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Glenn McQueen
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So You Want to Be in Pixels: Glenn McQueen
NOVA: How does the animation process happen?
GM: First, the art department and director design the
models, first on paper, then in the computer—think of
them as being puppets in the computer. You can look at this
character from any point of view. There's sort of a virtual
camera that lives in the computer, and you can position that
anywhere around the character and look at it from any point of
view. One of the first things we do as animators is test these
models to make sure that they have the flexibility to make
them act. Whether the character is a grasshopper or a
spaceman, you're probably going to want the elbow to bend and
the wrist to bend. You want the head to twist and move up and
down. It's the visual and the technical people working
together, every now and then having to compromise a little
bit, but to come up with the best character solution for what
we're going to need in the film.
NOVA: How do you make a character move?
GM: That's the fun part. Woody [from "Toy Story"] has
over 200 articulated facial muscles in his face alone. He's
got over 700 different controls in his body that let you
rotate his arm at the elbow or the wrist, bend and rotate his
hat and so forth. We use those animation controls to set poses
at different frames. It's called key-frame animation.
Twenty-four frames make up one second of film. So if you
wanted to have Woody do a double take and look over at
somebody, you could set a pose like this at say Frame 10 and
set a pose like this at Frame 50. And what the computer would
do with a lot of coaxing from an animator is give you all of
the in-betweens. And where the animator really comes in is not
only creating those poses, but also manipulating the
timing.
NOVA: What part of a film do you contribute?
GM: Each animator is given a series of shots in the
film. Every time the camera changes, it's a different shot.
Hopefully, they're consecutive shots so you can keep the
continuity going from one shot to the next. All the dialogue
is pre-recorded before the animators ever get the shots. So we
listen to the dialogue again and again. We act it out. We do
thumbnail sketches. We videotape ourselves acting it out.
Essentially the animator is sort of a mute actor. We have to
use someone else's line, but what the body does, how the
character moves during that line, how many gestures, what the
facial expression is, is entirely up to the animator.
Aside from our own explorations, we also videotape the actors
as they read the lines, so that when Kevin Spacey is
delivering his line as Harper, the main bad guy in "A Bug's
Life," [Pixar's latest film with Disney, to be released
Thanksgiving 1998] we can see what choices he made. What are
his eyebrows doing? What's he doing with his hands? Is he
moving his head a lot? Another cool thing is that the director
usually asks the actor to read the lines five, six, seven
times. And each time it's slightly different. So you can say,
I really like the eyebrows in the first take, but he's doing
something great with his hands in the third take. So you can
get inspiration from all the different takes that the actor
does.
NOVA: Are animators really closet actors at heart?
GM: Absolutely. You have to be. You certainly don't
have to be a classically trained actor, but you have to know
what looks good. It's almost more pantomime than anything
else. What we try and do is communicate the idea of the shot
or the dialogue without using the face at all. If a character
is saying, "Boy, I'm really fed up," before we go into the
face and actually move the lips, we want to get the body, the
hands and the overall pose of the character. So if you looked
at it without hearing any dialogue, you'd say wow, that guy is
really fed up. Then once we add the face and the mouth it just
pluses something that's already working and communicating
well.
NOVA: How is the appearance of a character created?
GM: Once the animation is as polished as it can be, we
send it off to the lighting department and they apply shaders,
which add textures and shadows, the visual complexity to the
shot. It could be dirt. It's called a texture map or a
displacement map, and it's like a kind of 2-D painting that is
wrapped onto the 3-D model. Like a label wrapped around a
paint can.
It's as if we're animating in black and white. And when we
send it to the lighting people, that's when you get color and
shadows and things that are far more painterly. We don't want
a big, complex model to animate, we want something that is
fairly streamlined so when we move from one frame to the next
it will update quickly.
NOVA: How does the image get from the computer to
film?
GM: The last step is rendering at a fairly high
resolution. Rendering means the computer "draws" the final
picture that will be put on film. And then from there it's
actually output to a piece of film. That's the only time we're
actually creating something physical for a film. That's one
thing that hasn't really changed that much. We're still
putting our images onto 35mm film. The camera and the
equipment that we use to do that is a lot more sophisticated
than it used to be, but we're still putting it onto film
stock.
NOVA: What aspect of animation do you find conveys
character or personality best?
GM: I think the eyes are really important. If the
audience is looking at a character, 90% of the time, they're
looking at the eyes. If you and I were talking, we'd be
looking in each other's eye. But the posture of the character
and the silhouette of the character will be pretty important
too. For example, in "A Bug's Life," the ant hero Flik has
been beaten up by the bad guy Harper. But at one point he
realizes the fatal flaw, or weakness, in Harper. And the
animator doing the shot had to show the change in Flik from
being physically in pain to being pained but realizing that he
actually had the upper hand over Harper. So that required a
lot of subtle acting in terms of realization washing across
his face. A little something with the eyebrows. Straighten the
posture up just a little bit. But you still want him to look
hurt. That was challenging, but I think it ended up being
really effective.
NOVA: Do you have a favorite "Toy Story" character?
GM: I'd say Woody was my favorite, because I loved
working with Tom Hank's voice. He's such a fantastic actor.
