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Captain Hook's Red Coat (Part 3/3)

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In this third and final installment I will sum up and discuss the overall color and lighting concepts found in Part 1 and 2 by way of analyzing the remaining three sequences of Disney's PETER PAN (1953) all of which feature Captain Hook's red coat in one way or another. I will finally look at the combination of red against blue.

Capturing The Kids
When the pirates approach the hangman's tree during Wendy's song about mothers in Seq. 13, the blue of Technicolor nights dominates the scene. In the establishing shot the characters appear dark against the pool of moonlight. The concepts of silhouettes against lighter backgrounds was a standard indication of nighttime scenes of the period. Audiences were used to infer day or night from conventionalized lighting cues because color films had to be shot "day for night" as the following screenshots from LEAVE HER TO HEAVEN (Stahl, 1945) illustrate:
In studio shots, lighting conditions could be more closely adjusted to simulate night (left). However, dark characters against artificially darkened daytime landscapes was common practice to indicate night scenes when shot on location during the golden age of Hollywood. It is unclear, however, whether these scenes were supposed to be color corrected to look more blue in the original Technicolor prints as this DVD was probably made from a later non-dye-transfer release print.



Although in the PETER PAN scene the greenery looks pretty blue because of the night, the costume colors are merely darkened and not really affected by the blue cast. In closer shots, the lighting assumes the theatrical studio quality that is always possible in animation but was nevertheless carefully arranged to look "natural" enough:

The warm light emanating from Peter's hideout seems to come from the right rather than from below in order to illuminate both Smee and Hook so that they again stand out against the dark background. Hook's coat and (newly recovered?) hat look as rich and warm as in the sequence before when he wooed Tinker Bell. The faces are in full light and Hook looks stronger than ever (regarding colors, not animation that is certainly weaker than in the Frank Thomas or Woolie Reitherman scenes).

The package however is wrapped in the girly pink of Hook's shirt underneath.

Excursion into gender codes:
In this context it is probably noteworthy that Wendy is not dressed in pink but in light blue, for centuries the color for girls because blue is more receding than red.
The pink/male vs blue/female attribution was completely correct for a story set in a pre-war period. At night Wendy's blue dress stands out against the surroundings only by its lighter value.
In my first storybook which I loved exactly because it featured production stills rather than book illustrations, the publisher seemed to be worried about "dated" colors and "adjusted" (aka painted over) Wendy's dress in pink - probably to make it more accessible to a 1980s audience...

Whatever the reasons, the tinkering resulted in some absurd combinations like Wendy and Michael as one entity or a rather unattractive and narratively contradicting Peter - Wendy contrast:
How Wendy looked in the 1982 Unipart storybook.
Hook's Happy Hour
As we have seen in Hook's introductory scene, color-wise he is very much at home on his ship with all the reddish wood around him. Except for his skin, feathers and white frill he practically blends in with his surroundings and only stands out because the background is less saturated (whereas Smee clearly reads against the ship.
Hook tells us what happens to Peter when the clock strikes six.
While the children have been kidnapped late at night, the next scene on the pirate ship seems to take place during the following day. It is hardly plausible, however, that Peter did not attempt to open his gift for a whole day - unless we are talking about dream time. Time and clocks are a strong motif in this film about never ending childhood (think of Big Ben or the alarm clock within the crocodile) and at that moment we still do not know that - in the Disney version - we are inside Wendy's (rather the children's collective?) dream.
Hook may be shaved now (right), but the overall colors are the same as in the beginning (left)
The lilac sky around the ship indicates that we are either in the same spot as in the beginning or it is the same time (see above). At that moment the children are again in a similar situation tied to a pole. And again they see it as a lighthearted game and readily agree to become pirates.


The Sky Darkens
It is only at the moment when Peter's home explodes and Wendy is marching the planks that the clear sky is increasingly overcast as if the lighthearted atmosphere was overshadowed by the children's realization that Hook is probably a real threat.

When Wendy's walking the plank (Seq. 14.0 "the fight with the pirates" according to the production drafts) does not produce a splash or even a ripple, the pirates themselves become scared and the sky darkens considerably. And as if to reinforce the "pink undergarment" concept, the scared pirate is wearing exactly the same colors as Hook when he is shown weak and whiny.

The dark and rather desaturated clouds now almost obscure the purple sky so that Hook stands out not only because of the saturation of his red clothes but also because they everything around him is either very dark or very light when Peter finally reveals himself being alive.

Although the sky around the ship is dark, the ship itself is harshly lit in the same theatrical lighting style that produced the ongoing light and shadow contrast. But since this would be a subject for a whole article I will not discuss it any further here.

In a resuming of their earlier fight, Peter's evasiveness once again seems to be no match for Hook. Nevertheless, he still keeps his red coat firmly on. He is still angry and powerful, even when he almost falls off the ship in another cartoon moment that should feel out of place in a "realistic" Disney feature but still works (like the earlier concerning Hook walking on air above the crocodile).


Again Peter first destroys Hook's status symbol, his hat, and then lands a blow that leaves Hook with an open coat. But we still do not see anything pink underneath. Not yet. Hook is still angry and determined to kill the boy.

But then Peter agrees on a fair duel which means he must not fly. Instead he ties Hook up with his own Jolly Roger...


...so that Hook is covered by a blanket for the third and last time. Consequently, we do NOT see his red coat when he is embarrassed and ridiculed in front of the lost boys.

As we have seen in the beginning, all the adult men in this film behave like naughty children. So the moment Peter is releasing Hook as if he was ending a mutually agreed upon game the pirate breaks his word and strikes one last time which enables Peter to fly without being the traitor.

After all, the childish captain was still wearing his "strong" coat under the flag, but as soon as he falls into the water it is again devoured by the crocodile and for the remainder of the scene Hook is being chased helplessly screaming like a girl wearing only his pink and purple undergarments.

The Coat Makes The Captain
With Hook definitely out of the way, Peter is taking over the pirate ship and Hook's insignia (there really seems to be an endless supply of both hat and coat somewhere around the ship).
The flamboyant red and purple look so unexpectedly sensational on Peter because they are in maximum contrast to the green costume he has worn throughout the whole film.

Whenever Hook did not have his coat on and therefore was in a weak situation, he did not have his hat either. While his first substitute coat was a light blue (receding, girlish) blanket and the second was a blanket in the color of the crocodile, the third was not that soft and "weak" but rather dark with a strong picture in harsh black and white. After all, he was still able to strike one more time. Since a captain should be wearing some headdress, Hook's predicaments led to three compensatory "hats":

I feel the need to stress the following caveats one more time:
1) I am not saying that these color decisions have all been conscious or entirely based on rational rules. I am pretty sure that a lot of it simply felt right and was intuitively done because it looked right to the color stylists. But there is little doubt that once the basic concept was laid out they sought for coherence throughout a film.
2) The colors as seen on the BD/DVD are naturally different from those seen on a Technicolor 35mm print because they are based on different media and different color spaces. I am also aware that the digitally restored colors were altered in the process and I presume that the restoration heightened and clarified the color concept but I do not know to what degree. Sometimes it looks as if the point of reference was the original artwork and not the photographed artwork transformed by the Technicolor process, but this is speculation.
3) Although I have some reservations about all the de-grained 1950s Disney restorations (from CINDERELLA to LADY AND TRAMP), I certainly believe that they increase our awareness of the artists' original color concepts by eliminating the slightly shimmering quality of the original prints in favor of clinically clean images that match the digitally composited direct-to-DVD sequels. In short: they are great to study, but do not convey the experience of seeing the real film.

The Colors of Room 237

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Stanley Kubrick's THE SHINING (1980) has popped up in connection with many films I have been occupied with during the last few months. There has been so much written about colors in Kubrick's oeuvre and in the Overlook Hotel especially that I limit myself to one scene that I can't get out of my mind: exploring room 237.

Subjective films like NO COUNTRY FOR OLD MEN (Coen, 2007), BIRDMAN (Iñarritu, 2014) or THE SHINING which are told from the unreliable perspective of one or several characters often undermine our expectations by fooling us with point-of-view (POV) shots. When people "shine" in Kubrick's film, they share visions and it is not always clear who sees what and why. There are some clues however which most people register only subconsciously. As we see in the following screenshots, even those may be ambivalent or even misleading on purpose.

Danny has just told his mother Wendy that he was abused in room 237. When Wendy tells her husband Jack (Nicholson) about it he asks her which room she is referring to. At that moment, Kubrick cuts to Dick Halloran (Scatman Crothers) hundreds of miles away in his bedroom watching the news.

What caught my eye was the  combination of Halloran's violet pajama and the greenish-teal bed-clothes which is at odds with the rest of the room. As we zoom in on Halloran having a fit - or in the film's language a "shining" - the other colors are eliminated:
After an cutaway to Danny telling us that he and Halloran share a vision, Kubrick cuts to a steadicam shot inside room 237 that looks like a depersonalized POV shot. Apart from symmetrical lamp shade setups the dominant element is a carpet that mirrors the colors in the above screenshot.
The pattern and especially the colors of this carpet seem to be unique to this room and this one scene (location colors happen to change in this film disturbingly often). Subconsciously we believe that we share a vision by Halloran (and probably to some degree Danny who visited the room offscreen earlier) which is reinforced by the POV quality of the single take steadicam movement through the room towards the bathroom door.
But to our surprise when the camera is near the door a hand comes into view. It opens the door for the viewer/camera to enter the room...
... and only then do we see that it is in fact Jack whose POV we shared. Also note the mirrors in the bathroom that are always present when Jack has one of his (creepy) visions. This time however Jack is not looking at himself in a mirror and seeing somebody else. There is no mirror in the center above the bathtub where the object of his desire sits.

This seemingly random SHINING observation also serves as an entrée to a planned series of posts about the original TOY STORY (1995).

Roy Andersson Reklamfilmer and the Complex Image

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Falcon Bayerskt Commercial by Roy Andersson
With his trilogy on "being human" (SONGS FROM THE SECOND FLOOR (2000), YOU THE LIVING (2007) and A PIGEON SAT ON A BRANCH REFLECTING EXISTENCE (2014)), Roy Andersson has made a name for himself as one of Sweden's most original film auteurs.

While his first two narrative features from the 1970s already explored similar themes, the establishment of his signature style of one shot scenes (dubbed "the complex image") is usuallytraced back to his 1991 short film WORLD OF GLORY. For Swedish tv viewers it might be obvious however, that Andersson was working in this peculiarly funny style for many years as a director of commercials.

As Andersson himself wrote in 1995:
"I have not only worked on feature films, but also commercials, and there too I have worked with the complex image. I would like to suggest that it is during this work with commercials that I have realised the advantages, even superiority, of the complex image. I can find no reason to communicate something in several images if it can be done in one. I enjoy both watching and describing someone within a room - in the widest meaning of the word."

In the following two compilations of his commercials (two more are available on youtube) you can see many of his signature traits such as:
  • one-shot scenes
  • exclusive reliance on deep focus long shots
  • sickly greenish gray colors
  • the importance of offscreen sounds
  • relationship between inside and outside action and doorways
  • absurdist humor
  • and most of all disrespectful behaviour towards one's fellow human beings, especially older people and spouses.






    MILLENNIUM ACTRESS: How To Open A Movie

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    Chiyoko Fujiwara and Genya Tachibana, the protagonists of MILLENIUM ACTRESS.
    It seems that I have never written about Satoshi KON or any of his mind-boggling films. Kon (1963-2010) was one of the great visual storytellers and a true visionary whose parallel editing and overlaying of several levels of reality influenced film makers like Aronofsky or Nolan. Today, I will focus on the first scene of MILLENNIUM ACTRESS (2001) which is practically a master-class in how to open a movie.

    [SPOILER ALERT] This analysis naturally reveals a lot about the storylines of the works discussed.

    The first page
    Novelists usually introduce us to characters, settings, conflicts and tone of a novel in the first few paragraphs, quite often on the very first page. Most of the time we do not consciously take in all of this information. It nevertheless shapes our expectations and influences our decision to read on. Sometimes a narrator even foreshadows the outcome or parts of the narrative arc as can be seen on the first page of two of my favorite novels:

    Harper Lee: To Kill a Mockingbird


    In Harper Lee'sTo Kill a Mockingbird the first three paragraphs tell us that the narrator is relating events that happened some time ago in her childhood. The first sentence belongs to her older brother who used to be a primary source of knowledge to her at the time and whose broken elbow marked the end of a chain of "events leading to his accident" - in fact, the events that make up most of the novel's storyline.

    Already in the second sentences she addresses the recurring motif of fears that are finally assuaged but define much of the atmosphere, especially in connection with the Ewell family as well as the children's interest for their reclusive neighbor Boo Radley. By the end of the third paragraph, the narrator's father Atticus - the novel's most beloved character - is introduced as a wise but unconventional consultant on what is right or wrong

    Only then the narrator delves into the quasi-prologue of the family history and the Southern sense of ancestral roots. But now the reader is already hooked and at least wants to know why Jem broke his arm and why both Jem and the narrator can be right about who started what.

    Many of the same narrative devices can be found in a much more recent and experimental novel like Paul Auster's City of Glass:

    Paul Auster: City of Glass


    The narrator is again concerned with how "it" all began and how much time has passed since then. In fact, the key to the whole book is right there at the end of the first paragraph: "The question is the story itself, and whether or not it means something is not for the story to tell." Even though the second paragraph begins with "As for Quinn, there is little that need detain us. Who he was, where he came from, and what he did are of no great importance.", the reader is provided with information about Quinn's age, relationships, work, personal interest and that "what he liked to do was walk". 

    At the same time, the setting of New York City is introduced both as an defining part of the protagonist's life and as "a labyrinth of endless steps". Although we might not yet know what all this means, through the words of the narrator the author primes us for a story that revolves around a relationship with a stranger, a man who endlessly walks around the City and a protagonist who will eventually get lost. Having read this setup, we are hopefully eager to get answers to enough questions (who was on the phone, what did he say, what happened) so that we continue reading even if we as readers get lost in the narrative labyrinth Auster is drawing us into.

    The opening scene of MILLENNIUM ACTRESS

    A similar interplay of parallel realities and subjective perception is at work in Satoshi Kon's anime MILLENNIUM ACTRESS. When you see the film for the first time, you only gradually realize how great this opening scene was:


    If we take into account all we know by the end of the movie, we see how well this completely mysterious scene prepares us for the following story: 

    Synopsis: A beautiful girl named Chiyoko Fujiwara falls in love with a mysterious stranger she has only met briefly. Searching for her long lost love defines her adult life as a travelling actress. At least in her memories she practically acts out her own story in films set in different historical eras and genres. After 30 years of living in seclusion, Genya Tachibana– a former employee of her film company who she did not remember but who saved her life and has been secretly in love with her for decades – is granted one last interview and thereby learns that she is still driven by her yearning for the stranger.

