Waking Life

Holly Willis

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Bob Sabiston sits attuned assiduously to his computer screen, his left hand tapping keys on the keyboard while his right hand moves a pen across a Wacom tablet resting in his lap. The pen is pressure sensitive, creating thicker and thinner lines depending on the urgency of the pen stroke. He also has a color palette, and deftly chooses minor gradations of color, seemingly painting, but through the computer. It's an amazing tool, and one that earlier animators like Ralph Bakshi might have killed for.

The history of animation in the United States is a mixed one, with stellar achievements highlighting almost every decade since the beginning of cinema in 1896. However, unlike the strong traditions of adult animation in Europe, Eastern Europe and Asia, the US has generally looked down on animation, considering it mere kids' stuff and making the history of the animated feature for adults a slight one indeed. Recent attempts to resurrect the tradition in the last two decades include Bakshi's rotoscoped Cool World in 1992, which played with the line separating real and animated characters, but in general, independent filmmakers, faced already with steep obstacles in terms of distribution, have stayed away from the format.

That's beginning to change, and leading the way are artists like Bob Sabiston and Tommy Pallotta, who are part of a larger movement not so tightly bound to the strictures of realism that determine so much contemporary filmmaking. And because they happen to be working at this particular moment, when so many of the traditional rules about filmmaking are changing, they might have a chance at changing what we consider proper adult entertainment.

Looking Back

"Around three years ago, I made a simple program for tracing," explains Sabiston, a quiet man who speaks with intensity. "It only took two weeks to do, but each time that I've used it for a project, it's gotten more complicated. Now it's getting to be very a solid application." The computer whiz has always combined his interests in programming, painting and animation, but in 1997, he had the good fortune to run into Tommy Pallotta, an Austin-based filmmaker who'd studied philosophy and filmmaking, written and directed a feature, and was looking for a new way to make films. "I told him I was really interested in animation," explains Pallotta, "and he was into filmmaking. I was sharing a studio with a designer at the time, and I invited Bob to move in."

The collaboration between Pallotta and Sabiston began in full when they set out on a road trip later in 1997 with a DV camera in hand. Along the way, the pair conducted informal interviews with anyone who was interested. Then they returned to Austin, digitized the footage and invited a bunch of artists (who had absolutely no animating experience) into their studio to learn how to use the animation software. The result was Road Head, which screened in the 1998 RESFEST program and immediately gained the filmmakers a devoted following. At once realistic, with wisps of perfectly captured human movement, and yet wholly imaginative, the film is filled with wildly divergent drawings that at times perfectly underscore a speaker's attitude, and at others illustrate spirited flights of fancy.

When asked what makes their animation technique different from traditional rotoscoping, Pallotta is direct. "Rotoscoping is one of the oldest animation techniques—it was first developed in 1917—but the thing that makes us different is that we're not imposing rules on the animators. In traditional animation, the animators are forced to follow a set of guidelines. We don't work that way. Instead, we ask our artists how they want to draw the people they're animating. And our process really isn't dependent on the technology. What we're doing could have been done in cell animation - not as easily, of course. But most of the people that we work with have little computer experience. They're painters, sculptors, etc. We give this set of tools to people and ask them what they want to do with it."

That said, the fundamental process developed by Sabiston is similar to rotoscoping, which simply entails tracing in some manner a frame of film taken from a segment of moving images. The process in the past has allowed animators as disparate as Max Fleischer and Walt Disney to lend very human-like movements to obviously non-human characters like Snow White. However, much rotoscoping ends up seeming mechanical—it's almost too realistic, and somehow, by overcompensating, ends up losing the fluidity that makes non-rotoscoped animation so magical. Sabiston and Pallotta's films, however, don't have that mechanical edge, and the energy of their films does not derive from slavish recreation, but from the artistic interpretation of and extrapolation from the images they're tracing.

The pair's next effort was Snack and Drink in 1999, which follows an autistic boy to a 7-Eleven; Figures of Speech followed in 2000. Here again, Sabiston and Pallotta are interested in slice-of-life portraits, each of which melds personal revelation with very divergent animation styles. And as always, the array of visual accompaniments is amazing as they paint people's lives, making each person literally a figure of speech. Facial expressions and gestures become the foundation for elaborate visual constructions that both interpret and augment the stories, somehow defamiliarizing the familiar, and urging viewers to listen to these voices in a new way. Needless to say, widespread festival acclaim ensued, and if that wasn't enough, Sabiston and Pallotta also earned accolades from the Museum of Modern Art in New York, which made Snack and Drink a part of its permanent collection.

