Ray Harryhausen: Special Effects Titan Page #9
(John Lasseter) All the guys at Aardman
doing clay animation.
I mean, come on!
Wallace & Gromit
in any other medium? No!
The storytelling that they do,
the subjects that they choose,
lend itself to the stop motion medium.
(Nick Park) You know, when you're sat
there with a character, it's in front of you,
you use your fingers,
you're holding it, you're handling it,
there's a kind of...
There is a kind of connection.
Unlike all the other types of animation,
what you see is a real performance.
and the animator
has to make that journey.
you'll do these key poses
and then a computer or an assistant
will in-between.
And you can manipulate those
and change.
To lock yourself away in a studio
and be able to move something
with hundreds of joints...
If you lose the thread,
the thing just becomes nonsense.
(Phil Tippett) Shots can sometimes take
up to 15 or 20 hours.
If there's a mistake,
if there's one mistake,
if the camera goes crazy
or your puppet breaks, you're doomed
and you have to
start the process all over again.
Occasionally, if the phone rings,
I answer it and that's maybe
where you'll see a little bit of a jerk
because I'd forgotten
whether one head was going forward
or one head was going backward.
Now, with digital and videotape,
the stop motion animators
have a way of keeping track.
Ray did it all in his head!
(Monkey chatters)
You animate the model
and one pose leads to another pose.
It is like sculpting, you have to know
what you're doing and then just do it,
because if you try to think about it,
It's not an intellectual thing,
it's an intuitive thing.
And I think that, for me,
is really important, to have that contact
and you're manipulating it
frame by frame
so you're kind of struggling with it.
Like in any kind of a live performance,
for some other adjustment
that you may wanna do.
You may be thinking that
you're gonna do this,
but you'll get into it
and all of a sudden you'll realise,
"You know what?
I could do this instead."
And so you can improvise.
(Ray) You may know the broad concept
of what's happening in the scene
but all the little details
are put in as you go along
by your imagination.
(Creature roars)
There was a man who said, "Why do you
go to the trouble of using stop motion?
"Why don't you put a man in a suit'?"
Well, that's the easy way out.
In the 15 features I've made
and the many shorts,
I did all the animation myself.
And I was able to do that
up until the '80s.
I was a loner.
I preferred to work by myself
because animation requires
an enormous amount of concentration.
In the days of Ray Harryhausen,
it was Ray
and a guy that used to click the shutter
on the camera.
And he'd do the thing and the guy would
click. And it was two guys doing it.
Now it's an army.
Today, of course,
it takes 80 people, 90 people.
You see them credited on the screen.
One person does the eye,
one person does the nose,
one person does the tail of the donkey.
One person's doing the facial,
another person's doing the body.
Sometimes another person can be doing
even tail motion or ear motion.
People doing the layout,
people doing the lighting.
You know, there's a whole team
that's a shader team.
I don't even know what they do!
It's a different atmosphere.
Some shots that are done today
with computer graphics
were the entire budget for their movies.
And so the economy of a singular guy
working on this thing,
it was very important that he was able
to have creative control over the stuff.
Now it's such a big organization
with many, many producers and
many effects technicians working on it,
it's difficult to give a singular vision.
There really aren't very many singular
vision films actually made any more,
unless you're a Spielberg or a Cameron
or a Peter Jackson,
a director strong enough to be able
to put that vision all the way through,
and even then,
it kind of needs to be watered down
cos there are so many people
working on it.
One person must arbitrate
between many, many good ideas.
You know, should it be lit like this
or should it be lit like that?
And they're all valid choices.
Should the creature be green
Or Should ii be brown?
Any choice you make is gonna be valid
when you're working
with such talented people.
But one person does have to arbitrate
and sometimes it's a very arbitrary choice.
That is defined by specific individuals,
by an author,
and in most cases, that's the director,
but with Ray Harryhausen,
it was the visual effects artist.
I'm grateful that I was able
to do what I did
without having any interference
from the studio or from anyone.
I remember somebody made a film
and they had just an actress
with a wig on with snakes.
Every time she walked, they would
bobble up and down, you know?
It wouldn't frighten a two-year-old child.
So I always wanted to animate Medusa
and I had a great chance
when Clash Of The 77?ans came about.
so that she wouldn't have clothes.
That's why I gave her a reptilian body,
because I didn't wanna animate
flowing cloth.
We gave her the arrow
from Diana's bow and arrow
and the rattlesnake's tail,
so she could be a menace
from the sound-effect point of view.
It became a big problem
because she had 12 snakes in her hair
and each snake had to be moved,
the head and the tail,
every frame of film,
along with her body and her face
and her eyes and the snake body.
The Medusa sequence,
if you see that film,
the tension that builds up between...
...the actor and his shield
and everything
that goes on there,
and you realise the bulk of it
is just stop motion,
close-ups of stop-motion.
It's a wonderful piece of work.
(Ray) I wanted green eyes for Medusa,
but I couldn't get them
so I had to use blue eyes,
unfortunately.
They were dolls' eyes, little
baby dolls' eyes that were put in her skull,
and you would roll them around
with the stop motion process.
I would move them
with an eraser of a pencil.
(Guillermo del Toro) People think
if you design monsters,
you design them for the sake
of making them cool,
but you never do that.
You design them to be
the character that you want them to be.
A good monster has to have character,
has to have a personality,
you know, it has to be
crazy, savage, funny.
Whatever you wanna use,
you have to define it by the silhouette,
the details, you know?
And if the monster works like that
then it's a well-designed monster.
(Ray) The monster that attacked
Andromeda in Greek mythology,
there are various concepts
of a dragon-like creature.
I wanted to make it semi-human so it
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