    The moon and beyond
    The moon as a visual motif.
    First the camera pans past planet earth to a slowly opening space base. Strangely the rocket that is about to launch seems to be stationed on the moon. Throughout MILLENNIUM ACTRESS the moon serves both as a metaphor and a visual motif for Chiyoko's hope that drives her search for the stranger she met on a night just before the moon was full.
    Plant: Chiyoko meeting the stranger who links the moon to hope.

    In a subjective flashback that mixes blurred memories, fever dreams and scraps of a movie plot Chiyoko even travels to the moon - only to find that her lover has already left.
    The "lonely white landscape" later on changes between moon and snow.
    A final farewell


    In the best dramatic tradition, we enter the scene in the last possible moment when the astronauts say goodbye. Soon we realize that MILLENNIUM ACTRESS on the whole is about an actress' farewell. From the sparse dialogue we overhear, it becomes clear that the woman is looking for another man while the astronaut on the platform would like her to stay knowing that she may embark on her last journey. So we already know that Chiyoko is determined to sacrifice everything in order to be with her object of desire.

    Doppelgänger and Alternate Realities
    Then we get a closer shot /reverse shot situation when the young man on the platform tries to hold her back by confessing his true feelings. More importantly however, Kon cuts to an extreme close-up of an older man mimicking the young man's words we now hear coming from a video tape creating an audiovisual link between the two men while doubling the hint that this will be a story about longing for someone who will be out of reach forevermore.

    In a film titled MILLENNIUM ACTRESS we most likely expect to see scenes of movies within the movie. So it only takes a few sounds, bluish color and fragments of VHS cassettes in the background for us to understand that he is watching a movie. Apparently this man has seen the scene many times before.

    Much later, Chiyoko learns that Genya was a young assistant who once saved her life.
    The following group of shots emphasizes the connection between the young astronaut and the old man in front of the tv screen. But then Kon creates an impossible shot - reverse shot juxtaposition of the old man in his room and the astronaut actress.
    Top: reflection; middle and bottom: a shot/reverse shot across time and space.
    Since lonely middle aged men gazing at beautiful movie actresses has become such a well-worn stereotype, we might not yet understand that Kon has just established not only the actual male protagonist (Genya) of MILLENNIUM ACTRESS but also the core relationship that motivates the whole movie. This setup emphasizes the fact, that - as we later find out - the relationship is basically one-sided with the man gazing at an inaccessible object of desire. 

    Moreover, we are getting prepared for the movie's formal structure of seamlessly matching shots across time and reality levels in a rather unobtrusive, comprehensible way. When this farewell scene recurs in the last part of the film, Genya as a middle aged man will actually be there in the frame which by then we have learned to accept as Chiyoko's memory filtered through the interviewer's own perception and imagination.
    Genya in the frame during an intense re-imagining of their shared memory.
    And if you pay close attention you can see the reflection of the young man (above) observing the rocket launch. Reflections are fairly common in subjective films about self-reflexive characters. But as you can see in the pair of screenshots below (from later in the film) Kon draws parallels between Chiyoko's life and her movies by exchanging characters from her life (in this case her mother) with characters/actors from her movies (her senior rival Eiko). Although Chiyoko herself is in both scenes, first we see her real reflection and in the soundstage scene we see the ghostly reflection that haunts her.

    Later in the film, reflections are not always what they appeared to be.
    Earthquakes 
    Then the take off does not only shake the frame within the video but metaphysically affects the viewing situation as well - or so it seems. Even the tapes and discs around Genya fall off the shelf as if he were close to the rocket.


    But what could easily have been an expression of the emotionally agitated protagonist's subjective perception is finally revealed as an objective earthquake. Unfortunately, I do not know what the actual Japanese wording is but the English and German subtitles imply that earthquakes are quite common to these characters because when the lights go on again, Genya does not say "oh, an earthquake" but rather "That was a big one!"



    It later becomes clear that earthquakes have been pivotal in both Chiyoko's life(e.g. being born during the 1923 Great Kanto earthquake) and in Genya's relationship with her.
    Then we really see Genya's office for the first time and from the dialogue we learn that he is the long haired young man's boss and that they are about to leave for an assignment. As it turns out, they are about to interview Chiyoko, the very actress we have seen as an astronaut.

    Non-Linear storytelling
    There is one last formal information left, however: just before Genya leaves his office, he rewinds the VHS tape in play mode and primes us for the fact that MILLENNIUM ACTRESS will not only seamlessly alternate between reality and film but jump around in time.

    As it later turns out, this space adventure was Chiyoko's very last film before her withdrawal into seclusion for 30 years. And the image below will be one of the last shots of MILLENNIUM ACTRESS as well. While it is not uncommon to begin a film full of flashbacks with an enigmatic scene the significance of which will be understood only after it is replayed at the end, here we are introduced to both Genya's story about interviewing Chiyoko (forward) as well as Chiyoko's trip down memory lane (backwards) in the same frame.

    During the immediately following credits sequence everything around Genya triggers memories of Chiyoko's films which Kon juxtaposes based on visual connections.
    Within less than two minutes, Kon has introduced the protagonists and their relationship as well as the setting, tone and narrative structure while planting bits of information that only pay off up to 70 minutes later.
     
    Hold back the key!
    However much is alluded to in the opening scene, the narration holds back one crucial piece of information until an excited Genya meets Chiyoko face to face: the literal key that triggers her memory, has guided her life for many years and is instrumental in revealing Genya's true feelings for her. 

    Companion Blog

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    Central framing in MAD MAX: FURY ROAD
    "The films that I constantly revisited or saw repeatedly held up longer for me over the years not because of plot but because of character and a very different approach to story." (Martin Scorsese)
    Whenever I see a film there usually are some technical or narrative aspects or peculiarities which I would like to look at more closely in comparison to other films. But since I hardly ever have time to do so I plan to store such raw material for potential analyses in an "archive blog" called FILM STUDIES RESOURCES. At best, this will eventually become a non representative online resource for film enthusiasts who want to look at a film from a specific angle or who are just interested to find out what might be interesting to pay attention to during a film.

    The posts contain only the bare bones, but to make access easier they are labelled quite extensively. There are already about 15 entries right now and I plan to post a new film every Friday. The same film can get multiple entries for different aspects. So if you are interested in such a thing, take a look at: http://filmstudiesresources.blogspot.com/

    Moving point-of-view shots in TOY STORY

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    In celebration of the 20th anniversary of the TOY STORY premiere (Nov 19, 1995) I have put together my very first video essay. A lot has been written about how the success of this first fully computer animated feature film was based on the great storytelling and how plastic toys were an ideal subject for computer animation. But the Pixarians also played to the strengths of computer animation in the way they organically incorporated three-dimensional compositions and camera movements hardly possible in hand drawn animation. Thus, in my essay I focus on the crucial functions of the moving point-of-view shot in TOY STORY. Here, the narrative perspective is more restricted than in all of Pixar's subsequent films. 

    Since the video essay was done for the Swiss magazine filmbulletin, the commentary is in German only. Therefore, I provide you with an English translation of my running commentary and the German intertitles. filmbulletin is not an animation specific publication so there might be some explanations in the video that are second nature to anyone working in animation.

    Please find the video essay here.

    Translation:

    0:16
    In computer animation, the virtual camera is theoretically able to move completely freely. TOY STORY is consistently told through the eyes of toys. In order to communicate this perspective, the filmmakers resort to a popular storytelling device of adventure and horror films that is especially suited for computer animation: the moving point-of-view (POV) shot.

    0:54
    I. An unusual perspective
    Many Pixar films show us a well-known setting from an unusual perspective. In TIN TOY for instance, we see a playing baby through the eyes of maltreated toys. In order to visualize this narrative perspective the camera is lowered to the tin toy's eye level. From this angle the baby becomes a monster.

    The toys' strong facial expressions suggest that these toys are consciously acting beings.

    Compare them with the mechanical doll in CHILD'S PLAY: Here, the mechanical expressions do not hint at any real consciousness. However, the film tells us that Chucky is indeed a living being in a different way: the camera lets us see through his eyes and shows us his subjective view in a so-called point-of-view (=POV) shot, which I will henceforth mark with a yellow frame.

    2:11
    Likewise in TOY STORY the toys do not seem to have a life of their own as long as humans are present. However in the opening scene John Lasseter shows us by means of interspersed POV shots that the cowboy Woody is perceptive and therefore has a consciousness of his own even though his eyes look lifeless from outside.

    Without these POV shots the exterior action would still be completely comprehensible. WITH the POV shots the audience gets the additional information that Woody is perceiving these actions consciously.
            Point-of-view     vs     blank reaction shot
    Yet, the POV shots do not reveal any of Woody's emotions. Characters are emotionally charged not by POV but by reaction shots of the viewing character's face. In the company of humans Woody's face remains blank, though. Therefore, his reaction to gazing at the birthday garland is only revealed after Andy has left the bedroom.

    From then on, we do not need any POV shots any more to be reminded that the toys are alive.


    3:35
    II. Visual rollercoaster
    In adventure films moving POV shots are often used to convey a physical experience to the audience. For technical reasons, such forward movement (trucking in) is very rare in hand drawn animation.

    Visual depth can be suggested in horizontal und vertical movement by moving several painted (multiplane) layers in relative speed to one another. If the camera is trucking in through these layers, the two-dimensionality of the painted objects becomes visible because they lack perspective distortion. Real trucking POV shots are mostly so short that this is not showing.

    If the truck-in-movement is the focus of a shot, the background has to be redrawn for every single frame (24 times per second) in hand drawn animation. In western commercial animation, such a painstaking technique is hardly used for anything else than cartoon settings without too many details.
    Since this kind of POV shot is often conveying the experience of a rollercoaster I like to call it the "rollercoaster perspective".

    4:48
    In computer animation the virtual camera is indeed able to move freely within the three-dimensional space. Ever since the late 1980s computer animated POV shots are integrated into hand drawn features as well.
    In the completely computer animated TOY STORY the rollercoaster perspective shows us the psychologically distorted perception of Buzz Lightyear.
    Buzz does not know that he is a toy. He believes he can really fly. From Buzz's first person perspective it may look like he is flying. In reality, the alleged "flight" is the result of gravity and coincidence.
    Buzz also believes that his toy weapons are really working. We see them like in a first-person-shooter (complete with gun in the middle perspective of vintage arcade games). When Buzz realizes he cannot fly after all, we get two POV shots again.

    After Buzz has accepted his existence as a toy we learn from Woody's perspective that flying is not a question of capability but of perception.

    6:30
    III. Creating suspense
    Since we cannot control the characters' subjective perspective in films the restricted field of vision is creating tension because danger in films is mostly lurking off screen. This can come as a surprise (Woody: "hello?"). It is much more suspenseful when we expect a potential threat.

    In SILENCE OF THE LAMBS we know that the heroine is in the house of serial killer. By alternating POV and reaction shots of Jody Foster's face the filmmakers let us read her emotional state.
    7:21
    In TOY STORY Buzz and Woody know that the neighbor Sid is fond of destroying toys. Like the audience, Buzz and Woody cannot control their restricted view because they are trapped in Sid's bag while entering his home.

    Only later on the run they are controlling their own perspective again. In addition to Sid, this house (which alludes to the hotel in THE SHINING) holds many more threats.
    One of them is a pit bull called Scud. Since Scud is able to see the secret life of toys we can assume his POV as well. However, knowing his emotions and seeing through his eyes does not automatically lead to emotional identification with the gruesome dog (although we may be fascinated by his villainous behavior). Our emotional commitment to a character is much more dependent on his behavior towards other characters. Thus, Scud remains a threat even though we see share his perspective.
    POV dog
    8:25
    IV. Insight into the toy world
    The moving POV shot is fulfilling three basic functions in TOY STORY:
    1. we see that supposedly lifeless toys are conscious beings.
    2. it conveys physical experience from the perspective of toys.
    3. the restricted field of vision is creating suspense.

    Since TOY STORY is consistently told through the perspective of toys (and animals), we share their visual POV exclusively - for the most part that is. Towards the end, however, we surprisingly see through the eyes of Sid (unlike the many overshoulder shots we get before).

    Although the restricted narrative perspective only allows for scenes in which toys are present we can - as we have seen with the dog before - share the visual perspective of all those characters who can see the secret life of the toys. After all, the toys reveal their parallel reality to Sid for a short moment (technically, this still does not explain the first Sid POV, but better break a rule than minimize impact).
    Andy's baby sister Molly catches a glimpse of the living toys as well. However, she will not be able to tell someone and no one will believe Sid, anyway. That way, Andy will never find out that his toys are really alive.

    Note: In subsequent Pixar films, point-of-view shots assume may different, sometimes really original functions like a "second person flash forward" in FINDING NEMO or a view through the mindless eyes of Emperor Zurg in TOY STORY 2.

    ZOOTOPIA Trailer #4: Smooth Continuity Editing

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    In Europe ZOOTOPIA is called ZOOTROPOLIS.
    If there is one thing Walt Disney Feature Animation continues to excel at, it is clarity of layout, i.e. staging and pre-editing. Their extremely smooth continuity editing even extends to trailers where shots from very different scenes are cut together effortlessly. In this post, I will analyze some striking examples of how continuity editing with an emphasis on match cuts provides flawless orientation in the latest ZOOTOPIA trailer.

    Btw: it would be very interesting to know who assembled this trailer. So if you have any information on that, please let me know.


    Try to look "through" this image to see it in 3D.

    Successful 3D
    Disney (and Pixar - just think of the otherwise forgettable THE GOOD DINOSAUR) have become experts on stereoscopic 3D that is easy on the eye and very effective as a storytelling device at the same time. For one thing, they usually do not go for obvious effects that remind us that we are watching a 3D movie. They even mostly refrain from placing objects too closely to the spectator. Additionally, with Disney's trademark flowing style of animation the head-ache inducing strobing of RealD projection is virtually absent from films like FROZEN or ZOOTOPIA.

