Animation should be an art…what you fellows have done with it, making it into a trade…not an art, but a trade…bad luck.
Years and years of talking and writing versions of the script [Sausage Party] and looking at various versions of the animations - I mean, it's really a lot of workshopping and trying different things, and using the cast to try different voices and characters. And that's the good thing about animation. Because it takes so long, it allows you to explore in a way that you can't in live-action movies.
You'll see why, in animation circles, Miyazaki himself is considered one of the gods.
Painting and animation can be kind of long work. Music was more immediate and more fun.
There was actually a camera on your face. I don't know so much about the animation process but the camera was in our face so it could get expressions from our faces that would eventually arrive on the gnomes. It almost felt like you were cheating at times because it was a wee bit too much fun. You were in that box on your own. Kelly [Asbury] was in Toronto, I was in LA, so I was just on my own. I thought: "I can't be getting paid for this as well!"
When you're animating a music video, you have to animate to some set music. You're somewhat restricted by that, but you're also inspired by that. The animation becomes secondary if you're animating to a music video. Either way, it's important. Music has really helped my animation, that's for sure.
Grave of the Fireflies is an emotional experience so powerful that it forces a rethinking of animation... It belongs on any list of the greatest war films ever made.
The same sort of thing was supposed to happen when performance animation was invented: Everybody thought it would save so much time. But it became its own niche altogether.
My kids love anime, but I don't show them the really graphic stuff
Luckily with animation, they give you a lot more leeway than a live-action show.
I try to be aware of technology and Japanese animation and old Belgian paintings, and get all my references from bits of everywhere.
I'm always astounded that people know who I am and what I do. I still have a lot of anonymity and that's good. I don't get bothered in restaurants and stuff like that. But when I'm at events that are really geared toward animation fans, they know who I am. And I'm so very pleased and so flattered by it. People are extremely complimentary to me, and that only encourages me to continue to do more really good work. I get paid by the studios, but I know I work for the fans.
I've always liked the idea of inventing stuff. My father told me, because I was naïve, I would think things could work and therefore do them, because I would have no doubt even though there was no solid foundation for this confidence. I don't think I would be a real inventor. But when I set out to do animation, which was my first step into film-making, I realised I could achieve this idea. I could take some elements, create a sort of clumsy invention, and make them work for the camera.
The most fun is to inhabit the world where cartoon physics is king. And that just means that things move with kind of an energy and exaggeration and appeal that is different from what we see in our world. We're bound by, at least, Newton's Laws of physics here and in animation we're not. So, director's can be extremely eccentric, you can sculpt motion in animation in a way that you just can't do any other way. In any other performance medium.
Animation is so much work! I don't know if I have the skills to really hack that. Maybe as storyboard artist or something like that. But you have to go to school to be an animator. I can't just pop behind the animator's table and be like, "Here I am.".
I get a lot of credit for Tron. They called us scene choreographers back then because the animation unit wouldn't let us be called animators because we were working on computers. And we were some of the first people ever to make 3-D computer animation.
I enjoy it all: performIng, doing TV, movies, comedy, drama, stand-up, animation voicework, singing, but you get that instant gratification from stand-up because it's your own commentary and you get to see the reaction from the audience that's right there in front of you. I also love coming up with characters and watching people embrace them and enjoy them.
I was always into animation, especially.
I've been working in computer animation for 25 years. I'm obviously a devotee of the technology. I just think it's the one aspect of the medium that's going to continue to revolutionize the filmmaking. It's constantly changing and it's constantly opening up new possibilities. The technology is evolving where 2-D animation was ultimately limited by how long you could pay how many people to make a movie. I mean computers, not that it's in anyway a labor saving device, but it promises to open up exciting new technical possibilites.
If all the actors are in the recording session at the same time, you can record all voices for one episode in an hour. Of course, the animation takes longer but the voice acting is done very quickly.
I do have huge pressure in terms of making my animation, because a lot of audiences and producers are expecting me to make films with a lot of action. They all know that I'm very good at action scenes, but I tend to not use many, so they're all frustrated with me. But I do that intentionally. Yes, if I do a movie with a bunch of action, it's going to be a lot more successful than the types of movies I'm making right now. The producers often say, "Instead of using all these philosophical phrases, why don't you change this into an action scene?" But I intend to continue to make these movies.
If I really feel that I want to shoot live people and live backgrounds, then that movie will become live-action. If I don't have any particular actors I want to use, I'd probably consider animation for that project. Which medium I use doesn't really make that much difference to me.
Maybe if audiences all over the world would check out animation from other countries, filmmakers would be more sophisticated and experimental.
Animation story boarding works differently than live action story boarding. The story crew along with a writer really does shape and create the film - the world and it's characters. We meet almost every day and brainstorm the plot of the film. It's a highly collaborative process - and we continue to improve the story until we literally run out of time.
Video game engines can handle the kind of complexity and realism you can't put into a movie - yet. But games are getting better and better - I imagine a day where you won't be able to tell a game from a movie, with great A.I. animation and photoreal, interactive environments, etc.
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