Copyright. Michael James Krauss
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1 Copyright by Michael James Krauss 2016
2 The Thesis Committee for Michael James Krauss Certifies that this is the approved version of the following thesis: A Personal Investigation Into Stop-Motion Animation APPROVED BY SUPERVISING COMMITTEE: Supervisor: Richard Isackes William Bloodgood
3 A Personal Investigation Into Stop-Motion Animation by Michael James Krauss, BFA Thesis Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts The University of Texas at Austin May, 2016
4 Abstract A Personal Investigation Into Stop-Motion Animation Michael James Krauss, MFA The University of Texas at Austin, 2016 Supervisor: Richard Isackes Stop-motion animation has been a part of the great pantheon of filmmaking since its birth in the early twentieth century. Whether we have seen its existence in sections of live action films, or fully produced stop-motion features, it is undeniable that the medium has had a powerful impact on the entertainment industry as a whole. However, in the post Frozen world, computer generated films and television shows reign supreme, forcing stop motion to the edges of the filmmaking universe. This paper aims to examine why, in a world rife with animated films and projects, we do not see more stop motion features and series being created, in comparison to similar projects in computer-generated and hand drawn animation, despite the seeming resurgence of the medium in certain forms. It also seeks to explore what makes stop-motion so special and unique among the plethora of forms of filmmaking. It also is an investigation into the process of designing, producing, shooting, and editing a stop motion short in order to gain a better understanding of why these films are not being produced more often. This thesis led me in a vastly new direction of knowledge from my studies as a scenic designer for theatre. However having iv
5 certain skill sets proved to be beneficial, such as drafting and model building two skills that would not be needed in other forms of animation. I also expanded my knowledge by educating myself in animation skills and technology, specifically the use of DSLR cameras and Dragon Frame Animation Software. Upon the completion of this massive undertaking, I developed a much stronger understanding of the difficulties that come with creating and producing a stop-motion film, especially when the project is a passion project when funding and time are both issues with the overall production of a film s cost. These factors led me to a greater understanding that while the medium allows for an elevated level of charm and understanding by the audience of the skills and craft required to produce, sometimes the pros simply are not enough to outweigh the cons of producing a feature film. v
6 Table of Contents Introduction...1 What Is Stop-Motion?...3 Old, New, Borrowed, Screwed (Or Glued)...5 Stress, Sweat, and Tears: The Creation of a Short...8 All's Well That Ends Well (Sort Of)...14 vi
7 Introduction There are many forms of visual entertainment: movies, art, opera, theatre and video games. However, few guide the viewerʼs imagination as effectively as stop-motion animation. The miniature world of stop-motion both reflects and embellishes the rules of everyday life. Why is this and furthermore, what makes stop-motion different from other forms of animation? These are the questions that my thesis explores. By creating a short stop-motion film, I wanted to investigate how this technology could be made more accessible to both novices and professionals and in the process learn both new software and animation methodology. My interest in stop-motion finds it origins in my small-town childhood where most entertainment was restricted to playing outdoors. I wandered through the woods creating stories in my head stories with monsters, sea creatures, and magic. However, when I was introduced to my first stop-motion films such as Rudolph the Red Nosed Reindeer, Santa Claus is Coming to Town, Gumby, and even Celebrity Death Match (for which I was clearly too young) my imagination was engaged with a similar sense of wonder. And then I watched Tim Burtonʼs A Nightmare Before Christmas and this experience changed everything. Burton fashions a lavish universe for each of the filmʼs holidays by creating meticulously designed and crafted environments rooted in Realism but always slightly off. Houses are twisted, characters have unusual proportions, and color is tightly controlled depending on the scene. The film certainly has an element of terror but this in no way undermined my interest in stop-motion in fact it had exactly the opposite effect. 1
8 Even though there was the element of terror in certain moments, that fear was relieved with quiet pauses, allowing the characters and the story to speak for themselves. My interest in any type of stop-motion continued into adulthood. I devoured these cinematic delights like candy. Chicken Run, Wallace and Gromit, anything I could convince my parents to let me rent at the Blockbuster Video would quickly be taken home and inserted into the VCR for loops of entertainment, leaving me wanting more. They inspired me to draw characters and monsters, build cities outside out of everything I could find from sticks to abandoned cars, and create terrible films with my cousin using our Legos and Star Wars figures. Most importantly however, it taught me to study the films I watched, and to notice tiny bits of information that the production designers included. These artists created these tiny worlds in a studio and made minuscule props for their sets. I was fascinated by how they created these things. These observations led me to explore theatre, and eventually led me to scenic and production design in school. It seems only appropriate then that my thesis project should be centered around stopmotion film making, which brings my artistic life full circle. The industry around the creation of stop-motion animation is in a constant state of flux, finding and developing new technological methods to create new works on film that intermingle and connect with traditional techniques. These new methods have revolutionized stop-motion introducing many different programs and tools that are now used in the creating of these works. 2
