Stop! In the Name of Motion

Speaking of stop motion animation, my son, who is three and a half years old, has recently discovered the stop motion masterpieces of the late Ray Harryhausen: Jason and the Argonauts, The Golden Voyage of Sinbad, Clash of the Titans. I had purchased a tribute issue of Famous Monsters with some of Harryhausen’s iconic creations on the cover, and my son started asking about them.  I explained the technique of stop motion animation—taking hundreds, sometimes thousands of successive pictures of slightly adjusted models, creating the illusion of motion when projected in sequence—always being clear that they were models, like toys, not real.  As fascinated as he is by monsters—he’s a boy, after all, and before Harryhausen he was curious about the Godzilla movies I had lying around, and of course we have lots of discussions about dinosaurs—I wanted to make sure he could draw a distinction between creatures of fantasy like the Kraken and real but extinct animals like Tyrannosaurus rex.  Overprotective?  Perhaps, but I remember being kept awake at night by fears of the giant ants from Them!, and at an older age than my son is now.  If I give him nightmares, I’ll hear about it from his mother.

Famous Monsters cover by Terry Wolfinger

Famous Monsters cover by Terry Wolfinger

From my explanation it was a short leap to hunting for clips on YouTube and the excellent documentary Ray Harryhausen: Special Effects Titan on Netflix, which explained Harryhausen’s methods better than I could and held my son’s attention for a good twenty to thirty minutes at a stretch (the documentary is feature-length: we watched it in installments).  For a few weeks after, my son would ask about the “model movies” and we would watch a scene or two from Clash of the Titans, the only Harryhausen movie I have on disc.

Harryhausen is nostalgic to me for a few reasons.  I remember seeing Clash of the Titans when it was new in 1981, at the downtown movie palace that would close a few years later, replaced by the four-screen “multiplex” at the mall.  The mythological references went over my head, but I’ll never forget the terrifying and fascinating Medusa and its gruesome death scene. Even more than that memory, I associate Harryhausen with holidays: most of his movies I saw on television during Thanksgiving or Christmas breaks, probably counterprogrammed against football games in those days when cable TV meant having a few dozen channels instead of hundreds.

Clash-of-the-Titans-Kraken

I’ve previously indicated my obsession with animation and effects as a kid.  Any time there was a behind-the-scenes show about movie special effects, I was there.  The best parts of these shows were often clips of other projects the filmmakers had a hand in, the kind of thing that was unlikely to show up on TV by itself.  For example, I knew who Phil Tippett was because of his involvement with Star Wars and the big special effects movies that followed in the 1980s, but I was never able to get more than a glimpse of personal projects like Prehistoric Beast, from 1984. Unless they were part of a film festival showing or I was lucky enough to catch them on Night Flight or MTV, there wasn’t much I could do to track them down in those days.

A number of speakers in the Special Effects Titan documentary comment on stop motion’s “dreamlike” quality.  That’s a polite way of saying it doesn’t look real, but realism wasn’t exactly the point.  To my knowledge, Harryhausen never proposed replacing human actors with stop motion likenesses in the same way computer graphics have been put forward as a “fix” for aging actors or a replacement for the long-dead.  There is something mysterious about the sometimes-jerky movements of stop motion; even when done by a master like Harryhausen, it has a certain distinctive “look.” Along with other film tricks like rear projection and altered film speed, the ratcheted movements of stop motion are burned into my mind as a filmic style that isn’t “real” but is aesthetically gripping.  As a less obvious example, Dragonslayer’s composite landscapes, with their fast-rushing clouds, heightened lighting, and blend of full-size and miniature models, are just as artificial as the computer-assembled Middle Earth of Peter Jackson’s Lord of the Rings adaptations, but I still cherish them.  Perhaps it’s simply the density of elements that are brought together that grabs me.

