KEN HARRIS INTERVIEW
c. 1975
KEN: Ask the
average guy to
do an animation test, and he'll try to make a
big
production of it. He'll want to do a
whole scene of a guy coming in and causing a fight, picking another guy
up and
throwing him out and all that sort of thing - instead of just doing a
walk, or
something simple. And then they get all
lost in the timing and everything else. Then they get discouraged when
you
criticize them.
DICK: So they
should just
concentrate on walks?
KEN: Well, a walk
is the
first thing to do; I'll do other things
too, but I
wouldn't
make a great production out of anything until you get pretty good at
animating; Walks are about the toughest
thing to do right. Don't try to do
dancing and all this theatrical stuff until they get the basic thing
down right; It's not easy;
After you've flipped a fellow's drawings to see what's going on
-
then it's easy to tell him what to do; But it's pretty hard to come
right out
and say how to start animation. You've
got to know what's in your mind; You've
got to be an actor, really, because that's what you're doing - you're
sort of
acting with a pencil. You've got to
learn to draw well enough to draw them - which is the hard part.
DICK: What if you
already
draw well?
KEN: There are a
lot of
terrific artists who'll never be animators, because
they
just don't know how to do it.
DICK: How do you
learn to
time the actions? If you're acting it
out in your
mind,
how do you time it?
KEN: That takes
experience. You just time it by timing
it. You get to know
how
long it takes to do a thing the way you want to do it.
DICK: When you
started, did you
have stop-watches?
KEN: We had
metronomes; You could set a metronome on
6's or 8’s or
10's
if
you wanted a walk or anything like that.
We had Carl Stallings, the musician Disney first brought to
Hollywood. Carl used to give us a lot
of pointers on music timing. We would
ask Carl about what music phrase or number of bars that he wanted to do
a thing
in. Also, the Director would time it
out himself - the way he wanted to do it, and we would also
confer with
Carl in getting the music timing. Oh,
learning timing comes so gradually;
It's like Benny Washam's 12-frame yawn.
When
you first start out animating something, it takes so long to
make those
drawings that you think, "Gee, whizz, this will take up a lot of screen
time. It's taken me half a day to make
12 drawings, and that must make a long, slow yawn."
Well, half a second for a yawn isn't very
long, is it? It just takes experience
in timing, and doing things, and tapping it out with a pencil - beating
it out
per foot, 'till you get to know.
DICK: You time
things out way
in advance, don't you? I notice that
you put
the
numbers for your main drawings on the exposure sheet way in advance of
where
you are actually drawing.
KEN: Oh, yes. I time things out way ahead: I time things
about 5 feet ahead
sometimes. If I
want a guy to do something, and I want
him to land 'over there', 5 feet later, I'll number the drawings, and
put the
drawings down, and number the end one;
Then I'll work up to it.
Say,
it takes about 4 feet to do something;
So I'd put drawing number 33 here;
I need about 33 drawings in between there - on twos - that will
make
about 4 feet.
DICK: When you time
ahead, I
notice you even write down the exact
numbers
on the X-sheet - working in twos. You
put the numbers down before you draw it?
KEN: If I figure
it's going
to be on twos all the way, I do.
But if it's the kind
of
animation that needs some fast wallops or fast action in between there
and
here, well, you're going to have to use ones in there to do it. Normally, I work four drawings ahead - on
normal animation; I make drawing number
1, and my next extreme will be number 5, then number 9.
And maybe if it's faster, I'll put 5 closer
to 1 and maybe I'd want the action to slow down, and I'd put 9 a long
way from
5, and 13 a long way - then maybe 17 and 21 right close together as
part of the
speed.
That's
for 'progressive' animation.
DICK: How do you
learn to
work that way? How do you learn to do
just
the
extreme positions while working out what you want the in-betweener, or
assistant to do?
KEN: Well, you know
the
timing. You know how long three
in-betweens on
twos
is. If you make drawings 1 and 5,
that's eight frames - so for animation, if you make a '1' here and '5'
there,
and you've got 3 here, that's going to be slow.
