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Toon-In-Talk Episode 10: Interview with Rick Goldschmidt and John Brickley

Hello and welcome to tenth episode of Fanboy Nation’s Toon-In-Talk, your rendezvous for animation interviews.  At the mention of the name Rankin-Bass, it probably stirs up nostalgic Christmas memories of Rudolph the Red-Nosed Reindeer, Frosty the SnowmanA Year Without a Santa Claus, and other holiday specials using stop-motion puppetry.  While Rankin-Bass might be best known for its Christmas specials, it was actually a major animation and film studio that produced many popular animated series and movies. The problem is that Rankin-Bass’ story is waiting to be told. Documentary maker John Brickley and Rankin-Bass historian Rich Goldschmidt have combined their forces to make The Enchanted World of Rankin-Bass documentary, chronicling the studio’s story from beginning to end.  Whitney interviews the team and gets the scoop on the documentary’s IndieGoGo campaign and talks behind the scenes information.

Episode 10

  • The first interview is with the producer and director of the documentary, John Brickley.
  • John wants to make the documentary, because Rankin-Bass has an amazing history tied to American television and nothing has really been done on it yet. It is a story waiting to be told.
  • John’s favorite Rankin-Bass shows were the Saturday morning fair: Silver Hawks, Tiger Sharks, and, of course, the animagic specials.
  • John has a lot of experience with film making. One of his biggest projects was the 99%: Occupy Wall Street film and it was nominated for the Grand Jury Prize for best Full Length Documentary at the Sundance Film Festival.
  • For the documentary, John wants to license a lot of clips, conduct interviews, and use some voice over narration. He wants a more film approach.
  • Many of the people involved with Rankin-Bass are getting older and John wants to interview them before they pass on.
  • Whitney thinks it would be cool if they use animagic for the documentary or use an approach similar to John de Lancie’s documentary on bronies, which was also crowdfunded.
  • They’re using an IndieGoGo campaign and they have many cool prizes, including the opportunity to be a producer or associate producer on the documentary. Also even the opportunity to nerd out with Rick and John at Disneyland.
  • Rankin-Bass is important because of the amount of work they did as well as the variety.
  • They released a cult horror film called the Bermuda Depths.
  • Animagic uses a different animation process than stop motion. It’s very expensive to produce, however.
  • Whitney and John both hope puppet-like animation doesn’t disappear.
  • John has learned a lot about the influence Rankin-Bass has had on the animation industry and it is REALLY HUGE!
  • Rankin-Bass isn’t known as much, because they didn’t put their name out there as much as their shows.
  • Hopefully they can get Jules Bass for interview.
  • Rick and John are really the sole driving force behind the documentary. This project will not only document an untold history, it will also appeals to a lot of Rankin-Bass fans who are curious about the company’s history.
  • Rankin-Bass joins a huge amount of animation that has been passed over in cinema history.
  • The second interview is with Rick Goldschmidt.
  • Whitney gets an important questions answered, she’s been waiting years to know: a Dolly for Sue is clinically depressed.
  • Both praise Romeo Mueller’s work and how his writing has made the Rankin-Bass specials last.
  • Rudolph has some lines that are objectionable by today’s standards, but the special is a product of its time and nothing compared to some of the other shows that get past the critics these days.
  • The Little Drummer Boy isn’t shown as much anymore due to the religious overtones. Whitney compares it to Ben-Hur with good reason.
  • Rick became the historian by chance and had the opportunity to write a book on Rankin- Bass, so he took it.
  • Rankin-Bass didn’t keep anything from their shows and a lot of the stuff used to make the show was thrown into a dumpster.
  • Barbara Adams, though, took home the Rudolph puppets and the melted in her attic, except for Santa and Rudolph. Rick coordinated their restoral.
  • Danny Kaye and Arthur Rankin, Jr. were friends and jet setters.
  • Arthur Rankin, Jr. worked at ABC with a lot of celebrities and Jules Bass was an advertiser, who visited ABC regularly. They became friends and formed their own studio creating commercials, then they came across the Japanese The New Adventures of Pinnochio, an animatic show and the rest is history.
  • Rankin-Bass experimented with many forms of animation as live action to create a diverse catalog. They were successful on most of it.
  • Animagic has its origins in Japan with Tad Moshinaga, father of stop motion animation in Japan. It inspired Tim Burton’s The Nightmare Before Christmas.
  • Arthur Rankin, Jr. loved Bermuda and there is a museum devoted to him.
  • Rankin and Bass recognized a lot of talent and thus hired them for their specials. It was this combined talent that made these specials last for so long.
  • Rick compare this magic to Pixar’s early works. He knew them back in the early days.
  • Rankin-Bass has kept many stars from the Golden Age of Hollywood alive.
  • One of the main reasons Rick wants to make the documentary, because he’s only made short documentaries in the past and he wants to make something longer and all inclusive.
  • Whitney and Rick talk about how animation has changed in the past few decades and how Pixar has changed over the years.
  • Rick hopes to get some of the Pixar folks for interviews, because they were inspired by Rankin Bass.
  • The voice actors of Rudolph and Hermy actually lived together in the same retirement home.
  • Rick goes into details about the films based off Tolkien’s works from Rankin-Bass.
  • They discuss the educational approach used to create Thundercats.
  • Whitney has to know what were they thinking when they created The King and I.
  • The Enchanted World of Rankin Bass is important, because these stories need to be collected before they are lost.
  • Jules Bass is still working

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Toon-In-Talk Episode 09: Interview with American Dad Cast and Producers

Hello and welcome to ninth episode of Fanboy Nation’s Toon-In-Talk, your rendezvous for animation interviews.  American Dad is a popular animated sitcom from the deranged, talented mind of Seth Macfarlane-Family Guy creator.  The show recently switched networks from FOX to TBS and American Dad is now free to explore more creative and lewd plots that push the envelope so far they are blinding the censors. At the New York Comic-Con, Whitney scored a roundtable interview with the American Dad cast: Dee Bradley Baker, Rachel Macfarlane, Wendy Schaal, and Scott Grimes and the producers: Brian Boyle and Matt Weitzman.

Episode 9

  • The first interview is with voice actors Dee Bradley Baker and Rachael Macfarlane.
  • Rachael Macfarlane and her brother Seth Macfarlane worked together for years and she is very complimentary about his work. Seth encouraged her to try voice acting.
  • The cast recorded the episodes a year before their release.
  • Rachael loves the freedom of being a voice actor, meaning it can go on forever and she is free to play anybody, anything, and from anywhere. Dee likes it, because it’s quick, air conditioned, and he doesn’t have to remember his lines.
  • Rachael and Dee both love the normalcy of being voice actors.
  • Dee wants to create an episode where Klaus and Roger start a fish stick factory.
  • The show is on TBS now, so the American Dad crew have more freedom to be creative.
  • Dee speaks German fluently.
  • Rachael’s favorite animated show is Pippa Pig and Dee loves Avatar.
  • The producers are well aware of the voice acting cast’s capabilites and limits. They are thrown voices during the table read to see what the voice actors can do.
  • The second interview is with producers Matt Weitzman and Brian Boyle.
  • The second interview features the producers
  • They never thought American Dad would be on the air for so long.
  • In the beginning the show was compared to Family Guy, but American Dad soon made itself distinct, such as time slot, dedication to story, and characterization.
  • They claim to be doctors of comedy.
  • With the move to TBS, they are allowed to cuss and show different forms of nudity.
  • Whitney explains how familial relations work.
  • Both are really happy where the series is going and hope it will continue. The “Chris” is Chris Robertson, an animator on the show and prior interviewee.
  • If Roger wasn’t an alien, he would be a duck because he is so adaptive.
  • The third interview is with voice actors Scott Grimes and Wendy Schaal.
  • Wendy loves the energy and attention American Dad is getting from TBS. Scott loves the advertising their giving the show.
  • American Dad has made 205 episodes and it is a lot of storylines for the actors to keep track of.
  • Kevin Bacon loves the show.
  • They don’t do group recording sessions anymore, because Seth is very busy.
  • Wendy and Scott discuss their favorite episodes.
  • Scott released a record years ago and the writers included those songs in the show as a joke.

