Thursday, May 15, 2008

Machinima vs. Anymation.... FIGHT!

I was posting some opinions I had on the word "anymation" on Shattered Keyboard's comments. It got a little long, so, I thought I'd dig up this old dinosaur and make a brand new post. It's been a while, why not?

Before I say anything, note that this is just my personal opinion on the subject and is not intended to offend or criticize anyone. Or their opinions. Sometimes I don't communicate that clearly, so there ya go. So don't take it personally. Or go ahead, make controversy, throw onions at me, call me a filthy container of whatever. Up to you.

So what this all boils down to is there are some people that consider the old champion, "machinima", as a word no longer appropriate for what they do. They're starting to side with the challenger and underdog, the newcomer "anymation".

Me, I see the whole anymation thing as unnecessary and trying to define what is already defined, or, doesn't need to be defined.

Here's a long description of what anymation is. And here's a short example from a recent Antics blog post:
"I agree with the ethos of anymation - use any available tool to achieve the effect you want. There are thousands of users out there right now using Antics as one step on their journey to produce their vision in video. You might create your models in Google SketchUp, bring them to life in Antics, then add some polish in After Effects. Anymation in action :)"
Anymation in action? First of all, let me tell you why that makes no sense to me. A live action filmmaker might cast his actors from Venus, break into a bank on a Sunday to use as his "set", shoot half the shots on a 907mm film camera, half on a super-extreme-turbo-quadruple-fantastic-high-def camera, rob a souvenir store for props, use some stop-motion animation with barbie dolls, film some minature models of space stations so it "looks real" and then blue-screen it onto a matte painting of a desert, hand-rotoscope every frame to give it a "unique" look, and finally throw in a CGI Talking Animal for good measure, cause everybody else is doing it. I won't even go into what goes in the process of creating CGI Talking Animal just by itself. Let's just say it involves more tools than you can count on your fingers.

Anymation in action??

This is what FILMMAKING IS. This is what filmmakers do, they use any and all tools around them to make the final result. When I hear about anymation, all I see is a big circle.

-Films are made using whatever tool is necessary to create the result. Yes, and that includes an orchestra playing in the theater before film had sound.
-Animation is born, specifying a sub-genre of films that predominantly uses hand drawn images.
-CGI is born, specifying a sub-genre of animation that predominantly uses computer generated images.
-Machinima is born, specifying a sub-genre of CGI that predominantly uses real-time computer technology to output images.

And now, anymation is born, using whatever tool is necessary to create the result... and thus the circle. Definitions of the types of films have been specifying and specifying over time, and now when it's back to being generalized, suddenly it's a new concept?

All of those sub-genres are already using "any and all tools" to create the film. CGI film? Concept art may be drawn on paper. It may be scanned using a scanner, and edited on Photoshop. A clay character may be sculpted for reference. Previs may be created with Antics... (no wai!) Character models and environments/props may be created in Maya. It may be animated in Motionbuilder (hello real-time), then brought back to Maya. Textures may be created on Photoshop. Normal maps might be created in Zbrush. It may be color-corrected and 2d effects and filters may be applied in After Effects. So on and so forth.

That's a heck of a lot more "anymation" than someone using Moviestorm, don't you think? The concept is already implied. Let's face it. CGI doesn't use game images or 2D anime cause it looks like shit and doesn't fit in with the style. Not cause its following some unwritten rule that CGI must be this and that. I follow the philosophy that filmmaking decisions should be based on quality, asking "how" and not "what". And really, if you look around, that's what most films follow too. And no, I'm not talking about Uwe Boll.

Now with all that said, once again, this is my personal opinion on the word "anymation". Y'all are free to call whatever you do whatever you want, but me, I don't support it for the above reasons. But the following is really why I rant about this.

I do like the attitude of moving away from game-based filmmaking. That's cool, and I think there is a place for both. What I don't like as much is the supposed abandoning of the word "machinima". In other words, I don't like another segmenting of the community.

Machinima. Yea yea, I can see your face, half frowning and crinkled when I say it. It's indeed a funny and strange word. But it's definitely unique. As unique as "film", "animation", and "CGI". "Anymation", on the other hand, sounds exactly or nearly like "animation" when spoken.

Machine-cinema describes what we all do here perfectly.

