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Showing posts with label Irv Spence. Show all posts
Showing posts with label Irv Spence. Show all posts

Saturday, April 12, 2008

Irv Spence - Perfect Cartoon-Animation Drawing Principles


Doing that Bickenbach post the other day got me to thinking about another classic animator who had all his principles down.

Irv Spence, more than any other 40s animator typified everything that represented the style. More than Scribner, Jones, McKimson, Kimball, Moore, anyone I can think of.

That's not to say he's better or more talented than those other giants. I'm saying that he puts all the 40s principles together in one package more completely and confidently than any other animator I can think of. He is great to study.

Irv has:

Solid Construction

Line Of Action

Clear Silhouettes and staging - easy to read the image
Flow All the details of his images flow along the line of action and construction of the larger forms.


Organic Shapes
Organic shapes means that the shapes are not perfect geometric shapes. Not circles, ovals, triangles etc. The curves do not bend exactly in the middle. S curves, asymmetry. Nothing looks mechanical.

No parallel lines. Even the hat and clothes are organic.


Design Balance-
Filled Spaces surrounded by empty Spaces -
to avoid cluttered design

This lion has much empty space in his design: his face around his eyes. The mane around his ears, the front of the muzzle versus the back. The jaw. Etc. This careful design makes the face very easy to read. If all the shapes were jammed close together you would get a jumble hard to read image.



Design contrasts
These characters from Tom and Jerry have many of the principles common to 40s cartoons, but they don't have any design. They are made of circles and ovals (somewhat organic) but without strong contrasts in the shapes and sizes. They are designed merely for the function of smooth animation, not for specificity.

Compare them to this more specific mouse. What makes it a specific rather than generic design? It's built up out of contrasting shapes. It's not just circles piled on top of each other.

Cartoony

Spence not only applies all the scholarly animation drawing principles, he applies them to a very cartoony look and feel. It's not merely "correct", it's fun.

The miracle: He makes them all work together
What's really amazing about Spence, is that he is able to balance so many principles and methods together and still make the result look effortless.

Many animators have some skills more developed than others. McKimson has perfect construction, clarity, dynamics but is not as flowing or cartoony as Scribner. Scribner is very cartoony, spontaneous, full of contrasts, but is less concerned with perfect construction and absolutely balanced poses. He understands them, but lets his spontaneity dominate his creative statements.

The top Disney animators have all the technical principles down, but lack spontaneity, design and specificity.

Spence manages to bring all this stuff together in perfect harmony.

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STUDENTS CAN LEARN FASTER WITH SPENCE

When you look at his drawings, you can clearly see each principle at work-which is why I recommend to cartoon students to use these model sheets to study, copy and learn your basics from. I will warn beginners to stay away from Scribner, because you get distracted by how wild his drawings are and will pick up the things he rushes through (like sometimes hasty construction or unbalanced awkward poses).



Does Irv ever Cheat? Sure...but when he does it's totally on purpose, in the clear and obvious. It's not an uneducated collection of mistakes that some people call "That's my style, man".
In this drawing, George's eyes do not follow the center line of his head. They are tilted to the left-however, they still flow; they don't look flat and don't exist on their own plane in front of the head.

The few cheats are on purpose, either to make a funny expression, or to make a cleaner design.

I always thought Spence was wasted animating for Tom and Jerry cartoons. The animators basically just had to move Joe's drawings from pose to pose using Bill's timing. Joe's poses are great, butdo limited and repetitive. There wasn't a lot of room to express any of your own acting, posing or cartoony ideas. It was a formula.

A good animator could just do what he was told, make it smooth and finish early to go play golf. Which apparently is what Irv did every week. I heard he would complete his quota by Thursday, then take Friday off to go shoot a few holes.

I also heard from other classic animators that he didn't think much about cartoons in his offtime. It was just a good job to him. He was so natural to it all, that I guess he didn't feel like there was anything to explore.

Whether that's true or not, he was a great animator and his stuff is really fun to watch.

Irv's animation for Iwerks is a lot more inventive, cartoony and looser than his Tom and Jerry work. It's much easier to spot his style. Same with his work for Avery. There is also a story that he didn't like working for Tex as much as Joe, because it was harder. Maybe someone knows more about this and can add some stories in the comments.

IS THIS IRV?

I always assumed this was Irv's animation but someone has said he thought it might be someone else.

It sure looks like his stuff. Irv always drew teeth with rounded blunt ends, very balloony but flowing bodies and a certain way of drawing toes.

There are a lot of scenes (like this below) in this cartoon that look nothing like the lion in the model sheet that Irv drew,

but these others look just like it and move like other scenes in other cartoons that I know for sure are him.

Either way, it's a brilliantly animated and hilarious scene!







Not Irv Spence
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Here are some drawings from scenes not by Irv. By comparison with his models, these look very stiff and awkward and have no inherent sense of design. The contrasts have been really toned down from Irv's models.

Of course the animation and gags are still really funny.

Here's a model sheet done by Walter Clinton, a very funny animator.

See, I wouldn't recommend young cartoonists study this, because:
The principles are not as clear or well understood as they are in Irv's drawings.
The line of action is broken up, the silhouettes are not clean, the construction is uncertain.

Of course, they are still funny drawings and much better than anything being done today, but if you trying to learn how old cartoons work, this will confuse you, because so many of the rules are broken.

Irv's drawings are crystal clear, so take advantage of them.