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Toon-In-Talk Episode 08: Interview with Tim Beyers

Hello and welcome to eighth episode of Fanboy Nation’s Toon-In-Talk, your rendezvous for animation interviews.  For animation fans, the release of a new animated film is always exciting.  2015 is going to have a lot of animated films showing on the silver screen, but yo have to wonder what will succeed and what will bomb at the box office.  Whitney interviews geek financial analyst Tim Beyers to discuss what 2015 animated movies will be a success and what will fail.

Episode 8

 

  • Tim Beyers writes about geek financial news for The Motley Fool.
  • Last year, he and Whitney discussed which animated films would be successful in 2014 and they repeat the same theme for 2015.
  • Tim thinks that Minions will be this year’s success followed close by Inside Out.
  • Pixar films are still successful, but with the reboot of Disney Animation, the studio has taken the original Pixar magic and inserted it into their own movies.
  • Disney Animation movies have been more successful than Pixar lately, but this could be Pixar’s year with the release of two animated films.
  • Whitney thinks Pixar will do better than Disney.
  • Sequels have a better chance of earning more money than the originals, because the fan base is already established and audiences want to see more.
  • Inside Out has the classic Pixar formula, especially story, but Minions are extremely marketable.
  • Pierre Coffin and Chris Renaud do the voice of the minions, not Dee Bradley Baker.
  • Tim and Whitney both love it with professional voice actors get to strut their stuff in feature films
  • Tim thinks Hotel Transylvania 2 will be the least successful and the Peanuts movie has enough juice to pull ahead.
  • Whitney is optimistic about both. She thinks Monster Trucks will be the least successful and it might be copying the Cars
  • It’s exciting what is happening with Disney with the number of properties they are releasing. The House of Mouse is becoming the mother of all studios.
  • When Disney does a great job they do a GREAT job, but Whitney doesn’t want the studio to get complacent. In response, Time says Disney is far away from doing that because they’re still competing with Warner Brothers.
  • Big Hero 6 was good, but it was predictable. Story still remains king.
  • Please note Pixar doesn’t make all 3D movies.
  • The Peanuts movie has historical fans, but the franchise is being reintroduced to a whole new generation who aren’t familiar with Charlie Brown, Snoopy, and the rest of the game. It’s a gamble, however, so were The Muppets.
  • Original ideas are becoming scarce, but they are around and they come from studios with money to burn.
  • Online fundraising platforms, however, do allow creative individuals to raise money for their projects. The Internet allows more creators to put their work out there, but there is a lot more competition.
  • The hardest part of making a creative property is making the actual property.
  • Tim declares that the next three years in animated entertainment is a new golden age of cartoons, animation, and more.
  • Just for fun, this interview rounds out with Tim’s interview from last year.

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Toon-In-Talk Episode 07: Interview with Ronald M. Banks

Hello and welcome to seventh episode of Fanboy Nation’s Toon-In-Talk, your rendezvous for animation interviews.  Mortal Kombat X is the latest game in the legendary fighting series and Whitney scored a interview with the voice of the villainous Quan Chi.  Ronald M. Banks is the extreme opposite of the villain roles (meaning he’s a swell  guy) he tends to get cast for in his extensive musical and theater career.  In this interview, he discusses his journey into voice over and how he plans to grow his career.

Episode 7

Show Notes

  • Ron’s famous voice over role as Quan Chi in the Mortal Kombat series: Mortal Kombat X, Mortal  Kombat, and Mortal Kombat vs. DC Universe.
  • He also played Jafar in the Aladdin Musical Spectacular at Disney California Adventure.  On stage, he is most famous for playing the king in the King and I as well as Sweeny Todd in Sweeny Todd.
  • Ron loves playing the bad guy and finds it very cathartic.
  • Ron describes Quan Chi as a sorcerer, who is evil but is not an epic villain.
  • He used to be a gamer and his game of choice was World of Warcraft, but he found that he needed to devout more time to real life.
  • When he voiced the role of Quan Chi, Ron is still learning what the character’s role in the game is.  As Jafar, Ron understands the menacing sorcerer’s mind quite well.
  • Whitney got the reference right (though it’s sweat, not silver blood).
  • The game has over the top violence and he thinks players will find it more humorous than gory.
  • Ron thinks that when CGI gets too real it won’t appeal to people.
  • He’s also been in some movies: No Connection and Sentimental Over You.  For Ron, when he acts on TV or in movies, he has to back off with his voice.  He’s used to projecting his voice.
  • Some of the challenges Ron faces is the newness of being a voice actor and keeping a show fresh when he’s on stage.
  • It’s important for actors on stage to be in the moment to keep their role fresh for the audience.
  • Ron is a vocal coach and he shares some advice on keeping your voice strong and healthy.
  • Whitney wants to know some funny theater stories and Ron reveals a whopper.
  • Both share their thoughts on Andrew Lloyd Webber.
  • SPOILER ALERT!  Ron explains Quan Chi’s fate.
  • They discuss the wonders of technology and the trouble of finding silence in a house.  (Whitney recorded this episode in her closet.)
  • Voice acting is a very competitive market.
  • During the day, Ron works as a Disney guest relations host, he teaches voice, and also works with kids.

 

Links

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Toon-In-Talk Episode 06: Interview with Mathew Klickstein

Hello and welcome to sixth episode of Fanboy Nation’s Toon-In-Talk, your rendezvous for animation interviews.  If you grew up in the 1990s, you most likely watched Nickelodeon and were a fan of their Nick Toons.  The 1990s have become known as the Golden Age of Nickelodeon Studios and nostalgia always comes into play when that decade is mentioned.  Mathew Klickstein felt the same way, so he wrote Slimed! An Oral History of Nickelodeon’s Golden Age chronicling the adventures of cast, crew, and other cool people from the “only kid’s network.”