I don’t hold that traditional stop motion is superior to computer graphic animation because of its difficult and time-consuming nature: that line of thinking is to my mind a moral rather than an aesthetic argument.  The goal of either technique should be involvement in the story rather than calling attention to itself.   If we accept the premise that film—all film, from The Great Train Robbery forward—contains shifts of viewpoint that were once associated with either dreams or godlike omniscience—the ability to jump from one point in space to another, to cut between views—then CG’s ability to create images purely from light and numbers represents the culmination of cinema’s potential: it is of a piece with all effects work that has come before.  If cinema would continue to be vital, why cut off any avenue of development?

Of course CG is understandably used to save time and money, and sometimes by filmmakers who have more of both than they have imagination.  If anything it’s the low barrier to entry that has given CG such a bad rap; nevertheless, a bad film is a bad film.  I will say I prefer practical effects for their sense of heft and reality in space, and I appreciate the level of craftsmanship and dedication that handmade filmmaking shows off, but I wouldn’t deny that those can be qualities of CG. Perhaps the joy of practical effects work is in the ingenuity with which filmmakers solved problems; it could be the “personal touch,” sensing the involvement of an animator handling a model (like the marks left in King Kong’s fur by Willis O’Brien) or dragging a brush across a cel.

Ultimately the effectiveness of special effects lies not only in their execution but in how they are used—how effects shots are framed, how they are built up to and cut away from through editing, and their function within the story.  Jurassic Park, still a landmark of CG effects after more than twenty years, looks better than many CG films made last year simply because of the care with which Steven Spielberg and his crew combined CG with models and other practical effects, edited seamlessly together to create an illusion of reality.  Conversely, a carelessly executed effect will look crummy and take the viewer out of the film whether it’s CG or practical.

One reason traditional stop motion looks eerie compare to actual moving objects on film is the uncanny clarity of each frame: when live motion is filmed, there’s a slight blur as the actor or object is caught in motion while the shutter is open.  Animators have ways of getting around that (even in hand-drawn animation), introducing more naturalistic blur after the effect (or even in-camera, through a process dubbed “go motion”).  Nowadays, CG can be used to smooth out the inconsistencies and simulate the blur of motion even when models are still animated by hand (such films as Coraline and Paranorman are examples of this hybrid style).

As it happens, The Lego Movie, which I wrote about enthusiastically last time, is animated almost completely in CG rather than stop motion, but the constraints of animating a world made (almost) completely out of Lego bricks lead to some interesting results.  In an interview with fxguide, CG Supervisor Aidan Sarsfield of Animal Logic (the studio that animated The Lego Movie) spoke of the filmmakers’ desire to “stay true to the medium” of Lego, treating it very much as if it were a stop motion film on a real Lego set (albeit one of huge scale and complexity).  The CG bricks were treated as rigid: there was no stretching or distortion, and the only movement was at points of articulation.  Even effects that are generally ephemeral or subject to fading (such as flames, laser beams, smoke, explosions, and moving water) were virtually “built” out of bricks or other Lego pieces, which were “binary”—either there or not there.  Sarsfield describes the process by which colors or brick sizes could be cycled through to give the impression of fading clouds of smoke or moving waves; the effect is unlike anything I’ve seen, and more to the point most of it could by recreated in actual bricks and animated by hand (even though it would probably take forever).

Sarsfield also noted that very little motion blur was used, giving most of the action a staccato feel similar to old-school animation. For extreme fast motion, however, the animators devised a technique for what they called “brick blur:”

Brick blur was created by a little strip of bricks. The colors of the character matched the string of bricks but the silhouette was defined as if someone has structured the motion blur with bricks.

I previously mentioned how much I enjoy the abstraction of animation, especially stop motion.  In this case, the squared-off forms of Lego bricks and minifigures are matched perfectly by the jumpy, ratcheted motion of the animation style. (It’s worth noting that the Lego characters’ faces are smoothly animated—there are limits to abstraction, after all.) Subtleties like “brick blur” and the audacity of (for example) an entire surging sea made of constantly shifting Lego bricks are great examples of filmmakers exploiting the unique aspects of their medium to create something truly novel; and the end result shows how computers can be used without losing the handmade qualities that made the project appealing in the first place.  Aidan Sarsfield mentions that the animators knew they had been successful when the first trailers appeared and audiences couldn’t tell whether stop motion or CG had been used; I wouldn’t be surprised if The Lego Movie inspires another generation of animators and model makers.

