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Making Life: An Interview with Bob Sabiston
by Dave Filipi
Dave Filipi is the Associate Curator of Film/Video at the Wexner
Center for the Arts in Columbus, Ohio.
Bob Sabiston was the Art Director for Richard Linklater's acclaimed
animated film Waking Life. Not only did Sabiston animate
substantial portions of the film, but he also designed the software
that allowed for the groundbreaking marriage of digital video
and experimental animation. Among Sabiston's other works are the
shorts Snack and Drink (1999) and Yard (2002). Waking
Life was his first feature.
Sabiston visited the Wexner Center for the Arts in Columbus,
Ohio on May 10, 2002 to discuss his career and show clips from
Waking Life, earlier work for MTV, and additional short
pieces including the two mentioned above.
This interview with Wexner Center Associate Curator of Film/Video
David Filipi was conducted via email a couple of weeks after his
visit.
Filipi: How did you get involved with Richard Linkater
and how did the project get started?
Sabiston: I met Rick through my friend Tommy Pallotta,
who produced RoadHead and Snack and Drink. Tommy
was in Slacker and has known Rick for ten years--so Rick
was kind of aware of the work we were doing. Eventually we approached
Rick about executive producing an animated-documentary TV show,
and we started working together. The show never happened but I
think the seed was planted in Rick's brain to do something with
the animation. He was reminded of the ideas he had long ago for
a movie like Waking Life.
Filipi: For the layman, what exactly did you contribute
to Waking Life?
Sabiston: I wrote the software program that we used to animate
the video footage. For the past five years, I've been developing
the technique as well as building a group of animators who are
familiar with it. So I was the technical and art director for
the film. I hired the artists and basically was in charge of them.
Every week or so I would meet with Rick and the producers (Tommy
Pallotta and Anne Walker) to go over what had been animated.
Filipi: What was the nature of the interaction between
you, the other animators, and Linklater once the animation began?
Did he watch the animation process? Did he stop by daily or weekly,
or did he wait until most of it was completed before giving his
input?
Sabiston: Rick did not stop by very often. He mostly reviewed
things in our meetings. I was the messenger between Rick and the
artists, I tried to communicate to the animators what Rick wanted,
liked or didn't like about the way it was looking. A three or
four minute scene by a single animator can take months, so Rick
was able to track pretty closely how things were coming along.
Filipi: Cinema is obviously a collaborative art form but
a film's creation is typically attributed to the director. This
is even more problematic when discussing Waking Life where
a writer-director such as Richard Linkater is more dependent on
the vision of an animation director and the group of animators
than he typically would be with other crew members. How did you
find working on a project where you really didn't have any involvement
in the script, the digital images, dialogue, etc? Were there any
out-of-the-ordinary creative differences you didn't anticipate
when the project began?
Sabiston: There were less creative differences than I
would have expected. Everyone involved, at least at the producer-director
level, had pretty similar ideas of what we wanted for the look
of the film. Usually we were in agreement about whether something
looked good or not. Mostly everyone was just worried about how
long it would take, so Rick was pretty open-minded about the look.
We disagreed on the initial conception for the boatcar scene,
but in retrospect I think I was wrong to push for the first version
we did.
As far as working on something that I had no control over, normally
I would hate it. However, I love Rick's work and I've said many
times that Slacker's a big reason I moved to Austin. When
I read the script for Waking Life I was very excited. It
was exactly the kind of animated movie I wanted to make anyway.
Filipi: Who would you cite as influences on your work?
I think many people might assume the Fleischers and their developments
in rotoscoped animation (see the Superman shorts of the 1940s),
but I suspect that you would include more people from the traditional
arts such as painting.
Sabiston: Actually I come from more of a computer background
for animation, so I was motivated by the early Pixar short films,
like Luxo, Jr. Also the travelling festivals of independent
animated shorts. That is where you first saw Beavis and Butthead,
as well as more experimental, visual-art animations. The crowd
energy at those things made a huge impression on me, I wanted
to be part of it. I think I saw Creature Comforts there,
by Aardman studios, which to me just seemed like the perfect short
animated film.
Later, after college, I was more interested in painting and how
the principles or motives of abstract painting would apply to
creative 2D animation on a computer. Diebenkorn was definitely
my favorite painter, but also Hunderwasser. Then also I was a
big fan of the mundane personality documentary films like Sherman's
March, and all of Errol Morris's films.
Filipi: The style of your animation is very complimentary
with the loose-narrative style of Waking Life and shorts
such as Snack and Drink. Do you think the marriage would
be as successful for a more traditional narrative? What types
of subjects or stories do you envision as a good fit with your
work?
Sabiston: That is hard to say. The rotoscoping technique
itself is applicable to any style of animation, and therefore
any type of movie. Fantasy and science fiction movies would probably
do well with it. However, personally as far as the things I want
to animate, I think I still just like the animation of personality--character
portraits. The human face remains the most fascinating thing me
to me, as far as things go that change frame-to-frame.
Filipi: After your talk at the Wexner Center, a number
of people asked about the possibility of acquiring the software
you use to produce your work. Could you describe how the software
you created differs from that offered commercially, and the reasons
why it seems like you are reluctant to have your software available
outside your company?
Sabiston: I think my software is set up for one specific
purpose, and therefore it is simpler than other softwares out
there. Most other software art packages want to lead you away
from the hard work of hand-drawing, it seems to me.
My reluctance to release the software to people comes from two
reasons, I guess. First, I hate to see my creation become this
watered-down thing that is everywhere. It is like in the early
80's when the program "Print Shop" came out for the
computer. At first it seemed so cool to have this choice of fonts
and patterns for your printed signs, but then it was everywhere
and it was just nauseating. However, I am more worried about the
amount of time I would have to give to supporting the software
as a product. Even if I just put it for free on my web page and
let people have it, I know that people would email me and call
me all the time with questions, complaints, and suggestions for
how to make it better. My life is already too hectic as it is.
However, maybe I can find some company or investors or something
who can help me deal with the hassle.
Filipi: What other animated films do you admire?
Sabiston: Disney's Alice in Wonderland, James
and the Giant Peach, Fantasia 2000, Toy Story 2,
Miyazaki films(My Neighbor Totoro, Laputa:Castle in
the Sky). I like the TV Funhouse cartoons on Saturday Night
Live.
Filipi: What are you working on now?
Sabiston: We are doing a short series of documentary animations
for PBS, their TV show "Life 360."
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