Will “The Glen Keane Of CG” Please Stand Up?

Cartoon Brew has posted the above comparison of a storyboard drawing from Walt Disney Animation Studios’ forthcoming feature “Bolt” with a rendered still frame from the movie, under the heading: “Storyboard vs. CG”. No matter that the drawing was probably created in CG as well. ;-) The blog entry proceeds to lambaste Disney’s CG production crew (including, I would presume, John Lasseter - who now oversees everything) for failing to adhere to the “character design”.

With all due respect, the good folks at CB seem to have confused storyboarding with character design. Storyboards are NOT character designs. If they were, you’d see the character “mutate” from sequence to sequence according to the varying styles and sensibilities of the board artists. And nevermind that the much-lauded storyboard panel reads like a freakish D-cup amputee. We can all be thankful that it’s not a character design.

A more informed title for this comparison would have been “Storyboard vs. Production”. For, contrary to the stance of the Cartoon Brew blog entry, the discrepancies between the images above are not the product of some inherent deficiency in the CG medium or in CG artists, but rather a consequence - for better and for worse - of the production process. You can present just as many examples of 2D films that have lost their charm along the way when the boards are compared to the cels. And any loss of appeal from storyboard to final output is ultimately the responsibility of the director, who approves everything - by affirmation or by deference.

Let’s review some of the reasons that final frames evolve from the storyboards, in both 2D and 3D animated features:

  1. The storyboard is not a character design. It is a drawing that illustrates a story point.
  2. The storyboard is a springboard for the scene, not a cage.
  3. The storyboard is a single drawing meant to encapsulate an idea, while the rendered still frame is a discrete slice of the interpretation of that idea.
  4. The character designer is free to design for the medium, according to the director’s wishes.
  5. The director is free to design the character based upon the medium, the appearance and/or performance of the voice actor, or any other reason they like (for example, I can see Mark Walton’s expression very clearly in the design of the CG character).
  6. The layout artist is empowered to compose the scene according to the director’s wishes.
  7. The animator has license to interpret the scene in service of the director’s evolving vision.
  8. The 2D ink & paint artists or 3D lighting artists are not limited to the storyboard artists’ toolset.

Now let’s review some of the reasons that final frames sometimes do indeed “de-volve” from the storyboards, in both 2D and 3D animated features:

  1. The scene is noodled to death (by artists, directors, executives or some combination thereof).
  2. The production artists are under enormous time constraints.

Is “Bolt” the pinnacle of CG animation? From what I’ve seen of it - no. The unique style of Chris Sanders’ characters and revolutionary painterly backgrounds displayed in the “American Dog” boxcar test at SIGGRAPH 2006 are sorely missed. But the scene pictured above was pretty funny, as I recall from the trailer. Animation is meant to be enjoyed at speed, not picked apart frame-by-frame by fanboys in an agenda-driven navel gazing exercise. Not that there’s anything wrong with that. ;-)

There will always be those who prefer the boards to the renders, who prefer 2D to 3D, etc. God bless America, we’re all entitled to our opinions. But are directors not permitted to let their films evolve organically and make aesthetic decisions that deviate from the boards, lest they incur online sniping? The very qualities that are often touted as “superior” in the drawings (and are quite enjoyable in measured amounts) can alienate audiences in large doses. I’m reminded of the prologue to “Kung Fu Panda”, which I loved (both the opening sequence and the movie). Many of my friends and colleagues remarked, “That was great! They should have done the entire movie that way.” Well, sure - if you want the audience to (try to) focus upon a “cool style” for 91 minutes as opposed to really identifying with the characters. Aggressive stylization tends to distance the audience from the performance: you find yourself “looking at” as opposed to “being with”. (Tim Burton’s films have this problem - beautiful as they are.) A little of that goes a long way, and I think Dreamworks called it just right in the transition. Of course, this is only my opinion. There’s more than one person out there who will use this very point to explain why 3D is “inferior” to 2D. :-)

Which brings us to the tired ol’ CG bashing at the heart of the Cartoon Brew blog entry. CG artists and animators are used to it, of course. We’ve put up with the sneers for years, often while being asked to help train the same folks who regarded our medium with such disdain. I still recall the 2D animators (some good friends) who hung a computer in effigy from a tree behind Disney’s Southside building during a company party as “Home On The Range” was wrapping, and then bashed it to pieces with sticks while we 3D folks watched from a safe distance. I’m sure it sounds funny now, but it was less so at the time. You can imagine how awkward the punchbowl conversation became.