Episode 6

Show Notes

• Whitney tells Matt she had been searching Nickelodeon’s history herself. He tells her that a lot of people told him they wanted to write a book on Nick, but they never got around to it. He affirms there are a lot more stories to tell about “the only kid’s network.”
• He recommends reading the academic book Nickelodeon Nation by Heather Hendershot.
• Matt discusses details about how it was published and why he decided to write an oral history of Nickelodeon.
• Whitney asks questions about why Matt formatted the book the way he did, especially when it comes to information about his interviewees.
• Matt interviewed over 250 people for the book. He also had to leave out a lot of material.
• To track people down, it was actually the easiest getting Melissa Joan Hart, Kenan Thompson, and others. It was extremely difficulty getting people who worked on only one show, like Richard Price.
• Six degrees really comes into play for rounding up the interviewees.
• Slimed was more like producing a documentary than writing a book. Matt loves oral history, but he wants his next book to be in prose.
• In the early days, Nickelodeon licensed cartoons to air on the station. Nickelodeon made Looney Tunes popular again. When the licensing came up again, Warner Brothers wanted more money from Nickelodeon.
• We can thank the FCC for putting an end to 30 minute long toy commercials. Networks were also finally allowed to produce their own cartoons.
• The original three cartoons were: Doug, Ren and Stimpy, and Rugrats.
• Nickelodeon found six shows they made pilots for. They found potential shows by literary going to animator’s garage.
• Whitney mentions the yearly Nickelodeon writing and animation contest. Both discuss how Nick has changed its content and yet remained the same.
• Whitney brings up Ren and Stimpy and Matt discusses its heated history.
• The creator John Kricfalusi had an ill reputation, though he is a creative genius.
• Whitney and Matt talk about making something new and original. Neither wants to repeat the creative past.
• Money is a necessary evil. Whitney mentions some of her hopes before she got her book contract. Matt recommends people use a publisher and gives his advice about self-publishing and YouTube.
• Matt’s favorite NickToon is Ren and Stimpy and Whitney’s is Aah! Real Monsters.
• Matt declares the episode over!


Links

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Toon-In-Talk Episode 05: Interview with Monty Oum

Hello and welcome to fifth episode of Fanboy Nation’s Toon-In-Talk, your rendezvous for animation interviews.  In December 2014, I had the honor of interviewing the animator Monty Oum of Rooster Teeth.  Monty Oum was one of the creative leads for the American anime RWBY.   He was an entirely self-taught animator, specializing in online cartoons  and videogames.  This interview was originally meant to air in the same month, but the sound quality was very poor.  In January 2015, Monty Oum had a severe allergic reaction to a medical procedure and he passed away in February.  Please join Whitney as she honors Monty’s memory.

Episode 5

Show Notes

  • Monty is a self-taught animator and never formerly attended a school.
  • When he was a kid, he used to watch cartoons, mostly anime, and he loved to count frames and learn animation tricks.
  • He describes RWBY as an emulation of an emulation.  It emulates anime and anime emulates early Disney cartoons.  Ironically, Monty’s career more or less started when he made fan videos based off Final Fantasy and Dead or Alive.
  • All stories are copies of copies.  There are originally ideas, but they are usually inspired by something else.  The creator takes the inspiration and makes something new.
  • Whitney is curious about the Rooster Teeth animation process and Monty explains how coding is involved, how they use skeletons, and how there’s a lot of copying involved.
  • They both geeked out over Pixar’s The Incredibles and discuss Universal Man.
  • RWBY is about a group of four girls who are fighters and how they attend a school to become stronger warriors.  They discuss more about the world of RWBY.
  • Whitney confuses stop motion for motion capture, but she’s still impressed that Rooster Teeth is using it.
  • Whitney gushes over RWBY’s fighting scenes, which was Monty’s main speciality.
  • Most of RWBY’s characters are female, in order to animate their feminine qualities they sometimes have women put on the motion capture suit or they male animators have been known to wear heels.
  • Monty equated fashion and high heels with powers.
  • He also points out that having actually items to hold when you’re in a motion capture suit makes it a whole lot easier to animate later.
  • In season three of RWBY, expect the characters to grow physically and mentally.
  • Contrary to popular belief, Monty never watched Dragon Ball Z, but he was still a large fan of tournament arcs in anime.
  • Rooster Teeth has many other new projects in mind and they’re dedicated to making great cartoons.

Links

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Transcription

Whitney Grace (WG): Please introduce yourself and explain why you’re a perfect guest to appear on Animation Interviews.

Monty Oum (MO): My name is Monty Oum and I’m an animator for Rooster Teeth.   I’ve worked on the popular shows Red vs. Blue and RWBY.

WG: I like asking my guests to explain more about their background, education, and interest in animation. Would you mind giving me a few details about that?

MO: I’ve been interested in animation as far back as I remember. I used to draw little flipbooks as far back as age seven, maybe five. I was supposed to be reading books, but instead I was drawing in books and making little fight sequences in them. I went to school like any normal kid, until I decided to drop out. I never went to college for animation, but I took whatever classes I could when I was in high school, like fundamentals of flash. I remember starting off in Director which was a macromedia program from back then.

I kept working on my animation skills for fourteen years or so, then the Internet came around. I started making my own videos and that caught the attention of many people. I started getting job offers from videogame companies as well as eventually Rooster Teeth. I’d been a fan of Rooster Teeth for a long time. Red vs. Blue was one of my favorite shows, because it was really good.

WG: So you say you’re a self-taught animator, which is a first for me on this show when it comes to Web animation. When you talk about the Internet, we’re dealing with about thirty years. When did you enter the Web animation phase?

MO: I started using flash animation as early as 2006. I saw people making really cool things and I realized I could be doing that too. Prior to that I thought, I can’t be doing that animation is hard, even though I had been doing it a long time. I only started doing it seriously when I was twenty-two or so, when I realized it was something I could potentially be doing with my life. I kept at it and trying and trying, which led me somewhere,

WG: Let’s get back to traditional animation for a moment. What cartoons were you raised on?

MO: I watched cartoons all throughout my childhood. I loved Transformers, Ninja Turtles, and stuff. Eventually I discovered anime and one of the series I watched a lot of was Dangaioh, which was a mech anime, and also Ninja Scroll. I encountered a lot of Studio Ghibli’s stuff along the way. You know when you start watching these things you get an eye for it and start counting frames, how often they reuse animation, and what angles they’re going to chop something off. I became really interested in finding the shortcuts and when they simulated animation, so the animators wouldn’t have to do as much work.

I used to rush home every day after school to watch this one show called The Bots Master. During the fight sequences, someone would yell, “It’s laser time boys” which signaled you to put on 3D glasses to watch the scenes. I began to notice where they reused animation, which made me realize that animation is so much work and you have to be smart about how it’s used, especially in 3D animation. Since I’m primarily a 3D animator, I know what the advantages are compared to traditional animation that requires a tremendous amount of work.

WG: Describing how you’re see what goes on behind the animation reminds me of how I do something similar when I watch TV, read a book, or see a movie. I can identify when they’re using this cliché or that archetype. It’s neat to see how there’s different, but related tool sets for writing and animation.

MO: Yeah. When you’re in a trade it’s great to be so familiar with how something is done that you feel like you know the person behind the process, you see yourself in someone else’s work, or you can see how you emulated someone. With me, because I watch so much anime, I emulate it in my work. Even though I’m a 3D animator, one of the things I tell people is that they should think in 2D and animate in 3D.

