Showing posts with label 1980s. Show all posts
Showing posts with label 1980s. Show all posts

Monday, December 24, 2018

The Owen Arts Center, Algur. H. Meadows School of the Arts, SMU

George L. Dahl



George L. Dahl



George L. Dahl



George L. Dahl



The Owen Arts Center in the Algur H. Meadows School of the Arts was designed by celebrated Dallas architect, George L. Dahl, and it opened in 1965. Dahl reportedly never submitted a bill for the project. 

Late in his life, around the time I arrived in Dallas (the late 1970s), Dahl was embroiled in a series of bitter legal battles with his daughter (and her family) over a trust that had been set up by his late first wife. 

In order to secure her money, Dahl's daughter tried to have him declared mentally incompetent, just as he was about to remarry -- and it led to many other legal cases. Dahl won his competency trial, but more lawsuits over the money ensued. D Magazine covered it in a wrenching in-depth article...



George L. Dahl



George L. Dahl






George L. Dahl



George L. Dahl



George L. Dahl



Al Mangus in the lobby of the Owen Arts Center, standing next to a Auguste Rodin sculpture.

Saturday, December 22, 2018

Memories of the Virginia Meadows Museum, 1965

Virginia Meadows Museum, SMU



Opening of the Virginia Meadows Museum, SMU



Dr. William B. Jordan and Algur H. Meadows




Virginia Meadows Museum, SMU



Formerly the Virginia Meadows Museum, now studio space, SMU


"The Meadows Museum is the leading US institution focused on the study and presentation of the art of Spain. In 1962, Dallas businessman and philanthropist Algur H. Meadows donated his private collection of Spanish paintings, as well as funds to start a museum, to Southern Methodist University. The museum opened to the public in 1965, marking the first step in fulfilling Meadows’ vision to create a 'Prado on the Prairie.'"

That was then. Now that the museum has been relocated to its own massive building, the original space that I "grew up with" has been converted to studio space and it's a heretical shock to my system to see how it's used now. Personally, as an exhibition space, I still prefer the original, more intimate space to the its newer super-sized one...




Thursday, April 26, 2018

Hit or Myth: Myth-Making and Myth-Busting

David Bates art and Roger Daltry of the WHO


A few years back, I was at a David Bates opening at Talley Dunn Gallery in Dallas, and I remarked to David that this sculpture reminded me of a rock 'n' roll singer with a microphone. He immediately said, "Thanks. You just ruined it for me." He had based this primordial image on a "nature man" wrestling with a snake. He was in deep, deep, deep into his MYTH-MAKING phase, while I was still in our previous, shared MYTH-BUSTING mode of the seventies and eighties. We used to joke around about our art like that, all the time. But NOW it was a clear-cut moment of, "open mouth, insert foot." WHO are you? -- We won't get fooled again, no, no, no...

Wednesday, October 4, 2017

It Only Hurts When I Smirk: Farewell Tom Petty

Tom Petty



Tom Petty and Mike Campbell



Tom Petty and Bob Dylan



Tom Petty




Tom Petty


Runnin' Down a Dream is a 2007 documentary film about Tom Petty and the Heartbreakers, directed by Peter Bogdanovich. The four-hour documentary chronicles the history of the band, from its inception as Mudcrutch, right up to the 30th-anniversary concert in Petty's home town of Gainesville, Florida, on September 21, 2006, at the Stephen C. O'Connell Center, University of Florida. The film features interviews with George Harrison, Eddie Vedder, Stevie Nicks, Dave Grohl, Jeff Lynne, Rick Rubin, Johnny Depp, Jackson Browne, and more. Petty's solo career is also touched on, as is his time with The Traveling Wilburys.

The film was commercially released as part of a four-disc box set. The film spanned the first two discs, while the 30th anniversary concert and a CD of rare tracks were the components of the remaining two discs. 




Saturday, September 30, 2017

Disney's Twelve Basic Principles of Animation

Walt Disney Studio,  animation art



Walt Disney Studio,  animation art



Walt Disney Studio,  animation art



Walt Disney Studio,  animation art



Disney's Twelve Basic Principles of Animation were introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation. Johnston and Thomas in turn based their book on the work of the leading Disney animators from the 1930s onwards, and their effort to produce more realistic animations. The main purpose of the principles was to produce an illusion of characters adhering to the basic laws of physics, but they also dealt with more abstract issues, such as emotional timing and character appeal.

