…Once Upon A Costume

…Once Upon A Costume
Showing posts with label Costume in animation. Show all posts
Showing posts with label Costume in animation. Show all posts

Saturday, 11 January 2014

Costume Design in Animation: Disney's Frozen...


When you think of a Disney animated film, spectacular costume design might not be the first thought that crosses your mind, but all that has changed with the recent release of Frozen. The costumes of the main characters capture a true sense of depth and believability that is absolutely remarkable for the genre. Frozen Art Director Mike Giaimo describes the film as “the most elaborate costume-animated CG film to date.”
Giaimo brought on designer Jean Gillmore to help him create the look he was after, which he describes as both “sumptuous” and “iconic.” I had to share this amazing interview from Tyranny of Style about the process of designing costumes for animation.
Tyranny of Style: Can you tell us a little bit about the difference between character and costume design for animation, how it has evolved over the years, and how you found yourself in this niche?
Jean Gillmore: “‘Traditional’ animation did indeed handle the character costume design as an integral part of the cartoon graphic, and no distinction was made.  In hand-drawn animation (2-D, or traditional), all sorts of cheats, morphing and distortions happen accidentally and are excused as part of the charm of the original moving art.  But with CG (computer-generated) animation, because all of it is built /manipulated in the computer, the costume has to have more logic to it - seem more real, or it becomes a distraction to the acting of the virtual character.  If not properly designed, textured, rigged and animated, the garments have a plastic quality, like everything is made of rubber or plastic, and sometimes even of the same material as the character themselves!  This is not acceptable to the human eye/brain, and a disconnect happens.  This is the quality that has SO improved over the years to create a much more believable result on screen, regardless of the studio producing. 
I never set out to be a costume designer for animation (I was known as a character designer for my first 10 years), but I always had a love and interest in historical/ethnic costume, so animation was just another arena in which to play.  Over time, and not with my pushing for it, studio colleagues began to think of me as the costume person, so I was often handed the task of researching the period/place for details.  Hey, my pleasure!!  Fascinating for me to discover all the obscure (to animation) details about garment construction, shapes, details and particulars.  It was paid detective work for me, and I still love it.  And of course, then you have that knowledge forever.  On top of my animation career, I used to like to design and sew event costumes to wear on the side, so that too had taught me a lot about construction and materials.  Guess it was fate.”
T/S: Can you speak specifically to your role on Frozen as it relates to costume design and a snapshot of the design process?
JG:  “I was brought onto the project early (after the story had been kicked around for a year or two), by special request of the Art Director, Mike Giaimo, who was both a previous Art Director (on Disney’s animated 2D picture, “Pocahontas”) and a personal friend.  He knew for years of my interest in historic costume (we ran into each other at a vintage clothing show, reigniting our friendship after years), and thought I’d be the perfect person to collaborate with on this, his ultimate Disney fairytale vision.  This was his first CG picture; interpreting his strong graphic sense and mastery of the 2D realm would take someone able to keep the integrity of his vision, while evolving it to work in the practical physicality of the 3D (virtual) world.  This is where my costuming experience and brief background in consumer products paid off.  No, this was not a titled position for me on this picture--- you’ll find me lumped in with the other Visual Development artist credits--- but I was brought on to do this very specific thing with Mike, to help make his vision reality, through costuming.”
T/S: Animation seems to lend itself more to a stylized or loose approach to "historic" costume design- can you speak a little to the discussion of period, research of historic clothing, and the process for translating that for animation?
JG:  “Traditional or hand-drawn animation is/was always about the ease and fluidity of drawing movement, about graphic viability and strength--- hence, the caricature and simplification of styles and periods.  Merely a general sense of a period was and is used to roughly place the viewer in the appropriate time.  Most of these scenarios are fantasy, remember, not striving for historical accuracy.  After all, nobody really cared about the clothing; it was always about the character and what happened to them in the story.  Costume, then, was strictly about entertainment, enhancing the character’s readability and personality.  Still is, really.  But 3D/CG animation has gradually made available- indeed, Frozen demanded it- a level of detail untried before.  Standard budget and time constraints did provoke discussions about whether the level of detail desired would be worthwhile pursuing, but a very strong and technically creative tech team jumped on the challenge. Perseverance and capability have created stunning results.”
T/S: Along that same line- quality of animation has really been improving for years and Frozen is no exception. Was there a team or process in place to provide physical samples of real fabric, trims, and embellishment techniques to the animators to aid in capturing the real world quality of the costumes?
JG:  “There is a growing awareness in animation (overlapping into live-action CG animation) that clothing on animated characters can no longer merely be part of the graphically-silhouetted character itself, morphing and being “cheated” with the drawn line of traditional animation.  Technology has now, for realism when context demands, necessitated treating clothing as almost a separate entity with its own properties and behaviours. ‘Look Development’ creates the digitally painted simulation of the appearance of surfaces; other departments deal with movement, anchoring (rigging) and weight/thickness/lighting of textile animation.  Disney has a growing library of fabric types and samples, which Mike and I, in the course of the production, ran around madly supplementing with a myriad of real-world samples, supplying all the various departments what they needed to proceed.  Many of our samples came from the Disney Parks costume division in Fullerton, California, where we got further education and recommendations.  This collaboration translated directly to the walk-around costume interpretations for Disney’s Theme Parks, when that time came.  It really helps when a studio has those kind of extensive resources!
This is truly a fascinating time for animation, and I believe Disney has set the bar quite high for films to come. I look forward to seeing more of this level of detail in animated costumes, and an increased role for designers of Gillmore’s caliber (one that possibly even involves a title!) to help elevate the field. Thank you to Jean for her time and expert insights. If you haven’t seen Frozen, make sure to catch it while it is still in theatres!

