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The Incredibles Pixar Animation Studios, 2004 Directed by Brad Bird 115 minutes Shop for Incredibles DVDs and more: Amazon.ca Amazon.com AllPosters.com OSCARS 2005 That Question Again Luke Jaeger · February 6, 2005 | "Isn't it all done by computers nowadays?" Animators hear That Question far too much, and we largely have Pixar to thank. Just as Walt Disney succeeded in branding cel animation in the 1930s, to the extent that audiences worldwide still identify Disney as its quintessential (if not only) practitioner, so Pixar has endeavoured to "own" computer animation. If Pixar has accomplished this goal, it is due in large part to the films' commercial success—which has all too often come at the expense of artistic merit. For all of Pixar's innovation and experimentation in the technicalities of production, the content of the films has been rather slack. The software algorithms might be state of the art, but Pixar's characters, situations and plots too often fall back on the most shopworn Disneyesque clichés. It's understandable. Pixar's goal all along was to develop and control the vocabulary of computer animation; that many of the films treated story and design as afterthoughts is beside the point. Hampered at first by primitive modelling and rendering technology, Pixar animators worked with simple, hard-edged, mechanical characters: unicycle, desk lamp, wind-up toy. These choices were significant, not just because their simplicity accelerated the animators' learning process (thereby stimulating the need for more powerful software tools), but also because of what they tell us of Pixar's collective self-image and its source, the social milieu from which Pixar arose. Silicon Valley in the 1980s was a dreary, culturally empty, endless suburb, nobody's idea of a magnet for artistic excellence. If many of Pixar's early characters were cheap consumer doodads and toys, objects without usefulness or "realness," it's only a reflection of the cultural blandness of the surroundings. An art form designed by computer geeks created plenty of space for its human practitioners to identify (sometimes too closely) with the machine and the machine-made object. It's hard to remember now that in its early days, Pixar had to overcome the widely-held belief that computer animation wasn't "authentic," even by the debased standards of the time (remember My Little Pony?). In a sorry repetition of animation's long struggle for recognition in the context of mainstream cinema, Pixar animators sat for too long at the children's table of animation, with nobody but their own characters for company. Those who wait patiently for legitimacy to be bestowed on them never receive it. With The Incredibles , Pixar has finally kicked over the itty-bitty chairs and demanded a seat at the big table. According to the teleological theory of animation history first advanced by Disney (everything new is better, because progress is foreordained), this development was inevitable. The Incredibles is just the latest, most glorious

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Page 1: That Question Againtrickfilm.github.io/publications/jaeger_tearsheets.pdfInstead, it gets you thinking about the question, as art is supposed to do. Refreshingly free of snide pop-culture

The Incredibles Pixar Animation Studios, 2004 Directed by Brad Bird 115 minutes

Shop for Incredibles DVDs and more: Amazon.ca Amazon.com AllPosters.com

OSCARS 2005

That Question AgainLuke Jaeger · February 6, 2005 | "Isn't it all done by

computers nowadays?"

Animators hear That Question far too much, and we largely have

Pixar to thank. Just as Walt Disney succeeded in branding cel

animation in the 1930s, to the extent that audiences worldwide

still identify Disney as its quintessential (if not only) practitioner,

so Pixar has endeavoured to "own" computer animation. If Pixar

has accomplished this goal, it is due in large part to the films'

commercial success—which has all too often come at the expense of artistic merit. For all of Pixar's

innovation and experimentation in the technicalities of production, the content of the films has been

rather slack. The software algorithms might be state of the art, but Pixar's characters, situations and

plots too often fall back on the most shopworn Disneyesque clichés.

It's understandable. Pixar's goal all along was to develop and control the vocabulary of computer

animation; that many of the films treated story and design as afterthoughts is beside the point.

Hampered at first by primitive modelling and rendering technology, Pixar animators worked with

simple, hard-edged, mechanical characters: unicycle, desk lamp, wind-up toy. These choices were

significant, not just because their simplicity accelerated the animators' learning process (thereby

stimulating the need for more powerful software tools), but also because of what they tell us of Pixar's

collective self-image and its source, the social milieu from which Pixar arose. Silicon Valley in the

1980s was a dreary, culturally empty, endless suburb, nobody's idea of a magnet for artistic excellence.

If many of Pixar's early characters were cheap consumer doodads and toys, objects without usefulness

or "realness," it's only a reflection of the cultural blandness of the surroundings. An art form designed

by computer geeks created plenty of space for its human practitioners to identify (sometimes too

closely) with the machine and the machine-made object. It's hard to remember now that in its early

days, Pixar had to overcome the widely-held belief that computer animation wasn't "authentic," even by

the debased standards of the time (remember My Little Pony?). In a sorry repetition of animation's long

struggle for recognition in the context of mainstream cinema, Pixar animators sat for too long at the

children's table of animation, with nobody but their own characters for company.

