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Bringing
the characters in "Monsters, Inc." to life required a skilled team
of animators working in concert with an ensemble of great voice
talent. Dialogue tracks were recorded over a few years and the animators
were inspired by these performances along with keen observations
and their own imaginations to create the depth, emotion and fun
that these characters bring to the screen.
With
his roots as an animator, director Pete Docter knew exactly how
to work with the animation team. The film's two supervising animators
- Glenn McQueen and Rich Quade - gave him the level of leadership
and support he needed to guide the team of more than 35.
"The overall quality of animation on this film is really great,"
says Docter. "Glenn and Rich have been able to push everybody further
than anyone thought they could go and there's some truly amazing
scenes in the film."
McQueen
notes, "Pete was a great guy to work with and proved to be a real
animator's director. On 'Toy Story,' he was, without a doubt, the
best animator in the department and he really knows how to relate
to animators. He knows our part of the film like no one else and
encouraged us to do our very best work."
McQueen and Quade took an active role in working with the modeling
team (supervised by Eben Ostby) to create characters that were animationfriendly.
New animation controls (called "avars" - articulated variables)
were built into the tools programs to give the animators a wider
range of options and the ability to add more subtle movements to
the performance.
Another change on "Monsters, Inc." from previous Pixar features
was the designation of character leads for each of the main characters.
On past productions, animators gravitated towards or became experts
on specific characters, but generally worked on whole sequences
involving multiple members of the cast. On this film, certain key
animators were selected to be specialists that the other animators
would turn to for advice or suggestions as to movement, personality,
etc.
"Assigning animators to work on specific characters was less of
a conscious decision and more of an evolution that happened during
production," says McQueen. "Some of the animators were doing such
terrific work on the characters that it seemed silly to have them
do anything else. We ended up casting them on specific characters
just like you would an actor on a live-action film."
Sulley
For the character of Sulley, the massive monster who finds himself
in a world of trouble, animator John Kahrs was asked to lead the
way.
"I'm not a big eight foot hairy guy, but I share a lot of similarities
with Sulley," says Kahrs. "I'm six-foot-one and I have a relaxed
easy-going personality like the character. I guess that's why they
gave me the assignment. Basically, I think he's suited to me and
vice versa.
"My first instincts were to make sure that Sulley wasn't going to
be some monkey or gorilla," adds the animator. "He's not a Mighty
Joe Young guy and he doesn't walk on his knuckles. He walks upright
and he's more like a powerful bear than a gorilla. The challenge
was to think of him not as some heavy lumbering guy but rather as
a more energetic character with a lot of confidence. The scene where
Mike is coaching him with the 'scary feet, scary feet' routine was
a big turning point for me. I started thinking of Sulley as a guy
in football training camp. It turned my whole world around and gave
me a new perspective on him. He has sheer power and speed. He's
the top dog at MI."
"John
Goodman's vocal performance was really rich and had a lot of range,"
says Kahrs. "It had a wonderful rhythm and a lot of texture. There
is a resonant warble to his voice, almost bear-like, and it fits
the character so well. I would get direction from his performance
and know exactly how the eyebrows are going to move and what the
emotion of the scene is going to be."
For Kahrs, one of the biggest challenges was to convey the enormous
sense of gravity and weight in the character's animation. "'Placing
the feet at the right place at the right time and then having the
hips and body drift over them was really crucial. Paying close attention
to the musculature in his arms and how it relaxes with the arc,
speed and pendulum of the fall were also important in conveying
his mass. You could spend a lifetime trying to make him look good
but the payoff was worth it. He was a great character to work on
and I'm going to miss him."
Quade
adds, "The trick with Sulley was to get that sense of weight across
but not have the character move too slowly. If you slow down the
action, the film starts becoming lethargic. We had to find ways
to make him feel big while, at the same time, keeping him active
and fun. Things like fast eye darts or hand movements can convey
quickness. We began thinking of him as a linebacker who is big but
can move fast when he needs to. The hair dynamics, added by the
technical team, also helped communicate a feeling of weight. Its
realistic motion enhanced the animation and made it feel more real."
Mike
Guiding the animation for the character of Mike Wazowski, the feisty
oneeyed ball of energy, was character lead Andrew Gordon.
Gordon recalls, "I was doing some early tests on Mike with Billy
Crystal's dialogue and I had a real knack for him. The character
has an East Coast, New York style and I'm a Jersey guy myself -
I grew up with lots of crazy relatives who used wild gestures and
mannerisms when they talked. I felt like I knew the character of
Mike and I could see the acting in my head very naturally."
