The holidays are upon us and we are approaching a new year. It's time to start thinking about those resolutions. When it comes to independent animation, my resolutions will be plenty. Far from the usual bids to quit smoking, lose weight or get that better job type desires we often hear about, my resolutions are really about creating, and creating more masterfully than ever. After all, 2012 is approaching, right? :)
In my previous post, I mentioned Paul and Sandra Fierlinger, the writers and directors of the independent animated film My Dog Tulip, which is animated entirely by two people in TVPaint. I've known Paul for, perhaps, over ten years, thanks to the TVPaint community, and he was the first person to get me into Wacom technology and paperless animation way back when. Recently, I have been corresponding via video chat and email and he has given me a lot of advice, inspiration and ideas on where I could go with all that I am doing. As a result, my greatest goal for 2012 will be to simplify!
Simplifying things can have a lot of meanings. You may remember that in times past I had way too many websites. There was this one, the iPhone Alchemy site, the mobile manga reader, the Zahur site, my travel adventure site and a couple of others you probably never heard of. On top of that, I was selling 3D models on Content Paradise, writing articles for Ezine Articles and doing gigs on a few freelance sites. All of that, in the end, served to keep me from the one thing I should have been doing, which is creating more independent animation.
Realizing this problem, I began to, over time, pair things down to just a couple of sites. Later, of course, all my sites went down because my web host from that time wouldn't accept payments from a foreign source. Now that I am back, I have only this site and no others, with the exception that my modo training videos are being sold on Source3D.net. That is one aspect of simplifying that is getting me closer to my goal of creating more. The other aspect deals with simplifying different facets of the work itself.
In the past, I was always heavily influenced by the work of Production I.G., particularly Ghost in the Shell and Jin Roh, as far as anime was concerned. In the 3D world, I always leaned towards very realistic works like Final Fantasy: The Spirits Within and Beowulf. This led me to spend a lot of time attempting to draw, or create in 3D, very realistic, anatomically correct characters with little stylization. What I eventually found out was this created a situation where I often enjoyed the results of an animated project, but not the process of getting there. I'm sure you heard it said that the journey is more important than the destination. If you don't enjoy the process of creating your own anime work, why do it? I needed to get back to where I enjoyed the doing of the work, because it is the doing that counts, not the final product. As with Stephanie Meyer, the creator of Twilight, the process of writing brought her joy even though she never intended to show it to anyone. Still, look what happened when her sister pushed her to get Twilight published.
Too alleviate this problem in the world of 3D and cel shading, I created the WYSIWYG method which I expounded upon in Anigen: Final Secrets, and which you will be able to see in its entirety when the completed video comes out next year. Even inside that method I began to learn more ways to simplify the process. In the world of 2D, I had to take another path. To simplify meant to rethink my character designs. Studying the work of creators such as Katsuhiro Omoto or the directors at Studio Ghibli, you can see that their character designs are very simple yet so full of life and expression. It is little wonder that they are able to achieve such a high frame rate in their films because their characters are so much easier to draw. See for yourself. Put up a frame of Ponyo side by side with a frame of Ghost in the Shell 2. The difference is night and day. The gains from this consideration are quite a bit larger.
In the 3D world, characters which are very realistic enter into what we call "The Uncanny Valley" where something about them, which we cannot express, turns us off. Something similar can happen in 2D as well, if the designs are too realistic. They don't look alive. In Ghost in the Shell, the often expressionless faces worked for the film because the characters are mostly machine, questioning their own humanity. Even there, characters which needed more expression, like the chief, where more stylized. When you simplify a character's face, it becomes so much easier to add life and expression. Compare a character from Final Fantasy: The Spirits Within to a character from How to Train Your Dragon.
After much discussion with Paul Fierlinger, and showing different examples to people around my work and home, I have begun practicing to simplify my 2D character drawings. There are two reasons. One is to add life, the other is to gain speed. I am not just simplifying the faces and adding stylization, I am simplifying the line work, with less emphases on perfectly clean and sharp lines. When I watched animation of this type, like the Kojiro Shishido short Naked Youth, or the anime series Kemonozume, it feels like it has more life.
As I move into the new year, my goal is to create more. I will also keep updating here on this one site to show you how to create your own anime as well. If I am so inclined, I may dare to write a year end review in the next few days. I haven't done that in a while and it is a very helpful exercise to see where you have been, where you are going, and what you are leaving behind. If not, have a happy holiday season and keep creating!!
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