WILLFUL IGNORANCE: making Flying Fur
God is in the details, according to Mies van der Rohe, and this
maxim
is a large part of what could be called animators core belief
system, or at least aspects of our temperament which attract us to
the craft.
And, because we are symbiotically entwined with the infernal
machinery of illusion we are also to a large degree technicians.
Even the lowly flipbook is not merely a book, but a
manually-controlled viewing apparatus, prototype for the
Mutoscope, precursor of the intermittent movement of cinema.
So, when we are asked how we made an animated film there is a
common understanding that the configuration of processes and
techniques,
often called a methodology, is at the heart of the matter. All
the rest--the design, story or philosophy--is manifestly evident.
Yes, even the trickfilming pioneers included self-referential
conceits (kegs of ink, bails of paper, hand of creator, and the
like), but still there remains a gnawing mystery surrounding
animation practice.
Throughout the 70s I made cartoons using a number of techniques
including the traditional, layered cel approach. But most of my
work was what I called anti-cartoons, using live action,
photography, stop-motion and xerography to reference the processes
of illusion. By setting up contrasting temporal environments to
simultaneously document methods of time drawing, I hoped to enrich
(by undermining) the essentially comic experience with paradox and
irony. At heart, I am a gloomy guy with a veneer of cheer: after I
laugh at Daffy Ducks manic strutting I actually worry about what
it might mean about race, gender and aggression.
Flying Fur was conceived as a cartoon redux, pure and simple,
using the most basic conventions of drawing sequenced with a
stolen moment of animation sound history to create a screwball
stream of consciousness sketch.
What follows is both how I made Flying Fur in January of 1981
and how I came to make it: not really probing the deep,
existential sources and motivations; rather, glancing at thoughts
on animation process and history, and my role as a contrarian
formalist within it. But, with nearly a quarter century of
transformation to digital animation to sharpen and confuse my
mind, it is also a rumination on drawing.

SOUND
Which comes first: the picture or the sound? There is a rich
history of animated synchronization including Mickey Mouse as a
verb, Fischinger and McLaren, and the codified phases of character
mouth actions. But there has also been a deep antagonism toward
sound from some formal experimenters like Breer and Engel who are
more concerned with creating purely visual rhythms.
I didnt want merely to use a piece of prerecorded sound; I wanted
to seize it, appropriate it, and use it to play with cartoon
conventions and stereotypes. It was to be a kind of prodigal
return to popular, comic roots; an urgent effort to find common
ground with the Oedipal fathers (Disney, Avery, Jones, et al) whom
I had been trying to subvert.
Well before embarking on this project I spent an afternoon
aimlessly (and blindly) gathering cartoon sounds from one of the
TV channels in NYC which played old cartoons. At the time (the
late 70s) one channel programmed classic MGM and Warners stuff
rather indiscriminately as a kind of video baby-sitting device. I
turned on my reel-to-reel deck and recorded the audio for a 4-hour
period without watching the show. When I played back the tape, one
soundtrack jumped out of the batch and stole my heart.
It was a melange of typical cartoon effects (boings, whistles,
squealing tires), stitched seamlessly together with orchestrated
music that swooped from jazzy routines to dissonance: Basie meets
Bartok, with a bit of Varse on the side; no language, aside from
doggie woofs.
RULES
I decided to approach this material with a fairly arbitrary set of
rules to be true to the experience of the sound as such, not
compete with or comment on the original cartoon characters or
narrative.
1. Do not research the sound source until after completion of the
animation, if then.
2. Do not add or subtract sound elements, nor alter the original
track in any way; quote verbatim, including the announcer who
says, ...now back to our show... This rule has since led me to
shun friendly advice that I commission a soundtrack for "Flying
Fur" even after it became clear that MGM would never give me
permission to use the original track.
3. Do not make a storyboard. Just draw whatever comes into my
head. Yes, this sounds something akin to a Surrealist exquisite
corpse, or psychotherapy. I wanted to retain a kind of unrehearsed
mayhem underlying the orderly progression of sequence drawing,
exposure sheets and scene folders.
4. Draw the animation in a one month. I thought this would
stimulate a kind of spontaneity, in keeping with the exuberance of
the sound. All drawing was to be started and completed at the
MacDowell Colony, a refuge in New Hampshire which catered mostly
to writers, composers, and painters. This forced deadline was
further abetted by the isolation, snow, and community of people
who saw each other mainly at dinner. It made the project more like
a job.
