Pencils vs Pixels (2023)

Curious minds want to know... documentary movie collection.

Moderator: Maskath3

Watch Docus Amazon   Docus Merchandise

Documentary movie collection.
Post Reply

Pencils vs Pixels (2023)

Post by bunniefuu »

[theme music]

When I first stepped

into a vocal booth

to record the voice

of Disney's Mulan,

I had no idea how

much joy that film

would continue to

bring audiences

for all of these years.

It also changed my life

and led to many other voice

acting roles, including

returning to the character

and world of Mulan many times.

No matter what it takes,

I'm finishing this mission.

As I gave voice

to these characters,

I got to see firsthand the

changes in the animation

industry as it shifted

from the 2D hand-drawn

animation I loved

growing up, to fully

computer-generated animation.

Sometimes your song can't

start until you go some place.

This is a story

celebrating the unique

magic of hand-drawn

animation, how

technology changed everything.

And most importantly,

the remarkable people

at the center of it all.

And who better to

tell this story

than these visionary artists

themselves and the dreamers

they continue to inspire.

[music playing]

Animation is a weird

unnatural art form in a way.

I mean, you're

bringing something

that is not alive to life.

A character comes to life by a

whole bunch of scribbly strokes

on a piece of paper.

And I think this is

what grabs most animators

or guys who eventually

become animators,

is when they see that drawing

come to life on screen.

It's like your brain goes,

OK, part of it is alive,

and it's real, and it's moving.

And the other part

is like, no, no.

Look, I can see lines up there.

I can see things that

were made by people,

and that's I think

what fascinated me.

You just run it

over and over and over

and it's just

mesmerizing like this.

Wow, I actually did this.

It's a kind of black

magic, and it's something

that many people can

go their entire lives

without ever understanding.

So is that what animation is?

It's feeling the energy,

it's animating the forces,

it's scribbling.

It's like an expl*si*n

of acting passion

and physics on the page.

And man, it's making

the impossible possible.

That was so cool.

No, it's not real.

You're looking at a

drawing but it's living.

How does that work?

That's the most amazing

thing to me about it.

When they hear a voice

come out of a drawing,

out of a character

that they've created,

it's an illusion but it's

a marvelous illusion.

And you just can't

wait to do more of it.

The level of artistry to

achieve this is mind blowing.

It's unlike any other art form.

And when you examine

an isolated moment,

each frame is a masterpiece.

But yet, when you put all of

them collectively together,

you have an entirely new

dimension, a new level

of the illusion of life.

The people who invented this

art, craft, skill, however you

want to describe it,

developed it to a point

where they made you believe in

characters who didn't exist.

And I can go back to Windsor

McCay and Gertie the dinosaur.

He had it.

He got it right away.

Somehow he breathed life

into this inanimate object.

As an animator, it's almost

without sounding too pompous,

but I feel almost godlike.

It was alive, and I just

like, oh, I can do this.

It was great.

I think it speaks to everyone.

It is a universal art form.

It comes from a

very unique place.

Creating out of the ethers

stories, drawing them,

or whether it's on

computer now or whatever,

it touches everybody and it

can elevate and bring people

great joy and great connection.

Cartoons make people laugh, man.

Cartoons are a way

into a person's soul

and to a person's heart.

But I think that first moment

where the light switch goes on

in your head, whether

you're a kid or an adult

and you really start

to understand it,

once you get it you

really can't go back.

WEN: And it all

starts with one very

simple thing, a pencil test.

A pencil test to me is

the purest form of what

it is that we do of animation.

For us, the pencil test is the

first reveal of a performance,

in its rawest form.

A pencil test is when you

find out how bad you are.

I've done a lot of

pencil tests actually.

When I was in college, when I

first started in this business,

that was probably the first

time I really had a sense

of what the potential was.

And we were still

working with film.

So you would sh**t, hope

to God you timed it right,

and wait eight weeks for

the film to come back,

which now seems crazy.

As painful as it

might be, it gives you

a really good

grounding and starts

to get it into your head

what a 24th of a second

really feels like.

It's a blink of an

eye for everybody.

But for an animator, you have

to know what that period of time

means in terms of

certain actions.

You have to know what a

24th of a second feels like.

It was rough and wild,

but the forms had weight.

And it was magic.

And I thought that to get it

work at Disney, to animate,

you needed to draw a

perfectly like Sleeping Beauty

and I didn't do that.

I didn't know it was possible

to animate like that.

Something pretty

amazing about a pencil

test that it didn't have color.

And really the artifice or

the fact that it was drawn

with a pencil was evident.

When you just have

stacks of paper,

you don't really get a

sense of the movement

and the timing and

the performance

until you see it playing

through the camera's eye.

A first peek, it's kind

of birth, if you will,

for an animated scene.

So there's a vitality that is

in the very first pencil test

after you sh**t them that is

very exciting, very exciting.

You're taking something

that only exists here.

Nobody else in the

universe has it.

It's only here.

And it's coming out of your hand

and it's going onto the paper

or on the screen.

And those lines

are going to define

that thing that's in your head.

But it's not just going

to define it as an image,

you're using all

four dimensions.

You're using height,

width, depth, and time.

And all of those to create

something that lives.

WEN: 2D hand-drawn animation

is one of the most incredible

storytelling illusions

ever performed,

and the inspiration for

becoming an animator

usually comes at an early age.

We all have our

first film that we

see that drops you

into this medium

in a sort of a true epiphany.

And that movie for me

was 101 Dalmatians.

It just felt so

alive and vibrant.

And the characters were

like real, even though they

were completely exaggerated.

The dogs were real to me.

Roger was real.

Anita was real and

their dancing together,

and this is a real dance.

And then in steps

Cruella de Vil.

I mean, everything about

that movie lit up my senses.

Even seeing in a

newspaper article.

I remember there was

an article about 101.

Dalmatians being reissued.

And there was a series of

drawings of Pongo running.

Even seeing something like

that just makes my heart race.

This is something about

a series of drawings

that connect and projected will

give you the illusion of life.

That is the ultimate magic trick

to me and it won't let me go.

I will always do this.

My mom took me to see Dumbo

when I was a little boy.

And I saw these moving

images on screen.

I fell in love with animation.

I saw Sleeping Beauty in the

theater on its first release

and it was so powerful to me.

I was terrified of Maleficent.

I saw Snow White.

I saw Bambi, Lady and

the Tramp, Cinderella,

all of the classics.

And they made such an

incredible impression on me.

The film that sealed the deal

for me, it was Jungle Book.

And I was just mesmerized.

And I started raining.

And my family said, "Let's go."

I said, "No way.

Not moving from here right now."

So I sat soaking wet

until the movie was over

because it was just

something happened that day

that sealed the deal.

We definitely had Disney movies

on at home when I was young.

My mom said when I was four, I

watched Bambi every single day

and that's still one

of my favorite movies.

The first movie I ever

saw in a movie theater,

this is Mexico

City, was Pinocchio.

And I became obsessed

with that movie.

I dreamt of being

a little wooden boy

that would be eaten by a whale.

I was so excited by all

the adventures he went.

I mean, it's kind of a

scary movie but I loved it.

I saw a special

or a series actually

on Nickelodeon called

Lights, Camera, Action that

was hosted by Leonard Nimoy.

And they profiled a college

kid who had done an animated

short called Bandits.

How long did it take

you to make this seven

minutes of film work?

It took about two years.

I think it was

about a guy and a cat

chasing some bank robbers.

It was pretty simple but

it was cel animation.