Squash and Stretch

The most important principle is "squash and stretch", the purpose of which is to give a sense of weight and flexibility to drawn objects. It can be applied to simple objects, like a bouncing ball, or more complex constructions, like the musculature of a human face. Taken to an extreme point, a figure stretched or squashed to an exaggerated degree can have a comical effect. In realistic animation, however, the most important aspect of this principle is the fact that an object's volume does not change when squashed or stretched. If the length of a ball is stretched vertically, its width (in three dimensions, also its depth) needs to contract correspondingly horizontally.

Anticipation

Anticipation is used to prepare the audience for an action, and to make the action appear more realistic. A dancer jumping off the floor has to bend the knees first; a golfer making a swing has to swing the club back first. The technique can also be used for less physical actions, such as a character looking off-screen to anticipate someone's arrival, or attention focusing on an object that a character is about to pick up.

Staging

This principle is akin to staging in theatre, as it is known in theatre and film. Its purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene; Johnston and Thomas defined it as "the presentation of any idea so that it is completely and unmistakably clear", whether that idea is an action, a personality, an expression, or a mood. This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, or the angle and position of the camera. The essence of this principle is keeping focus on what is relevant, and avoiding unnecessary detail.

Straight Ahead Action and Pose-to-Pose
These are two different approaches to the actual drawing process. "Straight ahead action" means drawing out a scene frame by frame from beginning to end, while "pose to pose" involves starting with drawing a few key frames, and then filling in the intervals later. "Straight ahead action" creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions, and to create exact, convincing poses along the way. "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance. A combination of the two techniques is often used.

Computer animation removes the problems of proportion related to "straight ahead action" drawing; however, "pose to pose" is still used for computer animation, because of the advantages it brings in composition. The use of computers facilitates this method, and can fill in the missing sequences in between poses automatically. It is, however, still important to oversee this process and apply the other principles discussed.

Follow Through and Overlapping Action
Follow through and overlapping action is a general heading for two closely related techniques which help to render movement more realistically, and help to give the impression that characters follow the laws of physics, including the principle of inertia. 

"Follow through" means that loosely tied parts of a body should continue moving after the character has stopped and the parts should keep moving beyond the point where the character stopped only to be subsequently "pulled back" towards the center of mass and/or exhibiting various degrees of oscillation damping. 

"Overlapping action" is the tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on).

A third, related technique is "drag", where a character starts to move and parts of him take a few frames to catch up. These parts can be inanimate objects like clothing or the antenna on a car, or parts of the body, such as arms or hair. On the human body, the torso is the core, with arms, legs, head and hair appendices that normally follow the torso's movement. Body parts with much tissue, such as large stomachs and breasts, or the loose skin on a dog, are more prone to independent movement than bonier body parts. Again, exaggerated use of the technique can produce a comical effect, while more realistic animation must time the actions exactly, to produce a convincing result.

The "moving hold" animates between similar key frames, even characters sitting still can display some sort of movement, such as the torso moving in and out with breathing.

Ease In and Ease Out

The movement of the human body, and most other objects, needs time to accelerate and slow down. For this reason, animation looks more realistic if it has more drawings near the beginning and end of an action, emphasizing the extreme poses, and fewer in the middle. This principle goes for characters moving between two extreme poses, such as sitting down and standing up, but also for inanimate, moving objects, like the bouncing ball in the above illustration.

Arc

Most natural action tends to follow an arched trajectory, and animation should adhere to this principle by following implied "arcs" for greater realism. This technique can be applied to a moving limb by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines.

As an object's speed or momentum increases, arcs tend to flatten out in moving ahead and broaden in turns. In baseball, a fastball would tend to move in a straighter line than other pitches; while a figure skater moving at top speed would be unable to turn as sharply as a slower skater, and would need to cover more ground to complete the turn.

An object in motion that moves out of its natural arc for no apparent reason will appear erratic rather than fluid. For example, when animating a pointing finger, the animator should be certain that in all drawings in between the two extreme poses, the fingertip follows a logical arc from one extreme to the next. Traditional animators tend to draw the arc in lightly on the paper for reference, to be erased later.

Secondary Action

Secondary Action: as the horse runs, its mane and tail follow the movement of the body.
Adding secondary actions to the main action gives a scene more life, and can help to support the main action. A person walking can simultaneously swing their arms or keep them in their pockets, speak or whistle, or express emotions through facial expressions. The important thing about secondary actions is that they emphasize, rather than take attention away from the main action. If the latter is the case, those actions are better left out. For example, during a dramatic movement, facial expressions will often go unnoticed. In these cases it is better to include them at the beginning and the end of the movement, rather than during.

Timing

Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film. On a purely physical level, correct timing makes objects appear to obey the laws of physics; for instance, an object's weight determines how it reacts to an impetus, like a push. Timing is critical for establishing a character's mood, emotion, and reaction. It can also be a device to communicate aspects of a character's personality.