And if this guy here comes forward really
fast, I'd make 1 and 5 close together, and maybe 7 would be well over there,
with maybe a 'long-headed' inbetween to zoom over here, and
then he
shouts or something there, and maybe I'll make that in five
drawings. I figure, if he's talking, his
head ought to
go out, so I would draw that out there, then I might just draw
the
mouths in between, and nothing else - and let my assistant draw the
in-betweens
of the head going out. No use me
wasting my time, you know.
If
you had to do a lot of animation, and had to get out 35, 40, 50 feet a
week -
you could do it that way, with a good assistant.
Now,
for instance, if you've got a 'progressive' scene where you want a guy
coming
in and maybe walking over and picking up something and carrying it over
and
putting it down and then coming back and getting…[missing]
I
work about 4 drawings apart. 1 to 5 to 9 and so forth.
Then, if the in-between (or breakdown
drawing) looks too involved for the assistant to do, I will just make 3
or 7,
and maybe make some ones some place.
But
timing is just experience; That's the
only way you can get it. You've got to
get a feel for it - the way it ought to be. Like hand actions: Hold it out here for
a certain length of time, bring it in, then it goes out, and then he
brings it
in again, or something; That's
acting. You get that by studying guys
like John Barrymore. In personality
dialogue, that's very important.
DICK : So you get
to know the
length of time of a second. It’s
completely
set
in your mind; You know exactly what
you're going to do?
KEN: Yes, I know
pretty
much. And I know how many frames I need
to
accent something, and I know how many frames I need
to slow
out of it; A guy says something like,
"Get going!", well, "get" would be this picture here, and
here, and an in-between, and that's the accent, and when the head is up
here
you slow out of it. You don't
just bang it back down again - you use maybe 6 to 8 drawings to get
back to
where you started it. But that's all
timing that you've gotten by experience which you've had. You know how fast the film goes
through. A stop-watch is good to time
the length of scenes and such, but the stop-watch doesn't cut it down
to a
point where you can get a quick accent.
It’s
like that guy where you made him shoot himself. You
took some frames out of where his head went back when the
bullet hits his head. You even could
take all the frames out. If his
head was here and he pulled the trigger, and his head went clear over
to here
without any in-between, it would work.
It
works well the way it is - but if you want it to bang harder,
and if it
was a bigger bore gun, and you wanted a real blast you could
just leave
out the in-betweens.
Lots
of times, we will take a little fish, or a humming bird going from one
rose to
another…this humming bird will flutter here and then, bang!
-
he's over there with maybe just one elongated blur on ones, and
then a
'cushion'.
You
can do almost anything by just starting something here and cushioning
it way
over here. You don't need any
in-betweens.
DICK: When I was 23
and I
traced off your animation in 'Broomstick
Bunny',
I was surprised that where the witch went up in the air, you had her do
an
anticipation on the floor, for which you had 2 or 3 drawings, then POW!
- you
just cut to her way up in the air when she was laughing.
KEN: There's a lot
of that in
there.
DICK: You used 3 or
4
drawings of her getting ready to leave and then
suddenly
she was in the air, or just 'gone' entirely.
KEN: Yes, and
instead of
making a blur, or something we used to just leave
hairpins
where she was - and that gives you the effect of her leaving. We learned that from Disney, in a fish
picture: He'd have these little fish swimming around and something
would scare
them, and they were gone - that's all - with just a few bubbles
for the
path they took.
But
that just takes experience. A guy
should gain that experience while he's an assistant, if he really bears
down
and watches animators.
DICK: Since we
don’t have a
real assistant system going here, the guys just
don't
get trained…
KEN: I don't know
how you get
animators without them being assistants
first. The
average animator is an assistant for 4
to 5 years - unless he's an unusually adaptable guy.
I was an assistant from June 20th 1935 to September 1st
1936: I was an assistant in-betweener and then the Assistant Animator, but,
I worked nights, and animated. I
probably did about 400 or 500 feet of animation in that year and a half. I got filmed tests of it; Some of it
they used and some they didn't. But I was no kid you know; I was
married, and
had to make a living. I couldn’t horse around like the young guys did. They’d just go into it and say "Well,
I'm working here in this studio, and some day I’ll be an animator." They didn't care about how quick, and they
didn't seem to worry much about it.
