Showing posts with label acting. Show all posts
Showing posts with label acting. Show all posts

Monday, September 15, 2014

A close look at BAD ACTING and GOOD ACTING

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"bad acting"
is subjective - but there are certain repeating concepts that always seem to come up when ever we see bad performances on TV, animation, paintings. plays etc. Here's a short list of a few things I believe can be the difference between good acting and bad acting. I've been reading some great stuff about acting in articles around the web, I thought I could share! Enjoy!


Emotional armor.
When I watch actors, I want to see vulnerability. I am not necessarily talking about wailing and crying. Take a look at Anthony Hopkins in "Remains of the Day" for an example.



      Some people have too much armor, the biggest hurdles some actors have is portraying the uglier sides of human nature. Others have certain feelings they'd rather not explore; some simply don't want to look unattractive, others can't imagine ever PRETENDING to hurt a child. Bryan Cranston is also great because he drops his armor, it is so good (see "Breaking Bad") because he'll do scenes in his underpants literally and figuratively.

Pushing. Stanislavsky, http://en.wikipedia.org/wiki/Stanislavski's_system the great Russian acting theorist, helped us understand that acting works better when actors pursue goals rather than try to emote. Bad actors think their job is to emote. See Mel ("Give me back my son!") Gibson and Nicholas Cage. They EMOTE and force their acting.



LOL^


Lack of confidence in your delivery. If you are an animator this relates to the confidence of your acting choices and execution. If you are a painter or drawer: it's the confidence of your lines or brush strokes.  The key to not fall apart when something goes wrong is confidence! If one night your file crashes and you lose 4 hours of work, confidence can be the difference of falling apart or saying to yourself, "Nah I can do it again... AND BETTER." Confidence is when one feels like "I actually know what I'm doing, I enjoy doing it, and I can do it any time, anywhere, under any conditions, and I can recover from mistakes."

Understanding the power of words. They are your main tools when acting. Animators and actors can emphasis words as weapons or even aphrodisiacs. 

Own the way you/or your character looks. be comfortable with your body. and if you are animating, use the characters body in their personality! Skinny, fat, tall, short, ugly, or even beautiful - these body types can influence a performance/personality. 


Planning! The purpose of prep is so your mind is ready to let go and explore in the moment of execution. Unplanned situations will have you running back to comfort zones and boring choices.

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A short collection of some Great Scenes

1.  Taxi Driver -- Travis talks to Wizard, a fellow taxi driver, trying to convey the growing rage and dangerous thoughts building in his head.  ...feels so very real...



2.  American History X -- Derek sits at the dinner table with his girlfriend, his mother, his little brother and sister, and his mother's Jewish boyfriend, as they all discuss the then-recent L.A. riots in the aftermath of the Rodney King case. Edward Norton delivers an incredible performance... Also take notice how the camera shows the growing influence he is having over his little brother and the lose of control the parents have. 



The Dark Knight -- The Joker, captured by Gordon and the police, has arranged the kidnapping of DA Harvey Dent and Dent's girlfriend, Assistant DA Rachel. But the Joker doesn't know Rachel is the love interest of Bruce Wayne, aka Batman, as well. But he's about to find out. Heath Ledger's Oscar-winning performance is among the best villains in cinema history. Take a notice of Christian Bale's under appreciated performance and see if you could spot the moment he snaps. 



On The Water Front -- Marlon Brando influenced acting for everyone who came after him. Schooled in Method acting he was able to fuse vulnerability and ferocious rage (like how Ryan Gosling does in DRIVE, James Dean also had a similar style.) Check out how he listens and pursues her in this scene from "On The Waterfront."



A Single Man -- NO EMOTING EXAMPLE FOR THE WIN :) "starting the scene in one emotion state and finishing in another" is how Colin Firth said he tackled this scene. George Falconer (Colin Firth) is a closeted gay college professor in Los Angeles in about 1961. In this scene, he takes a phone call. His partner Jim has died in a car crash in Colorado while visiting his family, and a sympathetic cousin calls George to let him know. Jim's parents had not wanted to contact George, and he is not welcome at Jim's funeral. In this scene George experiences enormous emotion, and Firth conveys it while not really visibly emoting at all; he holds it together completely until he loses it completely. It's incredibly powerful. Also listen to what he has to say about his thought process through that scene. Check it out below.



Dark Victory -- Betty Davis plays a socialite, who has a brain tumor. She tries to live as much life as she can. This scene begins when she goes blind. She knows the absolute last stage of the tumor is when she loses her sight, and at that point has only minutes to live. I like how she shows hint of her subtext while her supporting actors are not. Wonderful contrast. 



Michael Redgrave's final speech in The Browning Version. His performance is simply devastating, and it comes together in this scene. The whole film is a work of genius by Redgrave. :)



The interview about the performance and acting
https://www.youtube.com/watch?v=poEci3xFXfE

Lord of The Rings -- GOLLUM :)



Colonel Drummond (Spencer Tracy)'s closing speech in the courtroom scene from Inherit the Wind (1960) THIS IS A PERSONAL FAVORITE that set the bar so high, all court room dramas still strive to get an ounce of what was captured here. 