5. The title is Flying Fur, suggested by the abundance of
aggressive, animal noises and breakneck tempo of the music.
Choosing the title first, as a kind of carrot to allay
distractions, is a rule I have followed for virtually all of my
independent films.
These overt, codified rules imposed limits and structure which
felt necessary, at least on a subconscious level, particularly
with independent film, which is made chiefly to amuse yourself.
PRODUCTION
OK. Now the hard part. How does one make grass growing seem
dramatic, even when compressed into a four-week period?
Sequence drawing on paper worked for Emile Cohl and it still
serves the cartoon world quite well. By making a series of
drawings, each slightly different from the one before, then
displaying the drawings momentarily (about .1 second each drawing)
an illusion of movement is achieved. The cartoon industry that
developed from the Cohl experiment during the first half of the
20C. applied a variety of methods to Taylorize the process into a
highly sophisticated hierarchy but I (and many others in my
generation) returned to the direct simplicity of drawing on paper
and allowing the final design to look like a drawing on paper.
My background as an apprentice in cartoon studios also led me to
value the scratchy, provisional, yet robust look of animators
rough drawings. They contained a spirit often lost when traced
onto a cel. By giving up the separation of figure and ground,
fundamental to the classic cel design, and regressing to Cohls
primitivism, I was forgoing graphic complexity (the illusion of 3D
space) while affirming the act of marking on paper.
However, I did follow certain conventional studio practices:
Track Analysis. When transferred to sprocketed magnetic
track the sounds (every effect, rhythm shift or percussive) were
broken down to frame counts, scored on exposure sheets with little
ideograms illustrating hits and decays. Broad divisions in
musical and sound themes were used to further divide the track
into scenes.
Layout/Scene. I drew the characters roughly on one sheet
to indicate the framing, development, placement, lines of action
and other scribbled marginalia which sometimes led to more
development later when actually drawing the sequence. Because
there was no storyboard each scenes new layout, often coinciding
with a new morning, was a kind of table raise, particularly since
the soundtrack often had dramatic stylistic discontinuities.
Sometimes the layout sketch is momentarily part of the sequence
offering the alert viewer a diagrammatic overview.
Even without the storyboard, dividing the action into scenes, each
with its own folder, sequence drawings and exposure sheets, was a
default method of organization and visual editing practiced by
studios at the time.
Extreme/In-between. This system of drawing, as opposed to
straight ahead, simply describes the process of discontinuous
choreography comprised of key poses which are held or emphasized
and the intermediate poses which link them in time. Even a cycle
(e.g. of a running figure, a repeated loop with no emphatic
extreme) will need a key drawing to suggest an attitude.
Two fundamental aspects of sequence drawing are the union of time
and space, often just called timing, and the symmetry of time:
an action can be constructed from the beginning or from the end.
Timing includes not only tempo, rhythm and accent, but also
acceleration strategies which can be natural but more often are
physically impossible, like a characters rapid exit depicted by a
slowly dissipating cloud of dust.
When producing a sequence, traditional studio animators typically
made the extreme drawings with spatial notations and filled-in the
exposure sheet as a script for assistants to make the in-betweens.
Stylization was then done by cleanup artists, inkers and
painters.
The lowly in-between (even the word suggests an unimportant,
indirect substitute status) is to my mind the most profound
concept in animation. While the key drawings could be made by any
illustrator and have a kind of limitless narrative potential, the
in-between is actually a cusp on an arc of movement, the essence
of animation. If the movement is cyclical it becomes the fulcrum
to the wheel of time, manually constructed with strokes, smudges,
dots.
Light from above intervenes with light from below to illuminate a
registered stack of paper (at least 3 sheets, often more)
containing the sequential phases of movement. The animator clamps
the corners of the sheets with the fingers of one hand while
drawing with the other. The lighting and paper grain provide
subtle variations in translucency and stroke density to suggest a
palimpsest of the action. Strokes can be seen migrating through
space as if in a Marey chronograph. And of course to see it is to
draw it.
The top light is important to interrupt the limpidity of the
stack. Without it the effect is too much like a stack of tracing
paper where line placement is visible, but line character is not.
How does the mark look on paper at the time of reproduction? Some
animators like to view and even draw their sequence without any
bottom light while constantly flipping the pages to simulate
intermittency.