Those who wait patiently for legitimacy to be bestowed on

them never receive it. With The Incredibles, Pixar has finally

kicked over the itty-bitty chairs and demanded a seat at the

big table. According to the teleological theory of animation

history first advanced by Disney (everything new is better,

because progress is foreordained), this development was

inevitable. The Incredibles is just the latest, most glorious© FPS Magazine.

All Rights Reserved.

Page 2: That Question Againtrickfilm.github.io/publications/jaeger_tearsheets.pdfInstead, it gets you thinking about the question, as art is supposed to do. Refreshingly free of snide pop-culture

chapter in a narrative of technological improvement—the evolutionary leap whose arrival was delayed

only by the long wait for software tools capable of realistically rendering human figures and hair.

Such a view leaves out the element of human agency and trivializes the accomplishments of the real

people who made the film. Director Brad Bird deserves credit for avoiding the obvious and the

stereotypical at every opportunity (well, almost—surely someone could have given Violet a better

motivation than just wanting a boyfriend). The writing is tight and the design is seamless. The color

palettes, especially the grey-green wastelands of suburbs and office cubicles, are on par with the best of

Disney or Miyazaki. The tensions which animate the story—between flatness and depth, past and

present, explicit and implied—are represented visually in the opening sequence, which crisply lays out

the backstory in faux home-movie footage, newsreels and newspaper images. The Kennedy-era cars and

interiors are to die for, and for the comic-book fan there's more: empty urban plazas recalling the bold

layouts of Jack Kirby, and delightful riffs about superhero costumes, "monologuing," and the

unglamorous aspects of the superhero biz which the comics left out. The silver-age Marvel characters

on which The Incredibles were based (most particularly the Fantastic Four, whose big-screen debut is

sure to suffer by comparison) made a virtue of their foibles, weaknesses, and adult limitations; The

Incredibles honours that tradition even while it conjures a simpler, imaginary comic-book past. It's a

film by and about adults that neither sentimentalizes childhood nor brushes adult disappointments

under the rug.

The Incredibles also takes That Question to a new level. Tin Toy, Knick Knack, and Toy Story masked

the animator's insecurity behind the glossy sheen of plastic characters, deflecting attention from the

crux of the matter: are we real artists or just kids playing with shiny toys? But The Incredibles tackles

it face-on. The issues at hand—developing your talents versus fitting in, inborn greatness versus

technological prowess, safety versus honesty—play themselves out not only in the narrative but in the

circumstances of the film's production. Syndrome reveals that he's dedicated his life to developing

technologies that will erase the distinction between the super and the non-super, thus stating in a

nutshell the anxiety artists feel around technology. Does the animation come out of me, or do I just

release it from the machinery by pressing buttons? Isn't it all done by computers nowadays? Ultimately,

The Incredibles doesn't supply an answer. Instead, it gets you thinking about the question, as art is

supposed to do.

Refreshingly free of snide pop-culture allusions and winking references to the offscreen personae of the

voice actors, The Incredibles just might point the way forward for an animation industry mired in

self-admiration and cynical show-biz corporatism. With Pixar having demonstrated the possibility of

producing a commercially successful, artistically honest animated feature without these tiresome

intrusions, dare we dream that the rest of the Hollywood herd will follow suit? Technology is cool, but

artistic vision, snappy writing and tight design still matter. It's no accident that Bird gives Disney

veterans Frank Thomas and Ollie Johnston the last word, voicing the two old men who admonish the

audience to remember the "old school." Let's hope somebody was listening.

© FPS Magazine.

All Rights Reserved.

Page 3: That Question Againtrickfilm.github.io/publications/jaeger_tearsheets.pdfInstead, it gets you thinking about the question, as art is supposed to do. Refreshingly free of snide pop-culture

The Triplets of Belleville Sony Pictures Classics, 2003 Directed by Sylvain Chomet 78 minutes

Shop for Triplets of BellevilleDVDs, videos, soundtracks and more: Amazon.ca Amazon.com AllPosters.com

OSCARS 2004

If Animators Were In Charge, Triplets of Belleville Would Win Every Oscar There Is (But We Aren't, So It Won't)Luke Jaeger · February 15, 2004 | The contortions of film reviewers attempting to describe Sylvain

Chomet's Triplets of Belleville were nearly as dizzyingly surreal as the film itself. Some could manage

nothing more articulate than, "It's not Disney. It's not anime. What is it?"