WG: You’re the first animator I’ve ever spoken to in America, who has mentioned that anime was their biggest influence. Every one I’ve spoken with says Disney or DreamWorks. What I find interesting is how you’re more or less making an anime in the US. I, myself, and many other otaku dreamed of going to Japan to create anime, but in the back of our heads we know that’s never going to happen. You, however, have accomplished that dream. In your experience, what differences, aesthetics wise, do you find between western animation and anime?

MO: I would say the things you try to honor in terms of storytelling and character, especially in stylization. The story goes even farther back, because anime originally tried to emulate [Disney], until they realized they didn’t have the budget. It was an economic fallout with the studios. They tried to start up [their studios] and realized they couldn’t afford the animators. They were trying to set up a Disney of Japan back then and the animators had to move into making television anime, but then they realized the economy wasn’t doing so well, they essentially had to adopt a more economical version of animation, which is what anime is. Anime, in fact, is often a lack of animation, but it more so lives in your mind. You often know that the story you have in your head, when you see something happens in parallel to what you’re making or watching. And so when you watch animation, you may see three frames implying six, but in your head it blows up to something even bigger. So that’s one of the stylization of anime, with the larger eyes, larger movements, and such extreme emotions they go through all lives up to what you have in your head. So when I say anime has a lack of animation, because they do with what little they have larger.

My show happens to be an emulation of an emulation, because I like anime, but I will make my version of anime. Anime artists from the eighties and seventies were trying to make Disney and then they realized they would just do their own thing and they would make their own genre and statement. We currently call RWBY an anime, because it’s the closest thing we can call it. We can also say web anime or 3D anime or something, but you know you won’t go to a Japanese anime artist and they won’t say their stuff is better than Disney. He’ll just say, “It’s mine” or Japan will say, “This is our thing.” Well, RWBY is our thing and it was trying to be one thing, but as it discovers itself it will be its own thing. You also try not to forgot what your were honoring originally, so anime was trying to be Disney and now it is its own thing. RWBY will be its own thing at some point, but it is still inspired.

WG: You know it is so good to hear you say that, because in the anime community I always hear people saying I want to pick up this manga or I want to write for this anime. I’m like no, create your own…read that stuff, write your fanficiton, draw your fanart, but do your own stuff and create something that is new.

MO: I got my career started by essentially doing animated fanfics, because I made Dead Fantasy. It was stuff I’d done where I like Final Fantasy, I like Dead or Alive, [animation] let me put this together and make my own thing. Even though I still took the characters from another show, it had a jumping point. Back when I made a Halo/Metroid video, as an artist I was like I’m kind of selling out using other people’s property and creating fanart. But if you think about it in comparison, I would say fanart is its own form of apprenticeship, where you take inspiration, you research as to know what you’re working with and you become the best student you can of the thing you’re trying to make. So the same thing where I have theories on Evangalion, whether or not they’re actually true, I can take those theories and put them into my story, because they came off what I liked about the [anime]. I’m not retelling Evangelion, I have theories about what the angels are and they’re probably wrong, but that doesn’t mean I can’t take that. I have theories about Metal Gear Solid, regardless of whether or not it’s right, it still fuels your character and your ability to tell a story.

WG: You actually just gave away one of the biggest secrets in any sort of entertainment. Everything is…I believe that there are original stories out there, but they are only original, because they’ve taken an old idea and told it in a new way.

MO: You’ll find out eventually as you go to retell what you’ve become inspired off of is that it does become its own thing without you even realizing it. In a subtle sense, that is way more natural.

WG: So how long have you been animating?

MO: I say I’ve been seriously animating since I was twenty-two and I’m thirty-three now, so about eleven years. I dabbled it when I was in high school and when I was younger with flash, but I never sat down with it and said I’m going to make this my career until I was twenty-two years old. It’s been about eleven years now and I didn’t see much success until I was twenty-seven or so.

WG: How much coding is involved in the animation you do? Is it a lot or are you just manipulating the program?

MO: It’s surprising actually how much there is, because if you go…and it also depends on who you ask. I myself, personally, since I do a little of the post production, I also do a little of the coding that is involved. I could copy and paste something right now with words, weird jargon, deltas, and value pads. It’s like, “Wow” this is bizarre looking and when you look at the ones and zeros it’s only the bristles of the brush. It’s there and sometimes I have to go in and weave those tools together, but at the end of the day I’m making those tools to make an artistic thing with it.

Sometimes I’m still there with the brackets, ones, and zeroes, and I’m writing this stuff down, and then I take that piece and put on a suit with dots on it and then I act it out and make the strokes (hopefully) of what the implication of a human being is. It’s a lot, but surprisingly only for me and one or two other guys who are involved in tool creation, because we create all the tools we use in the 3D animation process.

WG: Do you use a lot of open source?

MO: No, it really is if you’ve taken a scene file I’ve made and just open it up in Notepad, then you see the guts and pieces of, I’ll go, “Okay this person was using that image and their arm is rotating this many degrees.” I don’t do a lot of animation in the code, but I do a lot of the rigging and tool design with the code itself. I work very closely with our technical director, so he can make scripts to automate stuff . The other animators can hit a button and make that stuff happen.

WG: I’ve coded with basic HTML in Notepad and when you try do to the more complex stuff in there, you always mess stuff up.

MO: We’re at the end of season two and currently in the R&D for season three, I have some new characters I want to build. There was one character who was going to have this many body parts and hair and he shares a similar silhouette with another character, so I want to transfer this person’s bones into the new person. Instead of going into the interface, I actually go into the XML and I say to grab these bones and transplant them into this character through the coding. It’s something I’ve been doing a lot lately.

WG: So you’re kind of copying yourself and creating something new.

MO: Yeah, so the way to make it not screw up or break is to use the parts that you know work.

WG: I find that extremely funny. I don’t know why, but it is. Yeah, don’t fix what’s not broke.

MO: Yeah, I’ve been using similar skeletons for the last seven years…It helps that the program we use has prebuilt skeletons, so I just drop them in and refine them as I go. It wasn’t broken from day one, but it did need work. Seven, ten years later I’m still using the same skeletons.

WG: Wow, same skeletons. It’s kind of like they’re altered…maybe this comparison is wrong, but they’re kind of like the Universal Man at Pixar?

MO: From The Incredibles?

WG: Yeah!

MO: I watch every behind the scenes thing from Pixar I can get my hands on. It’s the only reason why I buy the Blu-Ray these days. Watching the ETS on The Incredibles helped me a lot. In fact, all the characters if you look, there are only two: man and woman. All the characters are built off universal male and universal female. I could have gone further with that. I remember watching that ETS and I thought I could actually use this for a system, because it’s modular and like the same thing they built Wall-E, they had a universal robot system.

WG: They stopped using Universal Man, because it was too cumbersome.

MO: Yeah, I do feel their pain. I guarantee you when they were building Underminer, he was loosely based off Universal Man, but obviously he looked nothing like Universal Man. These are days when you’re building a character and it may be more work than it’s worth to fit the skeleton, so I can understand that. Fortunately, for now all of our characters are of the same build, gauge, and height where they’re all human so far. I have actually tried to cram a human skeleton into our bear and wolf models, because I wanted to be able to motion capture it. But then the hands do weird things where the wolf model has arms twice as long as human arms and they just don’t look good when I go on the ground and do this.