    Yet one of the central challenges of narrative 3D films lies in the smooth editing. Contemporary stereoscopic 3D films are composed of just as many shots as average action movies. Since there is one more parameter (convergence of our eyes to virtual layers of depth) for the viewer's eyes to keep track of from one shot to the next, smooth continuity editing is paramount for clear orientation.
    [Note: Of course, I cannot (yet) examine it in 3D on this blog, so just keep this in mind]

    Audiovisual continuity
    If you are interested in seemingly invisible editing techniques for fast cut scenes, look no further than the formally unspectacular ZOOTOPIA trailer #4. Since a trailer's basic incentive is selling a product, it makes sense to make it as easily accessible as possible. While I personally prefer the more audacious trailers for films by the likes of Hitchcock (PSYCHO, ROPE) and Kubrick (DR. STRANGELOVE and THE SHINING in particular), this mainstream trailer below contains some amazing lessons in the classical technique of continuity editing:



    Assembling a trailer is first and foremost a dramaturgical task: telling a story in two and a half minutes based on previously produced footage. In the video above, there are the usual structuring elements like fades to and from black, five of which are hard cuts to black on musical beats that then fade in (I marked all the cuts that match musical beats) as well as aural continuity by way of Shakira's "Try Everything" (and a Nino Rota pastiche in the GODFATHER epilogue).

    Three dissolves serve to indicate more quiet moments even though the change of pace is merely simulated by overlapping two longer shots. The slow dissolve at 1:27:22 also gives us time to look from the left (previous composition) to the same character on the far right in the new composition.
    The "sad moment" dissolve simulates slower timing by overlapping two shots.
    With an average shot length (ASL) of less than 32 frames (1.3 seconds), the trailer does not leave us much time to linger on details or even adjust to where to look at. Therefore it is important that our eyes do not have to scan the whole frame for the main point of interest. Of course, the most obvious solution to guiding our perception are matching eyelines: we look at a character on the left and in consecutive shots automatically look to the right to see what they were looking at.

    Reverse Angles in Widescreen
    As you can see in the following images, even though the director could block the conversation partners far away from each other in a cinemascope frame, their eyes are rather close to each other from shot to shot (indicated with red lines). There are also visual similarities in the overall composition that soften the cuts (green lines):
    Green lines: position of the backrest on the left and red object as well as lighter area on the right.

    Green lines top: positions of Judy (object) and Bogo's fist. Bottom: the hand matches exactly, while Judy is slightly more to the center so that we do not have to move our eyes too much from Bogo's head to hers.
    This last shot is especially interesting because it comes from a totally different scene (after Judy fails to produce the rabid Jaguar). However, it is cut at the exact moment when Bogo's fists match. It also helps that the high angle on Judy is the same as in the previous setup on the chair.

    Characters are even closer in such shot - reverse shot conversations throughout the film as you can see in the following example that always places us closer to Judy. [On a side note: this is even more striking in 3D where we do not read the staging in the long shot as flat at all because Judy is much closer to our position in the room.]
    Here Judy's position is even matched perfectly.
    The usual "single" in the middle of the "two shot" setup, with a graphic match in the background.
    A two shot vs a single that is basically a two-shot as well.
    In terms of content, these setups (above) reinforce the theme of size relations that appears throughout the film.

    Match Cuts Within a Setup
    When two characters face the same direction, the filmmakers almost match the positions of their faces in consecutive shots. Since eyelines are maintained and there is enough visual information to understand who is on the left and on the right, this greatly helps us in keeping track of the main point of interest in a shot without moving our eyes!

    The characters (and by using different lenses even the police banner) appear in the exact same spot in the middle of the frame while the lion's suit, tie and paw clarify their spatial relations. Although these are not consecutive shots in the film, their juxtaposition works perfectly.

    The visual match does not necessarily have to be in the middle: in the "four shot" (24:03 below) our eyes are guided from the bunny (and the eyeline of tiger and wolf) to the Rhino's eyes by the timing of the action/movement within the shot. As we are looking at the Rhino, the cut places our bunny protagonist Judy at the exact same spot.
    It is important to notice that the red lines only indicate what we are supposed to look at in the very last (top) and first (bottom) frame of a shot. Within a shot our eyes may be guided all around the frame from one character to the other, of course.

    Cutting on action - in this case Judy reaching out to Nick - is made even less visible if the lateral position of the brightest part of what moves is matched:

    With a characters face in the same position you can change the angle on the background almost any way you like without our noticing it:
    During the following cut from a low angle to a far away high angle the whole background is changed. But since the fox and the buggy on which we focus are matched, this is almost indiscernible:
    The same goes for the following scene where Judy is standing in the street vs sitting in her cart. No jump cut perceived here:
    In the following scenes there is a lot of footage missing from the actual scene but the ellipsis works very well because Judy's lateral position is exactly matched. There even are sort of visual matches left and right of her, but those may be purely accidental.

    My favorite moment is a very short cut-on-action sequence taken directly from the film that connects a near 180° reverse angle by matching jaguar paws so perfectly that even in 3D it felt like one single shot!
    The eyeline match is from slightly right to slightly left of the frame center...
    ...while the paws on either side mask the cut almost completely (much brightened for this GIF).
    In the scene within Mr Big's limo, the active part of the scene is almost exclusively within the right half of the frame with Nick the fox. Thus it makes sense that the driving car (from later in the movie) is cut when it approximately hits the lateral position of Nick in the next shot.

    Within the shots, Judy is talking to Nick and our eyes wander back and forth. But overall, the interesting action is Nick searching the car. When the polar bears appear at the door, the one on the right is obviously more dominant since Nick looks slightly to the right and the right bear is larger and higher in the frame and slightly brighter than the one on the left.

    When Judy realizes that "they're all Sloths", in the trailer we get a series of shots that all are framed like shot - reverse shot scenes but with all the moving or speaking characters on the left and the onlooker/overshoulder observer on the right:

    It does not even matter that we are looking at different sloths as long as they are...

    ...changing position from right to left and back like in a reverse angle situation.

    We start and end on Judy's reaction to their slowmotion behavior.
    In these GIFs I only use the first and last frame of a shot (see timecode).


    Match Cuts Across Scenes
    The scenes we have seen so far are mostly working so tightly because they were planned that way in layout. After all, those shots came from within continuing scenes. Whoever cut this trailer, however, was able to match footage from different scenes in a completely seamless way.

    The following match of two news anchors with a reporter and a cameraman may in fact come from the same scene, but if I remember correctly, those are not consecutive shots in the movie. Be that as it may, in both scenes we are focusing on the left character in both shots because it's only them who are talking.
    Although both characters' positions match and we focus predominantly on the left half...
    ...their head sizes are reversed, making this look like reverse angles.
    A less obvious but more elaborate version can be seen in a montage of animal behavior that uses shots from three different scenes (the nudist yak's lobby, the nudist's garden, the howling prison guards).

    We cut from a left to right movement to a howling wolf slightly to the right (matching the panther's gaze).

    Then the weight is shifted from the white to the gray wolf approaching from the right that shifts more to the center after the cut to the medium close-up.


    Then we have the yak's naked rear more or less matched with the giraffe's and Judy's face turned away matching that of the giraffe.

    Purely Visual Associations
    Sometimes the position of a character is different. Yet we seem to recognize the same set because certain objects, colors or lighting appear to stay in the same position within the frame. Of course, the following is not a real match cut. But the GIF animation makes it clear how closely the beds match (the only part of the image that really is the same). The lighting source on the right and especially the radio that substitutes for the doormap are very interesting choices:
    Up to now, the main point of interest in practically every shot was located somewhere in the middle section of the frame. That might well be the case because in 3D we do not like to be reminded of the left and right frame edges because occasionally this can destroy the illusion. But in the top shot above (Judy on the far right), we are looking at a rectangular room that hardly extends beyond the frame edges so there is less danger of breaking the illusion.

    There are however some cuts that remind me of the opening shots of all the Indiana Jones Paramount logo matches:
    Here, not only the castle is matched (after fading out and in, to be fair) but also the angle (look at the horizon) and the style and perspective of the clouds.


    In the next shot the object in the distance is again matched while we cut to a much closer view of the same train top sight seeing window.

    Visual matches not based on characters and eyelines are also visible in the following scenes:
    Another one of my favorites and maybe just a coincidence. But since the train accentuates the diagonal line before the cut, I can't help but notice the same graphic element in the elephant scene. 

    As I have stated above, size relations are a dominant theme which is perfectly illustrated by cutting from a food corner for Giraffes to a miniature car that occupies roughly the same space in the frame. The contrast is heightened by the green vs red background:

    Matching Movement
    And then there is one seamless match-on-action that not only works because of the positioning slightly to the right but because it completes a left to right movement that starts with Judy cleaning the plate and ends with the cart driving to the DMV (for motion check the trailer at the top of this post):
    This approach certainly helps when mashing up two different action sequences into one dynamic swing. Again I have only used the first and last frames of each consecutive shot for this montage:
    Starting with a diagonal composition triggered by a roaring lion (last frame of first shot) the trailer cuts to another diagonal line with the fox on the left that segways into a series of shots that have the characters swinging to the right and ends with a very kinetic shot-reverse shot upward diagonal sequence from two different scenes.

    Although the point of interest is shifted slightly downward to the left we can see that...
    ...the overall movement is upwards and to the right.
    Conclusion
    Of course, most of what we see here is fundamental continuity 101 that we all know of. And by no means would I want to discourage you from finding more original or unique ways of staging and editing (for more interesting action staging across the whole widescreen frame see David Bordwell's examples).

    But if your objective is to maintain screen orientation and geography without irritating the audience in fast cut scenes - we are looking at a trailer that is usually consumed only half consciously - then (near) match cuts are a very powerful tool. Especially fast cut action scenes benefit from clarity as can be witnessed in the center framed action sequences of George Miller's MAD MAX: FURY ROAD, where even shots of only 4 or 5 frames register because they are matched before and after.

    If 3D, fast cut action films or intensified continuity are not on your mind, then by all means find ways of staging your characters in ways that make use of the full widescreen frame!

    Of course, it is vital to cheat continuity on purpose for myriad reasons - and animation offers more tools (e.g. character sizes and proportions can change according to story or mood needs) than live-action - but there is absolutely NO excuse for accidental continuity errors in animation.

    Preview: Costume Colors

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    Although I personally like a wide variety of independent and studio animation and anime, I find myself analyzing Disney features more often than even Studio Ghibli. This is due to the fact that I am always interested in what we can learn from classic Disney (and golden age cartoon studios in general) for our own work.

    Even if we neither endorse their conservative subject matter nor have their budgets, the thought processes and underlying principles - whether obvious or obscure - can strengthen our storytelling skills considerably and provide us with tools to bring out our very own artistic voices and hopefully advance animation as a medium.
    SLEEPING BEAUTY (1959) is always worth a look when it comes to studying color concepts.

    Among the fields we can learn most are layout, dimensional animation (animating forces, not lines), timing/rhythm and color. In my next few posts I will have a look at how to make costumes appear richly textured by way of analogous colors. Hopefully, I will also find some time to write about Cartoon Saloon's THE SECRET OF KELLS (2009).



    Sumptuous Costume Colors: Introduction (Part 1/5)

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    Among the recurring color concepts that helped create the sumptuous look of Walt Disney's animated features, the quasi single-colored costume - all parts in different shades of the same basic hue - is particularly powerful. In these two posts I will have a look at the concept of analogous costume colors, its precursors and how it became so prominent during the 1950s.

    During the classical Hollywood era, the lavish look of Disney features did not only stem from fluid three-dimensional animation (in contrast to most other studios experimenting or simply giving in to limited animation). More than anything, Disney's trademark richness of texture relied on highly detailed (i.e. labor-intensive, thus expensive) character designs and sumptuous (Techni)color coordination well grounded in 19th century illustration styles.

    With its rich textures and opulent costumes, SLEEPING BEAUTY (1959) is doubtlessly the epitome of this style. It has mostly been praised for Eyvind Earle's medieval background stylings with their finely chiseled wood textures and angular designs. The character/costume colors, however, are equally important to our impression of the images.
    Shapes and colors define the composition more than dimensional lighting and perspective.

    And while the Disney artists usually integrated flatly painted characters into highly detailed, dimensional backgrounds by way of empty spaces and pools of light, the slightly more two-dimensional world of SLEEPING BEAUTY required a more graphic approach based on shape and color to match the more evenly lit background patterns.
    Storybook illustration from the prologue of SLEEPING BEAUTY (1959)

    From the very beginning, Disney was very conscious of the cheapening effect of garish or random "circus poster" colors. Therefore, he urged his employees to more restricted palettes and concepts. By the time SLEEPING BEAUTY was conceived in Technirama70, his artists were able to use the whole spectrum of hues in a shot without making it look all over the place.
    If you squint at those screenshots above (or look at them without your glasses), you will still be able to distinguish different characters and groups of characters because their costumes are mostly painted in analogous colors. This is even the case in the crowded image at the bottom. Even though these aristocrats are drawn so richly detailed we can easily see their overall shapes thanks to the unifying coloring approach.
    FLOWERS AND TREES (1932): the first 3-strip Technicolor cartoon ever, already restricted palettes: depending on their personalities, tree trunks were painted warmer or colder (the villain even gray!).

    Basic Color Concepts and Methods
    This costume concept, more than anything else, embodies the marriage of two key concepts the Disney artists were after ever since the adoption of color in FLOWERS AND TREES (1932): clarity and opulence. The early Silly Symphonies already sported carefully limited palettes of subdued colors with sparingly applied primaries. Even a rainbow-happy Easter film like FUNNY LITTLE BUNNIES (1934) was thoughtfully color coordinated.
    Color for the bunnies' costumes were carefully chosen: primaries for the workers, pastels for the artists, some even wear suits.

    Mickey. Donald and Goofy, however, had very simple costumes based on the primary colors red, blue and yellow, as can be seen in these screenshots from MOVING DAY (1936). Mickey being the oldest and "strongest" is wearing primary red and yellow (toned down considerably for this film). Donald's sailor suit is blue (considered a weaker hue for centuries because it is receding compared to red) and contrasts strongly with his yellow/orange beak and feet. Unpredictable Goofy is dressed in complementary colors orange and blue.
    Mickey, Donald and Goofy vs Pete in MOVING DAY.

    Simple color schemes for the protagonists. Mickey's yellow shoes are subdued. "White" is slightly blue (not necessarily on purpose, though).
    Behind these colors is a color scheme based on the primary colors red, blue and yellow according to Johannes Itten's color wheel. From these three colors, a painter could mix any color of the rainbow - in theory, that is. It never works completely with real pigments. Those primary colors were also available early on for comic strips in newspapers. In the movies, both Donald's (I count his beak as a costume color because it is so dominant) and Goofy's colors are opposites on the color wheel which means that they are complementary colors. Complementary colors are often used to reinforce each other.
    How these colors are arranged on Johannes Itten's influential color wheel.