Waking Life

Given that Sabiston and Pallotta had worked thus far in the more documentary mode, how did a feature film collaboration with Rick Linklater come about? In part, it was a matter of timing. Pallotta had worked on Linklater's Slacker in the early 1990s while a student at the University of Texas ("I was Rick's TA,") and the two had stayed in contact within the closely-knit Austin film community. Linklater was also aware of Sabiston's animation software. Initially, the three hoped to work on a TV series similar to the conversation-based Road Head. But after several frustrating months, the whole thing fell through. "In television, animation has expanded a lot," says Pallotta, "but there's still a close-minded attitude. People are worried that animation is for kids only, and don't really recognize that adults can enjoy it too."

Linklater liked the idea of an adult-oriented animation, and he gave Pallotta and Sabiston a copy of a script that he'd written several years earlier. "It was one that had been swimming around in my head for years," says Linklater, "and I decided that this animated look was the right vibe for it. It also seemed to be a natural segue to go from the documentary bits that Bob and Tommy had been doing to the movie that I had in mind, which has a lot of characters, each with a different personality. I also really loved the idea of a handheld animated film—I've never seen anything like that before."

"It's also an idea based movie," explains Sabiston, "and I think Rick felt that it needed something extra." The Independent Film Channel and Thousand Words provided financing. "Both companies are very interested in working with maverick filmmakers," says Pallotta. "They knew we weren't going to make Toy Story 3 and they also know Rick's films. We never really felt any pressure to make something for a broad audience."

Linklater and Pallotta took care of the film shoot. They began production in August 1999 in the 110-degree Austin sun, prompting some worries about the stamina of the equipment. The filmmakers took turns shooting handheld, with a sound person, a location person and a PA rounding out the minimal crew. They used TRV-900s and a Sony PC1. "The PC1 is the really small camera, which enabled us to get a lot of weird crane shots by putting the camera on a sound pole and extending it 12 feet," explains Pallotta. "It's also all handheld—that's one of the things that we've always gone for. Traditional animation is kind of stagnant because the frame doesn't move."

The footage in Waking Life is in almost constant motion, and even though the film looks very non-real in the sense that it resembles a moving painting rather than a photograph, it still has the specifically human movements and gestures that most animation lacks. "In a Pixar film, the people aren't acting against each other," explains Pallotta. "They're shot separately, and that works on viewers in a subconscious way—we know it's not real. But our animation seems very realistic, even more than the photorealism that other animators are going for. What you see on screen looks 3-D, and has very real qualities, but if you look at our stuff, it's really very expressionistic." When asked how that quality comes through, Pallotta explains that it's due to the ability of each of the artists on the animating team to not only capture the right gestures, but to augment them as well.

Pallotta and Linklater wound up with over 40 hours of footage that they needed to get into a computer. "We hooked up 700 gigs of hard drive space," says Pallotta, and adds that the film was edited throughout the fall. "No one had really done that at that time, and so we spent a couple of weeks experimenting. People kept asking why we didn't use an Avid, but I liked the idea of working on a Macintosh, and I really like the notion of Final Cut Pro. With the Avid you have this system that's so expensive, and I felt like supporting the concept that gives people the ability to edit at home. For us, using digital video, staying in the computer and then using Bob's program seemed perfect. Plus, there are so many steps in our process. It's really like making two movies. You have all the regular problems with production, and then you have to animate it. So it was also about simplifying the process. Now we can shoot, edit, animate and output from the same computer."

Take Two

The next step was the animation process, which basically meant making a second feature film altogether. The process began last February with a team of 30 animators. "We cast the animators to the actors," explains Sabiston. "We did try-outs, and sometimes people really clicked with the characters." Linklater concurs. "When it was right, you really knew it."

Each animator followed his or her character through the film, using a trademark style that would help keep that character's identity clear. There are 60 or so vignettes in the film, and 60 characters, so there were plenty of opportunities for the aesthetic to shift scene by scene. Assigning characters to animators differs slightly from what Sabiston and Pallotta have done in the past, when different animators would animate the same character, creating an array of looks for a single person. However, with a feature film, clarity and consistency gained importance, and while the film still boasts an eclectic array of looks, keeping track of the disparate characters is not a challenge.

The collaboration among these three artists, each bringing a different set of skills to the process, is a very physical emblem of the kinds of convergence that characterize the most interesting filmmaking projects today. And the result speaks for itself.

From www.res.com

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