And this was a kid

who was just like me.

He wasn't in the business.

He wasn't in Hollywood.

He was hoping to get into it.

And it was the first

indication that, wow, this

is not this unreachable thing.

This is something that

I maybe can access

at some point in my life.

In the '70s, we

didn't have choices.

There was no cable TV.

You had like three

channels for adults

and every once in a

while at Christmas,

they'd run a thing for a kid.

Then you had to

syndicated channels.

And on those channels, they

would run programming for kids

in certain parts of the day.

So naturally, it was cartoons.

So my entire life was cartoons.

I didn't like the real world.

I liked cartoons.

Can you do this for a living?

WEN: Animators

are often inspired

and mentored by the

artists and visionaries

who came before them.

Most of the people who

produced animated cartoons

were in it as a

business, but Walt

saw it almost as a calling.

He had artistic

ambitions for a time.

He put those aside

because he was a leader.

He was a visionary.

He saw steps ahead that no

one else seemed to recognize.

And he knew that for his

cartoons to get better,

which is always his

mantra, make them better.

Make the gags funnier.

Make the characters

more endearing.

In order to do that, the

artwork had to improve.

His artists had to do better.

And he was the only

cartoon producer

who thought in those

terms and actually

put those thoughts into action.

WEN: In fact, Walt Disney

started his own art school,

which would go on

to train generations

of animators and storytellers.

The first thing I did when I got

a little money to

experiment, I put

all my artists back in school.

Art schools that existed

then didn't quite

have enough for

what we needed so we

set up our own art school.

I can really mention anybody

more than the nine old men

because the nine old men were

Walt Disney's nine chosen best,

if you will.

And this was a term

that Walt gave them.

He borrowed it from

the nine Supreme.

Court justices of the

United States Supreme Court.

And the funny thing

is that Walt called them

the nine old men of

a joke because they

were pretty pretty young at the

time that he named them that.

I think they had like in

their 30s or maybe 40s,

but certainly not really gray

haired old men at that point.

They were Woolie Reitherman,

Marc Davis, Frank Thomas,

Ollie Johnston,

Ward Kimball, John.

Lounsbery, Les Clark, Milt

Kahl, and my first mentor,

Eric Larson.

And these guys were

individualists who found a way

to sacrifice some of

their individuality

for the sake of

the greater good.

If they were all going to

work together on a project,

be it Snow White and

the Seven Dwarfs,

or Pinocchio, or even

one of the silly symphony

shorts like The Old Mill,

they had to work in harmony.

They had to work toward a

common goal, which can't

have been easy for artists.

When I came to Disney,

the nine old men were still

very much in the trenches.

They were still cranking

out footage every week.

About the only difference I can

say as far as guys like Ollie

and Frank and Milt and

Ward and all the others

is that they were so

good at what they did.

They just knocked

this footage out.

They made it look effortless.

They were that good.

But they were the guys

that did the main character.

So it was like, Milt

Kahl did Cinderella.

Frank and Ollie, they did like

Baloo the bear, and Mowgli.

And they would always

work on characters

that were closely related.

Captain Hook and Mr. Smee.

So these nine old men and some

of them were better at comedy,

some of them were

better at drama,

and girl characters, and guy

characters, and villains.

But whatever their

skill set is, they

represented the top

stars for Walt Disney

in those early eras.

And they were the

ones that ended up

training the next generation.

They handed down the

legacy of Disney Animation.

Eric Larson was my mentor

and what a wonderful man.

He was kind and

grandfatherly, yet very firm

about how you go

about doing this.

And I was so overwhelmed

with the idea of what it

took to even just flip paper.

I got sick that first

week because it was just,

oh my gosh, what's going on?

Can I do this?

But Eric was very encouraging.

And he stepped me

through the process.

What he would always ask is,

what are you trying to do here?

What are you trying to say?

What is the character thinking?

And then you explain your

plans and your ideas.

And then he said, "Oh OK."

That's what you have in mind.

Then you don't

need this drawing.

You do need this.

"You do need a new drawing."

He would throw in

two or three drawings

that he would sketch out.

And then you would

time this whole thing

and film it and it was magical.

It worked.

We wouldn't even approach

animators that first year we

were at Disney.

We wouldn't even

talk to an animator

because they were

like gods to us.

I worked with Milt Kahl on

his most favorite character,

which was Medusa.

And he had more fun

with that character when

she pulls off her eyelashes.

I don't know.

He just really had fun

with that character

and it was a joy

to work with him.

When I started at Disney, Eric

Larson, one of the nine old men

who had animated on

Snow White and that,

literally would take a piece

of paper and put it over yours

and draw over that.

You had a one on one

experience of somebody

who had spent years

honing his craft.

I do think animation

we learned quickly

was best taught as a sort of a

master apprentice type thing.

I think the big guys,

the veterans, the masters,

I think they suffered as much

as we did because keep in mind,

even though these guys

were experienced animators,

they had their moments too

when things didn't work out

as well as they had expected.

Now, I must say that,

for the most part,

these guys knew they were

good but every now and then,

they would push themselves.

Frank would try something.

Milt would try something.

And if it worked, then

they were just delighted

but they also pushed themselves.

They didn't rest

on their laurels.

They were always trying

to push the boundaries,

trying to be better

than they were.

So working side by side,

that's where we grow.

As iron sharpens iron,

one man sharpens another,

one woman sharpens another.

It's the friction of learning.

Eric Larson, I would

present him problems that

were when only you

would present me with,

and it was as

close as I ever saw

to Eric getting

angry because but he

would sit down with this.

"All right.

I'm going to figure this out."

And there's this

joy to learning.

Walt Disney was a

pioneer in many ways

and recognized what was

possible with this art form.

That there really was

an unlimited ceiling

to what could be done.

But he had to push boundaries

with rather analog approaches.

And indeed, he did

with early, very

basic technological advances.

He even advanced with the

multiplane camera and later

xerography.

There were other studios that

were working in these areas

as well, but he recognized in

order to keep the medium fresh,

there needed to be advances.

The advent of color

and where women's

roles expanded in animation.

I think people would

be surprised to know

how many women there were

at Disney in the 1950s.

So I think that's something

that young women should bear

in mind because there were

a lot of talented women

who mentored me.

And I'm very grateful for that.

I was putting myself through

school so I needed a job.

And I was fortunate enough

to find out that Disney

was hiring for Sleeping Beauty.

And I went over there

with my meager portfolio.

And they brought me on

as an apprentice working

with six or seven other girls.

And we were in a bullpen

all together, all of us

apprentices.

We had full access to

anybody and a lot of freedom

for a first job in animation.

It was pretty

incredible way to start.

Mary was certainly

a giant at Disney.

Good heavens.

The film she influenced

during her time at Disney,

and she was incredibly prolific.

So Mary Blair, she was

a giant in animation.

She was just incredible.

WEN: After dominating the

animation world for decades,

Disney's lack of

innovation and inability

to keep up with the

times opened the door

for some impressive

competition to step right in.

There were young

people who were keenly

interested in taking

on the mantle of Frank,

and Ollie, and

all of those guys.

But there was no

greater intelligence.

There was no Walt to set a goal.

Where do we want

to go with this?

What do we want to try to do?

What kind of stories do

we want to be telling?

And what's happening

to our audience?

Is our audience changing?

Because it was.

We had a cultural, social

revolution in the late '60s,

early '70s that was

reflected everywhere

but perhaps the

Walt Disney studio.

Easy Rider changed

the entire motion

picture industry, except

that the Walt Disney studio.

