THE
ANXIOUS PENCIL
On
the left you see a 1937 photograph of a hand. It holds a
sharpened
architectural pencil with a relaxed self-assurance, balanced
over a limitless
white expanse. This hand may have belonged to the
photographer, Herbert Bayer.
There is a serene sense of balance in the photograph: a
technical apparatus
composed of metal, glass, and gears has made an image of a
handheld pencil,
itself a maker of images, poised, ready to sketch a figure,
diagram, perhaps just
a solitary horizontal line suggesting a boundary between earth
and sky, or
floor and wall, or perhaps nothing more than a squiggle. Bayer
titled it ÒSelf
Portrait.Ó
MAKING
AND MOVING PICTURES
Photography
gathers light through a lens and instantaneously captures an
image, a document
of real space; drawing is a manual practice of marking; it
invents virtual
space. One is ÒmechanicalÓ the other Òartistic,Ó with all the
burdens and
preconceptions those words imply. Animated film binds both of
these contradictory
processes together in symbiotic conspiracy. When we enter the
room of animation
we understand that our preconceptions about space and time
will be challenged.
To
Òpencil inÓ is to suggest a provisional state. A pencil
drawing is a Òdraft,Ó an
incomplete sketch, a work-in-progress stabbing at a idea. A
pencil stroke may
be erased, smudged, scratched, overdrawn, reworked with limpid
pentimenti: a
discursive, ruminative practice, or a bold spontaneous
gesture. Like
speech, a sketch is a restless
combination of declarations and demurrals, components of a
herky-jerky rhythm
of communication.
A
drawing is understood to be a graphic image, inhabiting two
dimensions, yet
having the potential to represent three dimensions. A
photograph is understood
be an optical equivalent of real space, that which spreads out
before our
eyes.
REAL
AND VIRTUAL
Architectural
sketches embody a process of experimentation, trying out
variations in design
and point of view Ñ a procession toward a final spatial
realization, livable
sculpture. AnimatorsÕ rough sketches are efforts to place
shapes within a
dynamic temporal continuum. The two goals, indeed both
practices, are not that
far apart, particularly in their conclusion as performance.
Real space assumes
meaning when we observe, enter, and interact with it, just as
animated filmÕs
virtual space and synthetic time come to life only during
projection.
When
Frank Lloyd Wright advised Walt Disney to use rough sketch
storyboards as the
design for his animation (instead of the slick inked and
painted cel look
perfected in the 1930Õs), he may have been a bit disingenuous.
Even a genius
knows that working plans need to be drawn and engineered with
precision.
Nonetheless, today we have Frank Gehry buildings designed to
resemble a random,
playful sketch, just as many contemporary animators have
trashed illustrative
conventions in search of more vertiginous spaces where figure,
ground, and
point of view constantly shift, where drawing itself is being
redefined.
COLLAGE
Bayer
considered his photograph a fine art object but also used it
(see above) as an
element in a collage, that 20th C. art form that grew out of
the fractured and
recombined picture planes of Cubism Ñ the juxtaposition of
unlikely elements.
Here the hand is assembled with a landscape painting and a
crosshatched etching
of an eye: three floating disparate elements tied together by
a vein-like red
line suggesting both the biomechanics of perception and
creation Ñ the
conceptual integration of diverse image fragments to form a
meaningful whole.
It
was no accident that the advent of collage coincided with that of
animated film, which was
based on the collation of dissimilar photographs. But while
PicassoÕs collages would soon be festooned with real objects
thrusting out from
their surface plane animated film would have to rely on
illusion.
CEL
ANIMATION
Animated
film production has historically employed a kind of technical
collage, or glue,
but with few exceptions (like DisneyÕs grandiose multiplane
camera and the
FleischersÕ primitive composites of photography and cartoon
drawing) the
intentions have been less artistically innovative than
industrially expedient:
to save labor costs within a hierarchy of skills while
maintaining a consistent
pictorial illusion. Perfected in the cartoon studios of the
1930s, cel
animation continues
to be used as
a production model
By slicing the design into layers cartoon animators
divide dynamic and
static areas into fore, middle, and background zones. When the
individual
frames are collated to form a cinematographic sequence the
layers are
compressed under a sheet of glass to obliterate their
materiality (which might
normally reveal shadows and wrinkles) and create the illusion
of pictorial
depth.
The
diversity of strategies employed by individual contemporary
animators to
modify, defy, or subvert the cel cartoon model and its
relentless pursuit of
realism result in graphic processes that transcend mere
technique to become an
aspect of design.
SURFACE
AS SURFACE
Regression
to a single plane can be liberating. Instead of alluding to
pictorial depth
animators like Caroline Leaf practice a kind of dynamic
primitivism by directly
marking, smearing, erasing on surfaces like glass or, in the
case of ENTRE DEUX
SOEURS, scratching and scraping into 70mm film. In FLUX Chris
HintonÕs field of view is
flattened to suggest graffiti and his discontinuous,
spontaneous splatters
accentuate and celebrate the collision of ink and paper. These animators
intentionally forego the
illusion of naturalism to create a kind of emotional or
conceptual mapping of
space. They work as action painters, marking directly on a
single plane, freely
inventing idiosyncratic gestures to represent form while
animating Òstraight
ahead."
