Showing posts with label Animation Magazine. Show all posts
Showing posts with label Animation Magazine. Show all posts

Wednesday, January 4, 2023

Danny Antonucci on Eggplant and Parmesan, "Lupo the Butcher" Sequel, and "Bob & Juan" (1993)

 

Animation Magazine - Issue #26 November 1993

Click each image to enlarge. Text version included below.




Text Version:

    Danny Antonucci on Eggplant and Parmesan
By Mike van den Bos

    Danny Antonucci catapulted into infamy riding on three-and-a-half minutes of cursing, exploding meat. The three-and-a-half minute blast is Antonucci's first animated short film, Lupo the Butcher, a savage hit on the international film festival circuit and on European television. Besides his status as a cult cartoon-maker, Antonucci is also one of Canada's top creative, commercial animation directors, a fashion plate and a gourmet chef. What follows is Antonucci's description of his recipe for Eggplant Parmesan:

     "It's been passed down from generation to generation. In Italy it's carved on my grandparent's tombstone. Let's start with a nice bottle of Barolo wine, the best goddamn wine you can get! Fuck all that Australian and Chili stuff! You need about four to six eggplants. Cut the heads off. Skin the eggplants. I think it has to dowith the fact that a lot of Italians have foreskin, so they want to get rid of that. Slice up the eggplants into 1/4-inch slices. You can either cut it round or you can do it length-ways. Put the eggplant on wax paper in a tray and you spray them with salt. This is the tricky part; you gotta put the salt in your mouth and spit it onto the eggplant. What's happening now is the salt is sucking all the water out, so the eggplant isn't soggy when you fry it. Let it sit for a half hour and then you polish off the bottle of Barolo wine.

    "While you're drinking another bottle of wine you can start making the sauce. Sauce is always important in Italian cuisine. Get some nice tomatoes, preferably plum tomatoes. You don't want to stick in whole tomatoes. Put the tomatoes in a Cuisnart and blend it. Get the sauce creamy. Put a pot on the stove. Start heating it and pour in the oil. Just cover the bottom of the sauce pan with the oil. Put in one small to medium onion and three to four cloves of garlic. Fry those up and then you want some nice hunks of beef and pork to make the sauce. It's all frying up in the hot oil. Don't burn the garlic, just sear the meat.

    "Keep drinking the Barolo wine. Once the meat has seared, pour in your tomatoes that are all nicely blended and that'll stop all the frying. Start sticking in basil, pepper, salt, parsley, I even like throwing in a bit of nutmeg sometimes. If you've got any of the wine left throw it in or just stick your fingers down you throat and regurgitate some of that wine back into the sauce. Bring the sauce to a boil, put a lid on it and then turn it down to minimum and let it simmer."

    On cooking the eggplant: "To make up your batter break four eggs. Spice them with pepper, salt, you can even put in some parsley. Beat them until they're smooth. Dip the eggplants into the egg mixture and then dip them in flour and fry it in a hot pan of oil, the size of which I'm not sure.

    "See, that's the nice thing about Italian cooking, you don't measure anything. You always cook by feel, by touch, by taste. Deep fry all the fucking eggplant. This takes a while, so you gotta sit there, have a drink of wine, light up a smoke and the ashes fall in — big fuck, everybody thinks it's pepper. After the eggplant is fried, put it on paper towels to soak up the oil. It helps because it doesn't make the Eggplant Parmesan dish too soggy; all that oil and all that sauce, it's just like a lump of shit when
you cut it out of the tray.

    "Time's gone by, you've already thrown up once in the toilet from all the wine. Now, you're ready to start assembling this thing. Grate up your mozzarella and Romano cheese. Use nice hunks of cheese. Don't buy one of those stupid cartons of pre-grate. Grate it yourself, so you know it's coming from a hunk of cheese, not from some sawmill plant in Oregon.

    "Lightly coat your baking pan with butter. If we're in Italy you use lard. Fat is very important in food. That's where the taste comes from. The more you keep cutting fat out of everything the worse it'll taste. You want to live forever?

    "We're talking an Italian meal here. just eat, drink and be merry, for tomorrow you die. You got your eggplants on you left, you got your buttered pan in the center, the cheeses and your sauce on the right.
Remember, you're not using the meat. The meat was to give that sauce flavor. Start with a nice layer of the tomato sauce, not too heavy because you don't want to make it soggy. Lay a thin coat to cover the bottom. Put in a layer of eggplant — you want to fill the bottom up. Don't pile it too high. Just lay it flat. If you have spaces the cheese will fill that all up. Now, you want to get a nice healthy layer of the mozzarella cheese and a layer of the Romano cheese. Get another scoop of tomato sauce. Repeat it. Eggplant, Mozzarella, Romano, tomato sauce. Keep going until you run out of eggplant. If it piles high — that's okay, because when it bakes it'll come back down. again. All that cheese will melt.

    "Preheat your oven at 350°. Make sure your oven rack is in the middle position. Throw the Eggplant Parmesan in the oven and let it start cooking. Wait to see that the sauce is boiling and then it's ready to go. Usually the top won't be brown, but that's fine. Some people like to have it brown, some don't. I like it brown — the more carcinogens the better. Throw theoven onto broil. Let it brown a bit. Pull it out. It's important to let it sit for about five to 10 minutes; that's so the cheese coagulates and it doesn't fall apart when you cut into it. It's like when you shoot a guy you don't automatically start to chop him up and get rid of the body. Leave him in the trunk of the car for a while, go get a salami sandwich — let him set in the trunk for a while before you chop him up, so the blood coagulates and there isn't a big mess.

    "You get a lot of ignorant people who don't know what an eggplant is and that an eggplant is really, really good. Eggplants are the bananas of Italy. I forgot to say when you do serve it to you guests that you need to have a priest come over and bless the eggplants, and he swings one of those incense things. That stuff smells like crap, but it blesses the meal, everything's fine and then you pig out."

Mike van den Bos is a producer for International Rocketship in Vancouver, Canada.




    "That's Bob and Juan, the Siamese Coroner, a two-headed guy — one's the brains, one's the brawnwho goes around trying to find love. That's the basic premise and the cartoon speaks for itself," explains Danny Antonucci, this issue's truly outrageous Cameo Cartoonist. He says this character is definitely in the works for a short.

    Antonucci, of Canada's International Rocketship, gained cult notoriety with his loopy three-and-a-half minute carve-up of cursing, exploding meat, Lupo the Butcher. "I was frustrated after working on children's stuff for so long," explains Antonucci. "The craziest thing on TV at that time (1985-6) was Scooby Doo."

    Lupo fans can look forward to a new film being produced in conjunction with Rocketship called Meat the Family. In it Lupo is at home with his family. It's his birthday and they're going to throw him a party. We won't give any more away; we'll just say it's sure to be a juicy tale.

    When asked what he thinks outrageous animation is, Antonucci maintains he doesn't like to use labels. "It's such a board term. You could ask a nun what she thinks is outrageous and it'd be completely different than what I might think. To me, it's just slapstick taken to another level. If it makes me laugh, it makes me laugh."  — N. Kourtney Kaye


Wednesday, August 17, 2022

"Chuck Jones Conquers Bugs Bunny" by John Kricfalusi


 This is the second part of an article about Chuck Jones by John K.

To read part one, click here.


 Animation Magazine - Issue #31 October/November 1994

Click each image to enlarge. Text version included below.