DICK: I'm the only
one I know
of in this country who did systematic tests
like
you did on the wolves' run. They would
do a test of the entire scene and if the scene worked, they’d
leave
it. But no one ever took a run and shot it six different ways, with six
different drawings. I did empirical
tests, with slates on the front telling you which test was which - to
see what
would work. I always did that, because
in the beginning hardly any of my stuff worked.
KEN: That's right. You've got to do that; I
still do that; After 35 years of
experience,
making all kinds of swaggering walks and strolling walks, and fairy
walks and
sneak walks and everything else - if I have a guy that is just on a
little walk
cycle that is going to mean something
in a scene - maybe the body is on a cycle while he's walking, and his
head’s
got to move around while he's talking - now that walk has got to be
right or
I’ve wasted all of my time. I may use
16, 18 or 20 drawings, or whatever number of drawings it takes to get
that walk
cycle; I'd get that walk cycle right
before
I go ahead and put heads and dialogue on top of it.
Even now.
DICK: Few here do
that…
KEN: You've got
to do
that. Now I have worked at
studios where you never
had
pencil tests at all. At Ray Patten, we
never did a pencil test - it just had to work or else! They didn't have a test camera, and he
didn't like to spend.
DICK: But you can't
learn,
you can't see your mistakes…
KEN: No, you can't. But the men Patten hired were all pretty
experienced.
I'd
been animating for 18 years before I went there for six months, and I
knew
pretty much how it was. We seldom did
re-takes. You know what your director
wants. For instance, working for Chuck
Jones, I know what Chuck wants, and I do it the way he wants it, and
usually it
is all right. But it pays to get
tests. I don't know how these young
fellows can do it without getting tests.
DICK: I found that
they have
about four formula walks, and they keep to
that
for safety.
KEN: Yes. Now, like Pat with that bird flapping - I
told him, "Why don't
you
just do a 4-drawing test? We had a
camera just for shooting tests, and we could develop the test in 20
minutes. I would draw maybe 4 or 5
different wing flaps on just one sheet of paper, and I'd shoot them all
together. When they came on t'he screen
you'd see them all flapping together at once, and you'd be able to pick
the one
you wanted - or the one that worked best.
The way Pat is doing it now should work, and if you do it 3 or 4
other
ways it will all work, but if he's not sure it's going to work, he
should get a
test or show it to someone who would know.
DICK: And save 3
weeks’
effort which in the end doesn't work!
KEN: Yes, because
if you go
ahead and shoot it, flying the bird into the
scene
around the tree and back out again - maybe you're using 100 drawings
there, and
if the basic flap isn't right, you'd have to do them all over again.
DICK: How would you
start to
teach someone?
KEN: There is a
system of
teaching anything; The best way to
teach is to
have
him do it.
DICK: I like
tracing off
other people's work; When I traced off
your work, I
learned
an enormous amount.
KEN: I learned a
lot of stuff
from Disney and from live-action. Chuck
used
to
get us live-action dance film and we would pick out the 'extreme'
positions and
just outline them. Disney traced a lot
from live action; Snow White herself was all rotoscoped:
They had the girl act it out, filmed it, and
traced it off. I don't like to work
that way, and most animators don't. The
best of them put the live-action on the moviola and turn it over frame
by frame
and study it. I did a dance with Gene
Kelly - matching him dancing with a little mouse; I
did another one of Bugs Bunny matching Jack Carson, one time.
DICK: Since dancing
is one of
your specialties, do you dance it yourself?
KEN: I can animate
anything I
can do or see somebody do. Mike
Maltese
used
to do these dances; He could do any
type of jig step, and he would do it slow, kick this toe here and move
it out,
and down and out, and then add them up, and you could do it. One of the girls in the studio was a dancer
- she danced in the Salome picture. We
could get her, and she would dance, do it, and show me the
steps and
everything. But the quickest way is to
go over to a morgue and get a film;
We'd get something that Warners had in stock, with real live
people, and
get the guy jumping up into the air, and see how fast he turns; They're looking at you like this - and they
turn their heads right back again, zoop-zoop-zoop, and they do these
spins, and
all that stuff and the timing. You
don't know how to do it unless you see somebody that does
know
how to do it, do it. Of course,
you exaggerate it a lot in animation.