It's no one's fault. It's

just they were out of step

and there was no one

to put them on a course

that everyone could agree on.

Don Bluth, he's a pretty

amazing success story.

I knew who Don Bluth was.

Most kids didn't, there was

no internet but that was huge.

Because you had a Disney

animator who drew in the Disney

style stepping outside

the system and going like,

"I think I could

do it elsewhere."

I don't need them.

When we left Disney

Studios in '79, it

was a scary

situation and equally

exhilarating and exciting.

Those two elements,

they're just propelled

us into our first feature film

together, The Secret of NIMH.

I must tell you about NIMH.

Look there.

It was a crazy

brave thing to do.

And I know that many of

my younger colleagues

that I've worked

with, that movie

inspired them to

get into animation,

which I really I'm so pleased.

Mavericks, renegades who are

happy to push at the system

and see how far they

can take their own art.

Starting within the system and

taking their art outside of it

for their own benefit as opposed

to just working for somebody

else is in the creative DNA

of every indie filmmaker,

I would say.

Sadly enough, it didn't do

very well at the Box Office.

And that summer, we

were up against ET,

the extra-terrestrial

which everybody saw.

They saw no other

movie except ET.

The irony there is that

one of the greatest

fans for The Secret of

NIMH was Steven Spielberg.

He came and visited

us at our studio

and said, "Guys,

your film is amazing.

I thought that type of

animation storytelling was dead.

I haven't seen anything like

that since Pinocchio or Bambi.

It was phenomenal."

He loved the minutia.

He loved all of

the little details

that we put in with

sparkles, and dewdrops,

and animation effects.

Everything that we poured

our hearts in artistically,

he picked up on and he loved it.

I remember it well.

Somebody had to run

to Jerry's Deli.

What does he like?

What does he want?

But it was just, oh

my goodness, this well

known director is here

looking at our work

and really enjoying it.

But yes, it moved on

with an American tail.

It's about a little

family of Russian mice

that immigrate from Europe to

the United States to New York

just as they're finishing

the Statue of Liberty.

Perfect.

Won't it be nice

to get to America

where we don't have to

worry about cats anymore?

We had landed.

We were on the map making

a movie with that kind

of support and the talent.

James Horner, and Score,

and Linda Ronstadt.

It was wonderful.

It was wonderful

working in collaboration

with Steven Spielberg.

All the studios began thinking

we've got to get into that.

We've got to jump in with

our own animation studio

and compete because

that makes money.

And that changed

the whole complexion

of not just domestic animation,

but worldwide animation.

I think, the lover of animation,

it was the first time

where we were like,

oh, something's happening.

Something magical is

happening over there.

WEN: We were embarking

upon the second golden age

of 2D animation.

It was exciting

and groundbreaking,

and connected deeply with

a whole new generation

of both kids and adults.

A resetting and recalibration

of the executive command

at Disney happened.

The old regime was removed

and replaced with Roy Disney.

I don't think it's

an exaggeration

to say that Roy Edward Disney

saved animation, and helped

reinvent and redefine it.

And that's the premise of Don

Juan's wonderful documentary,

Waking Sleeping Beauty.

And here finally was someone

in the person of Howard Ashman,

the brilliant

lyricist and Broadway

trained talent who gave

everyone a direction.

Gave everyone a goal

and a path to follow.

And who would have dreamed that

it was the Broadway Musical,

the form of the Broadway

musical that would redefine

what Disney Animation could be.

I remember when we went

to see Little Mermaid.

And it was like,

oh, suddenly they

had this formula where

it's, oh the animation

looks like Disney.

And they're all singing songs

and the songs are singable.

And this is fun.

So those songs are

classics and it's

just the epitome of really

great Broadway songwriting.

And I mean, there

are some people

who say it's the last

great Broadway songwriting.

And that was the rebirth

of the Disney animated epic.

There are chapters

with every studio.

And there has to be a continuum

of energy, and new ideas,

and what have you.

And it was starting

to happen back

at Disney with Little Mermaid.

And we knew what was going on.

Little Mermaid, that

was the, it's back.

Whatever the magic that we

lost, it's now fully back.

And you could see

the confidence.

And you could see this artistry

that acknowledged the past

but was creating their own path.

They call the '90s and the 2000

the second golden age or the

new renaissance of animation.

And it really was.

And why I think it

was the nine old men

had passed on what

they learned making

those classic Disney films.

And they'd pass it on to

that second generation.

And that second

generation, right

around the '90s and the

2000s were getting good.

We were all just super

excited at the time to be

working on a series of films.

By that point, people started

to realize that we were working

on a series of films

which were doing well

and people were

really responding to.

Back at the beginning of that

period like Little Mermaid,

everyone was more like, "We just

have to keep this thing going."

We were trying to do a movie

that would please ourselves

and you never know.

It's amazing and I didn't think

you 30 years after we made.

Little Mermaid that there

would be people and little kids

discovering the movie.

But they're doing what I did

with Pinocchio which is great.

I saw Pinocchio and I had

no idea it was from 20 years

before I saw it in a

theater that had been made.

I think at the time, many of us

animators, we had no

idea that we were living

through the second golden age.

That's the kind

of thing you don't

know until you look back on.

Competition breeds excellence.

So I think us leaving,

having a competition out

there is what helped this

animation renaissance

that Disney was experiencing.

So they had the character

design as a given.

But what they did with it

was new, and inventive,

and crowd pleasing.

The stories are relatable,

the characters are relatable.

You can project

yourself into the story.

The conflicts that

are universal.

A kid dealing with an

overprotective parent.

Is that story ever

going to get old?

We didn't invent that story.

That story has been around

for thousands of years.

It's part of the

nature of growing up.

I think the stories in

the '90s that we did,

they tapped into

universal classic ideas

that don't go away.

Well, I got to say the thing

that I love about animation

is animating

characters that believe

the impossible is possible.

Ariel wanting to walk on land.

I want more.

Beast thinking

that somebody could

see past the ugly exterior

and see somebody to love.

I thought I saw,

and when we touched

she didn't shudder at my part.

I find that fascinating.

It's seeing beyond.

I was a brand new animator.

I wasn't very good, but

I was working hard at it.

And it was time to work

on Beauty and the Beast.

And Glenn was

animating the beast.

Animator by the name of Mark

Henn was animating Belle.

And he asked me if I would

be the Florida beast guy.

And so I said, "OK."

But I was really nervous.

The beast is a

complex character.

He's a main character of

the film and I was 21 or 22,

and really not that

good but eager.

And one of the great

things about Glenn

is not only his abilities

and all of that,

but his generosity.

His generosity of giving you

work that can really make you

shine.

And I remember he gave me this

sequence in the film where

beast is being

bandaged by Belle,

but he gave me the

whole sequence.

And I remember looking at

this going, "I can't do this.

I can't do it.

This is not going to happen."

And I was so scared.

And that's the other

thing he always did.

Is he always had faith in all

of us that worked with him.

Over the span of

time, you'd be here

and he'd bring you up to here.

Now, hold still.

This might sting a little.

Hmm?

[groans]

By the way, thank

you for saving my life.

You're welcome.

We worked on

Beauty and the Beast

and that got an Academy Award

nomination for the first time.

No other animated film

had ever gotten that.

And here are the nominees

for the best picture.

Beauty and the Beast,

Don Hahn producer.

[clapping]

And that was a big

deal at the time.

Well deserved but that sent

a panic through the academy.

And some people thought this was

going to open all sorts of doors

but the academy closed ranks.