Text Version:

Tradition has it that Bugs Bunny was born in a Tex Avery cartoon called A Wild Hare in 1940. A few prototype Bugs Bunny cartoons had previously been made by other directors but it is generally agreed that this is the first time the characters and the situation gelled.

    The cartoon solidly establishes Bugs Bunny's (and Elmer Fudd's) personalities. Bugs' dominant characteristic is that he is a heckler. Being a heckler in itself was not new in 1940. Daffy Duck was a heckler and he was born three years earlier. Bugs Bunny brought a subtle change to the stock heckling character. He is a calm, cool heckler — for the most part. In A Wild Hare, Bugs Bunny clearly enjoys heckling. He is a young character, kind of a teen-aged wiseacre, a hip class clown.

    This, for cartoons, was a revolution in personality. Bugs Bunny is a character that we can relate to. He's down to earth, realistic, street smart. He's slightly devilish and gets away with things that we would like to get away with. Elmer's personality on the other hand is completely unbelievable. He's a throwback, a slightly earlier Warner Bros.-style character, a surreal cartoon personality. He's too stupid. (Not too stupid to be funny, just too stupid to be believed.) These are the two schools of Warner Bros. personalities combined successfully and the combination created a new style. 

    One of the funniest scenes in the picture has Bugs Bunny pretending that Elmer has shot him. Elmer, realizing what he has done, cradles the rabbit as he goes through his death throes. This is a wonderfully
acted scene, both by Mel Blanc who spoke it and Bob McKimson who animated it. You don't see this kind of professional comedic acting in other studios' work.

    Bugs looks outwardly like a timid forest creature, which masks his potential for damage to his prey. While Elmer is the supposed hunter in the cartoon, it soon becomes obvious that Bugs is the one who is doing the luring and trapping.

    It's interesting that Elmer Fudd never directly provokes Bugs Bunny. He doesn't get a chance to. In A Wild Hare, Bugs is not at all put out by the fact that Elmer Fudd is invading his territory, let alone trying to kill him. In fact, he's glad he's there. He wants somebody to screw with, which he does, right from the start, just for fun. Just because he's a wiseacre. Now this situation is ridiculous. Bugs is a frail woodland creature, Elmer has a gun and could easily kill him. The fact that Elmer goes along with Bugs' routines is completely preposterous.

    Not only Bugs Bunny was born in this cartoon. The perceived Warner Bros. cartoon style was also born. This combination of believable characters with surreal characters and unbelievable gags and situations set what people think of today as the Warner Bros. cartoon style. Bob Clampett brought this style to its peak of success, both popularly and artistically during the mid-forties, and was copied by all the contemporary studios, including Disney. The Warner Bros. "irreverent" cartoon style is raped and pillaged and beaten to death today by its usurpers. It remains the standard for funny cartoons.

    A Wild Hare is not the first cartoon to have all these story elements. A previous cartoon had practically all the same elements, the same characters with the same personalities, the same gags, the same story situations. The cartoon was even written by the same person, Rich Hogan. 

    Only one element between the cartoons was truly different. The director. 

    In Elmer's Candid Camera, as in A Wild Hare, Bugs Bunny screws with Elmer without any motivation, just for kicks. Elmer is not out to harm him, he just wants to take photographs of wildlife. 

    Elmer's and Bugs' characters are pretty well developed in this cartoon, from a written standpoint. They say things that fit their modern personalities but something is missing. They don't seem timed or drawn right. (I don't mean "on model," I mean the expressions don't match the attitude of the dialogue.) There is a lack of conviction.

    The gags and story situations are very similar to the Avery cartoon. There's even a fake death scene in it like in A Wild Hare, except for some reason it's not really as funny.

    Chuck Jones says this about Elmer's Candid Camera, "In this cartoon, we find Bugs stumbling, fumbling and mumbling around, vainly seeking a personality on which to hang his dialogue and action, or — in better words than mine — 'walking around with his umbilical in his hand, looking for some place to plug it in...' "Not only Bugs suffered at my hands, but difficult as it is to make an unassertive character like Elmer Fudd into a flat, complete schmuck, I managed. Perhaps the kindest thing to say about Elmer's Candid Camera is that it taught everyone what not to do and how not to do it..."

    The main difference between A Wild Hare and Elmer's Candid Camera is that one director understood the elements and the other didn't. In order to tell a joke well, you need to get the joke. In order to do the Warner Bros. style well, you need to understand it. In order to present an attitude or point-of-view in your art you need to believe in it and feel it.

    Between 1940 and 1945 or so, while the Warner Bros. stock characters and style grew to become the most popular American cartoons, Jones was directing at Warner Bros.

    It seems only fitting that he would have a quota of Warner Bros. style cartoons and stock characters, so in between Sniffles and Conrad Cat cartoons, Jones worked at learning the house style. He claims that it took him 10 cartoons and six years to finally understand Bugs Bunny.

    "From Hair-Raising Hare (released May 1946) on, I did not have to ask for whom the rabbit toiled; he toiled for me. I no longer drew pictures of Bugs; I drew Bugs, I timed Bugs, I knew Bugs, because what Bugs aspired to, I too aspired to. Aside from a few stumbles, Bugs and I were always at ease with one another."

    Bob Clampett's very first Bugs Bunny was right on the mark. In 1941 Clampett directed Wabbit Twouble a much funnier cartoon than A Wild Hare or any of the other directors' Bugs Bunnies. The character and the director seem perfectly confident with the formula. Bugs Bunny's personality doesn't falter. Clampett made three Bugs Cartoons in the stock mold set by A Wild Hare. He was getting used to
the character. By the fourth Bugs Cartoon he began to experiment with taking the character in new directions, building on his personality — and his look.

    First, he had his head animator Bob McKimson design a new model sheet, less rabbit like, more human in his expressions. His poses changed from the bent-kneed animal to a straight legged human-like pose, or one bent knee and one straight.

    His head was more triangular, more appealing and modern as a design. The confident, cocky personality is all over these drawings.

    The first cartoon to feature the new design was Tortoise Wins by a Hare. In this remake of Avery's Tortoise Beats Hare, Clampett is so confident with the character that he demonstrates what a hilarious sore loser Bugs Bunny, the good winner, can be.

    It would be three years before Jones made a Bugs Bunny cartoon that he was satisfied with, that resembled the one in the first Avery's and Clampett's.

    Actually I think Jones is too hard on himself. There are some very good things in some of his early Bugs cartoons.

    Elmer's Pet Rabbit is drawn better than Candid Camera.

    The cartoon has the same kind of jokes that most of the early Bugs Bunny cartoons do, but some of the gags go on too long.

    In one scene Bugs asks Elmer to kick him. Elmer doesn't want to do it. Bugs Bunny says, "Oh, come on." Elmer reluctantly gives him a light tap. Bugs Bunny swings around and says, "Of course you
know this means war." Bugs Bunny wants Elmer to give him an excuse to heckle him. I think Jones does too.

    In Case of the Missing Hare (1942), Jones introduces a formula that he uses many times in his career: a Lummox does something to Bugs Bunny, Bugs Bunny says, "Of course you know this means war!" Then Bugs Bunny turns on the Lummox. At the end of the cartoon, Bugs sings a smug little tune that boasts a successful revenge.

