Currently,
it feels that animation at the movies is a landscape dominated by pure
CG. Practically everyone's making CG films these days -- even Disney
has disassembled their hand-drawn Animated Features department in Burbank.
Is this the Pixarring of animation? Well, I can see the attraction.
Pixar is making beautiful films, well-told stories featuring interesting
characters. Yet Pixar's success has spawned so many copycats, and what
we now have is sort of a House Style -- stylized reality, cartoons with
Renderman realistic materials, and most CG films having, you know, that
look.
Enter The Triplets of Belleville. What a breath of fresh air!
A cartoon not necessarily for children (in fact some may not have the
patience for it, but neither may some adults) and it's hand-drawn in
the most beautiful style of animation from a bygone era.
Triplets harkens back to 101 Dalmations and beyond, along the way gathering
some nicely eclectic and wonderfully bohemian art styles.
As I write this (November, 2003) Triplets of Belleville is about
to make a run in theatres in the US. It's already done well on the international
festival circuit, and I wish it luck in the States. I really hope it
does well, and strikes a blow for Animation as Film, regardless of whether
it is drawn or rendered.
Director Sylvain Chomet
is hard at work on his next film (more on that later in the interview),
but Triplets' Art Director Evgeni Tomov generously spent
a few moments with us to discuss the film.
OGDEN:
What made the Triplets themselves appealing as heroines in this story?
TOMOV: The
Triplets are sort of the opposite of the typical heroes from mainstream
animated movies. They definitely don't fit the stereotype of "appealing"
animated characters. They are neither cute neither beautiful.
Yet, in my opinion, they are way more humane and charming than most
of the well known and commercially exploited cartoon characters from
other animated box office hits. There is some unique and special beauty
in their clumsy movements, and the slightly sad and nostalgic humor
they are treated with (mischievous old ladies - not a clicheé
idea...). The subtle animation and acting makes them more believable
and I believe they have more personality and presence than most of the
animated characters I have seen previously.
Simply - they are different and break the stereotype, as well as the
misconception, that an appealing cartoon character has to be cute and
superficially beautiful to the point of losing personality.
OGDEN: It's obvious that Belleville is an amalgam of many cities...
Montreal, Quebec, New York... is the city symbolic of something?
TOMOV: There
is almost never a simplistic "poster type" idea or message
in Sylvain's films. His ideas are usually multilayered and subtle, often
open for personal interpretation by the viewer. I tried to stay away
from transparent simplicity while designing Belleville as well.
Yet, if we have to describe Belleville as a symbol of something - it
would be Contemporary consumerism. Not only North American - Belleville
is an amalgam of few big western sties with their abundance of food
and objects. It (Belleville) is sometimes mistaken for a symbol of New
York only - I suppose because of the obese Statue of Liberty which briefly
appears in the establishing shot of the city, and the skyscrapers. But
despite the fact that New York is quite representative of extreme Western
culture consumerism, the intention was to have a more composite and
generic symbol with no specific geographic location. The Baroque elements
used in Belleville architecture are more reminiscent of European castles
and also intend to reinforce the impression of excessive abundance in
the city.
OGDEN: Stylization is rampant in Belleville (the large wooden-block
French Mafia spring to mind in particular). What informed the stylization
of different characters?
TOMOV: All
of the main characters were designed by Sylvain himself, so I'll say
little about this. Knowing his way of working (creating) I would say
that Sylvain was looking for a very typical and recognizable silhouette
and facial features of each character reflecting their personalities
and roles in the film. Sounds like a textbook approach taken by any
character designer, doesn't it?
But some succeed in surprising the audience with ingenious ideas and
unique looking personalities on the screen, as well with a rare ability
to observe. I guess this is the part that you don't learn in school.
Some call it talent. Sylvain's unusual sense of humor and his ability
to generate unorthodox creative ideas gave us these sometimes bizarre,
yet fascinating characters.
OGDEN: What was the development cycle for a character? (How long
did it take from initial idea to final design, and what was involved?)