    In contrast, Pete's old west sheriff costume (no peg-leg here) is made up of natural browns and beiges. Because their basic hues are very close to each other on the color wheel, they are called analogous colors.
    Top row: actual colors of Pete's sheriff costume; bottom row: corresponding hues.

    As can be checked in photoshop (see below), the hues of these five colors (top row) are all within a range from 22 to 49ø which is pretty narrow. If I adjust brightness and saturation to 100% we can easily see, how close they are to each other (bottom row of color swatches) on the color wheel.
    top: the actual color; bottom: adjusted saturation (S) and brightness (B) show what the hue of 24° looks like.

    This might be easier to recognize in this multidimensional color wheel that adds saturation and brightness (but not their combination). Although all of these colors are basically muted variations of yellow-orange, strong contrasts are achieved by varying saturation and brightness.
    Left: the range of hues on the color wheel; right: on a multidimensional color wheel.

    To compare different costume color schemes I have created a template based on Keira Knightley's ANNA KARENINA gown that has all the fancy parts including a lush waistbelt and a feather on the hat. If we apply Pete's costume colors to her, she looks like a stepping out of a western saloon. Against this background, the "white" taken from Pete's shirt looks deliberately bluer than in the original screenshot* and (accidentally?) serves as a spot of complementary contrast.
    The generic "Anna" template for color comparisons. Right: in Pete's colors.

    Because we always perceive color in context, I have limited the surroundings in my template strictly to neutral grays and browns. This makes it easier to see hues without color constancy interfering. In fact, Disney often balanced spots of saturated primary, secondary and even pastel colors with neutral grays, browns and natural greens. Those backgrounds and props appear matter-of-factly and boringly devoid of any artistic decisions. But such unobtrusive background colors seldom seem to be randomly chosen.
    Left: Silly Symphony title card in primary colors; middle and right: to make the costume colors stand out, a lot of the image was kept in natural browns and grays.

    However gorgeous Disney's first two features SNOW WHITE (1937) and PINOCCHIO (1940) may look, the studio's typical color styling only fully came into being with FANTASIA and BAMBI, in my opinion. Since animation did not seem to be worthy of Technicolor's"color director"Natalie Kalmus' close surveillance, Disney's color department experienced more freedom than most American live-action cinematographers and production designers.
    Nevertheless "Walt's people" discovered many of the same principles probably because they were, on the one hand, cross-influenced by live-action films and, on the other hand, came from the same painting and illustration background as Kalmus**. In some areas, they had to solve technical issues unique/innate to cel animation.

    In color, the jarring difference between the organic textures of gouache backgrounds and flatly painted objects on cels became more noticeable. To make the moving trees in FLOWERS AND TREES match the dimensionality of their background counterparts, the animators added two separate lighting layers, one for the shadow, one for the glow. As any animator knows from experience, this makes convincing animation more difficult and time-consuming.
    Both trunks and tree tops had additional layers for shadows and light reflections.
    With smaller shapes, a similar effect could be achieved without so many additional lines to the animation process. In order to create a sense of depth to a curtain of leaves in FUNNY LITTLE BUNNIES, the leaves were randomly painted in different shades of green.
    Left: simulated depth by adding shadows and different shades of green; right: had all the leaves been painted in the same green, the hedge curtain would look pretty flat like in this digitally simplified mock-up.

    With four shades of green and shadows on less than a third of the leaves, the hedge looks pleasingly detailed and textured than in the digitally simplified mock-up on the right. This concept was successfully applied to add natural variety to groups of animals in BAMBI (1942) or FUN AND FANCY FREE (1946) about which I have written some time ago.
    Thumper's family in BAMBI (left), the wild bears in BONGO (FUN AND FANCY FREE).

    As can be seen in the examples above, this same visual idea was employed to individual animals (just look at the many shades of gray on Thumper). The overall forms of birds and rodents had been divided up into brighter and darker areas that were far easier to animate than shadow layers. Starting with the more realistic tone-on-tone schemes of BAMBI, many forest animals were painted in more closely related analogous colors that are less contrasting but feel more sophisticated than those in earlier features. Even on birds that are made up of different hues the colors look much more unified than in the SNOW WHITE examples:
    The 1930s: Clearly distinct colors in SNOW WHITE.
    The 1940s: closely related tone-on-tone schemes, natural browns against grays...
    ...as well as closely related soft colors in BAMBI.
    This certainly increased the ink and paint budget, but that money showed up on the screen. While the subdivision into smaller shapes make the animals look more sophisticated or delicate, their overall shapes are easily readable because the parts are unified by one basic hue.
    The 1950s: the animals are still very monochrome (different shades of one single hue) in more stylized colors and wearing hats and scarves in spot colors (CINDERELLA and PETER PAN).

    In fact, the same concept can be observed in the much maligned Pastoral segment of FANTASIA, but only for mythological fantasy creatures like Pegasi or Centaur(ette)s in art deco colors:
    FANTASIA: completely stylized art deco colors: tone-on-tone with spots on the Centaurette.
    All this may have initially come to the artists intuitively. But gradually, they started to adapt the same concept to monochromatic fantasy characters and props. In THE GOLDEN TOUCH (1935) - Walt's failed return to the director's chair - everything that turned into gold was animated with both shadow and glow layers (below left). To distinguish golden props on a golden table, each shape was painted in a different shade of yellow (below right).
    THE GOLDEN TOUCH

    Eleven years later in FUN AND FANCY FREE, the golden surface of a magic harp was evoked simply by dividing the overall shape into many different shades of yellow/orange without relying on lighting effects at all.
    Instead of animating shiny effects, the harp was divided into many different shades of yellow.
    If we apply these two concepts to "Anna", the main difference becomes clear very easily: in the left version with shading and highlight, she looks like lifeless golden statue, in the right multi-colored version on the right (which would be less complicated to animate but more laborious to paint), we see a woman wearing yellow or golden clothes. The key difference, in my opinion, is the addition of a more or less organic skin color that is within the same range of hue as the shades of gold.

    "Anna" as the golden harp: 1. only shadow and glow (MAGIC TOUCH version), 2./3. using the harp colors from FUN AND FANCY FREE screenshots above.
    The importance of such natural skin tones to Disney realism will be further discussed in Part II: Rare Experiments.
     
    * This may be due to the fact that gray tended to lean to the blue side in three-strip Technicolor. But in this shot, we cannot actually tell because it is not even clear if the DVD transfer came from an original Technicolor print. However, I prefer to leave images untinkered so as to analyze what we actually find on current DVDs. In any case, it is important to remember that these colors could have been looking quite differently due to several factors. This, however, does not change the basic concepts at work.

    ** According to screen credits, Natalie Kalmus expanded her rigid color dictate to the studio only in live-action segments starting with THE RELUCTANT DRAGON (1941).

    Sumptuous Costume Colors: Rare Experiments (Part 2/5)

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    Note: by analyzing and outlining these concepts I do not infer that all of those colors were consciously assigned on a theoretical basis. I rather believe that the responsible artists did have a strong innate sense of what looked good and fit the mood in addition to what was acceptable or even sought after by Walt Disney. Naturally, the actual implementation of concepts and moods in sketches and color keys must have been carefully thought and talked over (like everything else in these productions).

    Rare Expressionist Experiments
    During the early years of three-strip Technicolor, live-action cinematographers were discouraged from overtly using colored lighting on actors' faces by all-powerful Technicolor advisors like Natalie Kalmus. Although exotic or fantastical sequences (apparently including anything animated) were exempted from most of the rules in Kalmus'"Colour Consciousness", Disney's striving for romantic realism and sincerity encumbered expressionist use of color in his animated films following the failure of FANTASIA (1940).
    Unusual skin tones were mainly reserved for fantasy creatures (FANTASIA).
    Thus during the 1940s, the package features seemed to remain the only playground for color experiments. Especially the Donald cartoons in the studio's South American anthologies offered a welcome break from naturalism. In both films, deliberately exotic depictions of Brazil and Mexico climax in flurries of color and wild dance music.

    Colored lighting
    In SALUDOS AMIGOS (1942), the seemingly expressionistic colors of different layers of silhouettes add depth cues to an otherwise graphically flat composition. In addition to creating overlap, the values in these dark-on-light compositions draws on our unconscious knowledge that darker silhouettes are more closely to the camera. Therefore, the resulting images look rather impressionistic than expressionistic. In one scene, musicians' hands that look like silhouettes at first glance, turn out to be highly detailed drawings painted in very similar shades of orange. Overall, these colors convey the illusion of a red filter or red lighting.
    Values simulate depth (darker objects appear to be closer).
    Further experiments with color filters in live-action and colored lighting simulation in animation are on display in the second "South of the Border" film THE THREE CABALLEROS (1944). All the colors in the frame - including skin tones and the woman's multicolored dress - are unified by one single hue resulting in a succession of analogous color schemes. In some shots, the effect is enhanced by animated objects in contrasting colors, e.g. green spots that intensify the impact of the blue light on the character.
    The costume colors (left) and seen through a blue filter with animated spots of green.
    The frenzied dance that eventually turns into a stylized cockfight obviously got past Natalie Kalmus who is credited as Color Director for the live-action segments. Although in her influential dogma of "Color Consciousness" she does mention colored lights for special effects in regard to background lighting, Kalmus stresses the need for "natural" colors and flesh tones.
    Color casts (probably added in post production): yellow (left) vs green (right).
    The same dancers in red light before the transition to an animated cockfight in silhouette with glowing rims.

    Subsequently, Donald is seen in a yellow spotlight rendering his white "skin" (plumage most likely) muted yellow and his blue sailor suit green. Without the context of the lighting effect, Donald's colors look almost psychedelic.
    Donald in yellow light: blue turns to green.
    If the yellow light affects the background, too (left), the skin tone appears more natural than against an unaffected background (right).

    This impression is further enhanced by staging Donald against contrasting colors. Now his colors - different shades of only one basic hue - are NOT justified by overall lighting and therefore feel purely expressionistic. Donald's face and beak really ARE green, there is no way color constancy could make us believe that they were any other color.

    Again, overall shapes of characters and objects are clearly visible because each element has shades of only one basic hue.

    The yellow light version of Donald (left) vs the monochrome green version that makes the skin look really green.
    Such complete elimination of realism is very rare in Disney films. Still, these shots adhere to the same basic concept of structuring a composition by contrasting different elements that are each unified by colors, a concept that also governs most of Disney's naturalistic depictions.
    Analogous green character against analogous red characters and surroundings (left) vs analogous red character against green character and surroundings (right).
    The shot (above right) from the penguin segment of the film does not seem to have anything in common with the crazy Donald hallucination. Yet, like the all-green duck that contrasts with his red friends and orange surroundings, the colors of the penguin in the hammock that is set against an all-green turtle in an equally green environment are surprisingly based on the same narrow range of red and orange:
    Top row: actual Penguin/Hammock colors; bottom: corresponding hues.
    The road not taken
    GERALD MCBOING BOING (UPA, 1950)
    From here, Disney's color design could have taken off to more daringly abstract concepts. That obviously did not happen. Indeed, it took the studio almost ten years to overthrow natural skin tones in educational shorts and only at a time when more progressive rivals like UPA had already popularized it.

    Instead of the strongly restricted color schemes of "cartoon modern" films like Bobe Cannon's GERALD MCBOING BOING (1950), Disney opted for the more lavish and harmonious path in MELODY and TOOT, WHISTLE, PLUNK AND BOOM (both 1953) that experimented with 3D (MELODY) and cinemascope (TOOT).

    MELODY takes place in a class room full of birds. Their design takes the analogous color scheme to new heights. Even most of their beaks - Disney beaks were usually painted yellow or orange, no matter what - are in analogous colors. This way (and with the benefit of very unobtrusive background colors) the art direction manages to cram all the colors of the rainbow into one shot.
    The sheer amount of character colors called for a very muted background.

    Organic diversity is achieved by a varying range of hues. The pink girl (below), for example, is based on one single hue whereas the green girl is based on an analogous triad of yellow, green and blue. In analogous triads, there is usually a dominant and a supporting hue (yellow and green, in this case). The third (blue) is used as a spot color. On a narrower scale the same goes for the blue bird with closely related violet as spot color.
    Four birds in analogous colors including beaks.

    On the one hand, reinforcing contrast is provided by props and abstract "paintings" on the walls. These colors separate the planes (foreground vs background).
    If a character is to be clearly distinguished from objects around him, they are often painted in many different hues except the one associated with the character: we immediately understand what shapes are part of Donald because there are no blue books around him.
    Blue Donald behind red, green and yellow books in SALUDOS AMIGOS.
    The same works with contrasting saturation and brightness, as the pale bird in between the dark books demonstrates:
    The pale bird surrounded by saturated books.
    On the other hand, characters are singled out by contrasting spots of color within their design. The protagonist, a blue owl teacher, has an orange beak that is not analogous to any of his other colors. I find it very interesting that the owl was not blue in the color script/colored storyboards. The singled out green girl has orange hair and most of all pink bows to balance the green dress.
    Preliminary artwork (left) vs finished frame.

    Contrasting spot color: magenta on the left, orange on the right.
    One particularly small boy who is the focus of the shots he is in (but is wholly unimportant to the story) stands out because of his "natural" colors of high saturation: red, pink, yellow and a large green book as opposed to a larger but far more receding boy in monochrome blue with a blue book. The small character is singled out by a wider variety of hues and by a stronger warm/cold contrast in regard to the background.
    The blue boy looks like part of the background while the tiny boy stands out by saturation and variety of hues.
    Skin TonesAlthough at first sight, human skin tones look equally expressionistic as in GERALD MCBOING BOING, their use is far more closely related to the classical Disney style. While Gerald's face adopts the background color and contrasts with other distinct colors of the composition, the human faces in MELODY are only in the same hue as the background, because the overall composition is based on this hue. With closely related colors, the compositions look much more tone-on-tone than those in the UPA film.
    Faces match background colors, costumes clash with them.

    Both faces and costumes match background colors in hue but not in brightness and saturation.
    Based on the idea that our eyes are attracted to the strongest contrast within a composition, there is always a visible discrepancy of values between background and human face, though. As usual with Disney, a basic sense of lighting is achieved by painting characters on bright backgrounds considerably darker and vice versa, so they even read perfectly as black and white still frames.
    The compositions are mostly tinted by one single hue and thus highly harmonious.