GIANT -- James Dean



^Coolest Exit ever..


        I have many more clips, I guess I'll have to do a Part 2 of this post pretty soon. I hope you guys liked all these great insights and clips I've gathered from around the internet. Remember I didn't do the raw studying of these clips and I didn't come up with these acting theories myself. I'm just passing along information and I hope it reaches who ever is looking for it. Enjoy the rest of the week!

Sunday, January 13, 2013

Study 101: Compare and Contrast ACTING



     Here is a wonderful example of two actors delivering the same line and getting two very different results. Ask your self: They are both well done, but how are they different. What is one actor doing different than the other actor, Why do I like that one the most. etc etc.

http://www.youtube.com/watch?v=nEN0gCHl7Vc






I hope you enjoy the clip,
-Danny

Monday, August 20, 2012

Need Ideas for Acting?

 
The acting by Max Schreck was very specific to his personality. He was a loner and had an unusual sense of humor. He liked to spend his time walking through dark forests. Only he could of done this role the way it was done at the time. 


  When you start on a new movie, assignment, or project, you have to get ready to bring some new ideas to the table. For animators this might be inventing a character's personality from scratch. for painters it might be creating a mood and composition from nothing, and writers might have it the hardest, they have to create a whole world. My advice still can apply to everyone: you have to study people who can achieve what you want better than what you can.
     For animators, we want to achieve a performance. An original raw performance acted out by our character that has it's own personality, life, and quarks. To get that specificity some people like to reference their favorite movies and others might search youtube for hours. Sure, those are fine but I'll share what I like to reference. Audition tapes. They are not perfect performances and sometimes the subject has to look down at their paper, but their acting is done on the spot and it's spontaneous. There is no set, there is no context or supporting actors on the side..there is JUST one actor. They have to transform on the spot into a character and make it believe able and authentic. 

     There are a few other reasons why I choose audition tapes and maybe you should apply these reasons when looking for something new and authentic to reference:

-I look for something a lot of people haven't seen before. 
-I look for something that is done better than I could ever do on my own. 
-make sure its unique enough and not just your biased choice of your favorite actors shitty performance. 

     Here are a few I have found. The last one is a video of the great Kevin Spacey. Watch how it's not just his voice, but his mannerisms and the faces he makes. Watch his mouth shapes and how unique each character is. Think to yourself, "Can the character you create, be worthy enough to be impersonated by Kevin Spacey??" 







      There are tons of other examples on the web but if I would post them all here then I wouldn't be promoting good researching skills. Hope this post was helpful to some of you.

-Danny






Tuesday, September 13, 2011

Animating a Shot: Part 2

 100Th Hubble
Universe showing off it's still the best at creating beauty


     So it's easy to DO the work in your head. Like right now.. Bam! just created a master piece. (in my mind).
     But to actually start on your work is a very crucial step that most artists never get to. Last post I talked about 'planning' your shot and making it specific conceptually. But now it's all about planning your work technically and executing your animation. Last post I talked about the very very first stages of starting an animation piece, here I will continue that post..

TIMING and POSES
     I had just finished story boarding my shot so I know what camera angles I want. The next day I sit down at my computer and think about my acting. I do rough poses and draw them into my storyboards. Then I play them to see if they 'feel' right in the time given. 'FEEL' right referes to, does it feel aesthetically correct, is the timing rushed rushed? Do I read the acting as a viewer? Is the tempo of overall movement complimentary to the tempo of the dialogue.. All these things have to come into play.
      Think about it, if the tempo of my movements in my animation are beat for beat that of my dialogue, then on each word or accent I will have movement. First off, that is not natural and it will be too distracting. So After an our or two of getting the beats and acting right, I came up with this (you might call this BLOCKING):



     The timing is pretty close to what I had originally proposed with my initial storyboards. The cuts work, the characters are not over acting, every choice I made checks back to the very specific background story I had came up with. This part of the process did not take that long, but I still stop working for the day because I know the NEXT step is the most difficult....

MATH and MOVEMENT
     "My project is 24 frames per second but for every frame I make I duplicate it so that it comes off as 12 frames per second. But when there is a movement or an action I will not duplicate and animate all 24 frames per second thus giving me more control over my timing and the ability to make the action read better."