We don't want the

animated films to be

competing directly head to

head with live action movies.

They have their place

and we love them,

but they have their place.

We didn't make it.

We lost that, but we got

a Golden Globe that year.

And then Aladdin comes out and

it got really huge acclaim.

Robin Williams, and the

genie, and all of that.

But then we make this

little movie, Lion King.

The Lion King may

have the last roar.

Beauty and the Beast and

Aladdin breathed new life

into the Disney Kingdom.

I remember how

massive that movie was.

And the night that we

went to see Lion King,

we didn't go to a matinee.

We went at night, 7:00 at night.

Sold the [bleep] out.

That had never happened

before for a cartoon movie.

It really was the

movie that brought

adults into the theaters.

They were coming in droves.

They were happy to come

back over and over again

with their kids.

And so that's why that blew up.

That's why it became

$1 billion film.

Circle of life.

Everybody knew that.

It made us feel OK about

eating animals for a long time.

I'm a vegan now but

when I was a kid,

it was like, wow,

circle of life.

They said it in that movie.

And the Oscar goes to is

Hans Zimmer for the Lion King.

Winner of the Oscar is,

Elton John and Tim Rice.

Can you feel the love tonight?

That officially made animation

this second golden age.

It was official at that

point, when you had

a more than $1 billion film.

It was an animation boom and

it was all because of money.

Animation directors

suddenly had agents.

Everything about the

business changed.

Simultaneously, television

animation enjoyed a rebirth.

Steven Spielberg gave it a

kick in the right direction

with Tiny Toon and Animaniacs,

and demanded a certain level

of quality that no one had seen

in television animation before.

Followed by The Simpsons

where again, it was not just

the quality of the animation.

In fact, barely the

quality of the animation.

The quality of the

timing of the animation

too great script writing.

I will never forget watching

the first Simpsons carton show.

And Marge Simpson going...

Do you hear that?

What dear?

The punching bag.

They're just playing, Homer.

I can't sleep with that racket.

Go tell him to knock it off.

I like the punching bag sound.

I like the punching

bag sound destroyed us.

It was literally the funniest

thing we'd ever heard.

It was like watching

the birth of new comedy.

The Simpsons dominated most

of my free time from 1989

I think when it

debuted all the way up

until I made Clerks and

probably a few years past that.

That was the cultural

stew that fed

and nourished me before

I went and became

a pop culturist myself.

I was well prepared

and armed because I'd

watched a decade of

Simpsons by the time I was

entering the public discourse.

It teaches you to be quick.

It teaches you what

great writing is.

I attribute a lot of Family

Guy's emergence to everybody

wanted animation.

They wanted exactly

this kind of animation.

So I was pitching at

exactly the right time.

Exactly the right tone of show.

They wanted something that

was going to do for them what.

The Simpsons had done

and what King of the Hill

was doing at the time.

Sort of experimenting with

the traditions that we've been

taught, but now taking in

a new generation taking it

a new direction was really

what the '90s and 2000s

were all about.

WEN: And just when

animation seemed

to be taking over the

world with no end in sight,

a new technique

was on the horizon,

computer-generated animation.

No one, especially the

animators themselves,

had any idea how this

would change everything

and change it so quickly.

Right after The Fox and the

Hound, John Lasseter, and I

had gone across

the little whatever

dopey drive there to the

Disney Animation theater there.

And we saw Tron.

They were just doing some

initial experimental animation,

and Bill Kroyer, Jerry Reese.

Who they were working on some

stuff with these light cycles.

And we came back to my office

and sat there just depressed.

Whoa, there's so much dimension.

We just did The

Fox and the Hound

and we had one multi-plane

shot we could use in the movie.

And there, every shot is

multi-plane dimensional.

Wouldn't it be cool if we

could design a little story

that could use that.

And so we did this

little Wild Things test

where we designed the

backgrounds to move,

but we knew that we couldn't

do the characters so yet in CG

but we could do the backgrounds.

So John worked with

the backgrounds

and I animated the characters,

moving in dimension,

and that was our

first step into CG.

And it was so wonderful.

We wanted to actually propose to

animating Wild Things to Disney

but we couldn't get

the rights to it.

Eventually, John was

fired from Disney.

I don't know what

happened to the guy.

Did something with

Pixar or whatever.

What became Pixar Animation

Studios was originally

an experimental

division of Lucasfilm

and George Lucas and

his friend Steve Jobs

had equal degree of interest

in the possibilities that this

new approach presented to them.

I don't think they

fully envisioned

what it would become, but they

knew there was something there.

I heard about this incredible

group of computer graphics

specialists that George Lucas

had assembled at Lucasfilm,

that he wanted to sell.

And so I went up there and

saw what they were doing

and I met the the leader of

this group, Dr. Ed Catmull.

WEN: In 1972, Ed

Catmull and Fred Parke

created the world's

first 3D rendered

movie, an animated

version of Ed's left hand.

The pioneering

techniques used here

are the basis for

3D rendering we

still do today in video games,

movies, and visual effects.

A film that came out

was Great Mouse Detective.

And there was the

first foray into doing

computer animation in the Big

Ben sequence in that film.

And that was a one

engineer and one animator

in the basement of the

main lot with a computer,

just doing it, not

having any roadmap.

They built the gears

in the computer.

They printed them out

on a sheet feed plotter.

Hand fed the 24 field paper.

And because our

goal at the time was

we are the legacy of a 60-year

history of 2D animated films,

the real design

goal is that this

needs to blend in seamlessly.

You can't tell how this is

done to celebrate the Walt

Disney traditional medium.

So it was printed on

paper, Xerox on cels,

hand-painted, shot

at our camera,

just like every other

element in the film.

[ticking]

Based on the

success of that film,

they went on to

buy one computer.

And they put it in the

animation department.

It wasn't in the

basement somewhere

with wavefront software.

And like a seed, they

just put it there.

And we had an engineer

and some tech people who

knew how these things operated.

And they started to get the

animators interested in it.

It really was the

Wild West of software,

and technology, and materials.

And literally

grappling and pivoting,

and making it up as you went

along through the course

of this time frame.

Technology is always a

tool to serve the art form.

And in many cases

in the trajectory

of animation history, technology

was there to save costs.

In order to keep

the industry alive,

you have that

example in everything

from xerography, where it

helped the cost of having

an entire division

of hundreds of inkers

taking hours and hours to

carefully hand ink cels

which was incredible artistry.

But suddenly when you

have several Xerox cameras

and teams working,

you could accomplish

close to 1,000 cels a day.

A single anchor might

get about 15 or 20 cels

done a day if they were fast.

So it was a tremendous

cost savings.

Ink and paint was

one of the largest

departments in our pipeline.

They had been developing a

digital ink and paint system

called CAPS, computer

animation production system,

to scan, and paint,

and composite.

And we used The Little

Mermaid, the last shot

of the film to test it out.

[music playing]

And from then on, we

integrated it in every film

after that.

When that technology was

offered to the Disney Animation

studio, they were intrigued.

The younger element, the younger

minds there were intrigued

and they adopted it for the

magic carpet in Aladdin.

And being a part of

the process like that,

it really helped tell

the story about our...

Because we did become

part of the problem

solving where they might

come like in Aladdin,

the tiger's head.

It's going to rise

up out of the ground,

and it's going to

be this big thing.

The computer animators

and designers could then

be involved and say, "Well,

you know what you can do,

is we could build

it in the computer,

and we could render

it like sand."