    Contrast is only achieved by values (relative brightness).
    There are some instances of really expressionist (and not just unicolored) skin tones. For instance, the decline from middle aged to old man is primarily told through color changes of his face from orange to grayish blue.
    Changing skin tones communicate the aging process.
    Such harmonious transitions of hues according to the rainbow are an overarching storytelling principle of MELODY that is introduced when the school children re-arrange according to their color to present the short's title. Even pre-schoolers can see that the birds are now floating in the correct sequence.
    Random colors (left) arranged in rainbow order (right).
    The aging process mentioned above is also part of a man's development from the cradle to the grave which itself is structured as a succession of hue transitions across the rainbow.
    Contrasting hues are only employed against a green background.



    The cycle starts with soft pink (the baby) and ends with empty outlines against sky-blue.

    As soon as we leave the human family and enter the realm of abstract cartoon animals, more playful color schemes are on display again. But even here, the artists refrain from clashing colors in favor of deeply harmonious ones.
    Warm and cold analogous color schemes unify these abstract designs.

    Real forays into more modern, clashing colors are extremely rare but not entirely absent, however:

    Unusual color combination against an almost colorless background.
    Sophistication By Narrowing The Color Range
    In the cinemascope sequel TOOT, WHISTLE, PLUNK AND BOOM, the color palette is basically restricted to warm analogous colors from yellow to red against cold analogous colors from blue to purple. This may sound simple, but narrowing the range of colors to two-thirds of the color wheel (with blue, purple and orange as dominant colors) leads to a much more sophisticated look.
    TOOT, WHISTLE, PLUNK AND BOOM covers a range of cold and warm colors from yellow to blue.
    All the birds are painted in warm colors with plumage that resembles human skin tones.
    Most of the characters are painted in narrow analogous or monochrome colors schemes. Therefore, the backgrounds do not have to be as gray and brown as in MELODY:
    A very pale green skin tone balances the dominant red and purple.
    The fundamental simplicity of red against blue results not only in analogous color schemes to unify and contrast different elements within the widescreen shots, it also leads to more interesting combinations that actually deserve the label "expressionism":
    Interesting blue skin colors and strong primary contrasts look most flashy.
    Again, in opposition to the clear and flat style of GERALD MCBOING BOING, these abstract shapes and bare backgrounds above are saturated with textures and gradients to make them look more sumptuous despite the deliberately simplifying drawing style.

    At least in some orchestra scenes, UPA's "empty" skin tones are imitated. Naturally, these are embedded within sumptuous analogous color schemes (every drum is painted in a different shade of red or orange, for example).
    Disney's color design is luxurious and excessive...
    ...compared to the economical approach in UPA's GERALD MCBOING BOING.

    Since realism and therefore natural skin tones prevailed in the features, the next installment will focus on costume colors again in package features like THE RELUCTANT DRAGON (1941), SALUDOS AMIGOS (1942), THE THREE CABALLEROS (1944) and FUN AND FANCY FREE (1946).

    The end of experimenting: MELODY vs TOOT, WHISTLE... : all in the range of yellow, red, blue, without green.

    Sumptuous Costume Colors: Saturation and Temperature (Part 3/5)

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    After looking at how the Disney color stylists always adhered to the same basic concepts even when experimenting with expressionist techniques, in this third installment I will focus on analogous colors within their own brand of naturalism/realism.

    The individual cartoons of Disney's South American package features cover a lot of different color concepts. In THE THREE CABALLEROS (1944), there are natural rural animals that are based on very narrow analogous colors. The earthly colored flying donkey feels decidedly more down-to-earth than his mythological counterparts in FANTASIA simply because its earthly brown-gray feels more natural.
    Left: THE TREE CABALLEROS, right: FANTASIA (Beethoven sequence).
    Likewise, the brown country bird in the same story looks a lot less exciting than the exotic birds, although they are equally detailed. If so, the lavish impression does not only stem from analogous colors and level of detail but also from the hue itself.
    left: brown bird on brown branch; right: blue bird on bluish branch.
    These two frames above highlight the extent to which characters and backgrounds were unified by analogous colors. There is less conflict between dimensional backgrounds and flatly painted characters if their colors bridge the stylistic gap. We can clearly see the connection between the bird and the branch it sits (or sat) on: brown for brown bird, bluish violet for blue-violet bird. In both cases "realistic", i.e. yellow, beaks and feet contrast the respective colors. The same applies to the screenshots below:
    Analogous color schemes with added spot color, backgrounds with soft versions of bird colors.

    From Feathers...
    As you can see on each of these birds, the basic analogous scheme is balanced by a highly saturated additional color. But there are also heavily anthropomorphized cartoon birds like the Aracuan or Donald's new Mexican friend Panchito.
    Red, purple, orange: clearly distinguished (left) vs closely related (right).


    This is probably one of the most difficult analogous color scheme. Making orange, red and purple work together is quite a task. But Mary Blair seemed to be an expert at this, as you can see from this "Penelope" painting (below right) that was allegedly made during her South American trip with Walt and El Grupo.
    right: "Penelope" painting by Mary Blair.

    Since Blair is not the only "art supervisor" credited on THE THREE CABALLEROS (Does anyone have exact information who worked on which segments?), I have always assumed that she had something to do with the wildly stylized Mexican fiesta in which Panchito appears. This hot color palette is prominent throughout the Donald segments and strongly defines the style of the pastels under the credits. The impact of purple and red is often increased by patches of complementary green.
    Top row of color patches: actual colors as they occur in the frame; bottom row: corresponding hues, i.e. actual color with brightness and saturation adjusted to 100%.
    All analogous colors except the green waggon.
    ...To Costume Colors
    The same concept can already be found in SALUDOS AMIGOS (1942) in a less stylized environment which brings us back to costume colors. Here, we have no expressionist or hot background colors, just the soft unobtrusiveness reminiscent of a Tom & Jerry cartoon. Gently muted grays, browns and greens in bright summer light.

    According to Technicolor realism and lighting conditions, skin tones (and I continue to identify Donald's white plumage as his skin tone) remain constantly "natural". This way, the saturated costume colors stand out quite strongly. Again the combination of deep orange and dark red/purple is balanced by green and teal.
    Right: untypical in nature, therefore more exotic: colors arranged in rainbow order (red, orange, yellow)
    Again green balances orange and red.
    In this final image (above, bottom), the segment's full color palette with soft pastel colors against saturated warmer hues is nicely displayed.

    Warm vs Cold
    Even before BAMBI with its beautifully executed brown vs gray concept was released, the new 1940s concept of analogous costume colors to clearly contrast characters was implemented in the Technicolor segment about the titular character in THE RELUCTANT DRAGON (1941). Here, the character color palette is heavily restricted to two opposing hues: cold teal (bluish gray, if muted) and warm orange (brown, if muted).

    While this extends to the whole composition in modern films that rely on the orange-teal color grading clich‚, here these character colors are balanced by natural skin tones and generic backgrounds (green grass, blue sky etc.). The young protagonist is completely wearing brown, i.e. warm colors, the extras with their rather detailed bluish costumes blend in with the scenery if we do not see their hair.
    The boy vs the crowd: warm vs cold colors.
    For MICKEY AND THE BEANSTALK in FUN AND FANCY FREE (1946), Mickey, Donald and Goofy received new costumes. While Mickey and Donald wear fancier versions of their respective trademark red and blue, Goofy's clothes feel considerably different. Yet, they are based on the same basic hues as his 1930s outfit: blue and orange. Mickey's yellow shoes have been replaced by a yellow hat. As a group, they represent the three primary colors red, yellow and blue (with secondaries green and violet reserved for the villain).
    More variety within costumes, but with more closely related colors.

    The primary triad as the basis of 1930s good guys: red, yellow, blue.
    But why do these costumes look so much more unified and lavish when hardly anything in their design was changed? Looking at Donald (above), the lavishness certainly arises from the higher saturation (at least as we perceive it). Plus, Mickey and Goofy feel a lot warmer because they wear more red, orange and yellow. But to me, the key aspect is the close proximity of the colors. Goofy basically wears the same outfit as the boy from THE RELUCTANT DRAGON (below). The cloth colors are arranged so that they get successively darker the closer they are to the ground.
    The boy vs Goofy: similar color schemes.
    Apart from the blue hat, Goofy's costume looks like a more saturated version of the one worn by the boy.

    In the case of Mickey, proximity of colors is so close that the three red pieces of clothing look like one. If we apply his colors to our Anna template, we get a rich looking gown that reminds me of Scarlett O'Hara's lush red dress from GONE WITH THE WIND (1939).
    Left: Scarlett O'Hara; right: "Anna" wearing Mickey's costume colors.
    To illuminate this comparison, let me approach it from the opposite angle: How would you translate the lushness of Scarlett's red dress into a practical cel animation costume? If I deduce correctly, there are basically two shades of red for two overall pieces of cloth. With only two different colors painted flatly, the dress looks rather lackluster despite the many additional lines. In reality, much of its tactile texture (creases, fabric quality) is communicated via light reflections and shadows. So what if we add basic shade and glow layers?
    Left: Scarlett's colors look rather plain; right: the expensive 1930s solution: add shades and glow.

    The second version certainly comes closer. Animating such an elaborate design would exceed most budgets (and nerves), though. So again, like with the harp (in Part II), it seems to be more reasonable to lay the burden on the ink and paint department and divide the dress into more different shades of red to simulate a more detailed texture. Although I have picked the different reds randomly, they look very similar to those of Mickey's beanstalk costume.
    Scarlett's costume divided into many different colors (all picked from the photograph) looks more sumptuous than the plain version above without additional animation layers. Now it looks very similar to Mickey's.
    There is another reason, the colors in FUN AND FANCY FREE look deeper and more sumptuous than in the shorts made a decade earlier. In the 1940s, Disney artists dared painting backgrounds more monochromatically. Just compare the following two screenshots of penguins in the natural habitat:
    PECULIAR PENGUINS vs THE THREE CABALLEROS.

    In the 1934 Silly Symphony PECULIAR PENGUINS (above left), the slightly blue ice is carefully balanced by gray rocks, green water and a sky that bleeds into yellow on the horizon whenever it is visible. Technicolor films were still a novelty exclusive to Disney (the first live-action Technicolor film premiered the following year) and "natural" colors were carefully balanced but seldom omitted. PECULIAR PENGUINS certainly could not be mistaken for a black and white film print tinted in blue.

    By the time of THE THREE CABALLEROS (above right), the whole background - sky, water and ice - was painted almost monochromatically in shades of blue with only props in different colors. Similar to this monochromatically cold landscape, the droughty country in FUN AND FANCY FREE is almost monochromatically painted in shades of warm but dry orange.

    Since the features were thought of as more serious than cartoons, the lighter gouache of 1930s backgrounds was replaced by more theatrical lighting which resulted in many darker areas that were particularly well-represented because of Technicolor's potential for dense blacks. In fact, Technicolor prints are usually a lot darker than what we are used to today. Thanks to the imbibition process, it was possible to recreate sculpting lighting effects like in a Rembrandt painting where the surrounding darkness makes colors appear deeper and more saturated.

    Rembrandt: Portret van een paar als Oud-Testamentische figuren, genaamd 'Het Joodse bruidje'
    Rembrandt lighting: Mickey in FANTASIA (left) and FUN AND FANCY FREE.
    These two Mickey shots (above) may have the same basic lighting scheme. But in FANTASIA (1938-40) the lighting on the costume was achieved by the "realistic" and more expensive way of additional shadow animation whereas in 1946 Mickey's red costume was broken into three segments with hardly any shadow animation in the film.

    The fourth installment deals with how the concept of analogous costumes is used in CINDERELLA (1950), PETER PAN (1953).

    Swiss Animation Hits Video on Demand

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    swissanimation.ch, the online platform of GSFA (Groupement Suisse du Film d’Animation, the Swiss section of ASIFA) has recently made animated shorts available through vimeo. Their VoD conceptis very simple and practical: you can rent a film for CHF 1.00 (48h streaming) or buy it permanently for CHF 15.00.

    ERLKÖNIG (Georges Schwizgebel)
    Currently ten films are already available including Georges Schwizgebel's latest animated tone poem ERLKÖNIG (winner of two awards at Fantoche and the Swiss Film Award for best animation). Since many film makers wait until their films have completed their initial festival circuit, more shorts are to be made available over time.

    MESSAGES DANS L'AIR (Isabelle Favez)
    Apart from Schwizgebel and maybe Isabelle Favez whose film MESSAGES DANS L'AIR also appears on the list, Swiss animators are not as well-known abroad. But as the steadily increasing output of shorts and student films from Lausanne and Lucerne (and now even animated features) proves, the scene is very much alive and ready to face international exposure beyond film and animation festivals.

    Here is a selection of some successful recent films worth checking out (no dialogue, so no language barrier). You can rent or buy the films by clicking on the trailers:

    L'ILE NOIRE by Nino Christen


    THE KIOSK by Anete Melece



    TIMBER by Nils Hedinger

    Note: Not all films are available in every country, as territorial rights contracts with distributors may apply to VoD as well.

    Sumptuous Costume Colors: Soft and Simple (Part 4/5)

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    This fourth installment in a series about analogous costume colors in Disney films deals with how the concept of analogous costumes is used in CINDERELLA (1950) and PETER PAN (1953).

    The mid-century Disney features that I analyze in this entry have been subjected to heavy digital restoration. In the case of CINDERELLA, the complete removal of film grain and any traces of texture that hinted at manually painted cels did not only diminish the colored outlines but gives the impression that it was painted and composited in the 1990s with Disney's proprietary CAPS software.

    Regardless of whether you prefer historically correct presentations or not, such an impression influences reception in dangerous ways. If a film like CINDERELLA that is so much the product of conservative post-war escapism is perceived as contemporary (or maybe from the 1990s ? all production dates have been omitted from DVD packages) the dated acting and attitudes towards women become problematic.

    If its genuine Technicolor look would remind us of the proper historical context (making kids aware of the fact that it was made long time ago and still holds up as entertainment), it would be clear that its attitudes are not contemporary any more. Thus, the film could still be appreciated as the tightly plotted, gorgeous looking gem it really is. One can only hope that the original successive exposure negative or at least some IB prints are still existing in the archives and will not be replaced by a digitally "enhanced" internegative.

    The basic color concepts, however inaccurately pushed to extremes to match contemporary tastes, are still clearly visible ? or even more so, now that characters and backgrounds are not unified by the organic quality of film stock any more. So when analyzing any of these films, we have to keep in mind, that saturation, values and color temperature might have looked differently (just compare the two DVD editions of SLEEPING BEAUTY).

