Digital Dogsbodies

It’s funny — and perhaps, in the contagious-episteme fashion of Elisha Gray and Alexander Graham Bell filing patents for the telephone on the very same date, a bit creepy — that Dan North of Spectacular Attractions should write on the topic of dog movies while I was preparing my own post about Space Buddies. This Disney film, which pornlike skipped theaters to go straight to DVD and Blu-Ray, is one of a spate of dog-centered films that have become a crowdpleasing filmic staple of late. Dan poses the question, “What is it about today that people need so many dog movies?” and goes on to speculate that we’re collectively drowning our sorrows at the world’s ugliness with a massive infusion of cute: puppyism as cultural anodyne.

Maybe so. It seems to me, though, that another dynamic is in operation here — and with all due respect to my follow scholar of visual effects, Dan may be letting the grumbly echoes of the Frankfurt School distract him from a fascinating nexus of technology, economics, and codes of expressive aesthetics driving the current crop of cinematic canines. Simply put, dogs make excellent cyberstars.

Think about it. Nowadays we’re used to high-profile turns by hybrids of human and digital performance: Angelina Jolie as Grendel’s goldplated mother in Beowulf, Brad Pitt as the wizened baby in The Curious Case of Benjamin Button. (Hmm, it only now strikes me that this intertextual madonna-and-child are married in real life; perhaps the nuclear family is giving way to the mo-capped one?) Such top-billed performances are based on elaborate rendering pipelines, to be sure, but their celebrity/notoriety is at least as much about the uniquely sexy and identifiable star personae attached to these magic mannequins: a higher order of compositing, a discursive special effect. It takes a ton of processing power to paint the sutured stars onto the screen, and an equivalent amount of marketing and promotion — those other, Foucauldian technologies — to situate them as a specific case of the more general Steady March Toward Viable Synthespianism. Which means, in terms of labor and capital, they’re bloody expensive. Mountains of data are moved in service of the smallest details of realism, and even then, nobody can get the eyes right.

But what of the humble cur and the scaled-down VFX needed to sell its blended performance? The five puppy stars of Space Buddies are real, indexically photographed dogs with digitally-retouched jaw movements and eyebrow expressions; child voice actors supply the final, intangible, irreplaceable proof of character and personality. (To hell with subsurface skin scatter and other appeals to our pathetically seducible eyes; the real threshold of completely virtual performance remains believable speech synthesis.) The canine cast of Beverly Hills Chihuahua, while built on similar principles, are ontologically closer to the army of Agent Smiths in The Matrix Reloaded’s burly brawl — U-Capped fur wrapped over 3D doll armatures and arrayed in Busby-Berkeleyish mass ornament. They are, in short, digital dogsbodies, and as we wring our hands over the resurrection of Fred Astaire in vacuum-cleaner ads and debate whether Ben Burtt’s sound design in Wall-E adds up to a best-actor Oscar, our screens are slowly filling with animals’ special-effects-driven stardom. How strange that we’re not treating them as the landmarks they are — despite their immense profitability, popularity, and paradoxical common-placeness. It’s like Invasion of the Body Snatchers, only cuddly!

I don’t mean to sound alarmist — though writing about the digital’s supposed incursion into the real always seems to bring out the edge in my voice. In truth, the whole thing seems rather wonderful to me, not just because I really dug Space Buddies, but because the dogsbody has been around a long time, selling audiences on the dramatic “realism” of talking animals. From Pluto to Astro, Scooby Doo to Rowlf, Lady and the Tramp to K-9, Dynomutt, and Gromit, dogs have always been animated beyond their biological station by technologies of the screen; we accept them as narrative players far more easily than we do more elaborate and singular constructions of the monstrous and exotic. The latest digital tools for imparting expression to dogs’ mouths and muzzles were developed, of all places, in pet-food ads: clumsy stepping stones that now look as dated as poor LBJ’s posthumous lipsynching in Forrest Gump.

These days it’s the rare dog (or cat, bear, and fish) onscreen whose face hasn’t been partially augmented with virtual prosthetics. Ultimately, this is less about technological capability than the legal and monetary bottom line: unlike human actors, animal actors can’t go ballistic on the lighting guy, or write cumbersome provisions into their contracts to copyright their “aura” in the age of mechanical reproduction. Our showbiz beasts exist near the bottom of the labor pool: just below that other mass of bodies slowly being fed into the meat-grinder of digitization, stuntpeople, and just above the nameless hoardes of Orcs jam-packing the horizon shots of Lord of the Rings. I think it was Jean Baudrillard, in The System of Objects, who observed that pets hold a unique status, poised perfectly between people and things. It’s a quality they happen to share with FX bodies, and for this reason I expect we’ll see menageries in the multiplex for years to come.