All Machinima films are processed by a computer in real-time (that's the politically correct definition of machinima, not 'game movie'). The machine is doing much of the work for us, hence, machine-cinema. Rendered in real time or rendered frame by frame, whatever it is, the point is that the image you see was originally created in a real-time technology environment, using a computer programming language (the engine) to bring the elements together. Thus, the machine does a lot of the non-creative stuff for us in the background.

I consider 'Edge of Remorse' to be purely machinima, even though it was rendered in After Effects. That's because even though the elements (background and characters) were separated, the elements themselves are purely real time. Backgrounds for the scenes weren't rendered out. They were 100% FRAPS'd in WoW. And guess what determined how the wheat field was placed in relation to the sun, and how many polygons that mountain in the distance had? That's right, it wasn't me. That was the machine, a piece of code in the engine that determined that. And that element, the scene, ran in real-time (unlike say, a CGI scene that needs to be rendered first).

Using blue-screen to put the elements together and rendering it out, is I think what some would call "cheating". But I don't think that changes the labelling of the technique altogether.

Anyway, the whole "rendered in real time" thing, haven't we moved way past that already? By that logic all edited machinima films that are in a video avi/wmv/mov format are not machinima because they were rendered frame-by-frame in a video editor! I'm sure you oldies tore some hair out over that when Quad God first came out?

Antics, Moviestorm, iClone, Motionbuilder, Unreal, WoW, Crysis, etc. They all share the same thing: a rendering engine that displays images calculated in real-time on a computer. The only difference between them is the marketing purpose of the product, whether its for previs, filmmaking, or gaming. But its all the same type of technology, and personally I think making a film using one or any combination of the tools is in fact, machinima.

And finally, I'm gonna sneak in some personal rants (a.k.a. no longer respecting your opinions!)

Machinima's got oh, just about the entire gaming audience, that recognizes the word now. Anymation has what, 30 people? I admire the cool punk attitude, but i also admire being practical... I guess I'm an artist because I want people to hear what I have to say. Whether it's something that comes from my emotions or just a cool fight scene in my head. So for me it makes no sense to make an obscure film that gets 500 views. To me that is an utter waste of time and energy especially considering I put unnecessarily large amounts of energy into any short film (which I also think isn't worth doing if you're not gonna put in the effort). To put that much effort and not get reciprocated (positive or negative) is bullshit and you know it. That'll drain your inspiration over time even though you might deny it.

The point is not that quantity > quality, the point is be practical and smart in your decision so YOU GET BOTH. That might mean having to sacrifice some quality to make room for quantity, and sacrificing some quantity for quality till you have a great balance of both. I know not all people think like this, but I'm throwing it at you. Think about it. If you teeter too much into quality and obscurity then don't complain that you didn't get a lot of views. Or don't complain if a lot of people see it but it's got a 4% on Rotten Tomatoes... but if you do want both, well, I'm gonna say that abandoning the church and starting a new religion is not the way to get it. I am unfortunately a greedy man and I personally want both, so, I'll stick with the church for now.

Finally, I'm tired of all this segmenting and separating. Who. Cares. Let's just make some fucking machinima films and tell each other how much they suck. That was way more fun and inspirational than this crap. The community itself was inspirational to me once, but since that doesn't exist anymore, well, as Han Solo once said, "I'm in it for the money, sister". And no, I'm not gonna come back at a critically tense moment and conveniently save your life. Well maybe. Depends how much money they give me.

Maybe if we all stuck together and WORKED together, instead of separating and bickering on each other's blogs (oh the irony...), we might've solved the freaking licensing problem by now? The past is the past but, just a thought...

7 Comments:

Blogger Pineapple Pictures said...

If it's over a year since you produced a film, if you've only made film using game engines and if generally you have, without really realising it, been looking the other way for a period of time..you won't get it.
Kate

May 15, 2008 11:43 PM  
Anonymous Hugh "Nomad" Hancock said...

You've got some very good points there, Jason. I can see why people like the term "Anymation", because it does mean they get less shouting about not being 100% Machinima, but you're right, "filmmaking" is another good name for it - although that does imply live action.

(Personally I call myself a filmmaker, and if pressed for details say I make animated films - because that's what they look like.)

I didn't get the sense that Anymation was meant to be an opposed or replacement term for Machinima, though - rather that it was intended to encompass Machinima and other stuff too.

Obviously, I also agree with you on viewing figures. I like people to see my movies.

Kate - OK, well, I have been producing films lately, I have produced a film in Moviestorm, and I don't think I've been looking the other way - but I don't really get what you're saying there. Can you explain further?