[wind blowing]

We were the only ones who

were doing this integration

and it was a wonderful design

challenge, like the ballroom

in Beauty and the Beast.

It was an added

story element and it

had to be designed

so that it wouldn't

trigger you out of the story.

It's like, "Oh my God.

What's that?

It's 3D."

This idea of incorporating

technology into this art form

that an entire company had

been built around for decades

was a little intimidating.

And the powers that be made

the careful decision, perhaps

wisely at the time,

to keep this idea

of digital technology quiet.

It was very important

that word did not get out

that Disney, the home of

this great classic library

of animation, was

moving into computers.

But it was the great

success of The Lion King.

They had proved

themselves over many years

and many films as more

and more digital elements

were being integrated that, OK,

audiences are ready to learn

how we made this magic.

Computer animation, to me,

was a way of feeling dimension

and so I've always

embraced it for Tarzan.

I wanted Tarzan to be

surfing on the trees.

With Eric Daniels, we took

a section of a tree, turned

it that way in space so that

I could imagine I'm Tarzan

and he was moving

through the branches.

I said, "OK.

Now, I want to jump over there.

Can you cut that branch

off and put it in space?"

And he did and then I felt like

I could leap over to there.

So we played this whole

action out of Tarzan

and then they printed it

all out and gave it to me

on photostats so I could

be Tarzan in space.

And once again, it was giving

me a freedom to be the way

I was picturing in my head.

When I started working in

the computer animation which we

hadn't really done

much of at school,

I actually told John Lasseter

and everybody up here,

"I don't know anything

about computers."

And they said, "Don't

worry, it's the same thing."

And they were right.

But it's different in

that hand-drawn animation,

like I say, you feel

your way through.

You draw it and

you can feel poses.

And you can move from one frame

to another and you just sense.

And you work by

feeling your way out.

And with computers,

what I had to do

is understand that and then

step back and analyze it,

and break it down into levels.

So it was much less intuitive.

It was a little more like taking

apart a lawnmower or something,

which I'm also excited by.

So it was a fun place

to be and to start

to figure out a lot

of stuff that had

never been done at that point.

I remember the first

time I saw a Pixar movie.

Actually, it wasn't

even the whole movie,

the studio was screening

for all of us staff

that were doing 2D animation.

And we were working

on The Lion King.

We were right in the

middle of The Lion King

and they had a screening

of one sequence that was

done by Pixar from Toy Story.

And it was amazing.

[music playing]

Ha.

Ha, what are you doing?

I'm Tempus from morph.

Yeah.

What's this button?

And I remember walking

out of the theater

and talking to other

animators as we're

walking back to our desks

to go work on The Lion King.

And I remember saying, "That's

the end of 2D animation."

But when I saw Toy Story man,

I had seen Pixar's Tin Toy was

like, "How do they make

that lamp do that?"

I was blown away.

By the time Toy

Story came, it was

incredible being

thrown into a world

where everything

looked like that.

Where it was one

gigantic CG cartoon.

And nowadays, they make

humans that look like humans

but back then, the

toys were easy to nail,

the humans less so

but we didn't notice.

We were all just so

amazed like that's crazy.

Look at the texture on it.

Look at the slinky dog.

Look at Mr. Potato Head.

It all tracks, it all works.

And then you add to

it a wonderful story

and fantastic voices.

And the magic of what they

were able to accomplish

with the animation

is elevated trifold.

Suddenly, you have

an instant classic

that becomes a milestone

in animation history.

Everything changes from

that point forward.

When the movie came

out, it was mind blowing.

I'd never seen anything like it.

It was like seeing Jurassic

Park for the first time.

It was just a whole

new kind of filmmaking,

and it was hugely impressive.

I wouldn't call it sort

of a looming specter of CG.

But there was

definitely this sort

of feeling like, gosh, I wonder

how far this is going to go.

And people were

like, "Yeah, what's

going to be like in 10 years."

There was an awareness,

a definite awareness

of what's this going

to be like in 10 years?

Are we going to be here?

Never in a million

years did I think it

would completely eclipse

and devour the art

of hand-drawn animation.

By the end of that screening,

there were jaws dropped

and realizations of, oh my

God, the power of this thing

is too much.

We have to evolve because

that is where it's going,

and 2D as it is at that point,

especially at that time,

was starting box

office wise to go down.

It was the magic was

starting to fade,

and I think everybody at

that time went CG animation.

Go.

Now, it took five more

years, probably five to seven

more years for it

actually to come true

but that was the

beginning of the end.

Because they could do

things in CG and it

was so new and

revolutionary at the time.

The subtlety of acting

and performance,

the camera that was moving

it had a more cinematic look,

that I thought, are people going

to continue to see the films

that we produce in

hand-drawn animation

when there's this new technology

that's giving a higher level

of sophistication animation?

When the R-Rex

started running down

the street in Jurassic

Park, we were working

on Lion King at the time.

And there really

was a little bit

of a sense of yep, that's over.

There was a little bit,

yeah, we're not going to get

to handle that stuff anymore.

That's done.

They were showing a sequence.

The army man sequence.

They showed at

Disney in Burbank.

They almost didn't know

what to make of it.

And they're like,

"Is this any good?"

And we're like,

"Are you kidding?"

This is a riot.

This is a blast.

We thought it was very cool that

we thought it was entertaining.

We thought it was entertaining

to the next level.

We thought it worked

amazingly well.

We were all super enthused.

We did not view it as a threat.

We just saw it as another way

to make a work of art or a film.

Just like there's painting and

there's sculpture, that they

could mutually coexist.

We did not view it as a

threat that would somehow one

might replace the other.

Is this going to

replace hand-drawn?

And we were like, "No way."

This is a totally

separate medium.

It's a separate art form.

I thought it was more

of a split in the road.

We have now a whole new

way of producing animation.

Other people with

different skill sets

can access animation.

That's great.

The more, the merrier.

That's awesome, right?

So I never assumed that

Hollywood would basically

consider it not a split but an

evolution, where you had to do

away with the old ways, right?

So it was around Treasure

Planet where it was

very clear what was happening.

And I remember having a

conversation with John Ripa.

We were both supervising

characters on that film

and saying, "Well, this

might be the last one we get

to make so let's make it count.

Let's go with a bang."

"And then we went

out with a b*mb."

It covered a few

films, actually.

A period of DreamWorks and

Jeffrey Katzenberg weaning

themselves off of hand-drawn.

And I think just for

like box office reasons,

you know as much as anything

that was the bottom line.

The cost of making those films

was going higher and higher.

At the same time, the

box office revenues

were not necessarily

keeping pace

with that so that gap was

putting tremendous strains

on the films.

All the reasons they gave us

for why we should shift I never

bought into them.

They seemed based on very

flawed selective statistics.

2Ds not doing well,

3D is doing great so

that means the audiences

don't want to see 2D.

I was like, "Well, that's a very

selective way to look at it."

We would have teachers

come in and say,

"Guys, you've got to shift.

The world is changing."

The medium is being blamed for

these movies not doing well.

You're not factoring in

the quality of the stories

or the innovation.

Has nothing to do with

the medium, by the way.

It was rushing the stories and

the stories weren't connecting.

But people at the top,

especially the money people,

blame the medium and that I

think broke everybody's heart.

Well there's this myth out there

that 2D animation is it

takes longer to produce,

and it's more expensive,

and that's largely

why we don't do it anymore.

But that is a myth actually.

I've directed and 2D animated

feature Mulan at Disney,

but I've also been an animation

supervisor on a CG film,

Stuart Little 2 over at Sony.