Sunday, 2 September 2012

Costume in Animation- Disney's Brave...

With the release of Disney/Pixar's latest adventure Brave; featuring colourful tartan cloaks and the medieval-esque dresses of it's red-headed heroine Merida, I wanted to know what role costume plays in animated films, surely there is more to it than just simulation. Does costume even exist in animation? One of my favourite websites Clothes on Film talks exclusively to simulation supervisor for Brave, Claudia Chung about this process and whether or not costume truly has a viable, practical function outside of live action cinema. See the full interview here- Brave: Costume in Animation Interview. From these promo shots of Merida, you can see the attention to detail paid to her costume, from the weave of the fabric to the embroidered hem of her court dress. You can even see the seams, something I have not seen in animation before.Every character in Brave, from King Fergus and Queen Elinor to the Scottish Lords and serving women, each have an individual look, reflecting upon their character. The kilts look most impressive, Claudia Chung says of King Fergus's look- "He has 8 layers of clothing, and it’s more than we’ve ever done before. I remember seeing the initial artwork for Fergus and going “oh my gosh, how are we going to do this?” Before this, probably the most complex things we did were the chefs’ costumes in Ratatouille, and that was because they had an apron. The approach with Fergus was just walk by walk – build the chainmail, build the tunic, build all the pieces together and then slowly work our way up. The folds across the chest are essentially 16 layers. When it comes to simulations most cloth simulations in a computer hate layering. It’s a bad thing; very unstable."One of the questions clothes on film asked was- How many of the costumes did you actually make up in real life and was this of any benefit to you? To which Claudia Chung answered: When we started on Brave we realised it was a very different challenge. We don’t wear kilts, we don’t wear dresses all the time, we’re not wearing cloaks and we’re not running around with swords or bows and arrows, so it is actually super helpful to know how these things move and drape. We tried to do a lot of references from movies that we’d watched, but in the end the most useful thing was to have tactile costumes that we could play with, understand and feel the weight of. A good example of this was Elinor’s dress. She had these crazy big, swinging sleeves. We would do all the animation as normal, as if she was wearing a t shirt, but when we came to simulate the sleeves you wouldn’t see any of the animation. It was a bit like her wearing a skirt on her arms. Any animation we did, her hands would be covered. We actually built a real mock version of Elinor’s sleeve and handed it to animations so they could see how it moved. There is a scene where Elinor plays with the chess pieces and in this key scene she has to hold the sleeves back or else in real life they would clean the board. We try as much as we can to make things realistic. Yes, her hand is there, but we have to guide the sleeves to make sure she doesn’t knock the chess pieces over. I think this actually does make this more believable.