WG: So let’s talk about why we are here. You’ve worked on RWBYRWBY in all essence is an American anime. It fits all the styles, it has some of the tropes, but it’s not. It’s completely foreign. What I love is how you’ve gotten rid of some of the anime clichés which have gotten tired. It’s a fresh clean perspective on it. Can you please tell me what RWBY is about, the world, the characters, and what makes it a good series to watch?

MO: Like you said, it’s inspired off anime so we try to honor the things that you typically see in anime. Also myself am I lifetime anime fan, so I see a lot of what it does and how far the story can go. Some of my favorite animes are Ghost in the ShellRWBY itself as an American anime, we try to take, the writers and me are all fans of anime, so we take the things we’ve seen in anime and work them in a way that is more universal. It’s worked so far, which we’re grateful for.

It’s about these four girls who go to a school very Harry Potter-esque, very anime-esque, where they train to battle in the certain way the school teaches. That is directly influenced off, “Okay, I need to have a show. What is the easiest thing I can do to populate the scene? Uniforms.” If everyone has to be in uniforms, then you only have to change the hair and so far it’s like we have a school anime. There are a lot of animes I like that are journey animes or it follows the typical anime trope of you have school children training to be warriors, heroes, and stuff. It’s actually driven by the technological limitation of we don’t want to model sixty new characters in the background. In my lifetime of watching anime, I’ve watched plenty of high school anime and it’s just a row of plaid skirts and high school uniforms and stuff. They only change the hairstyles. The scope of anime facial structures are pretty universal, like generic, literally based off that technical limitation. That being said, it doesn’t limit us story wise, because we still have these very unique characters who come from different backgrounds and they gather at this school to train to become masters of this trade, ultimately to safe the world. It’s done in a way meant to honor that original trope of high school anime and also do things like American hero cartoons. I’m watching Justice League right now.

WG: Yah!

MO: Young Justice.

WG: Yah!

MO: I love so much of what they do and all the characters are unique. I’m like if I wanted to make this show, they would need to be in high school, because I don’t want to have to make all these unique outfits. It’s essentially that, like many high school animes where they train to be good at something and eventually discover themselves as they go along.

WG: The world that they’re in, they’re training to be a master fighter of some kind. Can you explain what this world is like, what are some of the rules we’re dealing with, and also is it magic or is it science fiction, and what is this dust?

MO: I’m a big Final Fantasy fan, so Final Fantasy to me has always had this magic tech. What’s the word? Where it’s always full of magic and technology. Where you have airships, cars, buildings, and planes, but you also have this giant world. You know my favorite moment in Final Fantasy VII, it was my first Final Fantasy, you’re in this city and it’s a steampunk looking city, then you get to the world with this giant green field. It’s such a contrast be so great. It made me want as a fourteen year old be like, “I want to go on an adventure!”

The world [RWBY] is similar to me like we’re centralized in this one country right now and they’re studying in this school, but eventually they’re going to journey out into the world. The world, itself, is where its similarly populated by monsters so if you wander the plains you may get attacked. You may be sleeping in a tent one day and the next a hotel or maybe someday they might get an airship or get in a boat, it’s various things. Essentially the type of journey I’d like to tell.

WG: Say I’m one of the four girls and I go out and fight a monster, but there’s always a bad guy. Who is the bad guy? Are they fighting to save the world, are they fighting to save it from darkness? Can you give us a few more details on that?

MO: It’s not a truly black and white story of good and evil, but we have a set of bad guys as they appear to have motivations that make them antagonists. It’s something we’ll discover as the story goes along. Currently, they’re set up to where they want to cause chaos and anarchy and topple certain people who are in charge. It’s a mystery mostly because with the journey we want to take, the bad guys are meant to complement them and we’re figuring out where we need to go with them as well.

WG: RWBY is very character driven. If I didn’t like the characters, I wouldn’t be watching it. Can you tell me who each of the four main characters are and a little about their personalities?

MO: Sure. RWBY the main character is younger than the rest, because in some ways she is a prodigy and was admitted to the school because she proved herself in combat. She wields a giant…for one of the original pitches of the show I went to our CEO and I went, “Hey I got an idea for a show: Little Red Riding Hood-like girl fights with a giant scythe and it’s also a sniper rifle. When she pulls out the scythe on a monster and fires the gun, this giant fifty-caliber rifle that kills. He said that sounds great. For me, to combine holistic weapons with guns is for me a vehicle for coolness and fun. Ruby, herself, fights with this, but as we get to discover her character we were like okay, she was obviously very proficient in using this weapon from the start so what does she need as a character to tell a story that’s more than running/spinning around slicing things. She was a very awkward teenage girl, kind of out of her element, because she’s good at fighting, but there’s more to life than fighting and there’s also teamwork, working together, and stuff. Being appointed leader of the team, is a little out of her element, because she was okay being by herself for a while and now she’s leader of this team.

The first mission they went on, animation wise I’ll often sit down or rather get up with the suit and act out a character and then I’d realize that you would think with a show as stylized as this that it would need stylized moves as well. That is very true about animation, like you watch The Clone Wars and the squash and stretch is there and evident in the animation. I often talk to allot my animators and get them in the suit to show them how little head nodding they need.

From the previous seasons of Red vs. Blue, you couldn’t see their faces but they needed to be visibly talking. From the years I watched Power Rangers, there is a lot of talking without mouth movement. They act with their neck. Very often I’ve told my animators to get into the suit and say even though your eyes aren’t being motion captured I want you to act the scene with your eyes and not your head. So there will be scenes where I say look up and it adds a touch of subtlety to make it feel more real and you’d think given the art style it’s not supposed to be real. But if you watch Clone Wars and the scenes where they’re acting with together, where they’re talking , they probably spend the most time animating the eyes than anything else. It’s because that’s where you read a character. We don’t mo-cap the eyes, but we mo-cap how the eyes influence the head and everything from there. We try not to shuffle or act with our hands, because it would be like Power Rangers, because it was essentially characters without faces. It’s found it’s way further up the line as we make the show. We get guys who put the suit on and when you’re in a mo-cap suit you’re standing and thinking “Okay, I’m in this scene, but…” I’m very self aware of motion capture and a lot of they very good animators on this team will take footage of themselves or have a mirror and spend a lot more time on the facial than just acting it out from the neck down. That’s why the motion capture can only take it so far. You really have to spend time and give it a touch of hand animation and spend time watching facial expressions. That touch of realism is there in the dialogue, the emotion is there in the camera work. Even though animation is stylized, it needs to have it’s additional groove.

WG: Oh my gosh! You guys are doing stop motion! I did not know that Rooster Teeth did such high tech stuff. Can you tell me a bit more about the animation process and how you guys are using this motion capture, because I did not know that so I’m astounded.

MO: When I got hired at this company, the first thing I said was (prior to working here I’d never used motion capture) buy this motion capture set. It was a very economical motion capture set, six camera for $6,000. I think we bought the twelve-camera version and now we’re up to the twenty-four-camera version. My office is actually right next to it. We set up our studio so I’m sitting next to the motion capture so I could get up and use it. We used to have it where it was right behind me.