So I've seen hands-on

from my perspective

and they're about the same.

It's just in 2D

animation, you can

get one drawing of a

character and start

animating from day one.

In CG animation, there's

a lot of crafting

of creating the

model, and the rig,

and how it's going to

move, and pre-planning

that goes into the model.

And then you can animate faster.

But when you put

them side to side,

those schedules

are about the same.

So the time is the

same and really

the money is the same too.

You have the same amount

of animators on a 2D film

as you do on a CG film.

There's just a swap of different

job titles and technology.

When DreamWorks released Shrek,

it was such an enormous hit that

the rest of the movie industry

said, "Oh, that's what

we should be doing,

and we can make

lots of money too.

And it all ought to be

dimensional animation.

The heck with this

pencil drawn stuff."

My contention is that Shrek was

a hit because it was hilarious.

It was a funny,

funny script enacted

by really talented people like

Mike Myers and Eddie Murphy.

And if it had been

animated with matchsticks,

it would have been a hit.

It was the content that

made it successful,

but the money people read

it as it was the look of it

that people wanted.

And that old 2D hand-drawn

stuff was out of fashion now.

Officially, it was over.

It was over.

Well, Pixar had been

acquired by Disney in 2005,

and then slowly they stopped

making the 2D animated films.

And we were really

sad to see those go.

I mean, that was a gain for us

to get those people with the 2D

hand-drawn experience,

and to see how they would

incorporate that into

their work and we

can be inspired by that too.

But it was very

sad to see the way

that the industry was going.

The industry was

going away from 2D

and I felt like that was a

real loss and a mistake too.

One, what's interesting

is it's a very common belief

that when computers come

into a new artistic medium,

there's something is it's

either less expensive,

takes less time, or it's

going to replace something.

It reminds me a lot of when

photography was invented.

Everybody thought that painting

was going to get replaced.

And what computer animation

does is it has a whole new look,

but the key word is animation.

Animation by definition

is making a motion

picture frame by frame

by frame by frame

and that doesn't change.

We labor over

every single frame.

When we started

on Toy Story, there

were like four people

in the world who knew

how to do computer animation.

And so when we

hired animators, we

got them largely from hand-drawn

tradition and a number

of stop motion people.

And so then we had a

long intensive training

program where we started.

And it was not quite as

straightforward as it is now.

To run the software, you

had to know some command

line coding and things.

And so it was a

little complicated

and it took a

little bit of doing.

And I remember people

getting really frustrated

because literally

you would hear people

going, "If I was

drawing, I could

do this in a half an hour."

And it would take days.

In one sense, it was sudden

but in another sense because I

was working on other

projects, it was

this slow thing that happened.

And the next thing you

know, I just didn't...

What just happened?

It happened so gradually.

Yeah.

That was a hard time.

That was when all of us had

to make a decision that we

never thought we'd have to.

I went into Disney thinking

it was going to be a career.

I was in this thought

process of the nine old men

did it for 40 years.

And I thought I'd be

there most of my career,

and I wouldn't have to really

consider going somewhere else

or figuring out what

else, especially

to just leave

animation altogether.

Some people were able to

make that jump from 2D to 3D,

but a few people weren't.

They didn't have that ability.

And I know one guy that

became a forklift operator.

I know somebody else that went

and took jobs in the parks

and doing retail.

It's sad to see that because

they're really talented

great artists that decided to

just let it go because they had

this big blow happen

to them and they

feel that they lost their

livelihood rather than adapt.

It was sad.

The change happened at CalArts.

So when your teacher comes

in and he looks depressed,

and he goes, "I've been

at Disney for 15 years

and they just let me go."

That has a profound effect

on everybody in school.

And you started seeing

that story happen.

And as a student you

go, "I love the medium"

and I love the craft, but the

people who are teaching me,

who are amazing, who

have been at Disney

and worked on all these landmark

movies, they're getting let go.

"What chance do I have?"

So I love you art form,

I love your craft,

but we can't be together.

I get a job.

For a lot of us, I think

what the question became was,

all right.

Did I get into animation

because I love to draw

or did I get into

animation because I

love to make things move?

And it almost became that basic

because if you got into it just

to make things move and

come alive, well then,

you could adapt probably and

become a computer animator.

And go down that road, and get

retrained, and go maybe work

at Pixar or some other studio.

But what we did,

this hand-crafted 2D

animation was now a dinosaur.

Basically, we were being

told all the skills that we've

been asking you to develop

and become top tier at,

we don't need them anymore.

You need to go away.

Thankfully, I had

already directed Mulan

and I had this new

path of, OK, well,

if I stay away from 2D

animation in general

but I just direct,

I could direct CG.

I could direct 2D.

As a director, it gave me

a lot more flexibility.

So I just tried to go

the path of creating

stories, and scripts, and

producing, and directing.

Eventually, I moved up North.

I moved up to Pixar and worked

with the team on Toy Story 2,

and followed that with Monsters

Inc. But since that time,

animation has been

totally changed.

Traditional hand-drawn

animation has been regretfully

pushed to the sidelines.

It's not gone.

It's not dead.

I'm not a pessimist.

Hand-drawn animation

will always be with us.

It'll be back one day.

Audiences will discover it the

same way they discovered CGI,

and we're going to have

hand-drawn animated films

again.

You know why?

Because animators love it.

Audiences love it.

We all love hand-drawn

traditional animation.

WEN: Traditional 2D

animators are continuing

to find ways to use

their skills to tell

stories, and even add the human

touch to computer animation.

Well, now we know now,

historically looking back,

they had great storytellers.

They were all trained

in Disney anyway

but their stories were great.

They knew how to make

really great stories.

It just gives me so much

more respect for that medium

because I'm starting with a

CG character, which is already

more or less on model

and I'm just kind

of manipulating it from there.

They're starting with

a blank piece of paper

and creating something

that's on model,

and then turning it,

and then evolving it,

and then making it expressive.

And that sort of discipline

just blows my mind.

And so I find myself

constantly returning

to drawing because I've

always loved to draw,

but wanting to go deeper

and wanting to learn

to keep a character on model.

And know what are

the rules of appeal?

I always tell people

Bambi is not a real deer,

but he's a very believable deer.

You believe his situation,

you believe his story.

The idea of believability

versus just duplicating reality,

and that's a subtle

difference, but there

is a difference there.

We hit a glass ceiling.

When everything is digital

and everything is dimensional,

how do you make

something look different?

Go back to the earlier style.

Everything old is new again.

That's what Lauren McMullen did

with her very ingenious short,

get a horse.

That's what the Disney studio

did with the movie Enchanted.

And they hired a former

Disney animator, James Baxter,

to animate the opening

segment of that movie.

And to do so, he hired

other ex-Disney animators

and a few guys who were

working freelance on the side

because they were the only ones

who could produce that quality

of hand-drawn animation.

These artisans are

now folk heroes

to a generation

of young animators

who never learned

that technique,

and never acquired those skills.

And if anything,

I think 2D animation

has really freed us a lot more.

It has really pushed

us to the next level.

We learned this from

Glen Keane on Rapunzel.

He would sit and

look at the CG work

being done, and pause

on frames and draw

over to emphasize poses.

The elevation for me

at Disney of CG animation

took a huge jump

for me in Tangled

when Glen started

taking CG animators

and really pushing 2D

principles back into it.

Break it to make it

look, feel right.

Don't worry about it

being technically right.

Make it feel right.

And we picked that

up on Inside Out,

and we've done it

on every film since.