When drawing the in-between the animator must have one foot in the
past and one in the future in order to determine the proper
position for the present stroke. This rather exciting prospect has
nearly always been diminished by the traditional codes of
character cartooning: consistency of form and motion. The motion
must be smooth and the figure must retain its mass (except for
emphasis); even the line must retain the same weight --all to
deceive the viewer into that age-old suspension of disbelieve (as
if). Fortunately the example of artists like Breer and Engel
continue to enable maverick cartoonists like Hinton.
The most conventional improvement to this process has been to
view it as any other tedious assembly line action and automate the
in-betweens, first by in-camera dissolves, and now through
tweening or morphing software. But the complexity of
cartooning the figure, involving a multitude of graphic conceits
to illustrate space, joints, limb functionality, attitude, has
limited these labor-saving devices. Ultimately, for an animator,
its no more about labor than strokes to a painter, or muddy hands
to a potter.
Artwork. This word traditionally refers to painted cels
and backgrounds, not animators drawings which were sometimes
saved as a curiosity, yet more often unceremoniously trashed.
There is an apocryphal story of Frank Lloyd Wright telling an
astonished Walt Disney that he should use rough sketches, pinned
up for a story session, as his final design. Wrights view was
later validated by a seminal exhibition of Disney work at the
Whitney Museum in 1981 which featured animators rough drawings as
well as the films.
Some scenes of Flying Fur use a cel layer to hold an element or
are slashed to reveal a lower layer, but most are drawn on a
single layer, with trace back elements as needed. This combines
with the obvious color pencil or marker strokes and the incidental
smudges, erasures and reworked lines to give the overall design a
roughhewn feeling. When traditionally-minded critics call it
unfinished, I spin that into a compliment.
After I returned to New York I hired two assistants who colored
the drawings according to my models. Of course, this meant that I
actually broke one of my rules by not completing the artwork in
one month. Thus, the opening title says written and drawn but
not colored in January.
Shooting on 35mm strictly following the exposure sheets. Unlike
all of my experimental work, which often used self-referential and
other disruptive devices, the cinematography for "Flying Fur" was
conventional, mostly on 3s, on an animation stand. I cannot
recall if I or an assistant shot it; probably a little of both.
NARRATIVE
What is Flying Fur all about? What was I thinking while drawing
in that snowbound cabin? It would be tempting to compare the
experience to the space station inhabitants of Solaris, locked
up in their rooms with their imaginary friends. In my case there
was a suite of stock cartoon characters to play with: a square man
which I had used on other occasions as a kind of surrogate, a wolf
in running shorts and shoes (another surrogate!), a bird, a
crudely drawn parody of Mickey Mouse, and an assortment of lesser
beings: a cat, a house, various dogs.
The music suggested a series of archetypal cartoon episodes and
attitudes, including the chase, the sneak, shock reaction, mocking
laughter, impending doom, as well as numerous accents and
expletives which pop up out of nowhere. This finely-tuned collage
was my template for an introspective inventory of cartoon tropes.
On the most basic, literal level Flying Fur is an archeological
homage to the rich improbabilities of classic 1940s animation.
But, true to my return to roots, a deeper theme is how cartoons
have used racial stereotypes both in design and characterization.
It is no accident that H. Stuart Blacktons 1907 Lightning
Sketches showed a quick-sketch routine with caricatures of
Cohen and Coon or that Pat Sullivan's business card
"pickaninny" bears a strong graphic equivalence to his Felix, the
first cartoon hero. Movies at that time were extensions of the
vaudeville circuit which was heavily flavored with minstrelsy;
comedians used blackface on stage and in movies well into the 40s.
Although I have not done any systematic research, it seems likely
that pioneering cartoonists, all of them white and influenced by
prevailing racial attitudes, were drawn to these popular models
and created characters which combined animal and human
(African-American) characteristics. Sometimes these were overt
caricatures: often the tubular body was joined to a spherical head
which was blackened with a partial mask of white (originally just
lips and eyes), sometimes enlarged to contain more facial
elements.

If we accept that humor is often a reaction to, even a celebration
of the pain or discomfort of others, then it seems likely that the
comic effect of much early animation was related to the daily
humiliation of African-Americans; inflicted violence was funny in
part because these were representations of simple, fun-loving
creatures, black creatures, often in animal form, yet always
anthropomorphic. I am not arguing that cartoonists and their
audiences were virulent racists but that they recognized
immediately who the victim was and could draw some satisfaction
that it was not their sort. Explosions which blacken characters
faces are but one of many gags that serves the same purpose.