What it is, folks, is animation, a genre that from its earliest manifestations has been about

transformation, synthesis, the collision of physical reality and dream world. Specifically, Triplets is

one of the few successful translations of European-style, short form animation to feature length. Yes,

those who navigate the world of animation using American and Japanese major-studio output as

coordinates must have considered Triplets pretty far off the edge of the map. Aficionados of

Svankmajer, Fleischer, and Winsor McCay, however, felt as if we had been miraculously rescued after

an eternity adrift in the ocean.

That ocean, incidentally, is beautifully rendered using all the latest CG technology and populated by

lots of cute turtles, stingrays, and clownfish whose fears and hopes (wouldn't you just know it?) are

startlingly identical to those of normative American suburban families. I'm no gambling man, but my

Oscar money is on Finding Nemo. If Nemo's box office is any indicator, its message—that "human"

(read: American) values can flourish in the inhospitable, alien world under the sea; that harmonious

cross-species cooperation is inevitable if we can just show everyone how well-meaning we are—must be

irresistibly comforting for Americans struggling with the realization that much of the human race

currently views us as a planetary supervillain.

Which brings us back to Triplets, and another answer to that

"what is it" question: It's boldly, proudly, unapologetically French.

In our current political climate, that alone could jinx its chance to

receive the American film establishment's highest blessing.

The imagery is French for sure: bicycles, frogs, accordions,

Citroëns. But that's just surface, and Triplets is French to the core.

Unlike so much other feature-length animation—certainly unlike

Nemo and the other Oscar contender, Disney's Brother

Bear—Triplets is utterly uncompromising. If you've ever embarrassed yourself speaking imperfect

French to a Parisian, this Gallic attitude will be familiar.

Like the servile maitre d' in Belleville's nightclub, most Hollywood product is so desperate for public

approval that it caters to your every prejudice and bad intellectual habit. But Triplets doesn't care if you

like it or not. It has no dialogue, the title song sticks in your craw like a bad smell, all the characters © FPS Magazine.

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Page 4: That Question Againtrickfilm.github.io/publications/jaeger_tearsheets.pdfInstead, it gets you thinking about the question, as art is supposed to do. Refreshingly free of snide pop-culture

are ugly, and those who calculate a film's merit by dividing the ticket price into the running time are

likely to feel cheated by an 80-minute feature. To these segments of the audience Triplets refuses to

ingratiate itself. (One of the only exceptions to the film's general disdain for audience expectations is

the final car chase scene, which feels forced).

Triplets comes with its own elaborate system of references, influences, and themes, all of them deeply

(for want of a better word) animator-ish. Like the Fleischer Studio and Winsor McCay films he lovingly

quotes, Chomet highlights his fascination with all things mechanical and transportational, and in so

doing situates himself in a tradition dating back to pre-cinema. Bicycles, trains, cars and other things

that go have been iconic images in cinema ever since the Lumière brothers filmed an approaching

locomotive in 1896. Animation in particular shares a common genealogy with these 19th-century

technologies; early animation was the province of eccentric tinkerers and bricoleurs like Muybridge,

Otto Messmer, and Ladislas Starevicz. These people were motivated by a fascination with motion itself

and what it's made of.

In Triplets, the bicycle becomes a beautiful metaphor for handmade animation: certainly not the fastest

or easiest mode of transportation, but one with its own satisfactions, chief among them the sheer joy of

motion brought into existence through the agency of one's own body. If traditional animators are

cyclists, isn't animating a feature equivalent to riding the Tour de France? Lives there an animator who

doesn't connect viscerally with Champion's indomitable urge to just keep pedaling?

When Champion and his long-suffering colleagues break through the wall of their prison and pedal

their cumbersome contraption through open country, urged on by a clattering, ancient film projector,

they're performing independent animation. No longer working for the entertainment (industry) of their

evil overlords, the cyclist/animators are free to take their bizarre machine wherever it goes, with only

the pure pleasure of the cinematic experience to lead them. This isn't a snide showbiz in-joke such as

you'd find in Disney or The Simpsons, but a moment of gorgeous clarity: the movie knows it's a movie.

Triplets reminds us of the genuine pleasures and hardships of animated filmmaking. One hopes that

Hollywood can stop frantically congratulating itself long enough to get the message.

© FPS Magazine.

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Page 5: That Question Againtrickfilm.github.io/publications/jaeger_tearsheets.pdfInstead, it gets you thinking about the question, as art is supposed to do. Refreshingly free of snide pop-culture

© Art New England.

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© Art New England.

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© Art New England.

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© Art New England.

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© Art New England.

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