I know that Frozen gets

a lot of the accolades

as far as the rebirth of

Disney feature animation.

But for me, Tangled was the film

where I was like, oh my God.

It felt like it really

set the bar higher.

And we saw that and we're

like, "OK, that's what

we're aiming towards now.

That is just beautiful."

Well, whether you are

doing it with a computer

or we're doing it with a

pencil, it doesn't matter.

It's about taking what's inside

and showing it to other people.

It's the gift that we each

have that God's given us

that we are trying to

translate, to share, to give it

to somebody else to appreciate.

So I thought, all right, I

think I know what drawing is.

When I draw, I watch

the line I make.

And I started to do that.

And I thought, I'm just

going to watch what I do.

I started making a line

of drawing of a character.

And as I drew, I realized I

wasn't looking at the line.

You don't look at the

line you're making.

So I realized I was

always looking to the left

or to the right of the line.

And I realized, the

line you're making

is you're defining the reality

that's between the lines.

That's what's real.

And that CG was

doing the same thing.

It was shading that character

that's between those lines,

but it was about the

existence of that character.

And so I realized there's

really no difference.

We are all living in the skin of

the characters that we create.

WEN: Now we've come full

circle, with technology

making it easier than ever to

create hand-drawn animation.

And this is bringing in a whole

new generation of 2D animators.

I remember when I was a

freshman, the first teacher I

ever had, the first

lecture he ever gave us was

he dimmed the lights ominously.

And he gathered us

all together and said,

"2D animation is dying."

This is a candle

that is dwindling.

It is in the middle of a

howling storm of commerce,

and it is up to you to

protect and carry this flame

to the next generation.

And if you don't,

animation is dead

"and you're all going to

be delivering my pizza."

This is how my education began.

Now, I in retrospect,

find that metaphor

to be a bit hyperbolic.

My personal perspective is

that you can't k*ll art.

You can't k*ll an art form.

An art form grows and evolves

with the culture it's in.

So even though Disney,

hand-drawn, feature length

films, that specific world

is currently non-existent,

2D animation is not

just Disney hand-drawn

feature length films.

I think there's

an irony once again

because I think

the thing that sent

animation away is technology.

The advancement of

technology and the ability

to do these CG animated films.

But I think the

thing that's going

to bring it back is technology.

Technology advancing

for us to do the ways

that we distribute content.

And plus, the ways to create 2D

animated films, the software,

whether you do it digitally or

if you want to do it on paper.

It's still sh**ting it.

There's ways of creating

it quicker and cheaper.

So some of the things

that we may have been

prohibitive in the past from

a cost standpoint really

don't exist anymore.

The African saying,

"They buried us

but they didn't

know we were seeds."

That's what happened

to 2D animation.

I think everybody

thought it was done

and it kept growing in

different parts of the world,

especially in Europe and Japan.

It kept growing and

it kept growing.

And the whole generation of

people who grew up with it

and loved it willed it back and

it slowly started rising again.

And now, Netflix is spending

real money on a 2D feature

with Sergio Pablos.

Who would have thought

a Spaniard from CalArts

would potentially save feature

animation with his studio?

When we had an attempt

at reviving 2D animation,

we just kept looking back.

We just kept asking audiences,

"Have you been missing these?"

And audiences said, "We're

all good on princesses

and singing animals. Thank you.

We're fine.

So we don't need that anymore."

So instead of saying, "What

else can we give them?"

Then they just said,

"Oh, I guess they want 3D

and that's what we... ".

So we never tried anything else

and I thought someone should.

And it was many people

resentful at Disney

because we all felt if someone

should, it should be them.

They made the medium

what it is today.

So they should be doing

something about it.

And then one day I just

looked at myself in the mirror

and I realized I'm one

of the few people who

got to work in 2D

animation professionally

and I had my own studio.

So how am I any less to blame

than Disney for not doing

something about it, right?

So I said, "Well, at least

let's give it a try."

One of the things that

2D was held back from was

as the filmmaking advanced, and

you've got real dynamic live

action filmmakers, those ideas

weren't necessarily translated

in the hand-drawn medium.

But now, with the

help of technology,

now we can get more immersive

in our storytelling.

Klaus is pretty successful

at that, I think.

Adding elements that really sort

of sweeten the palate when you

can actually really play

space, and dimension,

and add atmosphere,

and shadow techniques,

and shading and stuff like

that, that actually gives

2D characters a 3D dimension.

It had a magical feel to it.

It was really fun to look at.

So however we get there, it's

just the organic feeling when

you animate a scene and

you see just I don't want

to say imperfections,

but there are

shifts and changes of realness.

You look at any movie,

beautiful 2D movie,

it has a spark in it that's

just a little different.

We did this two-minute test

proof of concept where we

basically was meant

to convince investors

to put money into the film.

The great thing about

that was because it

looked like it had

volumetric lighting,

people assumed it was CGI.

And I never pitched

it as a 2D film.

I just said this is a film.

We made that

conversation go away.

All the rejection

just disappeared.

What was surprising as we

were putting the film together

and hiring talent,

I started calling

of course, all the old guard.

Get out of retirement.

Whatever you're

doing, we need you.

Some did, some of

course, had moved on.

And there was a big

question mark about,

can we actually get enough

people to be able to animate

at this level on a film today?

And that's when the new

generation started coming up.

Kids right out of school, maybe

they only work in one film.

And they had seen

that piece which

was not meant for

recruiting, but it

was a best recruitment tool.

People would say,

"I will relocate.

I will move my family

to work on that."

And they did.

Hello.

Yeah.

It's going to take nothing

short of a miracle.

Just looking at the crew of

Klaus is really interesting.

Apart from a couple

of outliers, lunatics

like Matt Williams and Andrew

Chesworth who are in their 30s.

It's basically a crew of you're

under 26 or you're over 50.

And there's this big

gap in the middle where

everyone went to go do CG.

But there's all

these kids which are

under like 26 or

something who are

just insane about this stuff.

And like me, like many of us,

they got hooked on this drug

and it's a powerful drug,

hand-drawn animation.

And animators out there,

hand-drawn animators that are

being born now watching that

movie for the first time

and wanting to jump into

this medium and say,

"Hey, I saw 101 Dalmatians.

Wow, blow my mind."

I think that there's artists

out there that, "Yeah",

3D is really great, but

this hand-drawn stuff, this

is not that.

This is not the 3D stuff.

Those performances

are really cool

"and I want to

learn this medium."

I grew up to work on

Masters of the Universe.

So all that time I spent as a

kid watching Masters Universe,

and not always

watching it as a fan.

Sometimes hate watching

and be like, Orko.

All the time I spent

watching it and all

the time my parents

were like, "Why don't

you go out and do something?

Stop watching these cartoons.

This is a waste of your time."

I love my parents to death.

They were wrong.

Thank God I put in the work when

I did because when I grew up,

somebody was like, "Would you

like to take over Eternia?"

Would you like to put words

in the mouth of Cringer?

I was like, "Words and more.

Let me at it."

And so that came

from a childhood

growing up with cartoons.

I feel like that love of the

medium, that acknowledgment

of a profound impact it

had on a whole generation

of not only artists,

but kids who

grew up loving these movies.

These movies that

changed people's lives.

They changed their dreams.

They literally formed their

view of the world, is now,

you're seeing the seeds grow.

And now, you're seeing all

these different trees all over

the world blossoming with that.

And I don't even think people

who made those movies back then

had any idea how endless

these movies were going to be,

how profound the impact was

going to be on these things.