I stole these images from Kevin Langley's great site, so I hope he doesn't mind. Go there and discover lots more great stuff!

http://klangley.blogspot.com/search?q=irv+spence

Thursday, August 30, 2007

Character Design 2: Primer

What makes good character designs for animation? This is a difficult subject. The real answer is a talented character designer who understands character. No amount of abstract ingredients can make an artist into a designer if he doesn't have the gift. You can learn technical skills in art, but some talents are so rare that you just either have them or you don't.

Not every great animator is a good designer. In fact, hardly any are. Many cartoon characters just evolved into designs from generic beginnings.If, however you do have the rare gift of design, and you are an animator who understands character then you might be aided in having a discussion started. I say a discussion, because this is such an abstract concept and I've never read anything myself on the subject, so I'm trying to figure it out as we go.






Design itself - in any medium requires purely an aesthetic sense of balance of pleasing shapes or forms. But there are many different occupations that require design and each has its own special requirements. It is a common belief that design must follow function and I'm a believer in this axiom.

An architect doesn't set out to make a building that has a distinct funny personality. He makes a building that first will stand up, and second have a look that matches what the building is to be used for. If he has taste, he will add that on top of the functional aspects of making buildings.


1 Functional
Form - construction:
An animated cartoon character benefits the animator greatly if it has an understandable, mostly logical form.This giant is not really a design. It is a bunch of stock animation forms put together in proportions that suggest a large character. It is strictly functional for animation.

We have to be able to move the forms around in space and if the forms don't work from different angles, are sloppily constructed, the animation is wobbly and unstable - unless we use cheats to get from one disconnected mess of details to the next.


Simplicity
There is a reason that classic animation evolved into simple sensible forms. To make something move you have to draw lots and lots of drawings, so you have less time to spend on details.

Also, the more details you have, the harder it is to control them as they turn around in space.
The more corners and planes you have in your design, the harder it will be to control them in motion.

When a complicated head turns, all the planes and details will shift positions on the head and make the character seem like he is melting.


Can Be Moved Easily
If your characters are designed for function, then your animators will have an easier time doing their jobs.

But being merely functional is not enough to me, to be a character design.
Animation design, because of its need to be functional and easy to move, has a long history of being generic and repetitive in design.
Character design can benefit from some other ingredients.

2 Aesthetic
Pleasing Balance Of Shapes
Some artists, like Craig Kellman have a natural affinity for styles and shapes. They have pure design eyes.
Gene Hazelton took a generic cartoon Baby structure and used his good eye for balance to compose the features in a pleasing way. He also drew the details with a nice combination of curves and corners. Pebbles is not really a design. She's too generic, but Gene applied a lot of style to these drawings to make it look more like it has a design. Gene has designed some very distinct characters though. Here he is pleasing Joe Barbera, who liked conservative shapes.

A talented stylist can make a generic design look much more pleasing. Style is different than design.Chuck Jones has a natural eye for pleasing shapes and forms. He understands construction and in some of his designs, used strong contrasts of forms, shapes and proportions to create animatable, yet distinct and beaitifully balanced and designed characters.
Irv Spence too.
Tom Oreb


Note that these designs are more designs than they are characters. They look good, but don't say a lot about the personalities of the characters-with the exception of Wile E. Coyote.

The more graphic a character is, generally the less it is a character and the more it is a symbol. That's why I think designy characters work best in commercials and ultra short cartoons, where the emphasis is not on story or personality. There are exceptions of course.Ed Benedict


Character designs that are true characters and not just good looking objects with faces, need other traits.

3 Distinct From Other Characters - Recognizable
As I said, many cartoons are designed generically-that is using either non-distinct shapes like circles and ovals, or taking one type of design that might have had some specificity at one time, but after being copied and re-used over and over again has become generic - like the hook nosed mustachioed villain.

Here are a couple model sheets where the characters are still based on classic animation construction, but either the shapes themselves or the details of the features have enough variations to make the characters not look perfectly generic.

If you want your character to have distinct traits, he or she will have to contrast against the other characters. Your characters should be made out of different combinations of shapes, proportions and details.



4 Personality
This is probably the hardest and most important element to get into a graphic design for animation. Personality is contributed by so many creative people on the team-the voice actors, the storyboard artists, the animators, the director...but the designer can suggest personality just by how the character looks, before you know anything else about him.


Here is a generic character being frightened by a specific character.



This is the kind of design I gravitate most towards, and it's why I prefer Ed Benedict over say, Tom Oreb. Ed's characters suggest living beings. You know something about them right away just by how they look. Some designers create purely for aesthetic pleasure, and that has its place too - but not in character-driven cartoons.

A lot of times, my own characters come out of random doodles I scribbled out on a bus or at dinner on a napkin. If I find a scribble that makes me think of a personality. Then I develop it further.



5 Originality

It's hard to think of many animated characters that are super original. Most evolve from previous characters. The more distinct they look, the more "original" they are. If they are generic, or they look just like another character you've seen before then they are not very original.

Here are two very distinct characters. I'll try to think of more.


Madame Medusa is pretty distinct, but only one human in history could have animated her! Lots of people have imitated bits of what she looks like and how she moves since.


Here are some characters that have none of the 5 properties above that I think make up good character design.1 Not Functional
2 Not Aesthetic
3 Not Distinct
4 No Personality
5 Not Original

There is lots more to say about character design. I'll go into more detail about each of the ingredients I've listed here in further posts.