A Quote by Aaron Ehasz

The animators working with these 3D models, they're artists, right? They're great at what they do. They're artful in how they move characters about. — © Aaron Ehasz
The animators working with these 3D models, they're artists, right? They're great at what they do. They're artful in how they move characters about.
There's this whole grey area seemingly every time it's talked about animators and who takes ultimate responsibility for the characters [of the Planet of the apes] but without question and I'll go down saying this year after year, these characters are authored by what we do on set. They are not authored by animators.
I usually get involved in the interviews about the animators and the filmmaking in general, because I had a chance. I got to know, not only Marc Davis, but Frank Thomas, Artie Johnson, Ward Kimball, all these great animators, and just ask them all these questions about how they did certain things, what their trials and errors were, the ups and downs.
Now 3D is no longer a fad but I don't get all crazy about it and say that everything has got to be in 3D. It is a nice tool, like color or sound or whatever. I was quite intrigued and I learned, 3D opened up a lot of questions about how to use it. I think it is great. It's like if a movie needs to be in black and white then that's how I will shoot it. I see color as just another character or black and white as a character.
What makes a mockery of a lot of these 3D conversions, where they're shot in 2D and converted to 3D. Having laid a real 3D movie, you realize that it's right in the production design. You design sets that enhance the 3D and you design interactive elements, like the rain or smoke. If you're shooting 2D, you don't know about that.
There are great slender models, great tall models, Amazonian models, great busty models - my point is models of all shapes and sizes, age, ethnic background should be embraced and celebrated.
I was on record before I did 'The Hobbit,' saying I don't care at all about 3D. And I suppose I should now say I care a lot about 3D. I've always loved 3D, I think everything should be 3D, and I think it's just a shame 'The Godfather' wasn't in 3D.
Since the waiting time required during the rendering process has been dramatically shorter in the last 10 years, I think that CGI animation has finally become practical. It is a fact that I processed the Steamboy work based on the assumption that the machine spec would be higher. In that context, young 3D animators have also gotten more skillful in recent years. But what I didn't expect is that the skills of traditional 2D animators have become worse, and notable young animators have not come out to the scene. This is a big issue for the industry.
Having made a real 3D movie, you realize that, right from the production design, you're designing sets that complement the 3D. You're designing interactive elements, like rain or smoke - all this particulate matter in the air enhances the 3D. But if you're shooting in 2D, you don't know about that.
I love 3D a lot, I have a great interest in 3D, so if I am given the tools to do a project with 3D, it's a dream for me.
All new tools are useful to animators, but great animation comes down to great animators.
I think certain movies are right for 3D. I think certain movies are not right for 3D. And I think the specialness of 3D will be worn off if every movie becomes 3D.
With my own cartoon, it was just me being goofy by myself, but when it comes to an animated film, you're working with 45 animators and assistant animators. It's a whole different ballgame.
When I'm working on my characters, that's something I pay a lot of attention to: how their body works, how they move, how they articulate.
I'm not a massive fan of 3D. I've seen some good 3D, and I've seen quite a lot of bad 3D. I think if a film is created for the shock effect of 3D, then it's a certain type of film that I'm not massively bothered about.
Surprisingly, I don't throw away that much. I don't move forward with a lot of things unless they're going somewhere. You also have to remember that when you're working with other artists, you have to be really careful about how you deal with that stuff.
One day, I was taken into a room with 25 animators, all working on Sadness. They asked me a lot of questions, and they got something of the way I move into the character.
This site uses cookies to ensure you get the best experience. More info...
Got it!