For an animator it makes all the difference in the world to
have a really great line reading to work on. If a line
delivery is flat and lifeless, it's kind of difficult to wring
really great animation out of it. But if a line is really well
delivered, and there's a lot of life in it, the possibilities
for an animator are almost endless. For me a really great line
reading is one where you hear it and you just go bang, I know
exactly what this character is doing. I know exactly what this
character is thinking while he's saying this line.
NOVA: Why don't you use motion capture?
GM: Well, this is only my personal opinion, but motion
capture is not animation. To me animation is an art. It's
putting a little bit of yourself into the character. With
motion capture, you're capturing a live action performance.
And, I think, the difference in the quality of motion between
a live action performance and good key frame is huge. Motion
capture has a very realistic look. For example, if someone is
clapping their hands, motion capture will give you a very
accurate recreation of someone clapping. But, when you
actually look at it, I think it would feel kind of stiff and
lifeless, even though it's an exact replica of how a human
claps. I think that to really sell the idea of someone
clapping, you want to exaggerate it a little bit. You want to
dilate the motion, so you really feel the contact of the hands
slapping together.
NOVA: What was the weirdest assignment you've ever
worked on?
GM: The weirdest thing I had to do was put dents on
Andy's bed in "Toy Story." Whenever the characters walked
along Andy's bed, someone had to go in and make bed dents,
creating dents in Andy's bed. If a character ever fell down or
something, I was the one who was lucky enough to go in and
dent the bed under a character's elbow, or under a character's
face or something like that.
NOVA: What are the classics of computer animation for
you?
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GM: All of John Lasseter's films. John Lasseter is the
director of "Toy Story" and "A Bug's Life." He did a whole
series of short films at Pixar: "The Adventures of
André and Wally B.," "Tin Toy," "Luxo Junior." They
didn't just raise the standards of computer animation, they
set the standards. He was the first person who really brought
the quality of traditional animation into the
computer-animated world. Up until then, computer animation was
stiff, lifeless. You didn't get any sense that the characters
were thinking about what they were doing. On the computer,
it's very easy to make things move. It's difficult to make
things look like they're alive and that they're thinking about
what they're doing.
I love films like "Terminator 2" and "Titanic." I have all
kinds of admiration for people who do that stuff. I know how
much work goes into crafting one effects shot. But, there's
really not a correlation between what I do and the special
effects in "Titanic." We're trying to do two different things.
For one thing, they're just trying to make it as absolutely
life-like as possible. Whereas we are less concerned with our
character actually moving like an actual ladybug. We're more
concerned with the character being appealing and his acting
being good.
NOVA: When did you decide to pursue animation?
GM: I'd always been interested in character animation
and special effects. I loved the Warner Brothers cartoons. I
went to Sheridan College in Toronto, which has a really good
animation program. I though it would be a lot of fun. And I
couldn't see spending my life doing something that I didn't
really enjoy. I think only recently, in the last seven years
or so, it's gotten to the point where animators actually make
a decent living. When I graduated, I didn't have much hope of
making enough money where I'd ever be able to buy a house or
something like that. But I thought it was far more important
to do something that I enjoyed rather than doing something to
make a big sack full of money. The first place I worked was
the Computer Graphics Lab at New York Tech starting in 1985. I
was there for about six years, doing animation, commercials. A
lot of people there did scientific visualization. It was a
great place to learn and get a broad base of knowledge.
NOVA: Has computer animation changed since you've been
in the business?
GM: Oh, it's become far more intuitive, far more
interactive and a lot faster. Because the CPUs per dollar has
shot through the roof. Years ago, the way most places worked,
there would be one big computer buried away in the basement
with ten huge air conditioning units. It would be like a meat
locker down there. The computer would cost $2 million dollars
and it would probably be about as powerful as the computer
you've got in your watch. The whole building would be working
off this one computer and if it went down, everything stopped.
Whereas now, the machines that we have cost a lot less.
They're hundreds of times faster. You can animate characters
with far greater complexity quickly and easily. It's just
night and day.
NOVA: What kind of skills or abilities would a would-be
animator want to cultivate?
GM: I think the best thing to do, whether she wanted to
be a computer animator or a traditional animator or a stop
motion animator—would be to watch a lot of animated
films. Watch old Warner Brothers cartoons, Tom and Jerry
cartoons, Disney cartoons, Ren and Stimpy. Watch Batman after
school. Watch as much animation as you can, and see what stuff
impresses you and figure out why. And try and look at it
critically. I like the way Batman's cape moves in that shot.
Or, I really like the way Bugs Bunny jumps down the rabbit
hole. Take drama or improv or dance. It's all timing and
gesture and subtlety and acting. The next step would be to
find a school with a good animation program, and take that.
The computer should be the very last thing you think about.
Your performance should be the first thing.
There's a really great book, "Illusion of Life" by Frank
Thomas and Ollie Johnston [Hyperion, 1995]. It reviews the
fundamental skills of being an animator. That would be a
fabulous book for someone to read.
Images/footage: (1) NOVA/WGBH; (2) ©1986 Pixar.
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50-Foot Chicken
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Wizards of Ahs
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Titanic: What's Real
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Virtual Humans
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| Updated November 2000
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