We implement motion capture to essentially save the work, because no pen in hand and it’s engineered to make our lives easier. It doesn’t substitute the art, it supplements the art. When we do motion capture, it gives us the first level we need. It’s very jittery and requires a lot of clean up. Very often I’ve gone in, mo-caped a scene, got my data back, and striped out so much. It’s akin to most animators, who don’t have motion capture. I know what the scene is and I might have dials and knobs in front of me, but I’m going to stand up and act it out first, then I’m going to animate it. It takes that stand up and act process and puts it in the computer, then you polish it there. That being said it is very technical and you can both augment the process. It helps, but at the end of the day it doesn’t take away from animation. It’s additive. It cuts a layer out, the busy work. Base level motion capture still looks like base level hand animation. You’re cutting out one of the steps, one of the bigger, tedious steps, but it helps.

WG: How is the animation process? Can you describe how the RWBY animation process is? I mean, if someone saw it they would say it’s been churned out on a cheap Korean animation belt, but if you look closer you can see it’s nicer than that. Can you explain that please?

MO: It depends on the scene. I focus primarily on the fight scenes, which I’ve done…

WG: Stop right there! Let me…oh my gosh! You mention building weapons and stuff, then these fight scenes. I mean, I can definitely see how you’ve played a lot of videogames, but I’ve watched so much anime and read so much manga that sometimes I can’t figure out how they move. I complement you, because it’s so beautiful the way you do it. It just like real.

MO: In the animes where they spend a lot of time going at it and screaming. Then you know we talked about counting frames and how the fighting stuff in anime is difficult, because they have so much movement and only have so many frames. You know because I have 3D animation it can supplement the missing frames. I’ve been doing fight animation from day one before I had mo-cap. It’s handled differently from the acting. When you say we have motion capture, most people go to that’s what you use for punching and kicking. Motion capture is more effective for the acting, because there’s only so many ways you can throw a punch. There’s a million ways you can perform a scene. Very often when I go in to perform a fight scene I’ll pull up a library of kicks and punches I either made by hand or recorded myself and polished, whole scenes I’ve stitched together that I use pieces of. You can only kick so many ways. The motion capture is for performance. Essentially what is the character feeling? Are they nodding? Are they angry or are they sad, excited? It adds a lot more than it says and you get thousands upon thousand of frames very quickly.

For fight scenes, I got in and craft very methodically. Very often I’ll have a kick here or a punch there, a block here, and I’ll just put them together. It’s been several years since I’ve done motion capture where I want to mo-cap a fight scene completely new. I’ll go in and do the combos and then I’ll turn around and do the blocks and stuff. Very often you’ll see me fighting myself.

Then you’ll get to the scenes in RWBY, where I can’t mo-cap where she fires sixty feet in the air or slices. I’ll mo-cap what I can, then I’ll do the rest by hand. It varies a lot. Motion capture is more for the acting stuff: head animation. It helps to be in shape.

WG: So you guys are doing fights using your own bodies as models for the girls?

MO: Yeah or the acting scenes too. We have mostly guy animators, but there are some girl animators. Sometimes we’ll actually grab a woman in the studio and say, “Hey we need this walk. I’m sorry, but my guys can’t do it.” So I have them do some walks and stuff. I’ve studied a lot of female movement. Especially when it was just me, I was doing a lot of the characters. It came into play a lot, then it propagated to several male animators who one day I actually said, “Okay, you’re all wearing high heels.” I made sure they learned how to walk in heels.

WG: I was about to say one way you can replicate a woman’s walk is wearing shoes with heels.

MO: There comes a corrective stride and posture wearing heels. Even if the feet are off screen, you have different posture.

WG: You’re exactly right and it’s hard to walk in heels, but you feel so taller. It’s interesting the history of heels, but we’re not going to go into the history of high heels.

MO: I equate high heels and fashion to a sense of empowerment. I try to work a little bit of logic in where if a woman wears heels in RWBY it means she has some sort of power that other people don’t. Essentially if a girl wears heels, it’s not strictly for fashion, because the metaphor for empowerment and spiritual power in a magic tech world is actual magic. Therefore if a girl wears heels so has a reflective ability that’s actually something she uses in life. Heels are empowering.

WG: That would be pretty cool, because I’ve also noticed…one of the things I like about RWBY are how practical the costumes are. Yeah, there are skirts and this, but they are actually things you can see girls and guys fighting in.

MO: I like fashion, so very often you can go this isn’t practical for real fighting and this is also not real fighting. I like to think of it if this show was a time capsule for the hopes and dreams [from when] you’re like a six year old, you’re eight year old ,and you want to be a superhero. You think about what you want to wear, what you want to hold, what you want to be. When a twelve-year-old girl puts on her mother’s heels, she think about being a hero like her mom. When you’re child you look at these things and think this is what a hero looks like, this is what I want to be. By all practical means, it looks ridiculous and you’re never going see someone like RWBY in Afghanistan…like RWBY in a world like Remnant, it’s practical for the world they’re in.

WG: Using the stop motion suit, do you guys ever use constructs of the weapons so you can get the movement down?

MO: Well, we do have a lot of Nerf swords and prop swords laying around if you need to wave something around. The weapon itself doesn’t get captured, but it’s important to get the arm movement. Sometimes I’ll just grab a rake or a broom that’s sitting around. It helps to have the thing you’re using. Sometimes it’s not a weapon. There was a scene with a teapot and I imagine the animator had a cup of coffee. Or whenever Austin is in a scene, I can guarantee you is holding a cup of coffee. It helps for the weight, the eye tracking, for that little bit of focus you have in the scene.

WG: That’s cool. I think we’re almost to the end of the interview, but can you give us a bit more news about what to expect from RWBY in the future, do you have anything big coming up, can you share anything from season three?

MO: We wrapped season three last September and from there I’ve just kept going, cause I need to fix as many bugs that popped up and make the job that much easier for the rest of the team. I work on a lot of rigging and modeling. I also know where we’re going plot wise, but then I look at the assets that are necessary and I’m like “Oh my god, we need so many character outfits, we need the characters to look real, and fixes that were problems for the animators, story stuff because I want it to go beyond season three. September and October of last year I did several, several months of R&D where I gave the rigs an overhaul, because I wanted it to last two or three more years. That overhaul still translates over, because the rigs have been updated, but there were still some problems and I had to overhaul the overhaul. At least I’m not making a six-month overhaul again, it’ll probably be a two-month overhaul. Also there’s the wrangling of assets and making sure everything is in the right directory. And at the same time you need to take what is was and think about where you want to take it. In my head, I’m in season four and then I’m setting something up in season three for the season four and five stuff. I just got out of a writing meeting with the writers and it’s like, “Okay, this character wants this, this character wants that.” This year’s season things happened that are really going to pay off in next year. I definitely hope people stick around to watch next year’s season.

WG: Can you give away any plot elements?

MO: Fighting. More fighting. People grow.

WG: Character or do they grow in height?

MO: They may grow in height too. As I look at it, this person might have a birthday, so they will get taller or older. The biggest plot element will be the tournament. The tournament is something we’ve been talking about for awhile. Me, Miles, and Jerry are big fans of animes that have tournaments. It will be a great way to showcase the characters. That’s the biggest thing that will happen.