    This time when Bugs Bunny says, "Of course you realize this means war" it's motivated. The Lummox (a magician, "Ala Bama") smacks Bugs in the face with a pie. This Bugs Bunny cartoon is exactly the formula Jones used in many later car- toons, the films he says have Bugs Bunny's personality down. The lummox in this cartoon is a proto-lout, a generic design, but still kind of funny. He has the little feet and hands that Jones loves to draw and a big fat body.

    This "motivated" Bugs Bunny is important to Jones. He speaks about it a lot.

    "Well, I always underwrote the idea of Bugs being a heckler — he's minding his own business, and then somebody comes along and tries to disturb him, hurt him, destroy him. But when he fights back, he becomes an anarchist, rather like Groucho Marx."

    In Bugs Bunny Magazine, Jones explained, "I felt that somebody should always try to impose his will on Bugs. That gave him a reason to act, and I couldn't understand a character unless he had a reason for what he did." I don't think I agree with this. A character's central personality trait — who he is doesn't need to be motivated. I think that you have to motivate the character's departure from his personality. If somebody is going to do something against his nature, that you have to motivate. But you don't need to explain why a character acts the way he does naturally.

    Think about The Honeymooners. Imagine if we had to explain why Ralph is an a-hole at the beginning of every show. We don't know why he's an a-hole, he's just an a-hole. And we believe him because he's a convincing a-hole. He likes being an a-hole.

    Bugs Bunny in Bob Clampett's cartoons is completely convincing as a wiseacre; he likes to screw with people. He likes to screw with people in Tex Avery's cartoons, "Hmm...let's see, what can I do to this guy next?" Bugs is a happy heckler in Friz Freleng's, Bob McKimson's, Art Davis' and Frank Tashlin's cartoons.

    If Bugs Bunny deviates from his normal cool behavior, then we need a motivation, as we have in Tortoise Wins by a Hare, Tortoise Beats Hare by Tex Avery and Falling Hare by Bob Clampett. In Chuck Jones's cartoons, we have to explain why he likes to screw with people. Except in Duck Amuck.

    In Case of the Missing Hare, the motivation didn't radically alter the effect of this cartoon compared with Jones's last Bugs cartoon. It is better, due to some experimental layouts and dynamic poses, some-
what in the style of The Dover Boys, although it has some of the same problems as the other early Jones cartoons.

    Jones is still unsure of this style of humor. His drawings and timing aren't as funny as the other directors who are working in their native styles.

    What's important here, isn't whether or not Bugs Bunny's personality needed to be motivated at the beginning of each car- toon. If Jones needs a rationale to do the Warner Bros. style, that's okay. At least having an excuse for Bugs to act like Bugs got Jones over a hump. He was now trying to make funny cartoons.

    In Super Rabbit, Jones started to get a handle on the character and his new formula. In this one the lummox is very specific; a cowboy Lummox named Cottontail Smith, who hates rabbits. "If there's one thing I hates more than a rabbit, it's two rabbits." This line later became a trademark of Yosemite Sam.

    Bugs is more confident in his heckling persona, "Time out, whilst I think of some more deviltry." This is a pretty wacky cartoon for an early Chuck Jones cartoon. Bugs is pretty geeky and playful, full of youthful energy like the Avery/Clampett Bugs.

    Artistically, there are a lot of held poses in the cartoon. This is a specialty of Jones: poses that are so strong that they are worth holding long enough for us to enjoy them.

    In Wackiki Wabbit (1943), Bugs Bunny doesn't seem to have a strong motivation to go after two guys on a deserted island. A tall skinny guy and short fat guy want to eat him, but they're starving, so its justified. They aren't villains.

    At the end of the cartoon, a rescue boat comes. Bugs Bunny escapes on the boat, and leaves the two guys on the island to die, enjoying every minute of it. The gags in this cartoon come out of Bugs Bunny taking advantage of the fact that these two guys are starving.

    Bugs Bunny and the Three Bears (1944) is a weaker cartoon, mostly because the production values are very rough. It seems as if the cartoon was rushed. However, Jones introduces his Three Bears, characters with great potential that he later spun off. These characters are from a whole other world than the typical Warner Bros. cartoons. They are in the tradition of radio sitcoms, the world of the Bickersons and Jack Benny. The relationships between the wild-tempered Father, stupid lummox baby and sexless Mom are more entertaining than Bugs himself. Junior and Pa steal the show. Here are characters that Jones is comfortable with. He doesn't feel the need to over-motivate these characters' relationships to each other. Pa never says "Of course you know, this means child abuse!" after Junior does something stupid.

    The cartoon that for me, shows that Jones finally clicked with Bugs Bunny and the Warner style is Hare Conditioned. 

Next issue, Kricfalusi explains why Hare Conditioned is a triumph for Jones. Kricfalusi is the president of Spumco.


Wednesday, August 10, 2022

"The Art of Chuck Jones" by John Kricfalusi

 



Animation Magazine - Issue #30 July/August 1994

Click each image to enlarge. Text version included below.




Text Version:

Bob Clampett first stretched the animation medium's pure essence — "funny drawings that move funny," then added all the other artistic and technical advantages that were available to him at the time and created a new form of entertainment.

    No other medium can do the things a Clampett cartoon can do. There are emotions and entertainment possibilities cartoons can express that novels, symphonies and other forms of art can never reach. And vice-versa of course. As happens today, when the people who make the creative decisions in animation are ignorant of its workings, Clampett didn't try to bend the medium to conform to his first limited vision of it. He learned the medium, then expanded his vision in order to best use and develop the form.

    In the process of doing what Clampett did naturally, he pushed Warner Bros. and the whole cartoon medium faster and harder than its own natural evolution was advancing. His example forced other more
naturally conservative directors to follow him. Without Clampett wildly stretching the boundaries of aggressively cartoony animation, brilliant directors like Chuck Jones might have been footnotes in animation history.

    Jones is probably the most famous, and definitely one of the most talented cartoon directors in our history, but the aggressive, sarcastic, violent, slapstick cartoons that he is now revered for were made against his more natural bent.

    Jones (along with Clampett) was a founding member of Tex Avery's "Termite Terrace" unit at Warner Bros. in the mid-1930s. This unit is famous for creating an "irreverent" anti-Disney style of cartoons.

    Incidentally, when people refer to Termite Terrace today, they assume that all of the Warner Bros. cartoonists worked in a wooden shack for their whole tenure at the studio. This building only housed the Tex Avery unit in the mid-'30s and was hidden on a backlot away from the main studio. This crew was younger than the main Warner's team and Clampett, Jones and the others were given to Avery because they didn't get along with the older men and wanted to try out new things. According to Clampett, Friz Freleng wouldn't have been caught dead in Termite Terrace.

    By 1938 Chuck Jones was promoted to director of his own unit and was free to express his own creative style and ideas.

    While Clampett and Avery continued rebelling against Disney and the current cartoon fashions, Jones rebelled against their rebellion. He immediately reverted to copying what Disney was doing. In 1938, the year Clampett directed such surreal, aggressive, admittedly primitive but purely "Looney Tunes" style cartoons as Porky in Wackyland, Porky's Naughty Nephew, Porky in Egypt and Daffy Doc, Jones directed his first cartoon, The Night Watchman. 

    This cartoon stars a cute, Sniffles-like cat. In the story, the cute guy overcomes a gang of rowdy, jazz-loving "cool" mice. It's tempting to read an allegorical message relating to Chuck's own situation as the
cute animator among the trouble-making Clampetts and Averys. 