Gordon attended several recording sessions with Crystal and was
able to study the actor's expressions and mannerisms in person.
Gordon recalls, "'Billy would take a line and go off on lots of
tangents with ad-libs and comedy routines.
"Basically, Mike is a giant eyeball," adds Gordon. "You're dealing
with a head that's a body and a body that's supposed to be a head.
When I'm acting out a scene, Im looking at what my body and torso
are doing but also at what my head accents are doing. It's like
a cross between analyzing the motion of my body and also looking
at my head, and coming up with interesting shapes for the eyes.
Capturing the subtlety of the eye was a big part of it. I would
videotape close-ups of my eyeball to see what the eye was doing
when my eye looks up, how the eyelid reacts, how to sell the eye
direction. Little things like pupil changes and dilates became important.
"The
key to animating Mike is to get good mouth shapes that are very
appealing and round," he adds. "When you're working with a character
with such a big eye and mouth, it's like a target. Your eye goes
right to him. Another thing we were able to do was to use the mask
structure around his eye to get added subtlety. We have controls
that allow us to bend the one eyebrow so that it essentially acts
as two."
"Billy Crystal has almost a manic energy and his voice is just all
over the place," observes McQueen. "He's always doing something
completely different and unexpected, which works really well and
is a great thing to play off with Sulley."
Boo
With regard to the character of Boo, McQueen had some initial concerns
about animating a human child. He recalls, "Everyone knows how a
little girl moves and as the father of a three-year-old I knew we
had to animate her just right or the audience wouldn't buy it. There
is a level of aimless busy-ness that kids have and I was concerned
that we had to capture that sense of wonder and energy. Luckily,
Pete has two kids of his own and he knew exactly what he wanted.
For example, he was concise in his direction to the effects people
as to what a kid's tears should look like. All of us with kids were
going 'Yep, that"s right. A little more red in those cheeks."
The lead animator on Boo was Dave Devan, a five-year Pixar veteran
who has worked on such other characters as the acrobatic pillbugs
Tuck & Roll (from "A Bug's Life") and Buzz and Woody.
"Boo has been the most challenging character I've worked on at Pixar,"
explains Devan. "She is caricatured and cartoony, but she has to
be believable. I don't have any children of my own, but I spent
lots of time observing real human behavior. Some of the animators
would bring their kids into the studio after work and Mary Gibbs
(the voice of Boo) came to my office one time. She had been eating
jellybeans and had lots of energy. My own niece and nephew were
also good studies. Another time, we had a bunch of kids running
around here on a playdate. Seeing how they walk and interact and
what catches their attention and how they behave when someone's
talking to them was really helpful. I ended up with a binder containing
pictures of kids, especially their facial expressions, so that I
could try and get those observations into Boo's character.
"My
involvement with the character goes back to when the modelers were
first working on her," he adds. "I was helping to make sure we got
the control we wanted and that the face was as fleshy and expressive
as possible. The final character has about 900 animation controls.
Humans have always been tough to do in computer animation but with
'Geri's Game' and this film, Pixar has made some great progress.
With Boo, we were able to put great subtlety into the acting and
I was amazed by the results.
"Mary's performance really inspired us. The quality of her voice
is great and was lots of fun to work with. She was really playful
and gave the character exactly what was needed."
McQueen agrees, "The bits of Mary that the editors chose for the
film worked so well and always got a laugh from the animators, especially
the ones with kids. You can tell when something's genuine and when
the actor or performer is really feeling it. In this case they really
got a three-year-old to do the lines and it gave us a tremendous
amount of stuff to work with."
Randall
Boggs and Henry J. Waternoose
"Randall Boggs was another very challenging character to animate
because he has eight limbs," explains McQueen. "Sometimes he's down
on all eight and sometimes he's only using four legs. He also has
a big long tail. From a technical point of view, he was very tough
to animate just in terms of keeping track of all those legs and
trying to come up with poses that are clear and appealing. Steve
Buscemi's terrific voice really helped bring the character to life.
It gave us a clear idea as to who the character is and his intent.
There was a lot to grab onto and it made animating Randall a pleasure.
"James Coburn was another great voice to work with," he adds. "You
couldn't ask for a better performance. He has a real fatherly, avuncular
vibe to him that works really well with the Henry J. Waternoose
character. From an animator's perspective, a voice that good is
nothing but opportunities and potential."
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