story and

consistent with the general plan, is to have some foreground detail

in front of the moving figure, or figures. This sometimes consists

of a rock, a clump of foliage, or a tree trunk. The contrast of the

inertness in these details gives an added force to the animating

that takes place back of their mass.

[Illustration:

Foreground details of a pictorial composition help the animator in

several ways. Their inertness, for one thing, affords a contrast to

the moving figure.]

This feature of a picture is drawn on celluloid that is placed on top

of the rest of the set having to do with the particular animation.

It is possible, though, for an artist, if he is dexterous, to fasten

this inert foreground to the under-side of the glass in the frame

which is pressed down over the drawings during the photography. The

foreground feature, of course, is cut out in silhouette and fastened

with an adhesive like rubber cement. This cement is an article of

great usefulness in a photographic studio; especially for temporary

use over drawings, as it can be easily rubbed off afterward by the

friction of the finger-tips.

Radically opposite in method to the scheme described above, in which

an inert object helps the animation, is the panorama. In this screen

illusion the figure, which is thought of as moving, occupies the same

position; while the landscape, normally quiet, is in motion.

Certainly we have all experienced the sensation, when seated in

a railway-train waiting for it to go, of suddenly imagining that

it has started; when, in fact, it has not budged. This simply

has happened: while occupied with thoughts not pertaining to our

surroundings—perhaps reading—we casually caught sight of a moving

train on an adjacent track, and as we were in the state of expectancy

of at any moment being on the move, we immediately thought that our

anticipation had been fulfilled. Even if, in a moment or two, we

realize that our senses have deceived us, it is hard to shake off the

first-formed delusion of being in motion.

Now the screen panorama is a similar delusion. We see near

the centre of the screen a figure going through the motions of

progression, but we know perfectly well that he is in the same place

all the time. And we know that the landscape is drawn on a band of

paper that is pushed along back of the figure. All our knowing does

not help us. In spite of it the little figure spectrally advances and

the landscape deceptively passes by as we know it does (visionally)

when we ourselves are running very fast.

[Illustration: MAKING AN ANIMATED CARTOON PANORAMA.

The figure is depicted in a series of movement phases drawn on

separate sheets of celluloid. These are used continuously, one

at a time, and in their proper order during the photography.

The landscape, drawn on a strip of paper, moves along under the

celluloid little by little in the direction of the arrow.]

The manner in which a panorama is produced is this: the landscape

is drawn on a long strip of paper; this is to be moved little by

little and photographed at each place to which it has been moved.

The figure that is to walk, or run, is drawn in the different phases

of action on sheets of celluloid. These are placed in their order

over the landscape during the photography. The separate drawings of

the actions of the figure were drawn so that the bodies remained

relatively in the same place, but the limbs, or heads, varied in

attitudes. The planning of the action in a figure for a panorama is

proceeded with in the same way as that for producing a regular walk

or run. One special care in the work, however, is this: the limbs

as they are sketched in their appropriate attitudes in the several

drawings must not have identical outlines. That is, explaining it

in another way, if all of the set are placed together over the

illuminated tracing glass, no two drawings should correspond with

respect to the positions of the limbs. The bodies in the drawings

should exactly concur in position, but if some attention is given

to the rise and fall of the trunk, as in a typical walk, the screen

illusion will be very much better. Slightly shifting it up and down

on a vertical would effect this.

The band of paper with the landscape is moved in the direction

opposite to that in which the figure is supposed to go.

The photographer has many things to think of while he is putting

this panorama effect on a film. He must move the landscape strip;

sometimes as little as one-sixteenth of an inch at a time; put a

celluloid sheet with one of the phases of the action in place, get

it in its proper order, and then turn the camera gearing to make

the exposure. In some special cases he will have another matter to

think of; namely, a second panorama strip to move, and at a different

speed.

This is when he wishes to give a little better representation of

verisimilitude than that produced by the single panorama strip.

Far-off moving objects, as we know, appear to go slower than those

that are close to us. We are aware of this in looking at a distant

airplane high up in the sky that we know is going very fast but

seems as though it is going very slowly. And at night an illuminated

railway-train in the valley below us, when we are on an elevation,

seems to creep along like a snail.

[Illustration:

ILLUSTRATING THE APPARENT SLOWNESS OF A DISTANT MOVING OBJECT

COMPARED TO ONE PASSING CLOSE TO THE EYE.]

To bring it to pass that a panorama have the effect of near objects

going faster than those that are distant, it is necessary to have two

strips of panorama details. One strip will represent the foreground,

which is to be moved much quicker, one-eighth of an inch, or so. A

second strip will answer for the distance, which is moved, about

one-sixteenth of an inch, or even less. If the foreground strip is

moved at rather wide intervals, the effect on the screen will be a

little like that which we see from the window of a railway-coach when

telegraph-poles and near objects seem to fly by.

The panorama strip for the foreground is designed with simple

elements so that it can be cut out in silhouette and laid over the

other one. With reference to the quality of the details of a scene

on a panorama; although it is usual to fill up the whole length with

items of interest, there must be observed some degree of simplicity.

Perhaps it might be best to say that there should be a subordination

in the details, even if they are numerous, and then have some

striking feature or object occurring every once in a while, to catch

the eye and so help the movement.

Objects, too, automobiles and other vehicles, are combined with these

panoramas. This brings us to the consideration of the matter of

animating wheels, or making them turn in the screen illusion.

[Illustration: Some distinguishing mark on a wheel is needed to give

it the screen illusion of turning.]

A wheel true and accurately adjusted and going rapidly gives—with

the exception of a blurring of spokes, if there are any—very little

evidence of rotation. It is only when it turns unsteadily, or when

there is some distinguishing mark found on or near the rim, that

we see plainly that the wheel turns. Sometimes it is a stain, a

spot on the tire, a temporary repair, or a piece of paper that has

caught in the spokes that indicates a turning of the wheel. Further

amplification is needless, as a glance at the vehicles, as they pass

in the roadway, will make clear. So the animator, when he wishes to

show a wheel turning, simply copies actuality by drawing a wheel

with some such feature as noted above. A mere black spot on a wheel

near the circumference is sometimes sufficient. It is usual to have

the wheels drawn on thin cardboard and cut out and fastened in their

proper places so that they can be turned. They are turned a little at

a time and photographed after each turn.

[Illustration:

To represent the hunter in sketch _A_ suddenly trembling with fear

as in sketch _B_, two drawings, 1 and 2, with varying wavy lines

are used alternately during the photography.]

PHOTOGRAPHY AND OTHER TECHNICAL MATTERS

Animated cartoons · 第 8 / 11 章