    Chuck was just getting started. His films got cuter and cuter. The "Sniffles" series and the two "curious puppies" go even further than Disney in their stomach-churning sweetness. He seemed to be aiming at an audience of infants. Many of the cartoons feature very young little boy characters.

    You've got to see Tom Thumb in Trouble (1940) to believe it. A tall, burly, Paul Bunyan-like man lives out in the woods. with his tiny little darling boy who sleeps in the same bed with him. There is no wife to disrupt the harmony of this perfect boy-man relationship. One day, after bathing the naked little fruit of his loins in his cupped hands, Dad goes to work and leaves Tom home alone. When Tom accidentally almost drowns in a pan, a cute little bird crashes through the window and rescues him. Hairy old Dad comes home and finds the bird leaning over Tom, surrounded by broken glass, and imagines the worst. He lunges at the bird with a look of rage in his eyes so intense that you'd swear he's going to beat the living crap out of the little flying fellow. Luckily, the bird escapes. I won't ruin it for you by telling you the ending, but I have to say that this cartoon is so sweet that it's almost dirty. I love it.

    Besides being cute, many of Jones's early cartoons are very slow, and he himself has been known to apologize for this period of his work. He says of Elmer's Candid Camera, "It is obvious when one views this cartoon, which I recommend only if you are dying to die of ennui, that my conception of timing
and dialogue was formed by watching the action in the La Brea tar pits."

    It seems like during this time, Jones was concentrating more on his craft than on his entertainment. He was getting used to the tools of animation.

    He practiced all the tools of the cartoon form except its purest one — the funny drawing. Instead, he worried about good drawing and the art and technique in general. From cartoon to cartoon, the drawings of the characters become more solid and carefully constructed. The staging in these cartoons is very careful and deliberate; the backgrounds wrap around and frame the characters, rather than just sit behind the characters, as in many of his contemporaries' work. There are some very careful and studied attempts at subtle acting, as in the opening scenes of Robin Hood Makes Robin Hood Good (1939).

    There is a definite slow, steady progression, or evolution, in Jones' work, not only from this period, but even through his more popular period years later. Unlike Clampett, he didn't burst forth with new
ideas and experiments in a steady stream. Rather, he carefully built up his techniques and innovations one small step at a time. As Clampett plunged into uncharted waters stark naked, Chuck Jones stepped into the pool one nervous toe at a time. Except once.

    In 1942, Chuck Jones directed The Dover Boys. This was a radical departure from not only what he was doing, but from what everybody else in animation was doing or ever had done.

    He made a cartoon that didn't look like all the characters were made of balloons. The character designs were bold, graphic, angular and full of contrasts. This kind of look was not new to print cartoons; magazines like The New Yorker and comic strip cartoons in general featured a wide variety of cartoon styles, but nothing like this had been seen in animation. And there was a reason for it. Animators generally thought balloony shapes were easy to move in three dimensions, while graphic shapes would not animate well. This is true. It is easier to animate easy shapes.

    Chuck solved this problem by inventing a whole new way to animate. The Dover Boys features some very stylish and effective ways to move his characters that worked perfectly with the story and gags of the film. The most superficial innovation of the film is the use of huge stretched inbetweens that zip us from one extreme pose to another. Too many modern animators have discovered this and use it in place of animation as in the Sugar Bear commercials. In Chuck's hands though, the technique is wonderful.

    Oh yeah, and the story is funny.

    This was a real landmark for Jones, because it's the first time he was able to marry content with form. Up until then, you could watch a Jones film and say "Gee, that's a nice looking background," or "My, those are beautiful shadows on Sniffles' butt," or "Didn't that puppy move convincingly?" but you could never say "Wow! What a great cartoon!"

    Strangely, Jones never again made such a radical departure from his step-by-step, cautious evolution (unless you want to count The Dot and the Line, (1965) which is really more of a lecture than it is a cartoon). The Dover Boys is also responsible for inspiring John Hubley and the other artists who went on to found UPA years later, although I don't think there is one UPA cartoon that is as entertaining or well executed as its inspiration.

    After The Dover Boys, Jones did continue to experiment, although on a much smaller scale.

    While his characters reverted to the basically generic balloony style that he and Warner Bros. were used to, he continued to toy with background design. Hold the Lion Please and My Favorite Duck both have mildly "designy" backgrounds. The drawings are solid and the compositions have great depth, but the actual painting is flat, rather than the highly rendered and detailed background style of the day.

    In 1943, he started using wildly abstract backgrounds and spent a lot of the time in the cartoons practicing fancy camera moves. The Unbearable Bear, The Aristocat, Wackiki Wabbit and Fin 'n' Catty all feature balloony characters, boring, slow stories and very experimental settings. Unfortunately, the background treatment is so different than the character treatment that it effec- tively becomes wallpaper. Again, Jones was having trouble marrying form with content. 

    Jones's technique was obviously very good, but he wanted you to know it. He put his techniques up front, where you couldn't miss them. By the early '40s, the look, the animation, the tricks and all the window dressing were very clever and inventive, but he really seemed to be resisting what cartoons do best.

    Chuck Jones's early cartoons give off an air of smug pseudo-respectability, as if they are saying, "Look at me, I'm not a cartoon, I'm a work of art." I get the feeling that Jones felt some secret shame at being a cartoonist even though he is, by talent, an incredibly great, natural Cartoonist, second only to Clampett in my opinion. There is just that reservation in his work that needed to be conquered.

    Clampett conquered it for him. By the mid 1940s the wild, seemingly uncontrolled, "irreverent" Warner Bros.' Cartoons and their unique characters became the most popular cartoons in the world. The Looney Tunes were loved because they were "looney" and Clampett's were by far the "looney-est." His unrelenting whirlpool sucked in everyone in its wake, whether they wanted in or not. The other directors were giving up their cutesy Cartoons in favor of this new, more popular, more accessible kind of Cartoon. They turned away from making cartoons for animators and began making cartoons for people. Even Disney began to make harder,more raucous, more Cartoony cartoons, particularly Jack Kinney with his Goofy Sports Series.

    Once he broke from the Disney mold, Chuck Jones began making advances for the medium and eventually created his own unique an inspired cartoons, but he had a tough time making the initial change. By the mid-'40s Chuck made the definite break and consciously started trying to make funny Warner Bros.-style cartoons. It was at this time that he began to try to understand the stock Warner Bros. characters and gag style, although he needed intellectual justification to help him make the leap.

    He didn't approve of Warners' biggest star characters and needed to find excuses for them to act the way they had been acting when they became so popular. "Bugs is a counter-revolutionary, you know. He's not a revolutionary. He's not a Woody Woodpecker, which is how Bob Clampett used him. Clampett's Bugs Bunny did not involve the disciplines that we would put in.

    "I felt that somebody should always try to impose his will on Bugs. That gave him a reason to act, and I couldn't understand a character unless he had a reason for what he did.”

    By the time Chuck Jones finally broke down and began to make full-fledged Warner Bros. cartoons, he discovered a technique that helped him break down his natural resistance to Clampett-style cartoons and character's — rules. He also discovered another valuable tool: Michael Maltese.

In the next issue, John Kricfalusi discusses Chuck Jones's Golden Age. Kricfalusi is the president of Spumco.