May 16, 2008 3:13 AM  
Blogger Matt Kelland said...

NERD 1: "It's death metal."

NERD 2: "Nah, it's speed metal."

NERD 3: "No, it's a black metal / Nordic power metal cross."

NERD 4: "What are you talking about, dipshit, it's just crap retro heavy metal, innit?"

NERD 5: "Well, I thought it was heavy guitar riff-based rock with a highly distorted vocal sound and a Satanic twist to the lyrics."

NERD 1: "Yeah, that's what I said, death metal."

NORMAL PERSON: "Aaarghh!"

Who, apart from obsessive teenagers and Kerrang journalists, gives a toss what label you put on it? And quite frankly, who knows what the difference between death metal and black metal is? Everyone's interpretation of the terms is different. It's music, and you like it or you don't.

Or, in our case, films. We use a range of techniques, from game-based animation to non-game real-time animation to live action matted in, post-production effects, and anything else we can think of. Some people stick to just one technique, others use many.

But at the end of it what comes out is a movie that people like, don't like or (most likely) simply ignore. What matters, surely, is how people respond to the movie, and whether you can express yourself creatively, not what you call the set of techniques or tools by which it was created or the genre within which it fits.

Anymation, machinima, computer animation, 3D animation, digital movie-making, blah blah blah. You say tom-ay-to, I'll say tom-ah-to. It's still a fracking tomato, and I ain't gonna eat it unless it's been cooked, but you can have it raw if you like.

May 16, 2008 3:44 AM  
Blogger johnnie said...

Is that the only criterion we're using now? Whether someone has "produced a film" (by which I'm assuming we mean "made a film and released it publicly")? I find that a bit disappointing. I haven't released anything significant since BloodSpell, although I've made several films. I still consider myself a part of the machinima community, though, and I still think my voice is as valid (although no more so) as that of anyone else.

So. Jason's post is a very good one, whether you agree with it all or not. I actually agree with a lot of it. I've never made any secret of the fact that I personally don't really care if you call what I do machinima, anymation or Auntie Margerie's Homemade Magic Movie Machine. Although I like the word "anymation" conceptually, I do take Jason's rather pragmatic point that it sounds almost identical to "animation". One of the things that always frustrates me is what I term "the Shrek question", which I always get whenever I talk to people about Auntie Margerie's Homemade Magic Movie Machine. "The Shrek Question" is "So, when is Auntie Margerie's Homemade Magic Movie Machine going to look as good as Proper Animation?". (The answer is "Well, it's not, so shut up asking."). For that reason alone, I'd like to distance myself a little from the idea of animation. Although the end product might look very similar, I don't make animated movies. Not really.

Jason is also right to say that regular film-making involves grabbing the best tool for the job and merging lots of different techniques in a big blender, just as anymation does. In that sense, what we're doing is not as unique as we'd like to think. In all honesty, I do sometimes feel that the reaction against the term "machinima" is as much about distancing oneself from storyless frag videos and game captures as it is about an artistic concept or temperment.

Unfortunately, if that's the case, then anymation is merely a subset of the entire disparate group of movies and techniques currently known as "machinima". I don't think that's the intention at all - I suspect that most anymators would view machinima as a subset of anymation instead. So, if anymation is to have validity, it has to be removed from any judgement of narrative or artistic merit, and be nothing more or less than a definition of process.

Now, one place in which I disagree with Jason is on the subject of segmenting the community. You see, the community is already segmented. Heavily, and irreversibly so. Those of us who spend our time "bickering on each other's blogs" and arguing over the definition (and even the name) of what we do are ourselves just one sub-community of Auntie Margerie's Homemade Magic Movie Machine, or machinima, or anymation, or quake movies, or warcraft movies, or sims movies, or "that funny video that my buddy made last year". I know we like to think of ourselves as the originators of this movement, and the caretakers of the pure and unsullied One True Way, but we're not. Many of the people who kick-started this whole thing are still around and are a part of our particular sub-community (and heck knows I'm not one of them - I'm the eponymous Johnnie-come-lately), but we can no longer claim ownership over the whole gestalt.