    But in our digital age, it is also important to recall that each Technicolor print (not to speak of "normal" prints for re-issues) looked slightly different, even though there was a basic aesthetics to them that was easily recognizable. Compared to what we get on DVD and Blu ray nowadays, they did look rather dark with rich blacks and probably warmer overall because of different lamp temperatures.

    Color Connotations: Cinderella
    With that out of the way, let us start with animals again. Somewhere in between the woodland creatures in SNOW WHITE (1937) and the clothed mice and ducks of the cartoons, Cinderella's little helpers are composed of a barking dog that looks and behaves like a dog, a few sparrow-like birds with minimal clothes and a cast of fully anthropomorphized talking mice on two legs.
    The plumage of these birds is painted in closely related shades of one single hue each, like slick prototypes of the analogous color scheme. The more interesting part of their design lies in the strange pieces of clothing that a) connect them to the mice (why would birds wear shoes that stop them from clasping branches?) and b) add individuality to the most generic design imaginable. Contrast is provided by scarves and caps in soft pastel versions of complementary colors red and green.
    Top row: actual costume colors of blue birds; bottom: respective hues.
    The animals most people remember, though, are the mice Jacques and Gus. From what we have seen in previous films, their costume colors reveal quite a lot about their personalities and roles: like Mickey (or Doc in SNOW WHITE), Jacques must be the leader because he is wearing saturated warm red that overall leans towards orange rather than purple (the designated villain color, but more on that later)
    Warm red (leaning towards orange) is often shown as the color of leaders: SNOW WHITE (left) and CINDERELLA.

    Purplish red is most often reserved for hostile characters: SNOW WHITE (left) and CINDERELLA.
    Gus on the other hand is the more simple-minded, confused Goofy type with more disparate colors one of which is green, a complementary to Jacques' red. Among the rest of the male mice who all wear blue and yellow (or green in between), he stands out because of the warm yellow shirt Cinderella gave to him.
    Jacques is easily identified by his orange-red clothes...

    ...as opposed to the other mice's colors ranging from yellow through green to blue.

    The leading female seamstress mouse is wearing quite an elaborate dress in different shades of pink/magenta with a lilac hat.
    CINDERELLA's most obvious stylistic departure from its golden age predecessors SNOW WHITE, PINOCCHIO (1940), DUMBO (1941) and BAMBI (1942) lies in a new dominance of art deco pastel colors. These soft colors of higher value and mid-saturation are most evident in costumes and still determine how children imagine princess dresses today.
    Contrasting cold blue (Cinderella, water) with warm brown (horse, father, puppy).

    While color temperature is an overarching structuring element with light blue against brown/beige (above), predominant costume colors are light blue, light green and pink with an overall emphasis on pink/green contrast as can be seen within groups of mice as well as Cinderella's wealthy stepsisters:
    The stepsisters are distinguished by magenta/green contrast. The same concept is used for the singing seamstresses.
    Both these contrasts, brown/blue as well as magenta/green, are complementary colors in the additive RGB system. I usually call them "negative colors" as opposed to complementary colors like red/green in the painterly red/blue/yellow subtractive color model (more on confusing complementary colors here). If you want to see the negative colors of an RGB image, just invert it:
    Magenta and green are opposites or "negative colors" in the additive RGB system.

    The same goes for light blue and brown.

    The magenta/green contrast is slightly more interesting than the cold-warm concept because neither of these hues is receding. Because of their opposing overall colors, we can not only distinguish these otherwise similar stepsisters, but also store them in our brain as the green and the magenta sister without having to attach their appearance to their names. But the excessive lushness of their gowns illustrates Cinderella's blatant discrimination in the household after her father's death. After all, the prologue shows us that Cinderella once wore a lavish but far less garish and therefore purer princess dress as well.
    The sisters in the prologue, reconstructed from two screenshots. Together with Cinderella's dress they form a triad of pastel red (pink), blue and yellow.
    Although the colors feel vastly different with excessively patterned fabrics that would have been a nightmare to animate, the 2015 live-action remake adhered to the basic concept of single-hue dresses in clearly distinguishable colors:
    A similar triadic color scheme in the 2015 live-action remake.

    So while her stepsisters are properly dressed in artificial colors, Cinderella is clad in warm earthly browns of discrete values balanced by a light gray shirt (leaning towards cold teal). Cinderella might be the one held captive in an ivory-tower, but based on her costume she looks less one-dimensional and certainly more down-to-earth than her aloof stepsisters.

    Even on identical costumes, Cinderella's color make the first "Anna" look more down-to-earth than the other two.
    Color schemes like this often reflect the notion that supporting characters are more one-dimensional compared to the protagonist. Hence, more interesting character means more variety in its color design.
    Protagonist Pedro (right, from SALUDOS AMIGOS, 1942) is less monotonous than his supporting character parents.

    Sumptuous vs Simple: Peter Pan
    I have already written extensively on complementary red and green in PETER PAN (see Captain Hook's Red Coat: Part I, Part II,Part III). Peter Pan and Captain Hook are complementary opposites and like all the characters above can be described by their analogous color schemes: Hook is all red and purple (he a leader AND a villain, after all), Peter is all green (leaning slightly towards warm yellow and cold blue, depending on the scene). Tinkerbell is actually wearing green as well and therefore is visually connected to Peter. But her strong glow makes her look like a yellow light source.
    There is one additional concept to gather from this film upon which I have not written yet: communicating simplicity. So far, it has become clear, that in order to make costumes look rich and sumptuous, they are broken into many different parts with closely related colors (e.g. Cinderella's stepsisters). On the other hand, to make clearly distinct pieces of clothing go together well, the same principle can be applied with more closely related shades of the same color (e.g. Jacques) or contrasting colors from two different hues (e.g. Cinderella) or one hue but strong contrast of value and saturation (e.g. the boy).
    left to right: Jacques (CINDERELLA), the boy (RELUCTANT DRAGON), Cinderella herself.

    To show the simplicity of a costume such as a nightgown or a pyjama in contrast to fancier dresses, these garments are often painted in only one color even though the design would allow for different colors (Wendy's sleeves, for example).
    Simple clothes are in one color only (two, if we count the darker shade of Wendy's belt and bow).
    The same triad as above.
    Nightgown triad of blue, green and magenta.

    The gauchos in THE THREE CABALLEROS, top row: actual soft colors; bottom row: respective hues reveal the primary triad of yellow, blue and red.

    As these screenshots prove, the simple gowns are not new to PETER PAN, but here it is probably the first time that the protagonists (Wendy, John and Michael) keep it on throughout the whole film. More often, pyjamas are only seen for brief moments like when the gauchos in THE THREE CABALLEROS (1944) are undressed by a draft. Not surprisingly, their pyjamas are in muted versions of the primary triad yellow, blue and red that dominated so many of 1940s Disney characters.

    In the concluding chapter of this series I will finally return to SLEEPING BEAUTY (1959), Disney's crowning achievement when it comes to analogous colors.

    Simulating a projector shutter in HUGO 3D

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    Martin Scorsese's HUGO (2009) is a real compendium of film and animation techniques. In a pivotal scene, the film even simulates the one device that is most often taken for granted but is essential for the illusion of motion in mechanical film projection: the shutter.

    If you pull a film strip through the gate of a projector past the lamp, you simply see a fast moving strip in a blur. In order to fool the eye into perceiving motion within the frame (due to persistence of vision) the images on the filmstrip have to stand still for us to register. Then the strip has to be transported without the viewer noticing. This is achieved by an intermittent mechanism consisting of a Maltese cross for transportation and a revolving shutter (see below) that shuts out the light exactly at the time the film strip is transported to the next frame.
    (Image from English Wikipedia)


    As we all know, a flip book does not need a shutter because the pages flip out of sight (or rather past our focus). Due to its nature, in a book as opposed to consecutive frames on a filmstrip the images stay in place.

    In a key scene near the mid-point of HUGO, while Méliès' pre-production art floats around the room due to clumsiness on behalf of the investigating children Hugo and Isabelle, Martin Scorsese shows us two animation sequences based on sheets of paper:
    I like to add a time code* so that the scene is easily found within the film and we also see how long each image is on screen.


    The Fire-Breathing Dragon
    The seven animation drawings slightly aligned.
    In the first one of a fire-breathing dragon, Scorsese's film basically simulates the action of flipping (or rather rolling) through a stack of animation drawings. This is the same mechanism as a flip book. But in addition to that, Scorsese simulates a visual shutter:

    Whenever an animation drawing is floating away, another piece of paper zooms through the frame (in roughly the same direction, and closer to us in 3D) obscuring the actual transition like a rotating shutter in a film projector. In the video excerpt above you can hear that this is matched by a chattering sound. Note that the animation artists even included a "hold" of two identical drawings (#5 and 6) to accent the animation.

    This scene is based on a Méliès drawing (above) for the film LE PALAIS DE MILLE ET UNE NUITS (1905). A variant of this scene is later used in an extensive flashback sequence to show how Méliès shot his films (below).
    In the real film, the dragon scene looks slightly different with a less elaborate dragon on display.

    The Magical Thaumatrope
    The butterfly lady animation in the second part of the video above plays a trick on the setup of a Thaumatrope (see a Thaumatrope in action). When we turn a piece of paper around its horizontal axis, the transition to the next image, i.e. the flipside, is "invisible" because the paper is visually contracted and then expanded. We do not need a shutter to mask the transition.

    Because we focus on an object close to the imaginary turning line, we see it long enough to register. This also works so well because of the strong contrast between the moving object (the bright fantasy character) and the muddy background. The impossible "magic" trick here is obviously that, every time the page turns, a new animation frame is visible resulting in a continuous motion whereas a Thaumatrope only combines two images into one.

    * The time code refers to the Blu-ray3D version of HUGO.

    Sumptuous Costume Colors: A Fairy Tale (Part 5/5)

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    In this concluding chapter of the series I finally return to SLEEPING BEAUTY (1959) that inspired me to write about Disney costume colors in the first place. This analysis also serves as a rough summary of what was discovered during the process and why I think that SLEEPING BEAUTY is the crowning achievement when it comes to analogous color schemes.

    A Fairy Triad
    Unlike its stunning visual and musical presentation, the formal structure of SLEEPING BEAUTY is rather undecided about too many key elements. It is even disputable whether Aurora is the protagonist. In my opinion, the plot is about three middle-aged guardian fairies fighting a bad apple (Maleficent*) within their own ranks.
    Like many protagonist trios in previous Disney films, Flora, Fauna and Merryweather are each identified by one distinct hue. Together they form a triad of orange, green and blue.

    While the primary triad of red, blue and yellow dominated during the 1940s, the choice of secondaries orange and green reflects the more sombre tone of the film. Keeping the fairy costumes basically in different shades of each basic hue has two advantages:
    1) we can clearly identify them even when they are mere light spots or stand very far away in vast long shots that took advantage of the 70mm format.

    2) their silhouettes are clearer inside the castle because the stylized backgrounds do not provide too much empty space for negative shapes to read. Instead the fairies are often staged against highly detailed textures and patterns in colors similar to their costumes. Sometimes not even the Disney doctrine of "light characters against dark backgrounds and vice versa", which ensures that characters still read in black and white, is obeyed.
    The backgrounds in the throne room are often reflecting the fairies' colors quite closely: orange, green and blue.
    The level of detail in SLEEPING BEAUTY is so high that in some scenes shadow or glow layers are added on top of these detailed costume designs:

    When the fairies decide to hide Aurora in the forest cabin they transform themselves into plain old maids with headscarves instead of pointy hats. Their colors remain the same but the accents are different: Merriweather's black corset and an emphasis on the desaturated browns of Flora's costume provide more visual variety that is possible because the earthly cabin interior is much more unobtrusive than the castle.

    Olive green Fauna has not changed all that much. In fact, she was more of a follower in the first place. And now that she is in an environment where her clothes only stand out because they are more saturated, she looks even less dominant.
    Fauna seems to be especially at home in the cabin. Even the props are in analogous colors.

    Aurora or Briar Rose, as they call her, looks really at home in this simple cabin. In fact, her appearance is so devoid of color that even the dark violet cloak stands out. The strength of her beautiful outfit lies in the strong contrast of value (black, white and two distinct shades of gray) and the subtle contrast of warm blonde hair and rosy skin against a cold gray shirt. In addition, her gray dress is not related to any of the fairies' colors.

    Unusual for Disney films of the period, there is even a distinctive color scheme for night scenes instead of just darker versions of the same basic hues. Here, the fairy costumes are integrated into their surroundings like in more contemporary films.
    Night time schemes in disguise (top) and as fairies (bottom).
    Royalty
    Given that the relatively plain fairies wear such detailed costumes, how could the clothes of the royal family look more sumptuous?
    The answer is relatively simple: add gold and more contrast. Contast is created in two ways: 1) broader variety of values, adding significant areas of pure black to the kings' coats. 2) broadening the spectrum of analogous hues. A combination of distinct orange and yellow for King Stefan. About the same range from purple to blue for Queen Leah but without the black parts to make her look softer.

    Medieval illustrations often show similar colors (orange/blue, black/gold) and patterns.

    Another inspiration for SLEEPING BEAUTY's style might have been stained glass windows from different periods.
    The implementation of gold, however, is not so simple. After all, every color in SLEEPING BEAUTY was allegedly desaturaged by adding black to achieve that medieval look Eyvind Earle was after. The overall color style eliminates both the shiny depiction we have seen in THE GOLDEN TOUCH (1935) as well as the warm saturated yellow of the harp in FUN AND FANCY FREE (1946).
    Shiny gold with gloss and shade in 1935 (left) and fragmented in 1946.
    The gold in SLEEPING BEAUTY never feels warm and glowing.
    Since human color perception is almost exclusively based on relativity, we do accept the greenish-gray, that is actually a darkened yellow, to be gold. The most striking example of this stylized approach is the chalice the shiny effect of which is achieved by accentuated contrast between dark and bright segments. Since everything is desaturated by black, gold is, too. In fact, these tones are a lot closer to real golden colors in medieval paintings.
    top row: actual colors of chalice, bottom: respective hues.

    Real medieval gold color, again balanced by orange and blue.
    Even grouped together the fairies and the royals are distinctive insofar as the clearly differentiated fairy triad does neither include yellow nor purple. The royals, on the other hand, do not wear anything green at all. Their overall impression is of a rather opulent palette of analogous colors ranging from blue over magenta to orange and yellow, partly separated by deep blacks.