Over at The Animation Guild Blog, a thread on Disney Animation Studios quickly turned into a referendum on the (de)merits of the CG medium, with one anonymous poster (of the many “anonymi” at TAG) emphatically declaring both that “there isn’t even such a thing as an independent CGI animator”, and also that “There will never be a Glen Keane of CGI.” I must admit that I love absolutist statements that include the word “never”. ;-) In fact, I now have “There will never be a Glen Keane of CGI” taped to my monitor. Glen’s animation shines through as Glen’s despite the army of in-betweeners, cleanup artists, painters and scanners who work over his drawings. And there’s no reason why an animator cannot reach the same heights in CGI. Perhaps even Glen himself.

As anyone who has worked with one knows, the computer doesn’t provide you with anything that you don’t input yourself. The computer follows instructions, and its output is only as good as the quality of those instructions - provided by human beings. Great 2D/3D animators, such as Nik Ranieri and Dick Zondag, don’t just take “what the computer provides them” (as the TAG commenter maintained). They are active partners in the creation of their CG characters. They work directly with the modelers and TDs to define rigging capabilities, facial controls and the like which push the boundaries of the art and truly personalize it. When you look at the scene of Buck Cluck talking to Chicken Little in the car, you can “see” Nik the animator. It is every bit a personal performance, evocative of his other great work in 2D. Animator authorship IS possible in CGI. I’ve seen it, and I’ve worked to facilitate it.

Some people like to talk about the “limits” of CGI. Well, let’s explore these “limits” for a moment:

  1. The computer allows you to place points (and hence construct & deform surfaces) wherever and however you like in 3D space.
  2. The computer allows you to create pixels of whatever color you like.
  3. You can have as many points and pixels as you care to, and are supplied with a powerful array of high-level tools to assist your creative brain, your perceptive eyes, and your skillful hands.

I don’t know about the rest of you, but I see COMPLETE FREEDOM. The only limitations you face are your own as an artist… or those of your schedule/budget.

So, I look forward to the day when the mediocre work produced by some is not used as justification to slag an entire medium out of fear and ignorance. I look forward to the day when we no longer speak of “2D animators” and “3D animators”, but simply of “animators”. I look forward to the day when the members of the animation community truly come together as one, instead of wasting valuable time, energy and goodwill lobbing stink bombs at each other.

And I look forward to the day when “The Glen Keane Of CG” indeed shows up, and no one even takes note of her as such - for the digital medium she works in is like water: transparent, and in fluid service of her performance and her story.

P.S. - The day after I posted this, I was informed that the artist who drew the storyboard image above is the very same individual who approved the model, look and fur groom of the CG character and also the same person who directed the animator assigned to the shot that the rendered frame is taken from. Chew on that, Cartoon Brew! ;-)

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8 Responses to “Will “The Glen Keane Of CG” Please Stand Up?”

  1. Mandragora Says:

    Good contra.
    Thanks to the internet which gives even those a voice that should learn how to spell first, animation discussions are deteriorating into an ego-fest in which tastes are confused with absolutes and intellectualism with elitism.

  2. Cristin McKee Says:

    Quite an interesting read. Thank you for this blog and the time you spend writing the intriguing articles. I love how the blogging medium has created a sort of back and forth debate among various animation blogs.

  3. Jerry Brice Says:

    Great article Mr. Gieger,I hope it’s message is taken to heart by the industry at large.

    I established the animation department at the Art Institute of California-San Diego 7 years ago,and worked there for 7 years.We went from a total enrollemnt at the school starting at 400 students (in All of the programs offered) to this year,1000 students in the animation program alone,the whole school has 2500 students altogether.

