In a certain way working in animation has become very democratic because now anyone with the right technology can at least prepare a project from home in order to attract investors. Some people can even set up a small home studio and start working.
Animation is about timing; movement or lack of movement, often in time with music. These are the tools which make it's visual gags work, or not. Again, comics don't have those tools, so you have to find some sort of parallel to create something that suggests a close approximation of the source material, but without the ability to truly replicate it.
I'm a true fan of animation, and it's my livelihood. Live-action is secondary to me.
In our animation we must show only the actions and reactions of a character, but we must picture also with the action. . . the feeling of those characters.
No matter what happens with technology or whether you're in traditional animation or stop-motion or CG, the biggest challenge always is story. The flow of making the movie is usually determined by how your story is coming together, and when your story is straining and you can't quite get your hands around it, your entire production is straining.
I don't really know what the average person thinks about animation. I think the average person thinks that it's made by cartoonists - and it used to be. When people think of The Simpsons, they think of Matt Groening. They don't think of whoever the 200 writers are.
Acting is a plum gig, and then animation is an even more plum gig.
I always liked making things, and then I fell into animation. And then luck comes into it as well.
There's the fact that animation is extremely time-consuming, tedious, labor-intensive, and therefore, extremely expensive as an art form to really do it right, to really do full animation.
Preparing the animation is close to the comic book process but there are plenty of problems. It's very interesting, but it's also sometimes a pain in the arse, especially because it's so very long. Something that takes 10 minutes in comic book form can take 10 months in film form. But I love the results.
I'm in love with kid's stories and animation.
I could see how people get addicted to animation, and I understand why it's so great for comedy. You can do whatever you want and it just happens.
My respect for animators and animation directors has gone way, way up and it is just not something you can phone in.
It's interesting when you're trying to create a character in animation. It's really a communal effort.
I'm pretty strict with anyone on our crew when people start to draw too well or draw some in-betweens in the animation.
If you look at a multi-player game, it's the people who are playing the game who are often more valuable than all of the animations and models and game logic that's associated with it.
Animation is a great way to work. No early morning call times, no make-up chair. In live action ,you're always fighting the clock; the sun is always going down too soon.
There are so many ships in the animation sea that are computer driven, that I think we can have at least one that's just a log raft that we can row by hand.
I don't know how to animate on the computer, and I'm really grateful that I worked with a couple of other guys. We called it our triumvirate, John Kahrs and Clay Kaytis, who really understood computer animation but loved and embraced hand drawn, which is Disney's heritage.
A radio play actually ended up being the first acting job I ever had. A lot of times when I'm on camera, I'm playing characters that are more like myself, and I don't get to do a lot of real character work. But when you're doing animation, you are the very epitome of colorful characters. I think I'm just really into make believe.
First of all, computer animation is certainly a tremendous and viable medium today. But the warmth and personality derived from 2-D animation, in my opinion, cannot be surpassed. Certain stories lend themselves well to 3-D animation and I won't labor this with naming them, but in my bones, I still respond more emotionally to the artists feel in 2-D. You feel the 'actor' in the animator more personally...it's hard to explain.
A character like Wonder Woman is so iconic and yet, over the course of her history, there have been lots of subtle changes. We couldn't stray too far from the comic book look, but you do have a certain amount of leeway in terms of how you interpret those elements for animation.
I'm not honestly a real student of animation. I never was into it all that much. I don't really watch any animated shows.
The nature of the writing and the nature of the animation meant that it had to be short.
While voicing animations I use the same acting muscles, even more because you have to channel all into your voice, whereas when you're live-action you get props and scenery and other actors and your facial expressions and what happens to help you. It's not necessarily easier as an actor to do voice-overs, it's easier as a person.
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