WG: Are you going to have it be like Dragon Ball Z?

MO: No, see everyone thinks I’m a huge Dragon Ball Z fan, but I’ve actually never watched it. I’m more of a fan of Hunter x Hunter and some others. I was a big fan of the chunin exams in Naruto and recently I’ve been watching Fairy Tail and I love it. It has such a great story and arcs as you get into it.

No, it won’t be a character does one move and it takes three episodes to get through it. It’ll be more of the fighting you know and the stuff I really excel at when it comes to fights is the one on one stuff. You get one character fighting another character and that mano a mano stuff where you truly get to understand one another through conflict.

WG: Where can we find Rooster Teeth and RWBY and the other great cartoons you guys make?

MO: So Rooster Teeth is at RoosterTeeth.com and if you go under videos you can see we have RWBY listed as one of our main series. We also have a YouTube channel which Youtube.com/RooterTeeth I presume. RWBY itself is also on Crunchyroll and probably in a Wal-Mart near year with season one, also on Amazon, and our online store. But definitely come to RoosterTeeth.com. We try to give as frequent updates as we can, especially for our sponsors and members because we try to have a community there. Any updates should go there, so definitely go to RooterTeeth.com.

WG: Awesome. And now the last question I ask all of my interviewees and you must interpreted anyway you want, do you Mr. Monty Oum have anything to declare?

MO: Do I have anything to declare? I love making RWBY. It’s a lifelong dream. Imagine me as a ten-year-old saying I want to make 3D animation and then I’m in a store with my immigrant parents, we grew up in poverty, and I point at this $800 box. How does he even fathom what 3D animation is as it’s a new genre in the 1990s and that I’ll be able to do it in a genre I loved watching.   I don’t have anything to declare, I just want to make more of it and I want to make more of it faster. I want to make toys, plushies, and videogames of it would be great. It’s fun to make, it’s a dream come true to be allowed to do what I do.

WG: Neat. Well, you know can more more of it. You just have to go to China, Korea, and North Korea.

MO: That’s true. Actually we just talked with Warner Brothers Japan and they want to make stuff with this property as well. It might result in OVAs, manga per se and I have a lot of emails to answer about what they’re allowed to do. It’s a very long process, including everything else involved in making the show.

WG: Congratulations. It looks like it’s onward and upward from here for you guys. Monty, thank you so, so much!

Toon-In-Talk Episode 04: Interview with Richard Thomas

Hello and welcome to fourth episode of Fanboy Nation’s Toon-In-Talk, your rendezvous for animation interviews.  When you think about animation, you most likely think about a US studio.  In fact, a lot of animation is made in other countries and there are a lot of fantastic studios overseas.  Whitney had the luck to interview with Richard Thomas of One Animation, a Singapore studio, and discuss new animation projects, like in Asia, and what they love about animation.

 

Show Notes

  • One Animation is based in Singapore and is six years old.  Richard is their creative director.
  • One Animation is more known for Rob the Robot, Oddbods, and the Insectibles.
  • Richard is originally from Manchester, England, but he’s worked all over the world and his animation background is predominantly game based.
  • Animating videogames is more piecemeal, but with television requires more prep work.  On the end product you receive more feedback with games, but with television you have to wait.  The end result is always the same for both: trying to create a great visual.
  • As a creative director, he’s more involved with the creation process, which he also considers to be more holistic.
  • On his current job, he draws a lot less than he did working on videogames.  On television he loves working to constrain budgets on shows.  Stress and deadlines remain the same, however.
  • Richard believes that CG is a modern trend and it’s popular because it is more accessible to people.  CG animation is strongly routed in traditional animation principles.  One isn’t better than the other and there is room for both.
  • Richard joined One Animation when he received a call from an associate and was shown the source material for a preschool show he felt had potential.  It was a huge success and his career with the studio and expand into other projects.
  • One Animation got its name from when they higher ups needed to register with the government and they basically came up with it spur of the moment.
  • Working in Singapore is like working in England, except the weather is better and people are hungry for work.  The biggest problem is that it’s hard to find local talent for animation.
  • Whitney is curious about the animation industry in Asia.  She asks about Oriental DreamWorks and about animation factories.
  • One Animation’s mission statement is to continue their current progress, keep building their skill set, and eventually make a feature film.
  • Rob the Robot is preschool show about the explorations of a spacefaring group and the lessons they learn. Oddballs is an in-house show with completely silent characters and each one will resonate with you.  The Insectibles is about a boy and a grandfather who are shrunk down to the size of insects and they befriend bionic insects as they try to return to normal size.
  • Whitney and Richard both like intelligently written cartoons.  They might consider making web toons in the future and they are working on a show that might appeal to an older audience, but Richard dislikes assigning age groups.
  • Richard and Whitney discuss old cartoons, the current industry, and where animation is going.
  • Whitney explains her master plan to one day interview John Lasseter.

Links

Twitter

Toon-In-Talk Episode 03: Interview with Britni Brault

Episode 3

Hello and welcome to third episode of Fanboy Nation’s Toon-In-Talk, your rendezvouz for animation interviews.  Whitney decides to interview a special part of the animation industry with her special guest Britni Brault, a talented and prominent paper artist.  Britni has created paper sculptures for the Walt Disney Company and it’s possible you have seen some of her work at the parks.  She also makes pieces for other studios and clients.  Britni and Whitney discuss everything from what a paper sculpture is to copyright laws.

Show Notes

  • Britni details her background as a wife, mom, and a professional, freelance paper artist.
  • Britni explains there are different kinds of paper artists and what type she is.
  • While in art school, Britni discovered that paper was the only medium that made her feel satisfied as an artist.
  • People contract her to make a piece. Sometimes clients know exactly what they want and other times they ask Britni to use her imagination to create a piece.
  • She discusses her creative process when designing a client’s project.
  • A maquette is a simplified version of the larger piece Britni will sculpt.
  • Whitney and Britni talk about different paper artists, their careers, and how they work with clients.
  • Disney is one of Britni’s biggest clients, but she can’t discuss any of the projects she currently has them.
  • She got her job with Disney by entering a D23 contest and winning with a Mary Poppins sculpture. People started contacting her and since then she has been networking and working.
  • All of her Disney projects have been very inspiring and she has to work a bit harder to please her other clients.
  • Britni uses many copyrighted characters in her pieces. According to copyright law she is allowed to use the characters in “one-off” pieces. Translated that means she can’t make more than one copy.
  • They both share their views and experiences with copyright law and fans respecting intellectual rights.
  • Artists usually incorporate their influences in their own unique style.
  • Whitney can’t help but mention her favorite paper artist Lotte Reiniger.
  • Britni has considered making her own stop-motion short, however, she considers storytelling to be her weak point.  She is a work horse, however.
  • Both agree that paper is a versatile medium and would love to see a movie using entirely paper.
  • Britni shares some views on the Disney Renaissance and how a lot of creative ideas come out times of desperation.
  • She’s not a very big fan of 3D movies and she has a neat idea for something that can replace.
  • They discuss how creepy Coraline is and how much they love Jim Henson.
  • In November she worked on a Disney villains project for Van Eaton Galleries.
  • Britni is an inspiration for not only paper artists, but other artists as well.