The End of the World (As We Know It)

Sometimes the metaphor is so perfect it seems the gods of discourse and simulation must have conspired to produce it. The video clip now spreading across the internet — in the Huffington Post‘s words, “like wildfire” — not only visualizes the earth’s destruction by asteroid, but the global proliferation of the clip itself, a CG cartoon leaping from one link to another in a contagious collective imagining of apocalypse:

The video has apparently been in existence at least since 2005, when (according to my quick-and-dirty sleuthing) it aired as a segment on the Discovery Channel series Miracle Planet. Only recently — perhaps after being contextually unmoored by the swapping of its narration for a Pink Floyd soundtrack — has it “gone viral,” scorching the graphical territories that have grown around our planet like a second skin since the dual foundings in the 1960s of the internet (nee ARPAnet) and the computer-graphics movement whose granddaddy was Ivan Sutherland. The reasons for the asteroid clip’s sudden popularity are, I suspect, both too mundane and profound ever to explain to anyone’s satisfaction: on one level, it’s about the idle clicking of links and impulsive forwarding of attachments that has become the unconscious microlabor of millions who believe ourselves to be playing as we work (when, in fact, we are working as we play); on another level, it’s about 9/11, The Dark Knight, and conflict in the Middle East. Tipping points, for all their blunt undeniability, remain enigmatic things at heart. Jurassic Park‘s Ian Malcolm (Jeff Goldblum) spilled water off the back of his hand to illustrate nonlinearity and strange attractors; I submit to you “Chocolate Rain,” Twilight, and now a video, running time just under five minutes, that renders in lush but elegant terms the immolation of our homeworld.

I’m not about to get all moralistic on you and suggest there’s something unhealthy about this spectacle, or the way we’re passing it eagerly from platform to platform like a digital hot potato. It is, in a word, supercool, especially when the continents start peeling up like the waxy bacon grease to which I applied my spatula after an indulgent Christmas breakfast last week. In its languid, extended takes it recalls the Spider-Man sequence that Dan North and I recently kicked around, and in its scalar play — a square inch or two of screen display windowing outward onto the collision of planetary bodies — it’s like a peepshow of the gods, the perverse cosmos literally getting its rocks off, caressing earth and stone together like Ben Wa balls. The clip is mercifully blind to the suffering of life on the ground (or for that matter in the air and sea); its only intimations of pain are displaced, oddly, onto architecture, with Big Ben and the Parthenon in flames.

What the clip brings to mind most powerfully, though, is a similar exercise in worldshaping now more than 25 years old: the Project Genesis sequence in Star Trek II: The Wrath of Khan (Nicholas Meyer, 1982). That brilliant, franchise-saving movie revolved around an experimental device called Genesis, a high-tech MacGuffin that motivated the piratical faceoff between Admiral James T. Kirk and Khan Noonien Singh (is my geek showing?) as well as some beautiful matte paintings, a cloud-tank nebula, and a thrilling countdown sequence scored by James Horner before his compositions became simulacra of themselves.

But all of the Genesis device’s visual and auditory puzzle-pieces would not have cohered as potently in my imagination if not for the way it is introduced early in the film, by a short CG sequence showing the effect that Genesis would have on a lifeless planet:

Several things tie the Genesis sequence to the asteroid-strike video: formally, each begins by tracking inward on a celestial body and ends with a pullback to show the world turning serenely in space; the midsection consists of a sweeping orbital arc, dipping down to the level of mountains, forests, and oceans before lifting back into the stratosphere. Most importantly, each details the utter transformation of a planet, albeit in opposite directions: Genesis brings, in the words of Carol Marcus (Bibi Besch), “life from lifelessness,” while the Discovery Channel’s asteroid inverts the dream of creation, showing its necessary, extinguishing counterpole. The difference between them reflects, perhaps, a shift in how we imagine the possibilities of technology through science fiction: Star Trek‘s utopian vision has given way to the more shadowed and conspiratorial nihilism of Battlestar Galactica (a series that begins in the fires of nuclear armageddon).

But there is also a story here of computer graphics and how they have, for all their evolution, stayed much the same in their aesthetics and predilections. The Genesis sequence was a groundbreaking piece of work from the nascent CGI department at Industrial Light and Magic — a proof-of-concept exercise in ray tracing and fractal modeling by artists and equipment that would soon spin off into Pixar. ILM founder George Lucas, obsessed with extending his authorial control through the development of digital production tools like SoundDroid and EditDroid (forerunner of Avid and nonlinear editing systems), let the future juggernaut slip through his fingers, only later realizing the degree to which CGI would revolutionize filmmaking by merging the elastic, constructive capabilities of animation with the textured realism of live-action. In Pixar’s most recent work — the acclaimed Wall-E, whose glories I’ve been revisiting on my Blu-Ray player — one can see the same hunger to take worlds apart in favor of building new ones, an awareness of how closely, in the world of visual-effects engineering, creation and destruction intertwine. Like other films that have captured my attention on the blog this year — I Am Legend, Planet of the ApesWall-E serves up apocalypse as spectacle, a tradition that continues (proudly, perversely) with the asteroid video.