GFan

Lego House on the Prairie

I saw The Lego Movie this weekend, and I loved it.  This isn’t a review, and I won’t spoil anything, although I will direct you to Charlie Jane Anders’ review at io9 and its (accurate, in my view) contention that a successful genre spoof must authentically partake of the genre it sends up (in this case, the summer blockbuster and the hackneyed “chosen one” motif).

The_LEGO_Movie_10

Like all the recent movies based on beloved toys, The Lego Movie is at least partly pitched toward the nostalgia center of viewers’ brains.  Sure, I played with Lego bricks as a child, and still enjoy them now that I have my own children to provide cover. If that were all there were to it, however, I doubt I would have reacted so strongly to the film; the other Lego spin-off video games and cartoons I’ve seen are entertaining, but not profound.  No, what I feel compelled to explore is how successful the film is at building an elaborate world out of familiar components, and its connection to the student films and music videos that did the same thing with toys when I was a kid.

The idea of toys (or other inanimate objects) coming to life is hardly new, of course: before the Toy Story movies there was Corduroy and The Velveteen Rabbit and Raggedy Ann, back to the fantasies of E. T. A. Hoffmann and beyond.  In all likelihood we could trace it all the way back to the idea of “household gods” and the pervasive spirits of pantheistic animism, or perhaps the unity of self and environment in earliest infancy.  In any case, that’s not really my point; what connects my memory of playing with Lego bricks to the new movie (and makes it successful at driving its themes home) is the constructive nature of Lego: all imaginative play gives back only what you put into it, but Lego is explicitly open-ended.  Since the first bricks were produced in 1949, every piece is part of a compatible system and can be connected together in some way.  That’s the first prong of the movie: the pleasure of digging up and recombining the different “worlds” Lego has produced over the years (including some “deep cuts” like Fabuland).

The second prong of the movie’s appeal is how this world is set in motion cinematically.  As a kid, I was obsessed with stop motion animation: my first exposure was probably on shows like Sesame Street, which, among its many other virtues, was often a showcase for inventive (and sometimes downright experimental) film.  The Carmen-singing orange was one I remember (although I had forgotten the rubbery ‘70s-era synth soundtrack, another element that connects it to many childhood memories):

Obviously, there’s a lot more where that came from.

What remains captivating about many of these little films is their handmade quality, and their use of everyday objects: toys, food, utensils.  As with furnishing dollhouses, creating dioramas, or assembling Rube Goldberg-like marble slides (think of the game Mousetrap!), there is an obvious pleasure in the handicraft involved in the creation of a tiny world, playing God on a child’s scale.  When given the illusion of movement, it made it easy to imagine the ordinary objects I saw all the time having a secret life when I wasn’t around, both tapping into and feeding that sense of domestic enchantment alluded to above.

It also made it look easy to get into the game: I recently discovered this short Super 8 film, made in 1980, and starring 12-year old Stefano Paganini’s Lego collection:

It’s rough—I know I wouldn’t have been able to do any better at that age—but it has the same sense of play that the makers of The Lego Movie explore on a grand scale.

It’s the limitations of Lego—where they can fit together, the articulation points of the minifigures—that give it character and provide something for the filmmakers—for whom there are practically no limits anymore with the use of computers—to bump against.  As Brian Eno wrote in 1995 (published in A Year with Swollen Appendices),

Whatever you find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature.  CD distortion, the jitteriness of digital video, the crap sound of 8-bit—all these will be cherished and emulated as soon as they can be avoided.

Eno was mostly speaking of audio formats, but his prescient words have also proven true for visual styles.

