CHAPTER X

ON HUMOROUS EFFECTS AND ON PLOTS

The purpose of the animated cartoon being to amuse, the experienced

animator makes it his aim to get, as the saying goes in the trade, a

laugh in every foot of film. The animated cartoon is allied in its

kind to an extravagant farce or a lively comedy of the spoken stage.

Although strongly limned character and that there be something moving

all the time seem to be the two important ingredients of a film of

this type, it is not to be forgotten that plot is an essential in the

work.

Naturally, a scenario, or skeletonized plan of the story, is

written out first. The full details of the action and business,

from the beginning to the very end, are not worked out as they are

in a manuscript for a stage play. It is simply that some sort of a

framework, on which to build the story, is first required.

In the early days of the art a film with a string of incidents only,

but with plenty of movement in the animated figures, would find

a ready market and an appreciative audience. At the present time

not only must the pictorial properties be well rendered imageries

of nature but the story must be artistic in form. This signifies

that the idea of plot, and all its attendant concomitants, should

be present. The usual requirements of a dramatic story are now

sought for in an animated cartoon. The plot must be the orderly

establishment of parts leading up to some main point, or the working

to a climax and a subsequent untangling of it all.

[Illustration: PLENTY OF MOVEMENT IS DEMANDED IN SCREEN PICTURES.]

If the artist does write the first sketch of the play himself, he at

least will elaborate it and add various bits of dramatic business.

This is all very well if he understands and knows what he is

about, but if, on the other hand, he has not the dramatic idea, his

additions are quite likely to confuse the story.

Whether a film is for the purpose of amusement or to educate, the

plan should show that the attainment of something is being striven

for. In an educational film this is brought about by an adherence to

pedagogical principles. If it is a comic story, due regard must be

paid to dramatic construction.

It is obvious that if a humorous scenario has but two characters

this will simplify the telling, and the idea of their antagonisms,

obstacles, and embarrassing difficulties are easily told. The clash

and the struggle between the two can be expressed in many simple

ways, the story carried on, curiosity stimulated, and an expectant

feeling engendered as to what will happen. The final episode is apt

to be some calamitous fall with the whole picture area perhaps filled

with a graphic representation of an explosion, to be followed by an

after-climax, when the smoke has cleared away, of the victim rubbing

his head.

To be sure, an animated cartoon needs a good many more incidents

than one calamitous occurrence. It is indispensable, for the sake

of an uninterrupted animation, that it should have a succession of

distressing mishaps, growing in violence. This idea of a cumulative

chain of actions, increasing in force and resultant misfortune, is

peculiarly adapted to animated drawings.

The animator, if he is a good draftsman, can manage his little

picture people much easier than the theatrical manager does the

members of his company. A great danger, nevertheless, is that the

animator, with this facility of doing whatever he pleases with his

characters, may overdo the matter. He must be careful that he does

not create too much business for his actors, and so retard the

sequence of those episodes proper to the plot.

The very best type of animated cartoon tells the story from the very

first incidents and throughout its whole continuance to the crisis,

and the ending by pantomimic acting only. This means that there is

no dialogue lettered on the drawings themselves. Symbolical signs,

like exclamation-marks, sound-suggesting letters, or the like, are

naturally proper and happy additions to drawings; but as little

dialogue as possible should be used in drawings. They break the

continuity of the animation, for one thing. Although it is true that

balloons with their wording make an easy way for the animator to have

the automatic counter register “footage” (a consideration appealing

to the business sense of the artist), it is only when there is a good

jest brought out that lettering on the drawings themselves can be

forgiven.

[Illustration: THE PLAINT OF INANIMATE THINGS CAN BE RENDERED

EFFECTIVELY ON THE SCREEN.]

In the early period of the development of animated comic drawings,

not even subtitles were interspersed throughout a film. The entire

story was told by pantomime. Nowadays it is becoming the fashion

to use subtitles, and have them to introduce incidentals, mark

a change of scene, or bring in a witty remark. Wording brought

into a cartoon film this way is often felicitous and technically

legitimate. But dialogue, as has been stated, should be kept out of

the drawings themselves, not only for the sake of artistic form,

but for commercial reasons. (Films intended for exportation to

countries where English is not spoken are much more valuable if they

are without lettering in the pictorial parts. With all wording on

separate titles, it is very easy to change them and have them joined

to the film proper.)

The above statement with its frank allusion to a matter of business

seems to be getting away from our subject; but it is not, as it

calls to our attention the principal quality of a comic screen

drawing—namely, pantomime—and it emphasizes, too, the universality of

pantomime. An animated cartoon clever in gesturing is understood by

all races.