    The group of fairies next to the group of royals opposed to the powers of evil.*
    top row: the royal costumes are all based on these colors; bottom row: corresponding hues to actual colors.

    Left: the range that is covered by the royal group; vs right: the fairy triad.
    The funny thing is that the drunk lute player exhibits all the same characteristics as the kings: black pieces of clothing, clear contrasts and analogous colors ranging from green to orange. The patterning makes his clothes look decidedly less elegant, though. In fact, he looks more like an ornament. And more important, there are no golden hemlines and regalia.
    King Hubert's shades of orange are reinforced by large spots of contrasting blue. This color connects him to his son Phillip who is but a boy when Aurora is christened. Phillip's monochrome blue costume is balanced by a red feather. As we have seen earlier, analogous color schemes are often balanced by such small spots of complementary or negative colors.
    Orange and blue for Hubert and his son Phillip.

    Father and son: the spot color of one is the main color of the other.
    Feathers in contrasting colors to balance the costume precede SLEEPING BEAUTY.

    Phillip's feather might be a hint at what was withheld so far from the film: red as a costume color is retained until we see the prince as an adult. Since red (the strongest hue to human perception) appears even more luminous when surrounded by muted green, Philipp's appearance in the gray-green forest makes quite an impact. It is also in keeping with art history and Technicolor "consciousness" to use red - considered the most precious color - very sparsely for important objects or scenes.
    Looking closer at the hues of Phillip's overall appearance including skin tone and saddlecloth, I was quite surprised, that ALL of his costume colors are closely related to red:
    Top row: actual colors, bottom row: respective hues.
    Whether this was as carefully planned all along by the artist responsible for the color model or whether the colors were fine-tuned during the digital restoration process is not known to me. But it certainly fits into the monochromatic as well as the royal concept. Except that there is no gold. But after all, that is exactly the point: Aurora does not recognize the beautiful hunter as the prince he is.

    While her attention is called to Phillip's red cape through the play-acting of her monochromatic animal friends, the prince's extremely desaturated costume colors match Aurora's quite exquisitely in their first real encounter.
    Magic
    Meanwhile the scenes revolving around the fairies' practical and magical powers revert to two concepts that were visible in the more experimental films analyzed in chapter II. Costumes in analogous colors were often put together with gradually descending values: brightest piece of clothing near near the neck, darkest more down to earth. The costumes in SLEEPING BEAUTY are less predictable as can be seen from the different value and saturation patterns of the three fairies.
    "Values" are referring to brightness on the gray scale.
    In Part II we have seen a tendency to arrange colors in rainbow order. Such a concept seems to be at work in this shot of Aurora's woodland friends.

    Therefore, the arrangement of hues in rainbow order (like in the images above) does feel out of place in the sophisticated medieval themed stylings of SLEEPING BEAUTY, even when it comes to the princess' obligatory woodland friends. Nevertheless, when it comes to Aurora's coming-of-age dress, the colors converge dangerously close to 1950s American tastes. Flora and Merryweather carry those fabrics that are most closely related to their own costume and in Merryweather's arms they are arranged in ascending order from violet to pink.
    orange, purple, violet, blue: rainbow order
    Top: Pink with scattered spot colors, bottom: streamlined shades of pink.

    Judging from the monstrosity above, Flora is not the seamstress she thinks she is. So finally, the fairies break their vow and use their wands instead. When magic comes into play, the colors - not to mention the design - become more streamlined. The broader range of hues from violet to pink with spots of blue and greenish yellow is replaced by one single hue (magenta) with a similar dispersion of values as Aurora's gray country dress. Once the wands are out, however, colors are subject to change. Whether blue or pink, the values stay the same.

    Both versions are closely related to Prince Phillip's red and blue as well as to Queen Leah's dress that ranges from blue to pink (soft red in itself). Intuitively, the queen looks older than Aurora because the colors of her costume look darker and less saturated. Interestingly, the pink dress looks decidedly more sugar-coated and out of place than the blue one and does not fully match the overall color styling.

    Aurora matches both her mother and Phillip because all the "group colors" are in between red and blue.

    I have always wondered whether the final vanity battle between Flora and Merryweather was reminiscent of the fact, that the traditional light blue had recently been replaced by pink (light red) as the symbolic color of innocence and girlhood. For a long time, pink (the "small" i.e. light version of strong red) had been the designated boys' color.
    Magic also provided the artists with the opportunity for one of the rare instances of expressionist colors reminiscent of the experiments with colored lights in THE THREE CABALLEROS (1944). It starts when Maleficent's* luring green ball casts the whole room in green light and thus affects not only Aurora's costume but also her skin tone which was unusual even in live-action Technicolor films at the time.

    Looking at the long shot more closely, we can see that there are still some fabrics that are so orange that they are not too much affected by the green light source and provide enough contrast to reinforce the green tint.
    Top: original green image; bottom: I have digitally "divided" the green light emitted by the ball in order to see the colors without the tint.
    Whereas this is simply colored lighting very common in today's motion pictures, the more interesting part comes when the fairies try to alleviate Maleficent's* doing by putting the whole royal suite to sleep. This time, the green tint of magic transforms the whole frame into a near monochromatic image that resembles the tinting of silent movies. As you can see, there are some colors that are less affected, keeping the impression of color film rather than tinted black and white.

    But then towards the end, expressionist contrast is achieved by keeping the fairies themselves wholly unaffected by their green "slumber light". This is strikingly obvious, when orange Flora flies by King Hubert's head and both his skin and his orange coat are green. The unexpected part here are the balancing blue parts of Hubert's costume. I would love to see how those frame enlargements looked on an original Technicolor print as opposed to the digitally enhanced versions available today.
    It is also noteworthy that the fairies are most often painted in their daylight colors when they are flying at night. That strengthens the impression that they are emitting light themselves and certainly makes it far easier to identify them in long shots.

    After all, the main advantage of the clearly defined "fairy triad" of orange, blue and green is clear readability against highly detailed backgrounds and when characters are dwarfed by their surroundings. So with this, we have come full circle back to the pictures of aristocrats entering the castle that initiated this series.

    Red/orange, green and blue dominate, warm yellow is absent in favour of yellowish-green. Most of the characters consist of a broader range of analogous hues than the almost unicolored fairies, giving the impression of more realistically random colors. And although the composition thwarts the danger of clutter by grouping characters based on analogous color schemes, in extreme long shots, individuals are never arranged next to each other in fake looking rainbow order.


    At the risk of merely stating the obvious, in this series I have aimed at tracing a predominant Disney concept to simulate sumptuous textures despite flatly painted surfaces. Yet, Disney's three fairy tale features SNOW WHITE, CINDERELLA and SLEEPING BEAUTY, however dated their attitudes, still have a lot more in store to savor and learn from with regard to color.

    * I have deliberately ignored Maleficent and many of the other villains so far because there is enough to write about them in a separate post some other day.

    Note: In most cases, I am not able to tell who selected what color with what intention. In short, the thinking that went into a certain composition or color concept can never be proven. But what really matters is what we actually see in a film. Thus, my attempt is to analyze how colors impact our perception of a given composition and why this is so. The ultimate goal then is to see if overarching concepts can be extracted that broaden our understanding and use of color as a storytelling device.

    Caveat: all screenshots are taken from DVD/BD releases that most certainly differ in various ways from what we used to see in Technicolor film prints.

    MAD MAX: FURY ROAD - Soundtrack Analysis - Video Essay

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    My following soundtrack analysis including the three clips was first published in the Swiss film magazine filmbulletinin German. Since voice-over narration would have obscured the very object of sound analyses, the video essay is broken down into three segments that are each preceded by written text. It was originally written and edited in February 2016, shortly before the crew of MAD MAX: FURY ROAD received their well-deserved Academy Awards for best achievements in "Sound", "Editing" and "Sound Editing" among others.

    Creation of a Sound World

    The illusory effect of modern blockbusters is often rather based on a close sound-image relationship than on realism of content. Thus, in George Miller's MAD MAX: FURY ROAD sounds, voices, even music appear to be organically anchored within the visual world we see, when in fact they were created as far away from the images as the initial car engine sound compared to the Warner Bros. logo it accompanies. As long as audiovisual synchronicity is preserved, we (the audience) accept quite absurd sounds as realistic depictions of a fictitious world.

    To me, Miller's post-apocalyptic action film is fascinating exactly because of its virtuosic and single-minded audacity in sketching such a world by means of a gigantic two-hour car chase. According to supervising sound editor Mark A. Mangini, the fact that the soundtrack (that was carefully constructed over a period of two years) is every bit as rich as the film's much lauded visual language, is due to the unusually collaborative atmosphere under the septuagenarian director.

    Although because of engines and wind machines, almost none of the meticulously recorded production track made it into the finished film, Ben Osmo's gargantuan miking concept was necessary for Miller to monitor the acting. Apart from that, every phrase of dialogue had to be reconstructible in post production. The actual performances were later created in a lengthy ADR process during which the dialogue was cobbled together word for word from different takes by Kira Roessler and her team.

    Acoustic Subjectivity
    While the voice of Charlize Theron's rebellious Furiosa soundsauthentic for the most part, Tom Hardy's booming mumble appears strangely detached from the image. This highlights how the tonal integration of a voice into its sonic surroundings shapes our impression of filmic reality. Especially during the sparse conversations with Furiosa, Max's highly compressed baritone becomes irritating precisely because the soundtrack tries to force us into accepting Max as the hero protagonist by focusing on his subjective perception, when in fact we consider him as a stowaway in Furiosa's story.

    Sharing Max' visions
    And yet, in their scenes together, we clearly share the point of view of Max who has been degraded from "road warrior" to a war boy's "blood bag". This is particularly evident during his flashing visions that are accompanied by loud undefined sound objects. Equally effective if considerably subtler, manipulations of ambient noise communicate Max's subjective perception during his gradual unshackling.

    The "resurrection scene" after the sand storm is a real masterpiece of sound design by David White*: After a moment of total silence, Max slowly rises while the grains of sand vividly trickle past his - and our - ears, until a swelling droning noise that vaguely resembles the sound of emerging from water grows into irregular pulse beats. The tension is finally released in an alleviative hissing sound when the blood hose is pulled out of his neck.

    Although many approaching noises would long be audible in the open desert, time and again, we only hear them when Max notices them. The firing of guns next to Max's head results in momentary deafness and a piercing ringing in our ears while the same action does not affect our perception when it happens close to Furiosa's head. But instead of telling us that she is a tougher character, this simply tells us that we do not share her perspective to the same degree as we share Max's.


    Rhythmical Punctuation
    Subjectively fading ambient sounds are skillfully utilized to increase shock effects as well as already anticipated explosions. Likewise, the soundtrack accentuates individual cuts with striking sounds and drum beats. When war boy Nux is "struck" by Immortan Joe's glance, for example, a meaty rattle emphasizes the very jump cut that visually conveys Nux's excitement.

    The extent to which sound editor Mangini collaborated with the Dutch composer Tom Holkenborg aka JunkieXL is especially evident in a seemless transition from beating noises to drumbeats: Furiosa first hits her war rig with a wrench. Imperceptibly, these beats are then picked up by extradiegetic drums the speed of which was retroactively adjusted to the sound design by the composer. Later, Holkenborg's synthetical "Brothers in Arms" - itself composed of samples that blur the line between music and noise - is triggered by an abrupt arm-gesture of a furious motorcycle warrior.

    When Holkenborg joined the production of MAD MAX, the director only wanted to have diegetic music that emanated from the Doof Warrior's mobile battle band. Yet, the composer argued Miller into using an external score by submitting his ideas as musical sketches that could be used as a temp score. Thus, the Doof Warrior's guitar riffs (composed and added in post-production) are indeed remixed to match the spatial position of the fire-breathing guitar. However, they are also interwoven with the continuous rhythms of the action scenes.

    Multi-instrumentalist Holkenborg creates his rhythm-based tracks by layering self-made sounds and drum samples directly in a three-dimensional sonic space**. His brand of repetitive rhythm patterns, multiplied bass lines and a general preference for sound modulation over melody and harmony reveal his former association with Hans Zimmer's Remote Control Productions.



    Leitmotif Sounds
    While Max's survival instinct to which he seems to be reduced in the first act is expressed by a brute cello note, Furiosa's determination is accompanied by a kind of heartbeat the elements of which suspensefully drift apart when the war rig enters the canyon. Hence, Furiosa's initial fight against Max feels like a tuneless ballet choreographed and edited to a rhythm of tonally varied drum beats and synchronous hitting sounds.

    Only after Furiosa discloses the motivation for her rebellion to Max, a music-box-like Adagio emerges from the viola section. Holkenborg orchestrates this melancholy theme for strings with added bass in a chordal*** way and brings it into full bloom as "Many Mothers". Where musical sounds distinguish the human characters, the cars are stylized into organic creatures by sounds recorded and created by Oliver Machin and Scott Hecker.

    When the Russian speaking "Buzzards" attack Furiosa's war rig with buzz saws, their spikey vehicles buzz metallically. The war rig itself is provided with a leitmotif sound that resembles the take off of a helicopter. The truck's engine noise, however, always conforms to the mood of the passengers. Occasionally, it is hardly audible during quiet dialogue scenes.

    As a reference to Captain Ahab and Moby Dick, Mangini synchronizes Immortan Joe's self-destructive hunt for the war rig with whale sounds. For instance, when milk is squirting from harpooned holes, we hear fountains from a whale's blowhole. Eventually, the destruction of the war (accompanied by the pathos of "Walhalla Awaits") is dubbed almost exclusively with animal sounds instead of engine noises. At this point, we are so immersed in the story, that we never even question the origins of those sounds and accept them as purely diegetic.


    * however difficult it may be to credit specific people within this team effort, the "resurrection scene" has been ascribed to David White in more than one interview (SoundWorks Collection).
    ** see Holkenborg's detailed process in a series of official videos.
    *** "melody with chords" as opposed to "counterpoint".