    I'm thinking this to myself as I get out of bed... I 'm recalling how Disney animators use to animate during the golden age of animation. Mostly on 12's, but on 24's when the action was complex. If you do not know you're multiples of 12's, 2's, 6's and sometimes even 3's, you are going to be animating blind when it comes to planning out movements and timing. Math plays a SMALL role in animation but a crucial time saver if you use it correctly.
     For example. In my first shot I want my character to lift up it's head. I do not want it to happen in one frame as it is right now in my story boards but in a normal like manner, but not too slow that it feels mechanical. So I think in my head, "one second is too long for a head lift, so maybe half a second.. (I try lifting up my head at the speed I want) It took a little less than half a second to lift up my head. So that means when animating my head lift it should be 3-4 Frames. Why 3-4 frames? 4 frames is 1/3 of a second. It's not quite half, which would be 6 frames (because 6 is half of 12.) 12 frames being one whole second. four frames would be pretty damn close to the timing I am looking for.

If that was confusing, that should be a red flag.

ANIMATING
       (This is the part of the process where all new animators rush too and they skip all the prior steps I have done.)

My Order of Operations:
Movement, Stills, Facial, Mouth Dialogue, Specifics (clothes, hands, hair etc)

      So I animated. I animated all day. The first things I animated were the movements. Movements are the most eye catching elements in animation and they have to be timed out right so that they do not catch your eye at unwanted moments after your dialogue is done. (I DO NOT start animating dialogue yet) So once I get the physicality and acting believable then I would move on to dialogue.
     When I animate I will usually draw out the first and last pose, (lets look at the first head lift again) I will draw the down position of the head and the final up position. Then do in-betweens. BUT LET ME TELL YOU ONE THING, I actually tried to takle this with straight ahead animation but I re-did it many times (5 times). Because when you do straight ahead you do not have constraints and limits. So each time I would play what I had just animated, It would over animated. I had way too much of an anticipation, or I had an overshoot I didn't even need, or worst, I threw in an arc that was totally unnecessary. I was getting very frustrated, because it all looked good but it wasn't the FEELING of acting I had in my story boards. I asked my self what did my storyboards have that this animation does not. It had simplicity. The story board JUST had a simple head raise, not some fancy dance move of a head raise. I stood up in front of the mirror and did the head raise, I was right, not a lot happens during the head lift. So after an hour and 37 minutes I animated the correct head lift in 9 minutes.

     Remember to not be satisfied with you're work UNTIL YOU GET WHAT YOU DESIRE. That said, there is another side to that piece of advice. While I was doing the part, "you never, cross the finish line.." I had other ideas come up as I was animating... a lot of ideas matter of fact. I had thought of many more acting choices that my character could be doing on that line instead of a head shake. So I animated them to see if they were better than my current idea. They looked good, but again, in the whole big picture, it didn't feel or compliment the whole project very well. But I still had ideas and I kept animating them out. If you have time, always explore other solutions. At first I did not realize they were not working because they didn't flow with my animation piece as a whole, I thought they didn't work because of my animation ability, and I re did it and re did it soo many times I almost threw my pencil at my cat. Everything gets better when you walk away from your computer and come back later :) 10 minutes later or an hour later, it all does the same good... My original idea ended up being the best solution, so after 4 hours.. I finished animating the right solution in 1 and a 1/2 hours.

Duchamp, animating within a painting? hmmm.. think about it..
SECOND NATURE
      So this is where I am at now in my animation process. Here is a video showing what animation I have done so far. The things I have not mentioned about my process are things I take for granted. I should be telling you:
      I ALWAYS check that my drawings are somewhat consistant, that my forms hold the same volume in each drawing and if I'm in doubt, use guidelines on the face to help out with the construction of the character.  I tend to draw past the edges of the camera to make sure my pose and proportions are right. I try my hardest not to hold frames. and if I do they are only to show timing bookmarks and not to be left in my animation for the final product. Try cycling 6 drawings before you EVER hold a frame.                      
     I also write notes to my self on the page. Timing quirks I come across, notes on the eyebrows I did not want to waste time animating right now (remember I'm only doing physicality, even though I have a big urge to start animating the face and mouth I have to keep myself from doing so.)
Sometimes the notes have nothing to do with animation. I write down things I think of for futre projects or write down ideas that inspire me. You might also just see things I wrote down because I want to wikipedia them later!



And before you ask, I do listen to music and podcast while I animate. but when I do dialogue I do not have anything else playing.  What podcast? Today was the podcast "Things You Should Know".

Friday, December 3, 2010

The Graph Editor...




         To you Animators who are still wrestling with the computer while trying to learn bigger concepts of animation such as acting: Here is this link of a nice lecture by my good friend Victor Navone. So if you feel your understanding of the graph editor (what we use to animate things on the computer) is not quite there, check out these old lectures I dug up from the past that are very much valid today.


http://www.navone.org/HTML/Tutorial_Splines1.htm

http://www.navone.org/HTML/Tutorial_Splines2.htm


To the newbs out there. Remember one thing:
       That these tutorials show you how to move things. this is not animation. Animation is more than movement. It's a combination of movements that work so well together, that if you would translate all the movement on screen into sound, a symphony should come out. rhythm, texture, and an overall composition is part of the answer. These lectures only show you 'notes', not how to put the notes together to make 'visual music'.

Hope this helps.