Remember when animation required a pen and paper and three dimensional objects had to actually be built? Remember when art required the use of entire arms flailing around and the work took place on crammed tabletops or in warehouse spaces that looked like the kind of place a serial killer would take his victims? Yeah, well those good old days are largely over. Artists and animators use computers more than most hands-on processes to create their work, which if you think about it, is a complete 180 for those who work in creative fields.
Some people, however, reject the notion that they have to sit at a computer all day and are embracing the more traditional ways of creating animation. Stu Marsh is a good example of an artist rebelling against repetitive keyboard motion, florescence-induced headaches, and cubicles of despair.
Growing up, Stu’s parents did painting and carpentry and were all around handy folks and as a result, he’s been building things his entire life. In 2003, he went to school for animation and can work 3D software like a champ, but has been slowly working towards a career in stop motion precisely because it allows for animation work without having to sit at a desk for 10 hours a day.
The kind of stop motion animation that most people think of first is likely claymation–the kind used on the 1964 Rudolph the Red Nosed Reindeer movie. In a nutshell, stop motion animation is a technique to make a physically manipulated object appear to move on its own. The object is moved in small increments between individually photographed frames, creating the illusion of movement when the series of frames is played as a continuous sequence.
Stop motion can be done with found objects, through photographing people, or really, with anything that can be moved in tiny increments. The kind of animation that Stu creates involves characters and sets that are fabricated completely from scratch to create 3D cartoons. He and his partners in crime do metal machining to create a movable form within the character that acts as a skeleton. When you’re moving characters a fraction of an inch, metal machining allows the maker to create very precise joints for each skeleton with adjustable tension.
Using a metal mill and lathe to bore out very specific holes and paths in aluminum allows for constant, minuscule adjustments in the armature, and a bandsaw is used for cutting metal stock and making notches in pieces for specific character joints. He then sands down and shapes each piece to fit within a character once it is finished and functional. It is unbelievably precise work. I know, I had no idea.
Honestly, after watching Stu, his brother Nicholas (a faux painter by day and also an all around handy person), and Molly McCandless, (an animator by trade who also wants a more physical work environment) work tirelessly on each and every tiny part of the character skeletons, I had a whole new appreciation for this kind of animation. Check out the fruits of their labor in the first installment of their cartoon series “How I Became a Villain of Dirt,” and stay tuned for their next episode, which should go up sometime later this month. Even after seeing all the nitty gritty of how these characters are made, it’s still complete magic to watch the end result.