    Credits: 
    Music: Tom Holkenborg aka JunkieXL
    Production Sound Mixer: Ben Osmo
    Vehicle Effects: Oliver Machin
    Supervising Dialogue Editor: Kira Roessler
    Sound Designer: David White
    Supervising Sound Editor: Mark A. Mangini, Scott Hecker
    Sound Re-recording Mixer: Chris Jenkins, Gregg Rudloff

    External links:
    Ben Osmo interview (videoandfilmmaker.com)

    Mark A. Mangini interview (scpr.org)

    Interesting aspects of MAD MAX on my companion blog

    London Screenings

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    London must be a paradise for cinemaniacs. There are so many great films playing (in cinemas and on rooftops) every day that one gets easily overwhelmed. Being in England for only a few days, I nevertheless grabbed the opportunity to see two very different films that I highly recommend to anyone near the city for different reasons:

    Every patron matters


    Practically by chance and out of curiosity, I went to a very small, very independently produced first time feature called CHICKEN, simply because there was a Q&A by its London based director Joe Stephenson.

    The film has already finished its festival circuit, where it drew the attention of audiences and people like Sir Ian McKellen, and is now practically self-distributed because its opening weekend got eclipsed by the latest X-MEN movie. So like in the good old days of independent movies, Stephenson books the film on a screening per screening basis around town and country, often with a Q&A, because he is a strong believer in the cinema experience as opposed to DVD/VOD.
    Yasmin Paige

    Scott Chambers and Joe Stephenson
    CHICKEN is an adaptation of a play that feels so natural that you would not even think of its theater origins if you were not told. It might not have a high concept or even a star (well, Yasmin Paige should be well-known for her part in SUBMARINE, but that has not happened so far), but for a first time effort it is extremely focused and consistently gaining momentum. In fact, the film is completely built around Scott Chambers tour de force performance that really carries the small scale coming-of-age drama.

    Besides, Joe Stephenson is a great interviewee. In the screening at the Prince Charles Cinema last Wednesday, he even managed to win the audience over without a proper interviewer. But what's more, try to catch a cinema screening because every single patron really matters to these filmmakers!

    Next screening: Thursday, June 9, 9:00 pm, Genesis Cinema Whitechappel
    Further screenings here.

    Like most of us have never seen it before

    And then there was VERTIGO. A film that anyone with an interest in cinematography, editing patterns, and especially color and music has to see at least once in a theater, and one of my all-time favorites. So why see it again in a place that offers culture and entertainment in abundance? Because the Prince Charles Cinema at Leicester Square is currently showing it in 70mm! Except for a few scratches and such (that were adverted up front) the print itself as well as the projection were perfect.
    And it is true, you absolutely positively have to see it in 70mm, accept no substitutes! The characteristic Technicolorreds, greens, skin tones and deep blacks were there, and most of all: the rear-projections and special process shots looked awesome, i.e. much more invisible than on digital or 35mm versions. Besides, the PCC members are a great audience which adds a lot to the movie-going experience.

    And if you are near London, make sure to check out their schedule. Who would want to miss out on a special screening of THE IRON GIANT - SIGNATURE EDITION followed byHitchcock's THE BIRDS?

    Annecy Colors

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    A visit to Europe's largest animation festival reminded me of two things: colorful animation is very much alive in all parts of the world. Computer tools and the internet have enhanced the awareness and skills of color design. But the full impact of colors is only perceived in a dark theatre (or any other darkened room without contrasting colors). 

    After missing out on it for several years, I managed to visit the Annecy International Animation Festival once again at last. In those two and a half days I saw a lot of films and it dawned on me that I must come back for the whole week again next year. It is, after all, a celebration of the cinema going experience and seeing a film in the packed Bonlieu rightfully gives one the impression that this is indeed "the greatest audience in the world", as some of the world-renowned guests liked to put it.

    Of course, an animation festival is also a great place to see how artists work with color to tell a story and create mood. That is why I would like to share a list of films that stayed in my mind because of their colors, some of them conventional, some of them innovative. So here it is, in no particular order:

    Shorts:

    LA SOUPE AU CAILLOU: Cut-out animation made of vibrant layers of translucent watercolors. Striking use of basic colors red, yellow and blue. Simple but sweet children's story.



    CRABE PHARE: Cruise ship passengers build a candy colored city on top of a blue crab. Diamond shaped clouds and a color scheme that looks limited but actually spreads across red, yellow, green and blue.

    PETE'S STORY: High contrast duotone style with additional spot colors. Strong and beautiful anidoc.



    A COAT MADE DARK: The combination of gray and orange-red is very powerful, even as subdued as in this film. Unfortunately, I could not really connect to the story but maybe a second viewing will enlighten me.

    RUBEN LEAVES: A film I wanted to mention for a long time since I have seen it at least four times now. Strictly limited to three (or five, if you count the two shades of blue and yellow as two colors each) colors without variation of saturation and darkness. Outlines are also limited to the most basic needs.


    LAST JUDGMENT: Not sure why the story turned out how it did, but liked it anyway. Blue and yellow.

    Features:

    The great thing about independent animated features (especially French ones) is that the beautifully personal design approaches that you usually only see in "art of" books are right up there on the screen. The storytelling, however, is often another story and there are reasons why some of the films are limited to special-interest audiences.
     

    PSICONAUTAS, THE FORGOTTEN CHILDREN: What works in a comic book divided up in panels and pages does not automatically make for a captivating story arc of a 76 minute film. Despite a strong and quirky opening, the narrative unravelled rather quickly. But the fine and varied choices of color and mood kept me interested.


    LA JEUNE FILLE SANS MAINS: For me, this was one of the highlights of the festival. A highly inventive combination of realist animation and abstract design. The still images do not live up to the experience. The full beauty lies in the combination of mood and motion.

    TOUT EN HAUT DU MONDE (LONG WAY NORTH): Technically not an Annecy 2016 film. But I bought the Blu-ray there and have never seen it before. There are no outlines, just razor sharp shapes of colors next to each other. Color-wise this is such an enormously thrilling film that I would love to look into it any further. Unfortunately, this is the only Blu-ray I own that prevents me from taking screenshots...

    There are certainly many more films presented at Annecy worth checking out regarding colors, but these were among the ones I managed to see this year. I would like to end this post with a few(mostly experimental) shorts I remember fondly but not particularly related to color design:
    • THE EMPTY (CHAMBRE VIDE): surprisingly fresh and poetic
    • WALL DUST: experimental cinema is gaining momentum. This is a fast and excitingly unpredictable ride.
    • MODERN LOVE - A KISS, DEFERRED: animated documentaries with sketches over white backgrounds have become an inflated staple of graduation film programs. This visual New York Times column nails it, though.
    • I FELT LIKE DESTROYING SOMETHING BEAUTIFUL: I kept thinking: why do I never see such a film coming out of Switzerland? Then: oh wait, this IS actually a Swiss film!
    • BALKON: If there is something like a genre of films that seem to be custom-made for the Annecy experience, BALKON is one of them. No, there is no "lapin" in it. Much easier: just give the crowd in the Bonlieu a reason to scream...

    Red vs Green: Striking Basics

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    Although I am not really a comic book or graphic novel enthusiast myself, I am nevertheless fascinated by and draw inspiration from the way composition and colors are handled in French bandes déssinés. In this post, I analyze the basic color concepts behind one of my favorite covers.


    I often revisit this cover (above) by Vincent Mallié with colors by François Lapierre (at least he did the great color work inside the book) because it always reminds me how the basics of color theory can be applied in pure form to achieve a striking image. What I love about this picture is its simplicity and its strong sense of focus. [Note: As always, this does not necessarily mean that the artist consciously thought of these concepts when he applied them.]

    Contrast of values

    So first of all, let us have a look at values (or brightness, if you prefer) regardless of color information. In Photoshop, there are three ways to strip an image of the other two parameters hue and saturation. Most often people use the "desaturate" algorithm which works for quick comparisons but actually gives a distorted impression because it does not take into account how we perceive brightness of different hues inreality. If you look at my extreme example on the right of this paragraph, you will notice what that means: yellow always looks brighter than red to the human eye, yet simply "desaturated", yellow and red look exactly the same.

    That is why I usually convert the image to "grayscale mode" which creates an organically weighted version better suited to study values or print a grayscale version of a photo.

    There is, however, a third way for purists: create a white layer underneath your image and choose "luminosity" as blending mode of your color image. By this, you basically extract the luminosity channel. Often this does not differ too much from grayscale and besides, it always depends on the color profiles you are working in, so for most normal images "grayscale mode" is clear enough.

    As you can see in the following GIF, even in a "normal" image there are considerable differences depending on the process I applied to achieve a black and white image. Look closely at the value of the Rige's red trousers that change from brighter to darker than the background:
    The black and white representations of the same color image.

    But what I am actually interested in, is how these values relate to each other:
    If we ignore the thin-headed character called "le Rige" for a moment, there are basically two opposing gradients from dark gray to light gray. The one on the left (below) is the basis of a low contrast background that draws no attention to itself, the reverse gradient on the right (of the image below) defines the values of the butterflies. Of course, the butterflies only stand out in front of the background, if they are either lighter or darker. Instead of just keeping the background darker than the butterflies, these opposing gradients give variation...
    opposing vertical gradients (left for background, right for butterflies).
    ...and, what's more, they overlap in the vertical middle of the image which results in a very low contrast area with butterflies almost blending in with the background regarding their values. This actually emphasizes the focus on the character who stands more or less in the middle.

    Since human perception is pulled towards the strongest contrast (combined with the highest degree in detail), it makes perfect sense that the Rige as our intended point of focus displays a greater range of values (from pitch black to almost white) compared to anything around him (dark gray to lighter gray). While the trousers are only separated from the background by thick black outlines, the top of the character is dark on light while the axe and the rock he stands on are light on dark. Thus, by the distribution of values alone, our eyes are drawn to the important part of the image: the character. It further helps, of course, that he stands in the center and the butterflies gravitate towards him.

    Contrast of saturation: green


    The background is all painted green with no contrast in hue, just soft differences in value to suggest a hazy forest. In the image below you can see that the yellowish to dark green hues of the background gradient (1, 2, 3, 5) are considerably less saturated than the mossy rock the Rige stands on. Here the contrast is not of hue but of saturation. The stronger the saturation, the more a color stands out, the closer it feels to the observer. So even if there was no character on top and the bottom would not be as heavily black, the more saturated green would always feel closer to us than the background.

    Contrast of hue: red

    It then becomes clear that the gradient of the butterflies is not only contrasting against the background by opposing values but also by complementary colors (more or less). Red/green is among the strongest contrasts of hue. Nevertheless, there is a unifying element: like in the green background gradient the red gradient (1, 2, 4, 5) is leaning towards yellow.
    red and green combined: left half of the squares: color as it appears; right half : same color fully saturated.

    Since the butterflies are smaller and closer to the spectator, they are more saturated than the background colors. The larger they are, the lighter and less saturated they are painted so as not to upstage the character. The two largest butterflies certainly do attract our gaze yet lead it towards the character because we unconsciously follow the direction the are facing.
    The only instance of pure and strongly saturated red is right in the middle on the Rige's trousers (color patch #3, further above). Since the contrast of hue (red vs green) and saturation (saturated vs almost desaturated) is that strong, it is irrelevant that there is no contrast of value against the background. Thus, the most saturated instances of red and green are the trousers and rock that are part of the same "middle ground layer".

    The Rige's outfit certainly contains no green that could blend in with the overall green background. But if you look closely, you will notice that it is actually not just black, white and red. There are also objects in the primary hues of yellow and blue (both dark and desaturated, but none the less), colors that do not appear anywhere else in the picture and thus contribute to the visual attraction of the character by contrasting with everything else in the picture. The beauty of it is, that blue and yellow are so unobtrusively incorporated that they don't draw our conscious attention.

    Summary

    The following basic color concepts are visible in this cover image:
    • values: opposing gradients
    • values: narrow range (from dark to lighter gray) vs wide range (black to white) 
    • values: soft contrast = further away, hard contrast = closer to spectator
    • saturation: low saturation = further away, high saturation = closer
    • saturation: the smaller the object, the higher the saturation
    • hues: complementary colors reinforce each other (red vs green in our case)
    • hues: complementary/opposite colors look unified if they lean towards the same color (yellow in our case) 
    • hues: primary colors and additional hues are best kept to very limited and small areas
    • overall: the area of strongest contrast draws our attention.

    The artists 
    According to French websites, color artist François Lapierre was born in 1970 in Québec (CA) and studied Arts and Graphics and worked on the "Quête" series from 2007 to 2013.
    "By a happy coincidence in 1996, François plunges into an animation career where he was responsible for background colors. Besides getting to know wonderful people, his function allowed him to get used to a computer which became a driving element in his creation of comic books (bande dessiné)." (bedetheque.com my own translation) 
    Other artwork by François Lapierre on "la contrebande".

    Illustrator Vincent Mallié (born in 1973) is very strong on composition and a fine color artist himself as can be seen on his own website

    Refined Minimalism in LA TORTUE ROUGE / THE RED TURTLE

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    Michael Dudok de Wit's mostly hand-drawn animated feature LA TORTUE ROUGE/THE RED TURTLE is not only Studio Ghibli's first international co-production (they even coaxed the Dutch master animator into creating it) but also a poetic masterpiece and one of my (if not the) greatest cinematic experiences this year. It should absolutely be seen in a cinema, if only to immerse yourself in the engulfing sound design.

    In the following video essay I focus on Dudok de Wit's specific style of visual minimalism that already worked so well in LE MOINE ET LE POISSON (THE MONK AND THE FISH, 1994) and FATHER AND DAUGHTER (2000) which are among my favorite animated short films. Since THE RED TURTLE has only just begun its theatrical run and is not available on DVD, I completely rely on images and clips from the official promotional material in order to illustrate concepts that I have found during the two times I was able to see the whole film. There are no allusions to the story and therefore no spoilers. By the way, this is my first video essay with a commentary spoken in English which - as you will notice - is not my native language.


    Refined Minimalism: an analysis of visual composition in THE RED TURTLE from Oswald Iten on Vimeo.

    Coinciding with the films Swiss premiere at FANTOCHE a German version can be found here on filmbulletin.ch

    There is so much more to savor and write about in THE RED TURTLE that I will probably return to it in a future post for a review or a discussion of artistic producer Takahata Isao's influence. I certainly would want to ask Michael Dudok de Wit whether THE NAKED ISLAND (Shindo, 1960) was an inspiration at all.

    The incredibly subtle, highly consistent character animation that - unexpectedly for a silent film - relies on very small, realistic movements instead of grand gestures deserves a detailed analysis itself. But this must wait until I have the film available in digital form once the Blu ray/DVD is out.

    And last but not least, if you have not seen LE MOINE ET LE POISSON or FATHER AND DAUGHTER yet, see them before you see THE RED TURTLE! Also check out THE AROMA OF TEA, TOM SWEEP and Dudok de Wit's commercials. They are all on youtube.
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