It is to be remembered that pantomime is a matter of interpretation,

both on the stage by an actor and by the artist when he essays to

represent it pictorially. If it were an actual copying of nature, it

only would be as interesting as a normal photograph; and that is not

very interesting. As in all interpretative arts there is a slight

betrayal of the mechanical means, or processes, so in pantomime there

is a suggestion of the mechanistic. Let us recall the rhythmical and

toy-like movements of the actors whom we have seen playing in some

whimsical dumb show.

How often do the clowns pretend in their foolery that they are

automatons, or that they can move only by mechanistic motions.

They find need, too, in their ludicrous acting, for mechanical

properties—slap sticks, absurd objects, or toys.

It is very certain that there are some forms of motion productive of

laughter that do not imitate actions natural to the human organism,

but seem to acquire their power of risibility from their resemblance

to mechanical motion. This is on the order of the notion that Bergson

has elaborated upon in his treatise in explanation of the comic. He

states, in substance, as one law of the ludicrous, that the human

body appears laughable when its movements give a similitude of a

machine in operation. There is no question of the correctness of this

view as a matter of mere exterior observation. Rather it seems to us

that machine-like movements in organic bodies amuse us because of

the rhythmic, orderly, or periodic occurrences of these movements in

themselves, and not to any matter of comparison.

In a boisterous low comedy it is always incumbent upon the victim of

a blow to reel around like a top before he falls. It never fails to

bring laughter. An effect like this is easy to produce in animated

cartoons. There is no need to consider physiological impossibilities

of the human organism, the artist can make his characters spin as

much as he pleases.

In a screen picture two boys will be seen fighting; at first they

will parry a few blows, then suddenly begin to whirl around so that

nothing is visible but a confused mass and an occasional detail like

an arm or leg. It will be exactly like a revolving pinwheel. This

is made on the film by having a drawing representing the boys as

clinched and turning it around as if it were a pinwheel.

In a panorama screen effect it seems to be sufficiently realistic,

for laughter purposes, to have the legs and arms of the individual in

a hurry give a blurred impression, in some degree, like that of the

spokes of a rapidly turning wheel.

[Illustration:

The pinwheel effect of the two boys that have come to blows is

produced by turning around to four different positions a drawing

representing the boys fighting.]

It is an indisputable fact that the human mind finds fascination in

any movement resembling a rotary one. Witness the interest that a

novel mechanism or an automatic toy creates in a shop-window. Such

interest is still further stimulated if there is an added item of

anything of the human, or something definite accomplished in the

operations.

We require, it seems, if we are really alive, not occasional, but

constant, stimuli of some sort. When we become weary of toil—which

in itself is often an unwelcome and imposed form of stimulus—we

seek stimuli in recreation. Or if we haven’t energy enough for the

self-stimulation of sports, or the like activity, we look for it

outside of ourselves.

Perhaps it is music, exciting us metronomically; or a play where our

emotions are agitated—rhythmically or in dissonance; maybe it is a

circus or the music-hall, where color and sound vibrations stimulate

us. Everywhere it will be some form of measured time, movement, or

rotation, whether the theme be comic or serious.

Idlers will stop to gaze at a machine in motion where there is

building going on, or they will stop to peer into the windows of

a busy factory. There is something in all this that shows that the

human mind craves the periodicity of stimulation.

Perhaps one of the reasons why those crudely executed white on

black animated cartoons—alluded to in a preceding chapter—are so

laugh-provoking is that they represent the characters performing

their antics more or less mechanically. A windmill effect, a

twirling, a spinning, and a merry-go-round movement are of striking

import in animated cartoons. They never fail to cause laughter when

depicted in some such fashion or other.

Sometimes in a pursuit in a comic picture there is an introduction of

a chase around a house or around a tree. The gyration about the house

is particularly productive of laughter. The slight interruption while

the figure passes back of the house gives occasion for the necessary

pause in this comic business.

The author recalls a film of real people and scenes that exemplified

the potency of a mechanical turning and the value of a pause for

laugh-provoking purposes. The scene represented a tiny bungalow that

was blown from its foundation by the force of the storm and made

to revolve as if it were pivoted in the centre. The droll character

of the play saved himself from being blown away by clinging to one

corner of the porch. The laughter of the audience although continuous

came in waves of different strength. The twirling house itself caused

laughter, but it increased when the ludicrous figure clinging to the

porch came into view, and it decreased when he disappeared while he

was being twirled around the far side of the house.

