It always comes
as a bit of a
shock
for students and artists preparing
portfolios
for
animation industry positions that,
almost
without exception, what the studios first want to see are
figure
drawings
from life. They don't want to see caricatures, cartoons, or
copies of the studio's characters.
They want traditional, classical
figure drawing.
Why
traditional figure drawing?
First, let us look at what
skills
are needed in good
animation drawing.
-
At the top of the list is the ability to communicate
movement and
personality
through drawing. By using simple lines an artist should be able to
give a figure a real sense of life
and individuality,
not just an action pose or stereotypical expression.
-
Next on the list is to be able to draw
three dimensionally, to
make the characters feel like they are not only individuals, but
that they exist in a real
world.
-
Since the characters we create and work with are
products of our imagination, the animation professional has to be
able to draw from his imagination.
-
Next on the list is the ability to
consistently draw the
same character
using the same forms, proportions and details in the particular
style that has been set for the production.
As you can see, the list is asking for a high level of
skill, and we haven't even touched on
imagination, story
telling and
inventiveness yet.


Modern Renaissance Drawing
So, how do you know an artist has these skills?
Figure drawing has been the
standard measurement
of an artist's skills for hundreds
of years, probably from the moment we first started capturing the living
world around us. The Renaissance
artist was judged by much the same standard as the
animation artist is today. The
great masters of the past were first story
tellers. They had to be able to create figures
that the viewers could empathize
with so that stories were brought to life
with a sense of realism and believability.
"Animation drawing is, in essence, the
closest thing we have to classical Renaissance drawing today."
The Renaissance artist primarily created figures to fit an ideal of
perfection using
simple volumes to construct figures. The constructions
of Raphael are no different than many
model sheets you see for classical
animation. In traditional drawing, this is referred to as
plastic
drawing, or "using synthetic forms". This allowed the artist to create
fantastic imaginary worlds peopled with figures, in the most part, drawn
from imagination.
The beginning
compositional sketches of all artists
are more similar than they are different. The goal is the same, to
capture the sense of the abstract total. A compositional notation by the
Mannerist artist Tintoretto would fit in quite well with rough layout
and story sketches from our current major studios. The artists of the
past are the inspiration and
yard stick of quality that we still use.

To draw the
human
figure well from imagination you must first be able to draw the
simple forms
of construction -- the
sphere, box, cylinder and
cone -- from
memory,
in any position
and combination.
The famous Flemish artist Peter
Paul Rubens said that "you can
draw anything using a sphere, box, and cone." These
simple
volumes are the foundation
of good figure drawing, and are the fundamental
tools
of figure construction. These "tools" not only help you to draw the
figure from imagination but to see the forms of the model.
"A portfolio will almost automatically be
rejected if the figures inside do not have a clear sense of volume and
unambiguous space based on model observation."

Form and Technique
It is important to understand the
difference
between animation
drawing and drawing for illustration.
-
As I have already mentioned, in animation we draw
almost exclusively from imagination,
and hence need to be able to construct a figure from the mind's eye.
-
In illustration, the artist will generally acquire a
model or use
photographs to work from if needed. The illustrator also only needs
the one
particular view
that he or she is going to use. As such, the training tends to
develop a strong ability to copy
a model as well as different techniques for communicating the image.
In my Figure Drawing for Animation classes, I am
continually telling the students that we don't
copy the model. We
analyze the model.
As for technique,
the animation artist must focus on describing form with as
little individual technique
as possible. An animation is a collective work
from many artists. Each artist's work must
blend in with the direction of the total
production and not
draw attention as an individual style.

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Gesture sketch by Glenn Vilppu |
Of course, another reason for requiring a degree of
skill
at human figure drawing is that a lot of animation is based upon
human characters. The ability to change real forms into animation
forms requires knowledge of the former.
"You cannot draw something if you
don't know what it looks like."
Consequently, an animation
candidate's figure drawings must
show a fair degree of human anatomy
comprehension.
Problems while drawing from a human model, bring into
question not only
the artist's understanding of the figure, but also the ability to be
able to follow a model sheet. As humans, we are so tuned into the
subtleties of our forms that a high level of skill and development are
needed by an artist to create forms that may
seem childish. In fact,
this feat is often the culmination of many drawings of the human figure
by a talented artist whose skills have been
fully developed.

Of course, there are many exceptions to the above. We have all seen the
success of characters created by artists with very little formal
training. While our industry is better for these exceptions, I
personally, would bet my career on my artistic skills
while I tried to
develop that next Saturday morning superstar. However, keep in mind that
whenever asked a question about a particular drawing, my late friend Don
Griffith, the former head of the Disney layout department, would first
tell you what he would do, and then he would invariably shrug his
shoulders and say, "Its your career!"
Glenn Vilppu teaches figure drawing at the American Animation
Institute, the Masters program of the UCLA Animation Dept., Walt Disney
Feature Animation, Warner Bros. Feature Animation and Rhythm & Hues
Studios. Vilppu has also worked in the Animation industry for 18 years
as a layout, storyboard and presentation artist. His
drawing manual and video tapes are being used worldwide as course
materials for animation students
