I've really been struggling to begin writing. At the moment the thought of it is still very daunting, so I thought it would be a good idea to begin to try to organise the wall of text that is my collected quotes, not only so I am more organised and that my research will make more sense, but also in an attempt to de-stress.
I've began to categorise my quotes and group them up based on their content and potential chapters they could fall into;
Referencing
Walt S (1): "Whenever we stayed too close to the photostats or directly copied even a tiny piece of human actions, the results looked very strange. The moves appeared real enough, but the figure lost the illusion of life... Not until we realised that photographs must be redrawn in animatable shapes (our proven tools of communications) were we able to transfer this knowledge to cartoon animation."
Walt S (1): "In the case of using live action as a basis for animation, the animator soon learns that tracings of photostats will not suffice. Here is where his ability to understand and draw gestures really hits pay dirt. I have seen scenes where photostats had been practically traced, and the scene was lifeless. One of the reasons for this is that live action actors do not move from extreme to extreme as animated characters do. Studying live action clips will reveal that many actors mince through their parts like a cloud changing shapes in a breezy sky. Often actors are used whose gestures are broad and crisp, making the animator's job much easier."
Walt S (1): "So what I guess I'm driving at is the importance of studying a live model for gesture, and of realizing that the extremes used in animation should have the same care of investigation and thoroughness as the study drawings. I continually suggest (implore) that you do not attempt to copy the model, but rather capture and draw the gesture."
Ed Hooks (1): “What an actor does with a line in front of a microphone in a recording studio is not necessarily what he would do with that same line if he was playing a scene on location or on stage.”
Ed Hooks (1): "...you must be very careful in the use of a mirror. It teaches an actor to watch the outside rather than the inside."
Nancy Beiman: "A photograph eliminates the third dimension; this leads to the notorious 'flatness' of animation that is traced directly from individual frames of motion-picture film."
Chris Webster (Action Analysis): "A collection of reference material is absolutely vital to the animator who wants to develop their craft." pg 3
Nancy Beiman: "Take a look at the reference footage. Then put it away and never look at it again" - Frank Thomas to Nancy (1985) pg 68
Demystifying Disney: “Disney himself once remarked how useful filmed action could be when viewed frame by frame, stating ‘I used to see things there that I could never imagine.’”
Rotoscoping
Ed Hooks (1): - "...by definition, a second-generation performance, so you're already swimming upstream if you want to create a sense of theatrical spontaneity in the animation."
- "...possibility that the original live-action performance you are rotoscoping lack a 'feeling for acting' in the first place."
Walt S (1): “I have seen scenes where photostats had been practically traced, and the scene was lifeless.”
Demystifying Disney: “Strictly rotoscoped animation had a tendency to ‘lose the illusion of life.’” “Paul Ward had also argued that entirely rotoscoped animation often look(s) strange, eerie or out of place.” - “ A key strength of the Disney animators, therefore, lay in their decision to ‘use the photostats only as a reference’, after which subsequent ‘animation picked up a crispness, a force, and a richness it never had before.’”
Gesture
Kimon Nicolaides: “You should draw, not what the thing looks like, not even what it is, but what it is doing.” - pg 15
Walt S (1): "Thinking of your drawing as a verb will add life and movement to even the subtlest action." "You can carry the thought a little further by adding an adverb." pg 243
Kimon Nicolaides: “You must also seek to understand the impulse that exists inside the model and causes the pose which you see. The drawing starts with the impulse not the position.” pg 23
“To be able to see the gesture, you must be able to feel it in your own body.” pg 15
Walt S (1): “I repeatedly harp on feeling the pose rather than merely looking at it. In feeling the pose you actually picture yourself as doing the pose.” pg 78
Walt S (1) Quoting Eric Larson?: "There is no inner experience without external physical expression. In other words, what is our character thinking to make it act, behave, and move as it does? As the animator, we have to feel within ourselves every move and mood we want our drawings to exhibit. They are the image of our thoughts." pg 192
Walt S (1): "The goal is to find the essence of the gesture and make all the parts of the body contribute to and enhance that gesture."
Walt S (2) Quoting Bob Thomas and Don Graham: "The unfortunate and limited use of the term 'gesture' to imply only hand action is widespread. except in rare incidents the hand action is to an animator merely part of the gesture. The mood or spirit of the whole action dictates the hand actions; and the total impact of the action - body, heads, hands - is the gesture."
Kimon Nicolaides: "Gesture describes the compound of all forces acting in and against, and utilised by, the model. The term action is not sufficient."
Techniques and Principles
Chris Webster: "Overuse of squash and stretch will change the illusion of the material." "When taken to extremes it is less useful for naturalistic actions." pg 50?
Walt S (1): "Stretch and squash is one of the most useful principles in animation. The lack of it can make a scene seem lifeless." "The over use of it has not yet occurred." "Look for ways to use it. It can mean the difference between animating an object or just moving it." pg 14
Dymist Disney: “By employing a more studied variety of squash and stretch movement, from one drawing to the next, it quickly became the very essence of animation.” “Squash and stretch had the potential to affect all aspects of animation.”
Chris Webster: "Pose-to-pose allows for more control. Straight-ahead often has more liveliness."