DICK: Did you ever
get much
out of that Muybridge book? You know,
with
the
still life photos of people in stages of movement?
KEN: We used it
quite a bit
for runs, to get an accurate run on animals
especially. I
never used it for humans at all. I didn't
even buy the human book. The animals I did
in action were an elephant
walk and run, and a giraffe run, and things that you don't see very
often. It showed that a horse run is very
different
than lots of people imagine; They used
to run horses like a dog, you know;
Horses in the first old rubbery Mickey Mouse run like dogs, but
it doesn't
look right. Horses run just about the
opposite to a dog; With horses, all four
feet are right together here when they are off the ground, and
the dog's
is pretty much out like this.
The horse almost always has one foot on the ground.
There's just a little space in there
where it isn't. Muybridge proved that.
That was one reason he got his book out. He
bet that the horses' foot did leave the ground and some people
said they didn't; So, he took these photographs and they gave him the
idea to
do all these things for a book. He did
that about 100 years ago, and it turned out it is a good book to use
right up
to today on animal action.
DICK: No one has
ever done it
since.
KEN: Nobody could
do it any
better. You couldn't do it any better.
DICK: Except using
real movie
film.
KEN: Yes, you could
take
film, but what I mean is a book with all the
necessary
stages of movement on one page to do something. It
is actually clearer than the book that Preston Blair, the MGM
man, did. You know, everybody's got it.
DICK: But a lot of
it doesn't
work. I mean, if you trace it, it
doesn't work.
KEN: No.
DICK: Yet,
everybody uses it,
even professional guys because people
believe
anything that is in black and white.
KEN: I only used
one thing
out of it and it didn't work - a little girl
skipping. She
just floated through the air and [missing].
But the general idea is there for kids to
pick up.
DICK: This is the
only book
though.
KEN: Yes, somebody
ought to
make a book, and if he [missing] , it
ought
to work, you know. Maybe have lots of
drawings on the side, so you could flip it; You
could do it that way.
Muybridge had something pretty good though - he had these little
squares
behind [missing], so that you know how much up and down it goes. I [missing] from a lot of Disney
model sheets that the guys gave me off [missing] certain takes
and speed
runs and things.
DICK: Did they put
them on
the model sheets?
KEN: Yes. They put
a guy in
one - just one drawing on h [missing];
One
drawing
tells you a whole story. That's the
reason [missing] pretty good animation;
He does the drawing, but it’s got a [missing] n in it. It's got a feeling of just about what he
wants. He's [missing] at that.
You could take that one drawing and say, Gee, I can [missing],e
wants here; He wants this guy to run
with his knees up to [missing] ust churning away.
You can feel what he wants just by [missing]
that drawing. Sometimes, he'll have a
guy rearing way ba [missing] g like this, and you'll know he
wants that
kind of feeling to [missing]
DICK: Is there any
advice you
can give to anybody?
KEN: The only
advice I know
is to think it all out in your mind and then
visualize
it the best you can; Then, draw it out
the best you can, and then test it and see if it's right; Unless you have somebody here who can say,
“Oh, throw this drawing out,” and “You need to speed it up here, and
put in a
couple of in-betweens to slow it down here.”
Timing
is just something you can't tell a guy how to do. He's
gotta feel that himself.
It's obvious that when you hit something from here in
anticipation and all you want is some kind of a path over to the hit. I don't know - the only thing I can tell a
guy to do is just to animate. What's
this author, he says, “If you're gonna learn to write,
write.” That's the only way
to write - he says, “I can't tell you how to
write - you just gotta write.”
To
animate, you take a sheet, and then you write down what you want to do
and so
forth and so on, which is a good way to do it.
You just get a stop-watch and time the action and yourself. Act it out, and time it and put it down here
and then draw it so it fits those marks, so it fits those things.
But that
comes after experience. The first thing
to do for anybody, to learn to animate, is to practice making walks. Do walks of all kinds, 'cause that's about
the most important and hardest thing to do.
All this hand action and personality and dialogue and
expressions,
that's from learning to act, watching guys like Barrymore, or any good
actor.
It’s
funny that nobody's done a good book, though.