Possibly one of the reasons why this performance was so successful

was because this movement allowed for the physiological necessity

of a rest on the part of the spectators. The emotional excitement

would have been fatiguing to the breaking point had the incitement to

laughter been continuous. The humorous proceeding operated so that

any individual member of the audience was not compelled to shake or

be agitated by laughter all the time, but could slacken up and rest

rhythmically.

[Illustration: A cycle of drawings, like those above, used in turn

and repeated for a time will give the screen illusion of a man

spinning like a top.]

The need of a rhythmic slowing-up, or pause, to allow for a respite

for the emotions and the convulsed physical organism is well

illustrated in the following incident often introduced into animated

scenes. A little figure is observed running up hill and down dale.

The manner of his performance is like this: he runs up the first hill

and disappears; there is a moment or so when the scene is empty and

during which he is supposed to be running down the far side of the

hill. Soon he is discovered running up the second hill, at the top of

which he again disappears for a time to run down its far side. In

another moment he is scrambling up the next hill and down the other

side again. This continues until he is lost as a tiny black spot near

the horizon.

[Illustration: A blurred impression like that of the spokes of a

turning wheel is regarded as funny in comic picturing.]

This disjointed hill-climbing causes hilarious laughter and, as

in the case cited above, comes in waves. The rise and fall of the

laughter waves can be distinguished as the little figure runs up the

hills and down the valleys.

A pause is a necessary element in any continued comic situation. It

is, in fact, proper to any series intended to arouse the emotion of

laughter. And in some respects a pause corresponds to the negative

moment of flexion—adverting our thoughts for a moment to physical

activity—while the outburst of laughter corresponds to the positivity

of extension.

A bit of striking animation is that of having a continuous stream

of individuals pouring out of a building, or a procession of funny

animals coming out of a receptacle from which we did not expect such

a parade. These episodes of movement do resemble a parade—a species

of regularly recurring stimulation.

[Illustration: FROM “THE ‘BAB’ BALLADS.”]

The psychological questions in regard to these effects is related

certainly to the matter of the delight of the human mind in a

stirring up by repetition. Undoubtedly the same liking or pleasure

in these little bits of screen animation bear a resemblance to

the delight experienced in watching a parade. What is there in

a spectacle of this sort that tickles our senses? Is it the

regularness of the step-keeping, the hypnotic music of the band, or

the show of varied uniforms? Perhaps the principles of unity and

variety—two essentials of any art work—enter into the matter. The

variety in the uniforms of the different sections satisfies the eye,

and the unity of the marching pleases the mind.

[Illustration: Pictures of this sort can be presented on the screen

more vividly than in this simple graphic sketch.]

Keeping step is an artificial recurrence of movement. It pleases,

of course, but when this motion is rendered strongly mechanistic

it takes on immediately an element of the comic. In some of the

little figures drolly drawn by Bab (W. S. Gilbert, of “Pinafore” and

“Mikado” fame), this is well expressed. A little picture of his,

for instance, shows three tiny men stepping out like mechanically

operated toys.

[Illustration: HATS.]

[Illustration: (Cartoon man chasing hat) ]

One of the most primitive of practical jokes is that of throwing

a stone at a hat on some one’s head. And its most aggravated form

as a joke is that in which the hat is of a stovepipe pattern. In

a humorous stage play, merely to show an individual with a stone

in his hand while a sprucely dressed one wearing a high hat is

passing is motive enough to cause laughter. The graphic artist

copies this situation by representing a stone in the air nearing the

hat. Action lines, as they are called, indicate that the missile is

flying through the air. In both of these cases—in reality and in

the picture—mere anticipation is enough to awaken the risibilities.

The animator, of course, can gratify both the spectator’s joy of

anticipation and the mischievous delight of seeing the consummation

of the action.

[Illustration: Radiating “dent” lines give emphasis to this bludgeon

blow.]

Many professional entertainers have built their reputation on some

dramatic business with hats. Either they wear some odd head-gear

or else it will be in their manner of wearing a hat or a trick in

doffing it. If a hat is too small, it is sure to create laughter; and

if too large, it is a certainty that there will be mocking hilarity.

And even if it is of the right size, it need only to be perched on

the head at an angle to be considered ludicrous.

[Illustration: A chase around some object is a never-failing

laugh-provoking incident in an animated cartoon.]

The spirited screen actors, too, of the animator’s pencil are shown

going through all sorts of strange doings with their hats.

ANIMATED EDUCATIONAL FILMS AND THE FUTURE

Animated cartoons · 第 10 / 11 章