Friday, August 5, 2022

Behind Beavis & Butthead: Mike Judge Interview - Animation Magazine (1993)

 


Animation Magazine - Issue #26 November 1993

Click each image to enlarge. Text version included below.









BONUS: MTV's In-House Animation Studio and Interview









Wednesday, August 3, 2022

DNA Productions: Paul Claerhout, Keith Alcorn and John A. Davis - Animation Magazine (1993)

Animation Magazine - Issue #26 November 1993

Click the image to enlarge. Text version included below.


Text Version:

    "The outrageous part of what we do gives us a way to vent our pent-up frustrations at always having to work within the constraints of a corporate or commercial environment where everything has to be politically correct or cute," proclaims John A. Davis, of Dallas-based DNA Productions.

    Davis, Keith Alcorn and Paul Claerhout, the key members of this animation house, first vented with Nippoless Nippleby, a fractured fable in which the title creature is ostracized for not having nipples —until society discovers the useful member he does possess. Weird Beard, a demented and gross musical
tale of a pirate hazing system, and the series Nana and Lil' Puss Puss followed.

    In its most outrageous mode, DNA is best known for Nana and Lil' Puss Puss. Drawn in stark black and white, using a splash of color only when necessary (usually to highlight snot, blood or dung) the series follows the adventures of a Granny-type and her cat. It indulges in, as Alcorn notes, "fourth grade, bathroom humor." But an element of satire is often co-mingled with the anything-goes scat humor. (In One Ration Under God, the crimes of Hitler, David Koresh, J. Edgar Hoover and Jack Kennedy are forgiven in heaven, while Nana is damned for not buying enough cat food.)

    Thanks to festival screenings, what started as an after hours, just-for-kicks release has become profitable. Still, DNA has also had its brush with censorship.

    "The Dallas Video Festival wouldn't let us show Weird Beard, because of the violence, and some of Nana and Lil' Puss Puss," Davis says. "But they showed a William S.Burroughs video in the next room where he's talking about [doing things to] his daughter and all this horrible stuff."

    That episode underlines the strange schism that exists between what is acceptable in live action versus animation. "It's funny how you can get away with things in live action that are just too offensive if it's animated," says Alcorn. "It seems like it should be just the opposite, but people seem to be so much more sensitive to animation."

    Adds Davis: "What can be sicker than watching the evening news and seeing people in Somalia dragging dead bodies through the street — spitting and defecating on them? And then people will react to an [animated] old lady exposing her breasts."


BONUS: ONE ON ONE WITH A REAL LIVE ANIMATOR!




 

Monday, August 1, 2022

Mr. Lawrence Interview - Animation Magazine (1993)

 Animation Magazine - Issue #26 November 1993

Click the image to enlarge. Text version included below.



Text Version:

    They call him Mister Lawrence — a moniker that began as a joke but then stuck with the 24-year-old animator.

    By day Doug Lawrence directs (and provides voices for) Nickelodeon's series Rocko's Modern Life but nights and weekends are occupied completing independent animated projects such as Looks Can Kill, about a stripper who gives new dimensions to the term heavy artillery, and A One Story House, about a house that is violently allergic to people.

    While not quite ready for prime-time, these personal projects are not designed just to shock. "I'm really concerned with doing something that hasn't been seen before, but I've seen things in animation that I would never bother doing because they're too perverse," he says, citing excessive blood and gore.

    Unlike many, Lawrence even sees some value to working within network standards. "The first thing that pops into your head is usually the easiest to do, usually the sick joke or the gross joke," he adds. "A lot of people will disagree with me, but I think if you're forced not to do certain things, you sometimes come up with better things, something a little more refined and a better gag — just funnier."


BONUS: Mr. Lawrence's "Looks Can Kill" Short



Wednesday, July 20, 2022

Craig McCracken Interview - Animation Magazine (1994)

 Interview by Rita Street.

Animation Magazine - Issue #31 October/November 1994

Click the image to enlarge. Text version included below.


Text Version:

I realized that little girls flying around as superheros beating up criminals is funnier than just some guy," says Director/Creator Craig McCracken, his large brown eyes hiding behind a mop of curly brown hair as he discusses his inspiration for The PowerPuff Girls.

    The PowerPuff Girls will make its debut on the Cartoon Network as one of 48 cartoons being produced by Hanna-Barbera and The Cartoon Network in an all out effort to bring back the great shorts of 40 years ago.

    With this landmark venture, the pressure is on to produce the best possible cartoons. But, can Hanna-Barbera really turn out the kind of quality shorts that were produced during the heyday of Warner
Bros. and Disney? 
    
    Executive Producer Buzz Potamkin certainly is determined to maintain quality. He likens the short production process to the production of commercials rather than the production of television shows.

    "When you're making commercials you never lose sight of the value of an individual frame. You only have 720 of them and you better be damn careful of them all — never lose sight of an individual frame. That's the sort of emphasis I'm trying to place on the shorts."
    
    As far as content, that's up to the artists. And the artists' mandate for the project? It's gotta be funny.
   
    The PowerPuff Girls appear to have a lot going for them in that department. Blossom, Buttercup and Bubbles are just your average kindergartners. They have to go to school and they like to draw
with crayons. They also just happen to be the superheroines of Townsville, the biggest celebs around, and the trio the mayor relies on to save the day.

    Blossom is the head PowerPuff and leads her gang with a pretty stern hand. As McCracken puts it, "She's the one who makes sure that the day is saved correctly." Buttercup is the tough one. "She doesn't want to go through all the formalities of being a superhero. She'd rather just beat up anyone who does anything wrong. She's got a real short fuse." And, Bubbles... ah Bubbles. More concerned
with crayons than flying, she secretly just wants to be a little girl.

    The crusaders' early name was the "Whoopass Girls" and Craig's first short by the same name toured the country with Spike and Mike's Festival of Animation.

    McCracken recently pitched the second episode to the powers that be at Hanna-Barbera and The
Cartoon Network. If all goes well you may see the Girls battle The Amoeba Boys sometime next year. "They're the simplest criminals in Townsville," says McCracken, "Because they're single-cell
organisms their criminal minds haven't evolved."

    Their one goal in life? To get in a fight with the best kids in town — The PowerPuff Girls!

-R. Street

Tuesday, July 19, 2022

"What a Cartoon" and Genndy Tartakovsky Interview by John Kricfalusi



This is the second part of an article about "What a Cartoon" by John K and features an interview with Genndy Tartakovsky.

To read part one, click here.


A caricature of Genndy by Craig Kellman in the What a Cartoon short "Lost Control"

 Animation Magazine - Issue #37 September 1995

Click each image to enlarge. Text version included below.





Text Version:

In the second part of this article inspired by Hanna-Barbera's shorts' program, John K. takes a closer look at Dexter's Laboratory and speaks with the cartoon's creator, Genndy Tartakovsky.

    When I looked at the individual elements that make up the film, I found various degrees of craft.
Craig McCracken's character designs are flat, like the current fashion, yet they seem fresher than what's around. He combines Jay Ward, the Cal Arts Character Animation school style, Japanese cartoons and then something original.

    The character Dee Dee is especially appealing. She's not just cute, but cute with character. Her look suggests her personality. This is rare in cartoons. In his own film, McCracken's Power Puff Girls are extremely cute and appealing but a little colder.

    Despite the name of the cartoon, Dee Dee is really the star. She is a typical big sister who drives her little brother insane. This fact is inherent in the story, but it comes across not simply because of the plot. Her design, her expressions and even the movement itself tells us about her character.