TOMOV: We did not have clearly separated stages
or established production methods for the design of the characters.
There was a lot of improvisation involved and some of the characters
kept "evolving" for quite some time into the production.
The usual approach would be Sylvain making the roughs and the initial
concept of a character, and then some of the lead animators (we had
great people on the team) would try to tweak it and animate it, quite
often without actual model sheets or rotations. It sounds quite unusual
to start animating a character without a model sheet but it also was
more challenging for the animator and left him (her) more room for creative
input. It certainly was quite stressful for the animators at times but
the ones that like a challenge were the ones that stayed. They were
guided closely by Sylvain through the whole process.

CLICK
TO VIEW THE TRAILER AT APPLE.com
OGDEN: The crew on this project looks pretty large. How were
things managed?
TOMOV: In
fact the crew was never really big. The perception that the crew was
bigger than it actually was is given by the endless credits at the end
of the film. It is still a mystery to me how we ended up with this huge
list of names. To some extent, the fact that quite a few names appear
more than once in the credits (a lot of people worked on different things
during different stages of the production and they were credited separately)
gives the wrong impression about the size of the team. But this again
confirms that we had quite versatile talents working on the film.
The vast amount of the workload - especially the creative part - was
carried by the international (French - Canadian - Belgian) studio of
The Triplets in Montreal, Canada. I would say there were about 40 -
45 artists at most during the busiest periods. Usually we were about
between 25 and 30 people there.
Later in the production some of the animation (the B&W opening sequence
and the obese incidental characters from Belleville) was sent to Belgium
and was wonderfully crafted by the studio in Brussels by a not-so-large
team as well. Some of the 3D modeling, animation, and some post production
was also done in Belgium and much later another 3D studio in Angouleme,
France gave us a hand. We also outsourced some tweening work to a studio
in Riga for budgetary reasons.
Another explanation why the total number of the names in the credits
reached such proportions is the turnover in the studio in Montreal.
It took great dedication -- and artists focused on the final goal --
in order to make it through the stressfull production schedule and Sylvain's
high standards. Not every animator feels comfortable working from lay-outs
with almost no posing, but Sylvain wanted to leave the animators room
for improvisation. Some weren't up to the challenge.
Therefore, a lot of the names we see in the credits belong to people
who did not stay and work for long. Some just for a few days, before
they (or Sylvain) realized they had made the wrong choice... anyway,
everybody was credited, regardless of whether they worked for one day
or three years.
So, really, the number of names in the credits reflects only how many
people did some work for the film at some point or another but not really
the size of the teams involved.
OGDEN: Were new processes instituted to work with a crew that
was so internationally spread out?
TOMOV: It never helps the quality and the productivity
if the production is spread between too many studios all over the globe.
It is difficult also to maintain a consistent artistic vision. Although
international co-productions are quite common nowadays, it is obligatory
to keep the main creative and controlling "brain" in one place
(studio) and keep as much as possible the production of the main "assets"
in house.
In our case the studio in Montreal was acting as a main studio (sort
of a "head office") where everything was initiated. Some work
was shipped eventually to other studios but Montreal was where everything
came back for final approval and corrections. Sylvain, production director
Francois Bernard, and I were working from there. All the lead (main
character) animators were working from the Montreal studio too, as well
as the entire visual design (characters and decors), lay-out and background
painting.
Towards the end of the production Sylvain left Montreal and moved to
France to work closer with the compositing studio in France, and we
had to send him the final work for approval there but this was rather
an exception to the practice.
It was definitely not easy shipping back and fourth large volumes of
art work (physically or digitally) to the supporting studios in Europe,
keeping track of everything and trying to maintain the quality... I
can not say that we succeeded always 100% in doing that. We had our
low moments (like once receiving a cardboard box with original animation
inbetweens from the Riga studio, practically destroyed by the shipping
company because of loose packaging).
As I mentioned, the volume of work done in other studios did not really
exceed the normal practice for the contemporary animation productions,
so we don't take credit for inventing new practices or methods to handle
and menage the work flow. This has been around for some time now...
