Showing posts with label Milt Kahl. Show all posts
Showing posts with label Milt Kahl. Show all posts

Tuesday, July 2, 2013

FLIP on FLIP - Steve reveals the secrets of Despicable Me 2


Steve Moore is not just the founder of FLIP, the web's finest animation blog (well, we think so), but also an Oscar-nominated director and a highly accomplished story board artist. Most recently he finished work on the just-released Despicable Me 2. In this exclusive interview, Steve reveals the secrets behind this most successful independent animated film franchise.

Saturday, June 29, 2013

Phil Young on Disney animation, teaching, and Walt's Nine Old Men


Walt Disney in 1937
Phil Young is an animator, artist and teacher. He worked at the Disney studio for 25 years, often working with some of the legendary "Nine Old Men", Walt Disney's hand-picked top animators who were synonymous with the first Golden age of Animation. Phil worked on many of Disney's biggest hits, including Beauty and the Beast and The Lion King, as well as some of the legendary misses like The Black Cauldron. FLIP asked Phil to tell us on a sentimental journey back to the 1970s - and reveal what the studio was really like back in the olden days.

Tuesday, June 18, 2013

I Love Rolling Holds



In animation, takes get all the love; those big, broad, comedic reactions that Tex Avery mastered and the rest of us try to emulate.  Standing out like the class clown, takes win all popularity contests with animators and fans of animation alike.  But for every class clown,  there's a quiet kid representing the class with dignity and grace; in animation terms, the rolling hold.  

When I watch pencil tests and see rolling holds, I get a feeling not unlike drinking a Guinness really fast.  It's good.  I've felt this was since my student days, before I could afford Guinness, watching countless pencil tests of my classmates' films.  So what is it about the rolling hold that has a hold on me?

Sunday, June 9, 2013

The Perils of Homogeny

In a recent post, I blamed the demise of 2D animated features on market saturation; there were just too many features out there.  But in CG land, there are more animated features than ever, with many of the same artists behind them.  Are CG animated features facing a similar fate?  Anyone who was around during the 2D  renaissance of the 1990's knows this is not out of the realm of possibilities.

So what can we do to protect ourselves?  As an artistic cog in the production wheel, all you can really do is keep growing as an artist.  Try to make contributions that are unique - don't repeat yourself.  Sometimes this is difficult, because that's what the people paying you want, but  remember - they only know what they have already seen, it's up to you to be creative.

Monday, April 22, 2013

Bad Ex Studios

Starting out, we all fancied our careers taking the Frank and Ollie trajectory. Working at a studio for life.  Meet another lifer and fall in love.  Get married on the studio lot.  Buy a house and fill it with studio memorabilia.  Maybe a studio themed swimming pool.   Name your kids after the studio's characters.  As the years passed, you would create legendary film moments, be idolized by the younger generation, and retire as an animation legend.

In reality, most of us have had a series of Wile E. Coyote trajectories -  flying along, feeling confident, then "PAF!"  Rock face.  Something went horribly wrong.  A studio layoff.  A studio closing.  And like Wile E., you put on that flight suit and try again.

And then there are those studios you wanted to love but ended up hating.  A bad ex studio.  You're thinking of that bad ex studio right now.  The place you were pigeonholed.  Or were put down by abusive management.  Or didn't fit into studio cliques.  You had such high hopes.  It was supposed to be the one.  Your forever studio. These are the ones you never quite get over.