    Genndy explains: 'I made her a ballerina, so whenever she acts, she acts in a very exaggerated way. And she always tries to strike a pose, like she's pretending she's a ballerina. So that would simplify the
process, instead of trying to find out a way of acting that's broad.'

    Some of the animation of these ballet movements is very clever. I freeze-framed her pirouettes and leaps, and discovered drawings where Dee Dee grew extra legs to help the flow of the actions. There is a kind of sweet sarcasm to her movements and expressions which makes her a very real and convincing character. This is not anything that could be written into a script. Only an artist can do this.

    Genndy believes strongly in the law of contrasts. He juxtaposed Dee Dee's movement and look with her brother Dexter. She is tall and thin. He is short and squat. She is lively and graceful. He is subdued and mechanical.

    I didn't notice when I first saw the cartoon, but as I was home dissecting it, I was surprised to see the seemingly unsophisticated color styling. The backgrounds are completely painted in primary and secondary colors. There isn't a muted or neutral color in the whole picture. Everything is orange, purple, yellow, blue and pink. Colors right out of the paint tubes. This isn't unusual for modern cartoons. Most Saturday morning cartoons, and even Disney features, are painted in primitive garish colors. The idea I think is, 'Cartoons are juvenile; therefore paint them with blunt ignorance.'

    These modern cartoons remind me of Denny's menus. You've seen those blue-purple-orange sunsets, I'm sure. Well, normally this kind of coloring distracts me from any story or action in the cartoons, but somehow in this case, it wasn't so bad. At least the artists didn't put every color in every scene. They usually limited the palette to two or three colors and did manage to compose the colors around the actions, rather than compete with them.

    The timing in the cartoon is very slick and careful. If you look at each individual action alone, you might think, 'This is good, but not untypical of a Cal Arts' graduate.' More impressive than the timing is the pacing. Pacing is a bigger concept than timing. It is the wide view of all the actions and how they relate to each other. This is a concept of timing that was totally missing from every other cartoon in the 'What A Cartoon' program (at the Academy preview). It's a tool that just isn't used anymore in cartoons... period. Do you ever wonder why the old cartoons, just sort of 'feel good'? Why they seem to flow so well? Why they seem to have rhythm? It's because they have rhythm. Classic cartoons were timed to musical tempos. Modern cartoons are timed straight ahead, action by action. Where the accents fall in relation to each other is now accidental. That's why modern cartoons feel jerky.

    In music, tempos vary; slow then fast, the rhythms weave in and out of each other and build moods in the listener. When this is well done, it sweeps you away in emotional bliss. No words can describe the feelings that good music invokes, not the way the music itself does. Have you ever got a chill listening to a piece of music? Cartoons have this power, if the cartoonist is aware of the tools and skilled in the arranging of them. Because of this rhythmic quality of cartoons, I find the cartoon to be an art much closer to music than to literature. Sure, music can tell a story, but if the music isn't enjoyable for its own sake, who will care about the story? Music doesn't need story at all to be great art. It definitely needs melody and rhythm. Harmony, syncopation, structure, movements are all variations and arrangements of the melody and rhythm. These tools pace and refine the vital elements of music.

    Cartoons substitute pictures for melody and use rhythm to regulate the flow of the pictures. Without rhythm and pacing, a cartoon doesn't deliver its maximum potential. Try singing a song out of tempo. It's so hard to do, and so alien that it seems unquestionably, instinctively wrong. Many modern cartoons, even if the art and animation is wonderful are wrong and unsettling in this way.

    It took me a few years of trial and error and bad timing/pacing, and studying cartoons to discover this missing vital element in the modern stuff. I eventually interviewed some old animators who explained how they did it. They timed to beats and bars, rather than sums of individual frames. Bill Hanna physically showed me how he did it. It was so simple, so right, that I had to ask him, 'Why don't you teach your timing directors this?' He said, 'Oh, everybody knows this.' I guess he hasn't watched any Hanna-Barbera cartoons in a few decades.

    Genndy figured this out completely on his own. How? By being paid to do it the wrong way first and seeing the unsatisfactory results. 'When I was working at The Critic, they would go in and put extra feet — two feet, an extra second, in between the slugs. And I would ask, 'What's this for?' And they'd say, 'For the laughter.' And I'd say 'Oh, okay.'

    The Critic actually made me organize my timing... indirectly. It was a really great experience because their timing is very formulaic. Just a 4-frame head bob up, 4-frame head bob down. Totally even. You go to a pose, you overshoot... that's all it is. Twelve-frame walk cycle, 8-frame run. Just put in the arcs, plot it down. It's all dialogue driven. There's no hand gestures. They just stand there and talk. Blink blink blink. Accent, accent, accent. That's probably 60 percent of the timing. I made $300 more than I made at [Two Stupid] Dogs. That's a lot. I mean, I got sick of it after a couple of weeks.

    'I had a revelation on Two Stupid Dogs. I finally figured out that it's all beats. I retimed one of the scenes that I already timed with the Dogs, to beats [in a sketchbook]. And I go, 'Oh, now it makes sense to me.' I didn't shoot it, but it made sense. It felt good when you did it on paper. And then when I did the arcs [on an exposure sheet], I went 'Oh, this looks cool, this works.' You have a nice long arc, and then a real short one, and then a long one, or whatever. Even though some people say that's real stupid, if you look at a piece of paper and you look at the different sizes of the arcs, the action, if you can see the contrast on the sheets, that means there's good contrast in the timing. And most of the sheets that I saw for Dogs, or if you pick up any Hanna-Barbera old show, not like 'old-old', but recently, they don't have that [the contrasts].'

    In Dexter's Laboratory, Genndy used beats and contrasted actions and sequences, or pacing, to help put over the feelings he wanted the audience to experience. He alternated slow scenes with fast scenes, dialogue scenes with action scenes and gave each sequence its own tempo. On top of that, the rhythmic wave of the whole picture gradually rises to a climax. This is pretty sophisticated for someone's first film.

    I asked Genndy what he thought was more important, story or pacing. 'I think they're one and the same. The way the story flows along is the way the music flows along which is the pacing. When you have a chase, it's a fast thing, so you write it fast. I mean, you can't physically write it fast, but that's why you don't write it. You [story]board it fast, thinking in real time. You just do scribbles that work. Then I think the question is, Do you want to have one or two things that are really good, or do you want to have a really good overall feel to it?'

    Genndy uses his storyboards to work out the flow and pacing and to find rough spots in the story. 'When I first started doing storyboards on Dogs, I would do a sequence and I would act it out, play it out. When I came to an uncomfortable moment, an uncomfortable scene or sequence, I would feel there's something wrong, and I mentally made a note, that I knew there was something wrong with it, but I wouldn't fix it, I would just let it go, and I don't know why I did that. You're flowing along, you're acting it out, and then you have to do something unnatural, when you're acting you feel it. You really, really feel it. There's something not working there. So, now I've got to rework it.'

    I asked him if he could do this from a script. 'Not from a script. From a storyboard. I think it's got to be visually represented so you know where the cuts are, where the angles are, where the camera direction is, how it's flowing. From a script, you're reading a line, you're reading a set-up, and what you're thinking might be something different than what someone else thinks.'

    How does one keep track of these story glitches? 