Links

Twitter

Toon-In-Talk Episode 02: Interview with Scott Christian Sava

Epiosode 2

Hello and welcome to the second episode of Fanboy Nation’s Toon-In-Talk, your rendezvouz for animation interviews. This episode features the animation jack-of-all-trades Scott Christian Sava, who is currently writing and directing the brand new animated feature film Animal Crackers. Scott is known for his animated work for such studios as Cartoon Network, Disney, Nickelodeon, Paramount, Universal, Lucas Film, and more. He’s also written the excellent webcomic The Dreamland Chronicles. In episode two, Whitney and Scott talk about his career.

Listen to Episode 02 brought to you by Fanboy Nation: Interview with Scott Christian Sava.

Show Notes

  • Whitney gets some housekeeping out of the way: check out the new Toon-In Talk Website and feel free to contact her about suggesting or being a guest on the show.
  • Naybeth Díaz designed the extra cool Toon-In Talk logo and cover art.
  • Whitney shares some details on her new book about Lotte Reiniger and the first animated movie ever created.
  • Scott is storyteller. He writes the thrilling webcomic The Dreamland Chronicles and recently he started production on a full length animated movie called Animal Crackers.
  • Another of his books The Luckiest Boy was put into production buy another studio.
  • In 1990, became an intern at Sega and tried his hand at being an animator. He worked animation jobs during the day and worked on comic books at night.
  • He never had any groundbreaking training in animation, just tried his hand at many things.
  • Scott was doing A LOT work for Haim Saban Entertainment’s Power Rangers. Because he received so much work, Scott decided to form Blue Dream Studio to keep up with the input.
    Blue Dream kept growing and it has done work for Spider-Man, X-Files, Alien vs. Predator, and more.
  • Blue Dream speciality is character animation. They’ve fleshed out TV pilots for Cartoon Network and Nickelodeon as well as animation for videogames.
  • The Dreamland Chronicles is inspired by Winsor McCay’s Little Nemo in Slumberland.
  • Scott draws his inspiration from other people’s work and says his own creations are amalgamation of them.
  • Before he started Animal Crackers, Scott didn’t think he could write a script. Through encouragement, he wrote a script and some animation contacts helped him get production started.
  • During the process, he learned that he had to become to producer to get the movie made.
  • Tony Bancroft will be co-directing the movie with Scott. Tony was a Disney animator who worked at the Mouse House during the Disney Renaissance.
  • Dean Lorey will be the writer and he’s worked on Arrested Development, My Wife and Kids, and Major Pain.
  • To find a character designer, Scott did an IMDB search of movies he like. He signed Carter Goodrich for the character designer and he’s worked on Finding Nemo, Monsters Inc., and The Croods.
  • To create the Animal Crackers short, Scott put on his producer hat and persuaded his animation friends to make it.
  • The movie is about a guy named Owen who inherits a circus and a box of animal crackers from his uncle. He learns that the animal crackers are magical and transform the eater into whatever animal the shape of the cookie is.
  • Whitney and Scott talk about magical animal cookie logistics.
  • Scott is also the art director for his film and might even do a voice. It’s a small budget film, so he’ll be doing a lot of jobs on the movie.
  • Scott explains what a bondsman is and Whitney wonders if he’s taking lessons from The Thief and the Cobbler.
  • Whitney is curious about who will be providing music for the movie and Scott wants to see if he can do a rock n’ roll cover of Shirley Temple’s “Animal Crackers.”
  • Scott’s sons and his extended family want parts in the film.
  • The movie is projected to come out in fall 2016.
  • Whitney tries to guess who the film’s distributor is.

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Toon-In-Talk Episode 01: Interviews with Jim Cummings and Carlos Alazraqui

Episode 1

Welcome to the 2nd episode of the new FanboyNation podcast: Toon-In-Talk, your rendezvous for animation interviews. Toon-In-Talk is hosted by Whitney Grace and is dedicated to bringing you great stories straight from the animation industry. In the premiere episode, Whitney interviews famous voice actors Jim Cummings and Carlos Alazraqui. Jim has a resume as long as it is fantastic. He has voiced Winnie the Pooh, Darkwing Duck, Raymond from The Princesss and the Frog, and more. Carlos Alazraqui is known for voicing Rocko on Rocko’s Modern Life, Mr. Crocker from Fairly Oddparents, and many live action roles.

Listen to Episode 01 brought to you by Fanboy Nation: Interview with Jim Cummings and Carlos Alazraqui.

Show Notes

  • Carlos got started in voice acting from his stand up comedy career, where he did a lot of character voices.
  • Nickelodeon loved his Australian character voice so much they cast him as Rocko in Rocko’s Modern Life.
  • Carlos is extremely proud to have worked at Nickelodeon during its Golden Age.
  • He also confirms that the Nicktoon was written for a more mature audience and is very happy that there is still a very big fan following.
  • A fan comes up and compliments Carlos on his performance in Reno 911, which is quite the opposite of of the innocent Rocko.
  • Daniel Tosh doesn’t have a vendetta against Carlos for taking his job away as the Taco Bell mascot. Carlos was the voice for the “Yo quiero Taco Bell” chihuahua.
  • The Fairly Oddparents character Denzel Crocker combines Gene Wilder, Montgomery Burns, and Richard Dreyfus in one kooky voice.
  • He says he’s recycle voices for different roles but altered the voices a little bit for each one. He’s a genius at playing different accents.
  • Having worked at many of the major studios, Carlos says Disney is more familial, Nickelodeon is more subversive, and Cartoon Network is the most “out there.”
  • When he’s working, Carlos prefers group recording sessions because they’re fun.
  • Carlos came up with the Al Pacino voice for Ernesto the penguin in Happy Feet and he also did his own singing.
  • Carlos explains Lazlo’s character from Camp Lazlo and what happened to Rocko when the series ended.
  • John DiMaggio and Carlos were riffing in a session one day and created an entire improv cartoon series on Mondo Media from it.
  • He loops voice for Billy Crystal.
  • Compared to the 1990s, Carlos thinks cartoons aren’t as subtle and are made weird for weirdness’ sake.
  • He plays El Chupacabra in Planes and General Posada in The Book of Life.
  • To hear about how Jim Cummings started in voice acting, check out Rob Paulsen’s Talkin’ Toons Podcast.
  • Jim is most well known for voicing Darkwing Duck on the Disney Afternoon.
  • He doesn’t collect voices, but he does a lot of impressions of people.
  • Jim became a Disney go-to voice actor, because he started out around the same time the Disney Channel and the Disney Afternoon started.
  • He never got the chance to meet Sterling Holloway, but he did encounter him in a restaurant from a distance. He now follows in Holloway’s footsteps by playing Winnie the Pooh.
  • Jim discusses his take on villains and sometimes they’re a bit more fun for him to play.
  • Whitney asks what would happen if some of his characters faced off.
  • He discusses voice Scar’s singing voice on The Lion King and his character Ray on The Princess and the Frog.
  • He loves working with Rob Paulsen and considers him to be one of the voice acting greats.
  • If he was stuck on a desert island, he’d want Darkwing Duck to be with him.

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