9 What Is Stop-Motion? At its core, stop-motion is the frame-by-frame animation through photography of a physical object, usually a puppet of some sort, in a three dimensional environment at a rate of twelve to twenty-four frames per second of footage. However, this definition can be somewhat problematic, as many stop-motion pieces have no puppets at all. Some are not three dimensional and use paper cutouts to animate. Some may use actual people and environments and nothing fabricated at all. For the purpose of this project, though, I focused on three dimensional puppets and their environments. In traditional animation and CGI (Computer Generated Imagery) images are created in cels or on computer screens. They rarely feel like you can reach out and touch them. Stop-motion on the other hand feels concrete and exists in a physical real space. This is what I think makes stop-motion animation unique from other forms of animation. I was lucky enough to make a connection with Curt Enderle who served as the Art Director and Set Designer of The Boxtrolls, and ParaNorman, respectively, at Laika Studios. Meeting with him gave me the opportunity to tour the studios as they were working on their latest feature Kubo and the Two Strings. This experience gave me some real world perspective on what actually has to happen to create a full length feature film in the stop-motion world. Most studios have a small army of animators working at all times, each on individual parts of the whole. At Laika studios in Portland, Oregon for example, the sound stages are broken into 3
10 individual sections for scene work where one or two animators work on one scene at a time until it is completed. To that end, and for productions of that scale, it is considered a success if the animators accomplish forty seconds of footage a week. The trade-off in this situation is that the animators are only animating. There is a completely separate team of craftsmen and artisans creating the sets, costumes, puppets and props. 4
11 Old, New, Borrowed, Screwed (Or Glued) There are many different tools, programs, and methods utilized by these animators and production houses that help alleviate some of the burden of creating these films for the public such as laser cutting, 3D Printing, Armature Fabrication, and Dragon Frame software. This has led to more stop-motion feature films being created and released in the mainstream media. In the past, everything was created completely by hand through meticulous work. Although there are many new tools available, some things simply can not be replicated through the use of machines and as such, stopmotion has become the amalgam of many different methods, old and new. For example, the issue of cutting material to create scenery: at one time, the only way to achieve this was to use a table saw to cut the plywood or luaun to the correct dimensions, then cut each window and door out individually with a jigsaw, sand them down, then move toward construction, details, and paint. Today we have the luxury of a CNC Router. CNC stands for Computer Numerical Control, which takes the information provided to it through architectural drawings created through Computer Assisted Drafting (CAD for short). A variety of possible include masonite, plywood, Gatorboard (a rigid piece of foamboard), and foam insulation sheets. Another cutting method that has proven itself useful is the laser cutter. Similar to the CNC, it follows lines drawn in CAD software but the laser cutter tends to be considerably smaller, making it useful for detail work on the same scenery as the CNC. Where the CNC uses a router bit with a small blade to cut through material, the laser 5
12 cutter uses a concentrated laser to burn through the material and can be used on things such as Bristol board, cardboard, matte board, thin plywood, and metal. Armatures are the ʻskeletonsʼ of the puppets used in stop motion, the bones beneath the clay and silicone skin. In the development of technologies used specifically for stop-motion, one of the most useful is the advancement in armature fabrication. In the past, there have been lo-tech puppets, made completely of clay or armature wire, a soft and pliable wire that can be twisted and wrapped together to give a skeleton for the puppet. However, both of these methods have a very limited lifespan. Most contemporary stop-motion works now use fabricated armatures that are specially made for the production out of steel bars and ball joints, simulating an actual skeleton. These fabricated armatures are the ideal tool for shooting animated puppets. They are able to maintain a position and allow for the complete cycle of movement of the human body. Finally, the most important and advanced development in stop-motion animation is the use of 3D printing. While 3D printing has existed in some form or another for several years, the emerging technology has made it more useful for the application of animation. 3D printing has been used to create props and small scenic pieces, but its true use in stop-motion is in creating facial expressions. Past productions required that the animators manually manipulate eyebrows, mouths, eyes, noses, and ears to show expression and to present speech. Animators are now able to create 3D computer models of the characters and animate the characters within a computer program that then transfers information to a 3D printer that extrudes facial features in full color. This means that the printer reads the digitized information from the computer and slowly 6
13 pushes colored plastic filaments out in thin layers, eventually revealing the whole. The advancement of full color 3D printing saves even more time by eliminating the need to hand paint each face. Each printed face can then be interchanged quickly through the use of magnets and snapped directly onto the head of the puppet, changeable from frame to frame. 7