    'Well, I put a post-it on the board, and I may pitch it to some friends, but sometimes they don't really understand what I'm saying. It works mechanically, it works as part of the story, but it just doesn't work no matter how good the gag is.

    'People say 'Oh, that will work in animation.' But it's got to work in the board, before anything goes to animation. You can pitch the whole thing and if you go through the whole thing without stopping, without feeling a problem, you've got a good cartoon.'

    The experience of Dexter's Laboratory taught Genndy to use simple methodical tools to structure his stories before going to the storyboard stage. 'On the first one, there's really no explanation how it [the story] came. But on the second one, I had all these vignettes that I wanted to do, that the characters fit really well into. I had to connect them with a story, so I figured out a way of connecting them, and then I just started doing thumbnails. When you're doing the thumbnails, things just start happening, it just starts working. It's like a machine, you know? It's like, okay, this works, this is cool.


    'But before I even start the storyboard, I have, not an objective list, but it's more of a motivation list for the overall picture, and I go: 'Set-up, Motivation, Reaction, Conflict, Conclusion... 


    'What's the set-up?' And I write: Set-up: Dexter makes chocolate chip cookies that Dee wants. Conflict: Dee Dee grabs cookie, Dexter doesn't want her to eat it. Result: Dee Dee eats the cookie, she grows to be 100 feet tall. Conflict: Dee Dee goes to city and messes with it. Resolution: Dexter is happy that Dee Dee left the house so he can be alone. That's the first two minutes of the cartoon. That was an outline. And when I'm doing the storyboard, then I add all the gags, the acting, the lines of dialogue, and it works.'


    I could go on about each other creative element in Dexter's Laboratory, Paul Rudish's dramatic layouts, the little animation touches that only an artist who has creative control over his story could do, the music and sound effects, but I would be delaying the point I want to make.


    The great thing about this cartoon is not that each individual element is clever, pretty, well-written, it's that each creative element is used to tell the story. Nothing is arbitrary. We've all seen cartoons where we can say, 'Aren't these cute characters,' or 'That was a funny gag,' or 'Isn't the color nice?' or 'Look at the cool backgrounds.' This cartoon has a story that inherently invites the artists to create fun things to look at. But all the visuals, all the cinematic touches are placed in a firm framework and completely organized and controlled by a methodically-thinking mind.

    Genndy is not only an artist. He is a scientist. He isolates and defines problems, then systematically finds solutions and composes or choreographs his creative elements to achieve their maximum effect. He doesn't just take a bunch of ideas and throw them in the air, and where they fall, that's where they stay. Now all this may sound like high-falutin' double-talk, but to my mind, this combination of creativity and mechanical problem-solving ability is neither completely new nor too much to expect. It's what directors do. Tex Avery did it. Chuck Jones. Clampett. Hanna and Barbera. All these guys were more than just artists with wacky ideas. They had the ability to get their ideas across. Good live-action directors are problem solvers. Choreographers, symphony orchestra conductors. Different mediums. Similar minds.

    Betty Cohen states The Cartoon Network's and Hanna Barbera's basic philosophical and business goal, 'Using the short form as a means of creative exploration, an amazing array of both veteran and new directors will bring to life their very personal, very original vision. Real characters will be creating real, memorable characters.'

    Genndy Tartakovsky is evidence that this is possible when someone who has a vision is given the opportunity to try. Unfortunately, not all artists do have this potential. While some of the other cartoonists in the program show much promise, notably Pat Ventura, Dave Feiss and Eddie Fitzgerald, it seems that there may be some problem with the program's selection process.

    Some of the artists who premiered their shorts at the Academy didn't seem to take advantage of the once in a lifetime opportunity they've been awarded. In a program that declares itself a 'return to the Golden Age of Cartoons,' I was amazed to see many cartoons that looked like they were right out of the worst period of animation history: 1970s' Saturday Morning Cartoons.

    It was bizarre to see Ruby Spears' style characters doing Tex Avery takes. And these weren't just from the older directors. Guys in their twenties and thirties are making Saturday Morning cartoon-style shorts at higher budgets. It doesn't look like one mind is choosing the directors who will make the roster, which is too bad for the program.

    I hope the actual, promising directors get the chance to do a few shorts each. I hope they are allowed the luxury to make their mistakes and learn from them as Tex Avery and Walt Disney did. I hope that the directors are able to find artists to support them and not compete with them. Every artist in the animation business needs this program to succeed. If it works, there will be more cartoonist created cartoons. If it fails, we could all find ourselves back in the dark ages of animation, slaves to ignorant lords who have no love for the art, no respect for the talent they need so desperately to feed off of.

    In a day when huge corporations are in a gluttonous manner, battling over who gets to own the top artists; who gets to monopolize the control over our industry by anesthetizing our brains and creative drive with big bucks so we'll neglect to notice that we have no say in the content and future of our art; under the massive approaching black storm cloud of self-destruction, Fred and Betty's program is a small ray of hope. Is it possible to regain some pride and self respect in who we are and what we can do for the audience?

John K. is the president of Spumco. He is currently developing The Goddam George Liquor Program (working title).

The viewpoints expressed herein are those of the author and not necessarily the opinion of the editor, staff or owner of Animation Magazine.

   

John Kricfalusi on Hanna-Barbera's "What a Cartoon"



Animation Magazine - Issue #36 August 1995

Click each image to enlarge. Text version included below.



Text Version:

    Fred Seibert's and Betty Cohen's cartoon shorts program is the only hope I see that cartoons have at the moment. And before I saw the premiere of these shorts at the Academy of Television Arts and Sciences, I suspected it was a slim hope.

    Fred is the big shot at Hanna-Barbera these days and, single handedly, he is revolutionizing not only the studio but the way cartoons themselves are being produced. His program is designed to give cartoonists back control of the medium they invented and to find the modern day star cartoonists. Fred
realizes that the star cartoonists are even more valuable than star characters.

    Hanna-Barbera's promotional department promises a return to the Golden Age of Cartoons. As most of today's brow-beaten cartoonists would agree, this is a noble promise. It's also a tall promise and Fred has more obstacles in his path than he might realize.

    First of all, the program is not the same system as the 'Golden Age' System. Fred is producing 48, 6-minute cartoons. That's a good start. If he gave out one short each to 48 artists, that probably would completely defeat the purpose of the program. You would be hard pressed to find 48 exceptionally talented artists in the whole business, and even if you nabbed each one and gave him or her a short, who would be left to draw the cartoons? A good director needs good artists to work with. Leon Schlesinger
and Fred Quimby did not give out each short they produced to a different artist.

    Just being a good cartoonist is not enough to make one a director. A star cartoon director is an extremely rare talent, so rare that our whole 70 or 80 year history has only produced about six people who were continually able to create popular characters and move the artform forward. These six
basically carried everyone else along with them. And they didn't all pop up at the same time under the same program.

    Fred likes the classic Warner Bros. approach to handling talent. Find the talent, leave them alone, go to the race track and let your cartoonists create the Bugs Bunnies and Daffy Ducks for you, while you
rake in the money. If your directors don't get laughs, fire them and find ones who do. Leon Schlesinger discovered Tex Avery, Bob Clampett and Chuck Jones this way. That's half of our history right there. But he didn't do it overnight. It took him five years of pretty terrible cartoons, created by mediocre directors until he finally found Tex Avery. And even then, Avery didn't instantly create hits. If he had only been allowed one cartoon to prove himself, or even 10, we probably would never have heard of him.

