I have written previously that one of the uses of dialogue
in animation is to express character. As
in all movie writing, it is so much more interesting to come up with visual
ways of doing this. Film, and animated
film in particular, is a visual medium, and good film writing should aspire to
express plot, character and emotion through pictures and action. Films without dialogue can, of course, seem
strange and uncomfortable. We need
dialogue for realism and punctuation.
When used for subtext or humour it can pack a powerful punch.
Some years ago, I went to Robert McKee’s excellent story
seminar. He made some observant comments
on creating character through action, and used as an example the opening scene
from The Drowning Pool, which features Paul Newman as Ross MacDonald’s famous
detective, Lew Archer. Archer wanders
into his kitchen in the morning looking rough, and searches for some
coffee. Finding none, he looks in the
bin, where he finds a used filter with some black sludge at the bottom. He brews up, and knocks back the coffee,
ready for the day.
This kind of characterisation is probably too realistic for
animation, which relies on exaggeration and illusion. One of the first things we do when developing
a series is to come up with walk cycles for our main characters. I studied movement at the Laban studio, and
was once given an assignment to stand in a crowded railway station and observe
how different people walked. I then had
to imitate these walks, carrying my weight in different parts of the body,
using different dynamics in the way I swung my arms or lifted my feet. The way you move expresses something about
your personality and when I imitated someone else’s walking style I began to
understand what it felt like to be that person.
This was a technique I used later as a professional actor.
I am not suggesting that you can write this. In animated
films animators do the acting. Good
animators understand the value of observation and imitation. They draw their inspiration not just from
observing people going about their business, but also from the exaggerated
mannerisms of mime and silent movies. The advantage of animation is that it is
not bound by realism. Animators can play
around with timing, place limbs in positions that would normally not be
physically possible or create walks with multiple legs.
Some characteristics are easy to express visually. If a character is clumsy you can show him
forever knocking things over. In a live
action film, he would knock over glasses of water, vases of flowers or umbrella
stands. In animation, he is more likely
to knock over a wall, a house or a line of trees. In animation, a shy character might climb
under a rock, stick himself to the ceiling or disguise himself as a piece of
furniture. Animation lends itself to fantasy
and exaggeration, and its characters work best when they are unequivocal and
larger than life.
This is why animated films are full of characters who are
stupid, accident prone or neurotic, who don’t know their own strength, who are
naïve, psychopathic or gushingly emotional.
Normal people don’t cut it. But
then they seldom do.
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