14 Stress, Sweat & Tears: The Creation of a Short My first challenge was to develop a story. Iʼm not a playwright and writing a story is a complex process. When I was a child, and throughout my entire life, my grandparents (Nana and Papa to me) were an important part of my life. The two of them shared a deep love for more than sixty years. They raised a family, supported all of us, and loved each other through every possible trial. I watched as my Nana cared for my Papa through cancer, PTSD from the Korean War, and other illnesses. As my Nana declined in mental health and slipped into Alzheimerʼs Disease, my Papa, as weak as he was, rarely left her side, his beloved Missy. He also loved to perform simple magic tricks. This was the source that would become the story of my film: a magician and his wife, with whom he is deeply in love, premier a new disappearing act in their show but something goes wrong and she disappears, never to return. My project began in the spring semester of 2015, when I enrolled in 2D Advanced Animation in the Radio Television & Film Department at the University of Texas. I elected to take this class as I had no animation experience, and I knew that this class would work on a stop-motion project, thus making it the perfect choice for this particular thesis. During the coursework of this class, I began to understand just how much work went into animating shorts through methods such as hand drawing and rotoscoping (the taking of live action film and drawing on top of each frame, allowing the animator to create a more realistic timing of movement animation). Throughout the class work, the most useful and important thing that I learned was the computer program 8
15 Dragon Frame. This software was developed specifically for stop-motion animation to help animators maintain the organization of frames and the continuity of shots. This software is now the industry standard in producing stop-motion movies. Once the semester concluded and the classwork completed, I began to work on the preproduction phase of my actual film. The storyboarding phase was by far the most important part of this process. This allowed me to start visualizing the camera shots and how all of the moving pieces would work together to create the final short. It also allowed me to continue developing my story by furthering the plot with an eye towards audience impact. This step gave a first look at the environment and how it would be framed for the individual camera shots. After figuring out the layout of the various sets, I started drafting the exteriors of the buildings. Using my sketches, I began to draft these set pieces using AutoCAD software. After completing the drafting, I worked closely with J.E. Johnson, the Scenic Studio Supervisor in Texas Performing Arts who trained me to use the CNC router by formatting my drawings to be read by the machineʼs software. Once all of the pieces of buildings were cut, painting began. Luckily for me, I had access to not only TPAʼs scenic shop but also the paint shop where Karen Maness, the Scenic Charge Artist for Texas Performing Arts and the Department of Theatre and Dance. She counseled me in developing my ideas and plan of attack for the various architectural projects, and how to give each unit a unique appearance, while keeping them within an overall color palette. Concurrent to working on the exteriors of the buildings, I was also constructing the interiors of the Old Magicianʼs apartment and the theatre stage for the Young Magician and his wife. At this point in my process I faced the challenge of building the interiors of the sets. While I have built scenic models before, I have never 9
16 constructed models at this scale (as a one man scenic team), and working within a very limited budget affected my construction process. I began to look for less expensive building options: foam board for walls instead of masonite, printed wallpaper instead of painted walls, doll house furniture and props instead of making everything by hand. This was an unfortunate choice. Having begun construction on the apartment interior shortly before leaving for winter break I discovered upon my return that the studio where I had been working had become quite humid. My apartment set had warped so badly that I had to throw it away and start again. I then continued work on the other interiors, getting them prepped and ready for shooting. I used the laser cutter for details of shapes and textures for the disappearing cabinet picture frames, and furniture. After working on these storyboards, drafting, and scenic construction, I began to sketch characters on small scraps of paper, refining and defining how my three characters would look: the young magician, his assistant, and the old magician. I began a discussion with E.L. Hohn and Ananda Keator-Lewis, a costume designer and costume technologist, respectively. We began to refine the traits of each character and how they would look. E.L. sketched out costume designs and Ananda got to work quickly building a dress for the assistant and altering some Ken doll clothing for the old and young magicians. The armatures for the characters presented their own unique set of complications. I began by attempting to build wire armatures (as a cost-saving solution), but quickly realized that it was simply not going to work. I would have to bite the bullet and purchase the armatures online. After doing a significant amount of research in various resources for armature companies, I found one in the United Kingdom that had 10