    The conditions that existed at the old cartoon studios were far more conducive to success than they are today. The Hanna-Barbera program seems to hope that cartoon directors can come from nowhere and instantly blossom into geniuses. The applications for the program are being offered even to people with no previous animation experience. At least one of their finished shorts looks like it was drawn by a store-window artist. That's more than a $100,000 for window art.

    The Clampetts and Disneys very definitely did not produce hits first time out. It took them years of practice. They made many mistakes — and were able to — there was no one to second guess whether what they were doing was right or wrong.

    All the classic cartoon directors started at the bottom. Bill Hanna started as a cel washer. Clampett started inbetweening. The rise up the ladder was something like this: wash cels, ink cels, inbetween, animate; if you are funny then you might get a job as a story man; if you are extremely talented and
ambitious, you become a director. Clampett started at 16. By the time he became a director, he was 23 years old. That sounds young, but he had 7 years of solid experience. He knew what a single frame of film meant. He knew what a tempo was. Accents. While still an animator, he contributed story and character ideas. He worked under experienced people who taught him what they learned the hard way
and when he finally earned his own chance to direct, he rebelled against his teachers. With all this knowledge and skill behind him, he spent a few years trying really hard to make hit cartoons, and after some practice went on to completely revolutionize cartoons. By the time he was 28, he was able to create hit after hit on a continual basis. Along the way he created and helped create a few new characters. Under the best conditions cartoonists have had in our history, the best cartoonist took about 13 years to become a star. Chuck Jones under these excellent conditions took a little longer.

    These conditions don't exist today. We don't have the luxury of learning animation from the ground floor up. The apprentice jobs, animation clean-up and inbetweening are not done in the country anymore. The core of what we do — animation — the very name of our art form is not even done here. How can we possibly direct if we don't even know what an inbetween is? Most artists today start near the top, as layout artists or storyboard artists. Right out of Cal Arts and into a job that the artist can't even fathom, in a system that knows the job categories by name only. A few cartoonists today are lucky enough to have worked at commercial studios and learned how to animate there. Mark Kausler is an excellent cartoon animator who learned much of his art this way. I look forward to seeing shorts from him.

    Even being able to animate doesn't completely qualify one to be a director. A director needs to have a wide and eclectic assortment of talents and skills, not all of the following, but most of them. To be a director, you have to be a good, expressive artist. Many animators are not. A designer. An actor. You should be able to tell a story clearly and emotionally. You need a sense of rhythm. Actual musical ability is even better. You need an organized mind. Leadership ability. Not only a point of view, but a point of view that other people care about. You need actual skills that come from practicing many varied jobs in the business. 

    To get these skills in today's cartoon business is almost impossible. Today, people have to teach themselves by studying the old films and practicing on their own time. Bob Jaques of Carbunkle Cartoons spent years single-framing old Warner Bros. and MGM cartoons, drawing and analyzing what he saw. Studying is good, but not as good as practice, and when Bob finally got the chance to prove himself, he created a whole new style of animation for The Ren and Stimpy Show. The lip-synch in particular was revolutionary, but I doubt if he could have created a revolution if he didn't already understand the standard way things were done.

    The point I'm trying to make is that it would be wiser to find a few potential star directors and give them each a few cartoons to practice on rather than give everyone off the street a short and see what happens.

    My own view is that H-B is too easily giving away these golden opportunities to anybody who shows a passing interest. And who wouldn't be interested? We all want to be stars. The trick is to find the talent that has the determination and drive to fight for the chance. And then that talent needs time and practice to develop his or her abilities.

    Even with its flaws of execution, the shorts program is a necessary step in the right direction. At least people who draw are making cartoons start to finish.

    For the night of the L.A. premiere/preview of the shorts, Fred Seibert did an amazing thing. He invited the artists from all over the industry to the event and spent a crapload of Ted Turner's money on us. He introduced the program by telling us that we were the backbone of the business; that we were what it was all about. Well that's the first time I've ever heard anybody in power say anything so radical and then to actually mean it on top of it. That's like telling musicians that music would be nothing without them! Sounds like communist propaganda to me. He went on to admit that he didn't know a lot about animation before he came to Hanna-Barbera and just wanted to know the secret of why the old cartoons were so much better than the new ones. Betty Cohen, the president of The Cartoon Network also wanted to know, and actually got a bunch of cartoonists in a room and asked them. Friz Freleng, Bill Hanna, Joe Barbera and I all said the same thing. The best cartoons were made by leaving the cartoonists alone. Fred and Betty wanted the best cartoons so Fred decided to leave his cartoonists alone.

    I was packed in this huge auditorium, surrounded by artists of every style and philosophy as Fred told this story. When he gave me a bit of credit for partially inspiring this cartoonist call to arms, I felt a huge relief that things were changing and a sinful wave of pride. I also felt a little fear. The lights lowered and the cartoons were about to come on. What if the cartoons were lousy? What if the much needed revolution failed?

    When the curtains opened, my fears grew into a filthy horror. A monstrous thing from Hell violated the screen. I felt the shock of hundreds of cartoonists as an embarrassing and badly matted Spirotot-swirl spun over a cheesy space background. The title of the graphic monster was 'What A Cartoon,' whatever that means. The thing looked like some bargain basement local television station manager hired his nephew to create a station I.D. 'Make it really obnoxious! And make sure it doesn't have anything whatsoever to do with cartoons!' Maybe some executive, cheated out of the chance to put his stamp on the cartoons themselves spurted his creative juices on this thing. I felt like crawling out of the room.

    I'm glad I didn't, because a cartoon came on a real cartoon. An excellent cartoon. A professional cartoon. It was called 'Dexter's Laboratory.' Directed by Genndy Tartakovsky.

    It was instantly appealing, the colors were light and tasty, the lead character was beautifully designed and it was working. My first reaction was jealousy. It was someone's first cartoon, some dirty punk's
and it was working on every level.

    The damn thing was original too. Not that it didn't borrow elements from all kinds of sources, many of them obvious; but it put them together in a brand new way with confidence and seamless dexterity. My jealousy quickly gave way to fandom. I was watching the first cartoon in years that I was completely enjoying on a fan level. I felt just like when I was a kid and I discovered a new cartoon. A new magical world. 'Dexter's Laboratory' is not at all the kind of cartoon I would make, but I would watch it religiously every week. I haven't been able to just enjoy a new cartoon for so long, that I had forgotten what it was like. It's like ice cream. I don't know any other way to describe it. A real cartoon is like ice cream. Ice cream has been banned from the world for 25 years and now prohibition is over.

    When 'Dexter's Laboratory' finished, I was inspired. I saw something that I couldn't do. I felt the magic of the mysterious and that's what art and entertainment should be. It should be out of your
reach. It should make you feel like it is really magic. Too much entertainment today is mundane, within our conscious grasp. Who hasn't looked at newspaper comics and said, 'Gee, I can do that.' Who couldn't write on the level of a Saturday morning cartoon? I wondered how Tartakovsky did it. A few days later, I called Genndy and asked him for a copy of his cartoon so I could take it home, analyze it and learn something new.

In the next issue, John Kricfalusi takes a closer look at 'Dexter's Laboratory' and speaks with the cartoon creator.

Disclaimer: the viewpoints expressed herein are those of the author and not necessarily the opinion of the editor, staff, or owner of Animation Magazine.