At the same time there was and is a real desire for animators to
act through their character, to assume a rowdy or disreputable
identity, and what could be better than interracial or
inter-species mimesis. Norman Mailers White Negro could easily
apply to the anarchic animators of MGM and Warners in the 40s as
it did to the Beats in the 50s. Of course, these wild assertions
were part of a speculative matrix, not the elements of a
theoretical argument.
A related theme focuses on ambivalence. Characters undergo
startling reversals: hunters become hunted, chasers become chased,
a bad cat becomes a pussy cat, black masked faces are passed of
to white masked figures, even the Caucasian square-man has a kind
of wish-fulfillment fantasy doing a jazz dance in brown face.
These transformations are abrupt, discontinuous, angular and
illogical, somewhat like the music.
Classic cartoons often contain signs, labels or captions as
throwaway gag lines (including Jones long-running Acme Co.),
often held on view for what seems now an eternity. Throughout
Flying Fur I insert text as running commentary, often just below
the threshold of comprehension. The most obviously legible example
is a newspaper (Daily Snare) read by a villainous cat,
accompanied by typewriter effects. Its headlines parody Variety
while suggesting racial overtones to conflicts in cartoon studios

BARRELHOUSE BOP
During the 70s I often produced related flipbooks or pamphlets
with my films. Just after Flying Fur I organized a publishing
project called Flip-Pack for which I drew a flipbook called Barrelhouse
Bop, a cartoon history of jazz. My thesis was that cartoons
had evolved, like jazz, from primitive, vulgar sources into a
classic era of orchestral popularity (Ellington, Disney), then to
a modernist phase of experimentation by individualists (Charley
Parker, Norman McLaren), concluding with what I called a new
wave, illustrated by a drum-smashing climax. The design of the
cartoon musician evolves from racial stereotype to a more
humanistic design before exploding into edgy abstraction.
The flipbook suggests a clue to another core theme of "Flying
Fur": jazz and dance. The characters seem more intent on
performing certain primitive movements than re-enacting the
traditional scenarios of chase and slapstick mischief. Cut loose
from narrative anchors they push the action into the kind of
purity found in nonsense. But just as jazz, even the "free" jazz I
loved in the 1960's, relies on codified riffs and phrases within
its apparent improvisation, so my characters, appropriated and
procreated, find themselves repeating familiar, conventional steps
and rhythms.

EDITING
There was no effort made to edit the material by rearranging
scenes or varying their duration because the soundtrack was
inviolate and because, given the helter-skelter nature of the flow
of imagery any sort of narrative improvement would be either
illusory or too obvious.
During the layout stage there were few false starts.
Reorganization was intuitive and had something to do with
discovering, often after a lot of sketching, that something was
not working. After 10 years as a professional animator, working to
fulfill contracts and satisfying clients desires, I had
internalized various filters to insure that the mood or movement
was appropriate or understandable. My fear, of course, was
that this self-conscious awareness would infiltrate Flying Fur,
burden it with linearity, and grind it down to a logical thread.
After shooting and synching (on an upright Moviola), I finished
with minimal negative cutting and contact printing.
CONCLUSION
At the point of completion I sought out the identity of the
original film. John Canemaker suggested I call up Mike Barrier, an
expert in animation history with whom I had previously
corresponded, when he edited the magazine Funnyworld. By
hearing the taped soundtrack on the phone Barrier immediately said
Puttin On The Dog, a 1944 Tom and Jerry directed by Bill Hanna
and Joe Barbera. The music was by Scott Bradley, who, along with
Carl Stalling, was one of the composers who gave cartoons from
this period their distinctively heterodox, collagist style.
Bradley has been quoted that he was firmly encouraged by the
studio bosses to cut licensing costs by incorporating songs
already owned by MGM in his mix (like Runnin Wild at the films
opening).
Although it wasnt my initial plan (it would have made a splendid
Rule 6) I want to install the film in a gallery with two
projectors. A two-sided screen would be positioned in the middle
of the space. On one side would be projected the original Tom and
Jerry, one the other side, Flying Fur. The viewer would hear the
soundtrack and choose between viewing the original or the parody.
GG
NYC 5/2004