PHOTOGRAPH
AS OBJECT
While
animation has depended on photography to reproduce and collate
images into a
sequence it can also use its documentative ability to
represent the real world.
The quick sketch pioneers often bookended their trick film
performances with
live action and used still photos as backgrounds. The
Fleischer Brothers used a
realistic photo of an inkbottle as a background for KOKO to
imply that the
animated clown, composed of lines and tones, was just another
player in the
real world of the animator. In Paul VesterÕs disturbing
dystopian PICNIC black
and white photographs of torture victims intercut with urban
environments
overrun by mutating mechanical lines glowing like
phosphorescent neon
suggesting a template for a voracious architectural virus.
Here photography is
not used for illusion but for authentication: this is no
escapist fantasy.
CINEMA
AS OBJECT
The
tendency toward reflexivity, alive throughout the history of
cartoon animation,
is also present in films which expand our definition of
ÒanimationÓ by
analyzing, dissecting, re-composing, even collaging live
action film. By
employing a variety of technologies this work treats film as a
material object
to be manipulated. BLOCK PRINT is an austere 3-part
documentation of a walk
around a city block which is filmed in real time, copied on an
industrial
microfilm printer, chopped up and bound together as a
mutoscope book, and
re-recorded frame by frame, page by page, against the original
background Ñ a
melding of actual and virtual space. TANGO presents a plain,
empty apartment
room, which becomes the stage for a parade of multiple human
users who have
been shot in real time and matted into the background through
successive stages
of optical printing. WAKING LIFE takes video footage of actors
engaged in quirky,
philosophical conversations and processes it through
proprietary software to
separate, colorize, flatten, and recompose its pictorial
elements. FAST FILM
appropriates sequences from Hollywood classics (by copying
onto paper, then
cutting, folding, ripping) to practice a kind of archeology of
cinematic
clichŽs.
TRICKRAUM/SPACETRICKS
To my
Anglophone ear this witty merger shoots both high and low by
combining the two
essentials of our art: the design of the frame, and the
changes which occur
over time, between frames, which induce the viewer to assemble
a continuous,
dynamic image. But a ÒtrickÓ also connotes an abusive joke, a
transaction with
a prostitute, or the category of Òspecial effectsÓ into which
animation is
often marginalized. It shares with ÒcartoonÓ a certain
disreputable heritage.
This neologism suggests the dimensional paradoxes at the heart
of animation: a
two-dimensional medium that represents both the third and
fourth dimensions by
an array of illusionistic techniques.
Drawing
a picture, a two-dimensional image, to represent
three-dimensional space is in
itself a paradox, well tweaked in the ÒimpossibleÓ graphics of
Escher.
Conventional strategies of linear perspective, scale, shading
can construct
convincing illusions of depth. Even without obvious clues like
shading and
lighting effects, a figure drawn on white paper can be read as
existing in
existential limbo, on a desert, in a room, on a stage.
Animating
a picture places it within a temporal envelope where
successive still images
are fused paradoxically into a single moving image. By
choosing the number of
phases in a time signature, their length, order and direction,
animators shape
a rhythmic performance of marks to make dancing lines, drunken
skyscrapers, or
a catÕs tail that transforms into a question mark. The
stationary horizon line
hovering above the wily Felix indicates that he is grounded to
the white area
below, just as the white area above is the sky, and the line
itself is the base
for houses and trees. All is properly anchored until the cat
eats too much,
causing all assumptions about landscape and architecture to be
distorted into
impossible geometries.
As
animators consider how and where to make a change to bridge
disparate images
into a sequence, they sit on the cusp between past and future
and commonly
treat such profound concepts as time space symmetry as a lark.
Metronomic
technology, which holds and replays each piece of time
equally, is controlled
by the animation spreadsheet score which assigns temporal
values to re-write
the laws of physics. For example, Georges SchwizgebelÕs FUGUE
constructs a
clockwork world in which point of view, path of movement,
temporal progression
slide in counterpoint to one another. The filmÕs length,
composed of repeats,
mirrors and inversions, seems arbitrary, yet somehow perfect,
as if the end is
simply another beginning and we have just witnessed time
standing still.
BAYERÕS
PENCIL
The
poised, hand-held pencil has presided over numerous
introductions to animations
from the innocent vaudevillians Blackton, Cohl, and McCay, to
the goofball
surrealism of the Fleischers. Now, as technologies supplant
each other with
alarming velocity, seeming to blur the distinctions between
virtual and real
space, our most radical and versatile tool remains this
intuitive, scribbling
extension of the hand. BayerÕs insignia of self-reference
still carries with it
complex assumptions about plasticity and communication that
impact much of the
animation produced today.
GG
NYC
2005
ÒSelf
PortraitÓ photo by Herbert Bayer as reproduced on cover of herbert
bayer,
the complete work, arthur a.
cohen. the mit press, cambridge, massachusetts, 1984.
front
cover of ÒGebrauchsgrapikÓ (Practical Graphics), 1938,
designed by Herbert
Bayer. Reproduced in BAUHAUS, Jeannine Fiedler and Peter Feierabend, eds.
Kšnnemann Verlagsgesellschaft
mbH, Cologne, 1999. © VG Bild-Kunst, Bonn (BHA/Atelier
Schneider)