Skip to main content

When in doubt - SIMPLIFY

When I'm on the journey of making film and hit an obstacle, a wall that stops me in my path, the solution to breaking it down tends to always be the same. SIMPLIFY.

When a problem occurs the first plan of thought generally is to add something new, more detailed scene description or more exposition in the dialogue of the screenplay, more scenes and details in the drawings of the storyboard, and both more and more extreme poses in the animation. But these solutions never fully work. They may hide the problems to a certain extent, but the problems are still there peeking out from the layer of polished dirt trying to cover them.

Why do we behave this way? I think part of the answer lies in the way we approach the issue - we focus on finding a solution and not solving the problem, we focus on finding something new and not solving what is already there.

When a problem occurs, it doesn't matter during what stage of the filmmaking process, I first try to focus on why the scene is in the movie. What is the message that the scene needs to communicate to the audience? Is the scene actually needed or is it there only because I have a personal love for it? (Remember it's not about you, it's about the story. You are the slave to the story not the other way around). Often I find that I only believe that I know what the scene is about and why it's there when I actually don't.

If I find myself trying to force a message on to the scene I try to accept that the scene is not the right one for this story. If I really like the scene I write it down in my notes so that I remember it and may use it in a later story.

When I know the message of a scene and why it is in the story I always write it down, and this is important. Writing something down forces you to actually think about it and not just flashing over it in your mind.

The next step is thinking about the basic rules of how to convey that message. If storyboarding - should the image be flat of have depth? Should it have a low or high viewing angle? Should the characters be framed in or be in an open environment? What geometrical shapes and what colors communicate the message? I write it all down and try to not be too critical and try not to worry about if something is too stereotypical, I just want to get it all down on paper. When I'm done, I look at the material I've collected and think about what I could use and how to use it to help me make the scene communicate its message in the most efficient way.

After going through these steps I now know the goal and have a strategy that will help me solve the problem faster without going through as many hours of trial and error that would otherwise be needed.

Some one has said that perfection is not when nothing else can be added but when nothing else can be removed, and I can only agree.

Thank you for your time,
Peter Hertzberg

Comments

Popular posts from this blog

Animation Basics pt.5 - The Spacing

In this series I've already explained how animation is the art of giving life and how this is done by using three tools . I've gone through the basics of the first two tools: the posing and the timing , and now it's time for the last of the tools: the spacing. Compared to the pose and the timing the spacing probably is the tool that is the hardest to understand how to use efficiently.

Story Rules Part 3: Story Is Character & Character Is Story

For the previous parts in the story rules series: Story Rules Part 1: Kill Your Ego Story Rules Part 2: Don't Reinvent the Wheel The story, and its message, is revealed through character choices. The characters choices reveal who she is, her strengths and weaknesses and her weaknesses is what creates the struggle, what reveals the solution, the message.

Animation Basics pt.2 - The 3 Tools

Animation = to give life, as I wrote about in my last article . Saying this is one thing, doing it is a whole other matter. This article will cover the basics about how animation is done. When we first get in to animation, and have learned how to make things move, I think we all always try to take a too big leap forward. Instead of mastering the basics of our craft we start looking at small technicalities, like worrying about if the inner or outer part of an eyelid that moves first in a blink. Although we theoretically may know that we need to learn the basics, we yet often need to take these leaps to learn this on a deeper level and understand that we need to take a step back. But at times, instead of admitting that we need to learn the basics, we continue to work on things out of our reach. The irony here is that it is our fear of looking incompetent that keeps us incompetent. To develop as animators, and as people, we need to develop humility to see that we always have a lot m