Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Pixar, Performance and Puppets

View through CrossRef
As a way of remedying the wider absence of computer-animated film acting within scholarship on film and animated performance, this chapter makes a significant assertion that, in its production, the computer-animated film genre actually cross-pollinates stop-frame techniques with those associated with marionette theatre as part of its style of performance. In the workable geometry of its virtual bodies (skeletal structure, anatomical coherency, joint segmentation and armature), computer-animated films evoke the wealth of string marionettes (as well as rod or hand puppets) moved within a live performance setting. Such puppet-like forms of acting holds the computer-animated film distinct from performances in popular Hollywood cinema achieved through stop-motion frame-by-frame techniques and traditional hand-drawn methods. However, this analysis not only supports the central concept that puppetry has become a more significant concern of the computer-animated film than in other animated media, but also provides a counter-narrative to scholarship that affords generality to motion-capture as the dominant mode of cyber or virtual puppetry. Puppetry can be understood, I argue, as an altogether more inclusive category, and this chapter promotes puppetry as opening up performance in computer-animated films and revealing the sliding scale of puppet processes involved in its creation of acting.
Title: Pixar, Performance and Puppets
Description:
As a way of remedying the wider absence of computer-animated film acting within scholarship on film and animated performance, this chapter makes a significant assertion that, in its production, the computer-animated film genre actually cross-pollinates stop-frame techniques with those associated with marionette theatre as part of its style of performance.
In the workable geometry of its virtual bodies (skeletal structure, anatomical coherency, joint segmentation and armature), computer-animated films evoke the wealth of string marionettes (as well as rod or hand puppets) moved within a live performance setting.
Such puppet-like forms of acting holds the computer-animated film distinct from performances in popular Hollywood cinema achieved through stop-motion frame-by-frame techniques and traditional hand-drawn methods.
However, this analysis not only supports the central concept that puppetry has become a more significant concern of the computer-animated film than in other animated media, but also provides a counter-narrative to scholarship that affords generality to motion-capture as the dominant mode of cyber or virtual puppetry.
Puppetry can be understood, I argue, as an altogether more inclusive category, and this chapter promotes puppetry as opening up performance in computer-animated films and revealing the sliding scale of puppet processes involved in its creation of acting.

Related Results

The Meat Puppets and the Lyrics of Curt Kirkwood from Meat Puppets II to No Joke!
The Meat Puppets and the Lyrics of Curt Kirkwood from Meat Puppets II to No Joke!
In The Meat Puppets and the Lyrics of Curt Kirkwood from Meat Puppets II to No Joke!, Matthew Smith-Lahrman sheds light on the words of Curt Kirkwood, founding member and songwrite...
REVISITING PUPPETS TO TEACH ENGLISH TO CHILDREN: MODEL ACTIVITIES TO FOSTER CLASSROOM ORAL INTERACTION USING PUPPETS
REVISITING PUPPETS TO TEACH ENGLISH TO CHILDREN: MODEL ACTIVITIES TO FOSTER CLASSROOM ORAL INTERACTION USING PUPPETS
<p>Puppetry, as an educational resource, has been used for years to create a dynamic and interactive learning environment that encourages creativity, active oral participatio...
Integrasi Islam dan Kebudayaan Jawa dalam Kesenian Wayang
Integrasi Islam dan Kebudayaan Jawa dalam Kesenian Wayang
Puppets are culture product which contain aesthetic arts inside them and they serve as a show and life guidance. Puppets are close with Javanese culture, because by learning and un...
Pengenalan Kosakata Bahasa Inggris Menggunakan Media Boneka Tangan Di MI Fathul Jannah Palangka Raya
Pengenalan Kosakata Bahasa Inggris Menggunakan Media Boneka Tangan Di MI Fathul Jannah Palangka Raya
The study introduces the use of hand puppets as a tool to strengthen English vocabulary acquisition among third-grade students at MI Fathul Jannah, Palangka Raya. This Student Crea...
John Lasseter
John Lasseter
Celebrated as Pixar's “Chief Creative Officer,” John Lasseter is a revolutionary figure in animation history and one of today's most important filmmakers. Lasseter films from Luxo ...
Life, Love, and Programming: The Culture and Politics of WALL-E and Pixar Computer Animation
Life, Love, and Programming: The Culture and Politics of WALL-E and Pixar Computer Animation
Given Pixar’s initial standardization of computer-animated feature films, this article examines the studio’s relation to digital modernization and to animation’s legacy of subversi...
The Legend of Biton and Faaro: A Reinterpretation of a Creation Myth from the Epic of Bamana Segu Performed with Puppets and Masks in Mali
The Legend of Biton and Faaro: A Reinterpretation of a Creation Myth from the Epic of Bamana Segu Performed with Puppets and Masks in Mali
This contribution calls attention to Malian masquerades that reinterpret narrative material drawn from the epic of Bamana Segu through puppets and masks. After providing a general ...

Back to Top