It's an amazing time where we're

now looking at these things

in a whole different way.

Every university

in a major city now

has a course on how to do

animation, which is insane.

When I was getting

into animation,

there was one in the UK

where you could go learn

to do animation and a

couple in the United.

States that was

just like, "That's

where you go to do animation."

Every university now

has some little thing

where you go do animation.

So many of my

students are coming in

because they grew up with Lion

King, Beauty and the Beast,

and Aladdin.

All these films

that I worked on.

They are adamant

about wanting to be

2D animators just like I was.

And look at the stuff that's

coming out of Europe and Japan,

and there's still the

great stuff over there.

But I feel like the

mainstream high end

you broad appeal feature

animation in traditional needs

to come back.

It doesn't need to take over.

That's not what I'm saying.

It just needs to have a place.

It's a way of registering

something inside of me

that I almost

can't even control.

That it comes out in the way

I put the line on the paper.

I think of it as a

seismograph of your soul

is this energy

that you draw with.

And I feel like

there is something

that we are communicating

actually in the way

you put the line down.

My son Max, as we were

working on Duet at one

point, which was hand drawn.

He said, "Dad, do you

realize every line you make

is the first time

and the last time

that that stroke will ever be

made in the history of time.

There will never be another

line like that line."

And we learned that because

as we would do that,

we took a look at a line

and it was like a field

of graphite Stardust.

That it was different

every stroke.

It was a revelation to me of the

importance of line and energy,

and that little film allowed

me to communicate how I felt

about little boy, a little girl,

growing up through the drawing.

And then Kobe saw that and

when he asked me to animate

his letter to basketball,

Dear Basketball,

he said, "But it's

got to be hand-drawn.

There's this soul to it.

There's this touch."

And all the things that I

felt, he was saying back to me.

And was like, "Yeah,

we got to do this."

We won an Academy Award in

2018, which was an experience

I'll never forget.

PRESENTER: And the Oscar

goes to Dear Basketball,

Glen Keane and Kobe.

Whatever form

your dream may take,

it's through passion

and perseverance

that the impossible is possible.

WEN: So what lies ahead in

the future for animation?

We are in a unique

moment right now,

I think, in the

history of animation.

There is a enormous boom

happening right now and coming.

I would say that there has

literally never been a better

time in the history of the

world to pitch an animated TV

show than right now.

What's interesting to me

about television animation

is it's the one place

now where 2D animation is

still very much alive and well.

And not only alive and

well, but preferred.

The hunger for

animation is red hot

and the competition

among studios is red hot.

And whenever there's a lot

of studios in competition,

that's an exciting

time for creators.

It's an exciting

time for artists

because it means

there's a lot of work

and it means there's

enormous opportunity.

An amazing new

world of 2D animation

is happening right

now and I haven't

been busier in my

whole life I think,

than I am right now at age 53.

I'm really excited about

the future of animation

as it becomes easier to

find more and more diverse

influences.

I feel like I was part of the

first generation to grow up

with anime really easily

accessible, and web comics

really accessible, which

definitely influenced

me and my contemporaries.

And I think the next

generation has even

more tools at their disposal.

There's enough small

commercial houses.

There's enough video

games that are embracing

2D animation like

Cuphead and all

these amazing indie

game studios that

said, "Is 2D animation dead?

We don't care. We love it.

We're going to bring it back."

I think accessibility is

going to be the big changing

factor in animation.

I mean, I think back

to when I was a kid,

there was no information at all.

I mean, you could go to

the library and maybe find,

maybe find a book on

animation but that was it.

And everything else

was just a mystery.

And then here comes

YouTube which suddenly,

it's a little more accessible.

And now there are apps.

It will always have

2D animation with us.

As long as there's a child out

there who watches a cartoon,

who takes a pencil and a

pen to a piece of paper,

2D animation will always exist.

It's now in the domain

of the common man.

When Disney was popularizing it

throughout the '40s and '50s,

only gods could do that.

Now, you got a kid at

home doing it on TikTok.

You got a kid at home doing

it on Instagram and stuff.

So 2D animation will

be with us forever.

But it really comes down to

is that the level of artistry

was so high that these guys

did under the leadership

of Walt Disney.

That when you do something

so good, it's for the ages

and it will keep

inspiring people to do

great things in the future.

The last few years,

we've seen hybrids

of documentary and animation.

Just last year, one

film was nominated

in three separate categories,

Best Animated Feature, Best.

Documentary, and Best

International Film,

and that was Flee, which told

a dramatic true life story

using animation as its medium.

Animation, as people say over

and over again, is not a genre.

It's a medium.

It's a medium in which you

can tell any kind of story.

We're all communicating

with pictures.

And the more you abstract

your art direction,

you're dealing with drawing,

even if you're still modeling,

and rigging, and

using virtual puppets,

the more you abstract

things and they start

to look less and less real

and more and more caricatured

and stuff, you are

dealing with all

of these lessons that have

been learned tried and true

for the last 100 years.

Of like, "Oh, this works.

That doesn't."

WEN: Whether it is 2D

hand-drawn animation,

computer-generated animation, or

techniques we have yet to even

discover, one thing is certain.

Animation is by nature an

incredibly human art form.

These are moving images

that come directly

from the imagination of some

of the most creative artists

and storytellers the

world has ever seen.

Animation lets us communicate

and connect with each other

in a unique way that is

easy to take for granted.

But to me, it's pure magic.

[music playing]

So next time you're

watching an animated film,

especially if it's hand-drawn,

perhaps you'll take a moment

to appreciate the heart and soul

that's poured into every frame.

[music playing] ready

for you, Ming-Na.

Want to do a take?

Ready.

[paper rustling]

So what are you

doing there, Tom?

Oh, hey Ming-Na.

I'm just animating you jumping.

I'm using the squash

and stretch technique

to give you that jump illusion.

Interesting.

Well, that frame right

there isn't very flattering.

Oh no, Ming-Na.

That's just a blur drawing.

So you only see

it for one frame.

But when we put all the drawings

together and we speed them up,

it'll feel like you're

jumping up and down.

See.

Ah.

Now I see.

That's pretty cool.

OK, Ming-Na.

Rough animation is done.

Now it's time for clean

up, but I need you

to stay really, really still.

Is... is that pencil sharp?

No it's not too sharp.

All right.

So this is clean up line.

So you have to stay very still.

We also call this

the final line.

And that means

it's the one that's

going to get colored in so

it's got to be just right.

Doing the best I can.

Ooh, loving those lashes.

OK.

Almost ready.

Camera looks good.

All right.

Say cheese.

Oh wait, wait, don't say cheese.

No, no, just stay still.

There's a lot of being still

in the animation process,

isn't there?

I guess this is why they

call it a still shot, ha.

Ming-Na, don't move.

Yeah, yeah, yeah.

All right.

Now, I'm uploading

your image and there.

Perfect.

All right.

Look.

Looking pretty good,

ready for color.

Oh, I was made for the screen.

Hey.

Whoopsies.

Didn't your mother teach

you to color in the lines?

I thought you were

a pro at this.

Hey, I'm just messing

with you, Tom.

OK, OK, for real.

I'll stay still.

Yeah, that would help.

- Come on.

- Last time.

That was it.

Promise.

Yeah.

Wow.

What a great film.

Thanks so much for letting

me be a part of it, Tom.

Oh no.

Thank you, Ming-Na.

We were so happy to have

you on this journey with us.

Me too.

Hey, nice one.

By the way, I loved

you in Mandalorian.
Post Reply