The aesthetic qualities of Lego—abstracting familiar shapes into a grid, designed as “bricks” but able to approximate all kinds of shapes—are something that every child encounters one way or another.  Although Lego has introduced many angled and curved pieces to its arsenal, it’s the jagged sawtooth of the square pieces arranged in stair-step fashion that is still an essential part of Lego’s “look.”

Eno mentions 8-bit sound; I think the abstraction Lego encouraged was a reason I was similarly fascinated with the blocky graphics of the the video games that emerged in the late 1970s; just as with the stop motion videos that appeared to bring Lego bricks or candy to life, Space Invaders and Pong gave movement—controlled by the player!—to simple, even primal, geometric shapes.  I was so fascinated by this level of abstraction that I would practice breaking down pictures into their component pixels using graph paper.  I even briefly took up cross-stitching because it looked to me like video game graphics; the only tangible proof of that brief flirtation that I left behind was a sample sheet with a few segments of the Centipede from the game of the same name, rendered in cross-stitch.

I’m reminded of Norman Brosterman’s book Inventing Kindergarten and its thesis that the first generation of twentieth-century modernists were shaped in early childhood by the highly abstracted geometric play that was a core component of nineteenth-century kindergarten. As developed by founder Friedrich Froebel in the 1830s and ‘40s, the geometric elements of kindergarten were centered around the series of about twenty “gifts,” playthings that were meant to introduce primary forms—the sphere, the cube, the cone, for example—and encourage young children to model aspects of the real world in a progression of graduated complexity.  Architect Frank Lloyd Wright would later credit Froebel’s system for developing his spatial faculties, but he was far from the only one.  According to Brosterman,

During the system’s heyday—roughly the half century before World War I—Frank Lloyd Wright was merely one of millions of people, including most of the so-called “form-givers” of the modern era who were indoctrinated, in effect, programmed, by the spiritual geometry of the early kindergarten.

Brosterman’s book is full of pictures juxtaposing nineteenth-century kindergarten projects made by small children with artwork made by adults of the same generation years later. The comparisons are suggestive, to say the very least.

From Norman Brosterman's Inventing Kindergarten

From Norman Brosterman’s Inventing Kindergarten

In addition to the Froebel gifts, there were also “occupations,” which consisted of paper, string, and clay, media that could be used to create finished projects.  Brosterman quotes American kindergarten leader W. N. Hailmann as describing the distinction between gifts and occupations:

The gift gives the child a new cosmos, the occupation fixes the impressions made by the gift.  The gift invites only arranging activities; the occupation invites also controlling, modifying, transforming, creating activities.  The gift leads to discovery; the occupation, to invention.  The gift gives insight; the occupation, power.

Without wishing to overstate the case, Lego bricks descend from the same progressive concept of early childhood development as a process of discovery and mastery, and lend themselves to a similar kind of abstraction of the real world.

Duplo.house

Interestingly, the debt Wright and other modernists owe to Froebel’s kindergarten, as described by Brosterman, has not been lost on modern educators and toy makers (in this context “toy” may sound dismissive, but it’s relevant: Milton Bradley, for example, was an important U. S. maker of Froebel gifts).  Froebel USA now makes a “Prairie House Block Set” of abstract building blocks, both a tribute to the credit Wright gave to the Froebel system and, in all likelihood, an appeal to parents who might hope for a similar start for their own children.

Wright.Froebel

And while Lego has expanded its original system of interlocking blocks to include very young children with its Duplo blocks, it’s also moved in the other direction with its “Architecture” line aimed at teenage and adult model-builders.  Detailed Lego versions of real-life architectural masterpieces, including some by Frank Lloyd Wright, are available as kits.  (Here’s a more detailed description of the Prairie-style Robie House model shown below.)  With the Architecture line, the emphasis is on faithful recreation, but the pieces are just as compatible with the Lego system as any other.  That’s the beauty of it: whether following the instructions or building freely, it’s all up to you.  That’s a core component of Lego that The Lego Movie gets.

LEGO-Architecture-21010-Robie-House