17 them at a reasonable cost. After several false starts, I slowly assembled the figures. After finally assembling everything I realized that I was missing pieces for a pair of hands. There was no time to contact the company and wait for more pieces to be sent from England and so I quickly changed my shooting plan. I decided to shoot all of the Old Magician scenes first, since he was alone in all of his scenes. That way I could remove his hands and add them to the assistant later in the shoot. Upon finishing their builds I began to fill out the bodies of the puppets. Finally when all was completed, I sent them off to be dressed and readied in the costume shop. Once I had the puppet bodies returned to me, I started sculpting the heads of the characters using Plasticine brand clay. This was one of the most exciting moments in the early process for me, as the characters finally began to become real. As if by magic, they were all officially ready for shooting, and I was ready to start filming. I began my shoot in the basement beneath the Payne stage of the Winship Drama Building, with only my set lights to illuminate me. It was down in the dark, muggy basement that I had an epiphany: I was the first person in our department to attempt such a large task by himself. How could I achieve this alone? I began to get quite discouraged but I remembered my inspiration for this thesis: my grandparents love. There was no way on Earth I would let them down now after all of this work. I set my puppet in place and snapped my first shot. That first shot opened the door. I made an adjustment to the puppet, and snapped the next, and the next after that, and again and again moving the puppet a fraction of an inch each time. Soon I realized that hours had passed as I wrapped my first scene. Forty seconds of film, four hundred and eighty individual frames, and it only took me about six hours! I could hardly believe it. With that 11
18 realization, I began to find the confidence that I would be able to complete my project in time to show it in the spring semester. All of this of course, did take some creative planning. The order of the story was as follows: 1. Young Magician & Assistant performing act in theatre 2. Old Magician alone in decrepit apartment 3. Old Magician walking to theatre 4. Old Magician discovers cabinet 5. Young Magician & Assistant successfully complete trick 6. Old Magician dies The shooting schedule was completely out of narrative order. The old magician walking to the theatre was going to be the toughest challenge, a challenge that was twofold. First the scenery for the street was not yet completed, and would not be completed in time for me to be able to use the puppet and still be on schedule to finish this project. The second was that the puppet itself was beginning to get worn out and could not stand on its own very well anymore. The journey of eight feet from apartment to theatre would take at least twelve hours to shoot. I asked myself what professional animators might do in this situation. The answer was pretty clear: they would shoot a walk cycle (complete two steps) in front of a green screen and then impose him on top of another shot of the street. Without having a green screen readily available, I opted instead to use a black screen, or a piece of foam board. I felt like I was on a roll, and continued shooting as fast as possible. I finally wrapped the shooting over the spring break holiday in March, it was then time to begin the task of editing and compositing all of these frames into a cohesive short film. The beauty of the Dragon Frame software is that it does most of the work for you when it comes to editing and finishing a stop-motion film. All of my scenes were kept 12
19 together with all of the frames in sequential order. What I had to do after that was to move all of my files into Adobe After Effects and Photoshop to arrange them in the correct order as well as edit the photographs necessary to achieve the best possible looking film. From there it was moved to the film editing software, Premiere, to finish off caption cards and credits. 13
20 Allʼs Well That Ends Well (Sort Of) As I look back and reflect on my work I ask myself several questions. The first is: was it worth it? The short answer to this question is a resounding YES! I learned more about myself as an artist and as a person during the course of this one project than I have probably ever learned. Did it cause a few gray hairs and a lot of sleepless nights? Sure. But what large project doesnʼt, and ultimately those sleepless nights made me push myself even further and work harder than I thought I could to achieve my goal. Of course these answers do not mean that if I were to do it again, I wouldnʼt do anything differently. The exact opposite would be true. I would do almost everything differently. Probably the most significant difference would be in the characters. Using human characters makes everything more challenging, as human viewers and we have preconceptions on how humans should look and move. If I were to use animals or creatures, things would be more flexible and I would have the ability to move in new directions that would not be prejudged by the audience. The other big difference would be to confine my scenery to one location. I feel as though this was my biggest challenge during this short. I wanted to tell a certain story a certain way, that needed three locations. As a scenic design student, I felt as though this was an important element to include in my project, but it added extra pressure to the project. I felt as though by spreading myself too thin, I was unable to apply the level of finish and detail on every unit to the degree that I wanted. 14
21 One of the most valuable lessons learned during this project was why film studios have small armies of people working on animated films: it is almost physically impossible to do it all alone. In addition to learning a lot about myself in this process, I also I learned many new skills in scenic painting, construction, technology, and about the industry. I learned how to use new tools and was able to stretch my imagination. Overall I would definitively have to say that this was one of the biggest learning experiences of my life. It has pushed me to want to follow this field of study and medium even further. It also deepened my respect for stop-motion animators, and taught me that perhaps the animation portion of stop-motion is not the part of the process in which I am most interested. It has led me to examine what parts of this field truly do interest me. That examination has pushed me to realize that the part of this process I enjoyed the most and and in which am most deeply interested in is the actual design and art direction of these films. It has made me understand that I do not wish to be an animator, but to be an art director, or even a scenic artisan on these types of films. 15
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