    I noticed that as we began to be succesfull with the school and my curriculum,some of the staff that I hired decided to divide the animation program into a 2d curriculum,and a 3d curriculum.They also split the department into Game art and Media arts and Animation?

    The reason was for “marketing”,which I understand.Business is business,but it does also “market”this divisive 3D versus 2D mentality that is overall detrimental to the future of our various bussinesses within the animation community.
    It only leads to the type of short sided observations expressed in this article by it’s author.(I am not very objective in my opinion,so it is what it is).

    I believe we were stronger when we promoted an animation department.When I chose to become an animator,I never defined what type of medium I want to animate in…I simply love to animate,whatever the medium!I graduated from the experimental animation department at CalArts in 1985,and my mentor Jules Engal promoted every animation medium known at that time,and never discriminated between any medium.I feel comfortable that I have more than one option to express myself in the animation art form!

    It is irresponsible to promote a 2D versus 3D mentality,or I should say,to set up the dynamic where these divisions can be fostered.As parents and adults,we must take responsibility for the direction and messages that we deliver to the new generation of animators,and know that it is “okay”to educate your mind and revise your opinion.

    I am like a proud father whenever my students gain employment in the animation field,whatever the medium.It does not matter if they are animating on a feature film,or a forensics film,it’s all good,because it all takes talent.

    It’s 2008 people,and we should celebrate our options.Learning new techniques is difficult,but not impossible,and new knowledge does not invalidate the methods we currently have mastered.

    Best regards,
    Jerry Brice
    (aka 1Malcolmlee)

  4. Jesse Jordan Says:

    I’m glad you posted this, Kevin. Hopefully, a few people will read this first before posting uninformed remarks over at CB. Especially those not yet gainfully employed. ;-)

    Also, why is it that a certain CB blog admin seems to not take into consideration that the remaining nine old men (most notably, Frank and Ollie) who lived to see the fruition of CG loved what they saw when it succeeded in achieving goals they had set for themselves: great characters, great story?

    I think CG’s doing GREAT in it’s evolution as a medium, especially when compared to the evolution of 2D. Albeit, 3D has the advantage of being shepherded by the collective experience of almost a century. Nevertheless, I don’t think that serves to discredit contributions made by those new to the medium or, more importantly, the accomplishments within the medium itself.

  5. Steve M. Says:

    Great post!! This was just what I needed to read after the ridiculous rantings of the misinformed on Cartoon Brew. Thanks for everything said. Eloquent, informed and unbiased. If only the brew operated like this I might just visit their site more often.

  6. Ron Says:

    Great post. I must confess I am a converted former hater. I was a 2D traditionalist until I had to learn flash for a job and now I truly love it and can even teach it. Your blog makes me think of rumblings I’ve been hearing lately from a lot of CG animators who are reacting to MoCap with the same xenophobia that 2D animators reacted to CG with years ago. For that reason among others I am looking forward to working with MoCap. I realize now that a fearful attitude will only cost your career. It did mine and it took me this long to catch up. That said, if an opportunity to work with traditional 2D came along I would snatch it up in a second! But so would I for claymation, 2D or even MoCap. Good animation is good animation. The performance is what matters and the medium should be secondary and only serve to enhance the animators acting skills.

  7. Rhett Wickham Says:

    How brave and overdue. Simple straight forward truth.
    Thanks, Kevin.
    r.w.

  8. D. "Sky" David Pies Says:

    Back when I was an animation student at Cal Arts, 1972 to ‘74, Glen Keane’s drawing station was just behind mine. His talent was and is amazing. He was way ahead of the program. I felt humbled and graced to see such a hard working dedicated and sincere talent. Glen worked and worked and worked and did not say much as his great work said it all. Glen has been honored over the past few years for all that he has brought to animation and Disney. Talent is talent. Glen is a rare talent. There is room for all (2D, 3D, drawn, CG) in the art of animation. Glen is a master of those aspects that is his gift to our art. All forms of animation shine when directed by the master that has the gift to bring to whatever means is used to create the animation.

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