I totally support the move away from game-based film-making, for purely practical reasons. I want to own the movies I make - it's as simple as that. But that doesn't mean that warcraft movie makers are wrong to do what they're doing. Complete ownership of one's work is not an issue for some people, as hard as I might find that to understand. And you can't deny that there's some truly excellent work being done by the WoW community. Jason's work or Baron Soosdon's work is as skillful and visually impressive as that of Tom Jantol or Pineapple Pictures, even though all four of those examples are utterly unique. Of course, there's a lot of stuff being churned out by warcraft movie makers that's unmitigated shit, but that's true of all subsets of machinima. Wheat and chaff and all things in between.

The question, I suppose, comes down to this: "Why do you make Auntie Margerie's Homemade Magic Movie Machine movies?". Jason's answer is "because I want people to hear what I have to say", which I can sympathise with. Other people might answer "Because I enjoy making them", or "Because I think I'm really, really funny and I love Halo and I want to be just like Burnie when I grow up" or "Because I want to get to the stage where I can actually make money doing this" or "Because I want to make Real Movies and this is good practice" or any number of other answers. Me? I don't have an answer to that yet. I'm genuinely not sure why I make AMHMMM movies. I'll probably figure it out soon, but at the moment, there's a bit of all of the above in there, and more besides.

Jason's right, though. We should all stop bitching and start learning from each other. There are so many talented people making Auntie Margerie's Homemade Magic Movie Machine movies, and I want to learn from them so that I can get a bit better. If I manage to produce something that's a tenth as impressive as "Voices", I'll be a happy man. Or "The Wizard Of OS", for that matter. Or "What I Love About Xmas". Or "Ozymandias". Or "Anna". Or "The Snow Witch". Or "Beast" ...

... Hey, Jason's right. I do suck.

May 16, 2008 4:15 AM  
Anonymous Mike Joyce said...

Whew! So many words.

For me it simply boils down to what can I own. Game engine tools are merely "cameras" producing dailies for me. I use the term anymation as encouagement for like minded film makers to think outside the box. In reality this is just film making (perhaps an mis-term as film is slowly disappearing from the process, being replaced by electronic recording).

My only rule when buying a tool to render my raw footage, it that I own what I make. That puts basically all the commercial game engines in the "do not use" pile.

Machinima (machine cinema) is a good term, but then it could be loosely applied to many films which a currently being distributed. Wouldn't the last Star Wars be classified as machinima, if real time rendering is the baseline line for the term? Certainly everything coming out of those Panavision cameras was real time rendered. (I've played the takes right on the set moments after they were shot).

Cinema, filmmaking, machinima, anymation - all good terms - why fight over them?

May 16, 2008 9:01 AM  
Blogger Pineapple Pictures said...

I am not intending to be mean. I think a lot has changed in the last year and I have a feeling that you're 'not getting it'. This is nothing to do with being part of the machninima community. People who blog without filming are part of it, people who watch but don't make are part of it, people who spend their days creating tools are central to the community.
Kate

May 17, 2008 1:10 AM  
Anonymous Lucinda McNary said...

This is interesting. Why I do this is because I like to make films. It encompasses all the things I really enjoy, art, writing, music, photography, acting. It doesn't get much better than that. And here I am on my personal computer being able to do this. To use the term "machinima" when I explain to people who aren't involved in filmmaking what I do makes it simple. The tool uses game engine technology. It is not classic animation however you can do frame by frame animation with it.

However, I don't use a GAME to make my films, they are completely original - well I am using the puppets and basic sets, animations written by the guys at Moviestorm.But how I put them together is original. And that is where the difference in my mind in using a program like Moviestorm and using a game like WOW or Halo 3 lies. And I want that distinction. It is different, it is original and the finished product is owned by me. You may not realize this but aside from playing Sims and Sims2, CSI or Law and Order,I don't even play video games.

But the challenge is to make our finished movies look as good as those produced using actual game footage. I know I was really envious when I saw a film, titled Pole Dancer. I Googled all over the place trying to figure out what animation program was used. Well LOL, it is just footage from a video game called Pole Dancer. So in the next few days I will have STRIPPER coming out over on Moviestorm. I am jealous no more. We too, at Moviestorm can have something that looks just as good as the footage from the game Pole Dancer. And that is thanks to the people who are working so hard to create more and more graceful animations.

I believe in this medium. I think there is great potential in it because of the rapid increase in the techology of the home computer and software. In a couple of years you will be able to make on your home computer the kind of CGI you see on the movie screen.

Now what in the world will Hollywood think about all that???

May 23, 2008 8:40 PM  

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