Showing posts with label silhouette. Show all posts
Showing posts with label silhouette. Show all posts

Tuesday, 15 August 2017

World Traveller

I'm incredibly stoked to be able to say that Laura-Beth Cowley's film Boris-Noris (for which I did some noise-making and general post-production) is on fire at the moment. Since screening at CIFF back in May it's been shown in Spain, Italy, France and the Czech Republic, with a whole bunch more to follow in the coming months:
http://www.stopmotionmx.com/seleccion-oficial/
First up is Stop Motion MX that takes place August 17th-19th down Mexico way, where the film is part of the Student category. As far as exactly when the screening is I found the programme to be kind of impenetrable, although native speakers may have better joy than my uncultured ass.
http://www.gozofilmfestival.com/
Over on the island of Malta you can see it at the first Gozo Film Festival. Exact screening times and programme categories don't appear to be up yet but it will be running from August 25th-27th at the Sentinella Cultural Centre and St. John's Demi-Bastion.
http://www.association-silhouette.com/jeune-public/programmation-jeune-public-2-46-ans/
From August 26th it's in Paris at Festival Silhouette in the Young Audiences (4-6 years) category that has a bunch of (what I'm pretty sure are free) screenings:
Saturday August 26th - 11am at Le Hasard Ludique
Saturday August 26th - 4pm at Holiday Inn Express
Sunday August 27th - 11:30am at Espace Khiasma
Sunday August 27th - 2:30pm at Holiday Inn Express
Saturday September 2nd - 4pm at Holiday Inn Express
https://www.thesmalls.com/festival/about
On Monday September 4th at 8pm the film will be screened at The Smalls Film Festival in their Student Film category. This one's here in the UK at London's Calvert 22, nestled 'twixt Shoreditch and Bethnal Green.
https://www.bristolfestivalofpuppetry.org/
Earlier that same evening and even closer to home - on our doorstep, pretty much - is the Bristol Festival of Puppetry, who are putting on a special Women in Puppetry and Puppet Animation screening, celebrating 'the talent of female directors, animators, puppeteers and other filmmaking creatives, in front and behind the camera'. You can catch this one at The Watershed in Bristol at 6pm September 4th.
http://www.stopmotionmontreal.com/official-selection-2017-en
Next stop is Stop Motion Montreal, one of our absolute wishlist festivals what with Montreal being my sometime-stomping-grounds and its long-established reputation as one of the best stop-mo events around. It takes place September 15th-17th - literally the weekend of our wedding, so alas we can't attend in person. I think she genuinely contemplated calling it off when she found out. The main festival venue is Concordia's J.A. de Sève Cinema, with specific dates/times to be revealed soon.
Another wish-list fest we're pleased to be ticking off is Bristol's long-running Encounters Short Film Festival, whose main hub of operations is once again The Watershed. Boris-Noris will see itself screening in the first animation programme Packing A Punch at 12noon on Wednesday September 20th as well as repeat screening of the Bristol Festival of Puppetry selection at a time yet to be announced. This one we will be there for, in fact I'll also be there in my usual Skwigly capacity so if you're one of the animated filmmakers also in the programme who'll be there also then there's a good chance I'll be interviewing you at some point the week.
http://www.linoleumfest.com/
Lastly (for now), there's the Linoleum International Contemporary Animation and Media Art Festival that runs from September 28th to October 1st in the Ukraine. This one I already hold in high regard for throwing in Klementhro last year. Again more specifics when we get 'em.
There are more a-comin' but I think that's all I'm able to announce right now. So check it out if it's playing near you, it's a cracking fillum (he said with complete impartiality).

Thursday, 27 March 2008

"You'll find a note, then you'll see my silhouette..."

In character design, a rule of thumb which has more or less fallen by the wayside is that cartoon characters should be identifiable even in silhouette. When you think of the most legendary icons in animation this is clearly apparant. Because of their distinctive designs you could easily pick out Mickey Mouse (for example) from his outline alone. This extends to the entire Looney Tunes ensemble, The Simpsons (this was, according to Matt Groening, the main reason they all had such bizarre hairstyles) - even the kids in South Park, probably the most basic designs ever in animation, have distinguishing hats.
In more modern animation it seems that these considerations aren't made, or perhaps in today's CGI era they might not be considered necessary.
When I was going through the character design stage the silhouette rule didn't occur to me, being an absent minded dumbass. Fortunately there are only four players in the film, all of whom unique to themselves - the decomposing Duck, the Creepy Kid, the slovenly Hunter and the well-coiffed Prospective Lay.
I've been musing on this chiefly due to a handful of scenes in which the characters are only viewed in silhouette, and my concern that they pan out alright.Two early shots of the Duck are not indicative of the eventual character design. While not proportionally realistic, I wanted there to be no ambiguity that the creature we were dealing with was a duck and nothing else.
Later on we get our first glimpse of the reanimated beast, taken from this layout drawing:For the sake of atmosphere I decided to keep the character in silhouette to begin with, briefly illuminated by lightning but just for long enough to get an impression of his appearance. The subsequent shot from behind the Duck makes use of the slower flight cycle created for the penultimate scene, which works just as well in silhouette.On the whole I feel that these shots work visually, as the audience has been given enough information to connect the dots and let the silhouette speak for itself.The Creepy Kid, who we first see fully illuminated, has one brief silhouette shot in which he picks up the dead Duck's corpse on the beach. The distinctive hair and the character's prominence in the scene help to sell the shot.Although there was one somewhat dodgy realisation. While the line test seems innocent enough, an indication of the character's arm and hand visible, once it has become a full-on silhouette in cleanup his thumb could be misconstrued as another appendage altogether. This is why it helps to have a fresh set of eyes around the studio (cheers to my ever-observant and apparently one-track-minded cleanup assistant Jo for spotting this). In the finished shot we decided to resolve this issue by making the index finger visible as well.The Prospective Lay has only one backlit shot, when she stands with the Hunter in the doorway. Given that the Hunter is not as readily identifiable (in this scene he's wearing a suit and his hair is pulled back into a ponytail) without the voice work there could be some potential for confusion.The shot quickly cuts to a close-up of both characters properly illuminated thought, and when the two run together in sequence said potential is negligable.The penultimate scene features some of my favourite shadow animation, in which the Hunter (having gone nuts) quivers and babbles like a lunatic. I wanted to convey his madness through having his hair in disarray and indulging in some crazy eyeball acting. Keeping him in the shadows also contributes to a sight gag in which it is revealed that the Hunter is, once illuminated, stark bollock naked.
In the end I think it's safe to say that the characters are more or less identifiable as silhouettes, but possibly only in contrast to one another being of such varying proportions. When I started this project I came up with character designs that were in keeping with my drawing style, flat and lacking in depth or consistent proportion. I didn't foresee that my project would extend much beyond limited animation. As a consequence I had to create the illusion of depth and a third dimension afterward. With my since-accrued knowledge of animation processes I imagine the designs for my next project will be the other way around, beginning with an awareness of depth and shape and having that be the foundation for the way the characters turn out. I would speculate that the reason the 'classic' characters can be identified by their outlines alone is that they were also constructed with a skilled knowledge of space, geometry and fine-art principles. Having never been schooled in either I have frequently found myself with some catching up to do in the making of this film. It is, however, always a fascinating process.