Exaggeration

Exaggeration is an effect especially useful for animation, as animated motions that strive for a perfect imitation of reality can look static and dull. The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of a specific artist. The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form. Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character; or elements in the storyline itself. It is important to employ a certain level of restraint when using exaggeration. If a scene contains several elements, there should be a balance in how those elements are exaggerated in relation to each other, to avoid confusing or overawing the viewer.

Solid drawing

The principle of solid drawing means taking into account forms in three-dimensional space, or giving them volume and weight. The animator needs to be a skilled artist and has to understand the basics of three-dimensional shapes, anatomy, weight, balance, light and shadow, etc. For the classical animator, this involved taking art classes and doing sketches from life. One thing in particular that Johnston and Thomas warned against was creating "twins": characters whose left and right sides mirrored each other, and looked lifeless]. Modern-day computer animators draw less because of the facilities computers give them,yet their work benefits greatly from a basic understanding of animation principles, and their additions to basic computer animation.

Appeal

Appeal in a cartoon character corresponds to what would be called charisma in an actor. A character who is appealing is not necessarily sympathetic -- villains or monsters can also be appealing -- the important thing is that the viewer feels the character is real and interesting. There are several tricks for making a character connect better with the audience; for likable characters a symmetrical or particularly baby-like face tends to be effective. A complicated or hard to read face will lack appeal, it may more accurately be described as 'captivation' in the composition of the pose, or the character design.



Saturday, August 16, 2014

The Phantom: Wahgi War Shields




















Lee Falk's hero, The Phantom, made his comic book debut in February 1936, but he also appears on dozens of traditional war shields made by people from the Central Highlands of Papua New Guinea between the 1960s and 1980s. Why?

The Wahgi people of Papua New Guinea have long made enormous shields from tree trunks, and have continued to make these shields as a form of ritual artwork. In the late 20th century, many of these Papua New Guinea highlanders began incorporating "new ideas" into their traditional works, so that shields bore emblems of football teams, beer brands, and, yes, The Phantom. Western comic books became widely available in the region after World War II, and The Phantom became a particularly popular character.

Art educator and dealer Michael Reid notes that two things in particular made The Phantom an ideal subject for a war shield -- he is a hero who protects his home and he is known as "The Man Who Cannot Die." Just as many comic book readers adopt the emblems of their favorite heroes, so too have these artists taken the symbolic power of The Phantom and adapted it to their own traditions.





Monday, July 28, 2014

The Comic-Related Testimonial of Which I'm Most Proud

This letter praising a Don Mangus essay appeared in an issue of Robin Snyder's The Comics, shortly after I wrote a piece on why I preferred Robert Kanigher's editing and writing to Joe Kubert's on Our Army at War (Sgt. Rock).


The RK-JK creative team kept working together, but there was a role reversal when Joe Kubert took over as editor of the DC war titles in 1968.


Robert Kanigher's best writing was some of the finest ever in comics history.


Raw emotion was a staple of Robert Kanigher's yarns.



Wednesday, May 8, 2013

Robert Dennis: Marvel Saga #3 Stat Replacement/Restoration







As purchased, with a photocopied title logo stat at the top. Art by Ron Frenz and John Byrne.


With carefully color-matched and re-sized title logo stat and additional caption boxes added.



Marvel Saga #3, February 1986 : "Book III: A Gathering of Dooms"

Wraparound cover by Ron Frenz and John Byrne. The Official History of the Marvel Universe continues as we witness the complete origin and history of Prince Namor and his first strike against the surface world. Plus, the conclusion to Spider-Man's origin, as well as the complete origin of Doctor Doom and his very first battle with the Fantastic Four. And, we meet the mysterious man known as Professor X. Featuring excerpts from Amazing Fantasy #15 (1962) , Fantastic Four #4 and #5 (1961), Fantastic Four Annual #1 and #2, Marvel Mystery Comics  #9 (1939), Sub-Mariner #1 and #8 (1968), Incredible Hulk #2 (1962) , Uncanny X-Men #38 (1963), and Giant Size Invaders #1 (1975).

Friday, November 9, 2012

Rockin' Sidney "My Toot Toot" (Live)




Sidney Simien aka Rockin' Sidney and Count Rockin' Sidney, (1938-1998) was born in Lebeau, St. Landry Parish, Louisiana. He played R&B, zydeco, and soul music. Sidney began recording in the late 1950s and continued performing until his death. His credits included "No Good Woman", "You Ain't Nothing But Fine", "Tell Me", and his biggest hit, "My Toot Toot", which became a worldwide hit. This live TV recording was recorded in 1985.


https://www.youtube.com/watch?v=SHlhJL3IlsQ&feature=related