Happy new year to all, and best wishes for 2009!

Crudeness, Complexity, and Venom’s Bite

Back in the 70s, like most kids who grew up middle-class and media-saturated in the U.S., I lived for the blocks of cartoons that aired after school and on Saturday mornings. From Warner Brothers and Popeye shorts to affable junk like Hong Kong Phooey, I devoured just about everything, with the notable exception of Scooby Doo, which I endured with resigned numbness as a bridge between more interesting shows. (Prefiguring my later interest in special effects both cheesy and classy, I was also nutty for the live-action Filmation series the networks would occasionally try out on us: cardboard superhero morality plays like Shazam! and Isis, as well as SF-lite series Ark II, Space Academy, and Jason of Star Command, which was the Han Solo to Space Academy‘s Luke Skywalker.)

Nowadays, as a fancypants professor of media studies who teaches courses on animation and fandom, I have, I suppose, moved on to a more mature appreciation of the medium’s possibilities, just as animation itself has found a new cultural location in primetime fare like Family Guy, South Park, and CG features from Pixar and DreamWorks that speak simultaneously to adult and child audiences. But the unreformed ten-year-old in me is still drawn to kids’ cartoons – SpongeBob is sublime, and I rarely missed an episode of Bruce Timm’s resurrection of Superman from the 1990s. This week I had a look at the new CW series, The Spectacular Spider-Man (Wiki rundown here; Sony’s official site here), and was startled both by my own negative response to the show’s visual execution and my realization that the transmedia franchise has passed me by while I was busy with others things … like going to graduate school, getting married, and buying a house. Maybe the photographic evidence of a youthful encounter that recently turned up has made me sensitive to the passage of time; whatever the cause, the new series came as a shock.

First, the visual issue. It’s jolting how crude the animation of the new Spider-Man looks to my eye, especially given my belief that criticisms of this type are inescapably tied to generational position: the graphics of one era seem trite beside the graphics of another, a grass-is-always-greener perceptual mismatch we all too readily misrecognize as transhistorical, inherent, beyond debate. In this case, time’s arrow runs both ways: The garbage kids watch today doesn’t hold a candle to the art we had when I was young from one direction, Today’s shows [or movies, or music, or baseball teams, etc.] are light-years beyond that laughable crap my parents watched from the other. Our sense of a media object’s datedness is based not on some teleological evolution (as fervently as we might believe it to be so) but on stylistic shifts and shared understandings of the norm — literally, states of the art. This technological and aesthetic flux means that very little cultural material from one decade to another escapes untouched by some degree of ideological Doppler shift, whether enshrined as classic or denigrated as obsolete, retrograde, stunted.

Nevertheless, I have a hard time debating the evidence of my eyes – eyes here understood as a distillation of multiple, ephemeral layers of taste, training, and cultural comfort zoning. The character designs, backgrounds, framing and motion of The Spectacular Spider-Man seem horribly low-res at first glance: inverting the too-many-notes complaint leveled at W. A. Mozart, this Spider-Man simply doesn’t have enough going on inside it. Of course, bound into this assessment of the cartoon’s graphic surface is an indictment of more systemic deficits: the dialogue, characterization, and storytelling seem thin, undercooked, dashed off. Around my visceral response to the show’s pared-down quality there is a whiff of that general curmudgeonly rot (again, one tied to aging — there are no young curmudgeons): The Spectacular Spider-Man seems slangy and abrupt, rendered in a rude optical and narrative shorthand that irritates me because it baffles me. I see the same pattern in my elderly parents’ reactions to certain contemporary films, whose rhythms seem to them both stroboscopically intense and conceptually vapid.

The irony in all this is that animation historically has been about doing more with less — maximizing affective impact, narrative density, and thematic heft with a relative minimum of brush strokes, keyframes, cel layers, blobs of clay, or pixels. Above all else, animation is a reducing valve between the spheres of industrial activity that generate it and the reception contexts in which the resulting texts are encountered. While the mechanism of the live-action camera captures reality in roughly a one-to-one ratio, leaving only the stages of editing and postproduction to expand the labor-time involved in its production, animation is labor- and time-intensive to its very core: it takes far longer to produce one frame than it takes to run that frame through the projector. (This is nowhere clearer than in contemporary CG filmmaking; in the more crowded shots of Pixar’s movie Cars, for example, some frames took entire weeks to render.)

As a result, animation over the decades has refined a set of representational strategies for the precise allocation of screen activity: metering change and stasis according to an elaborate calculus in which the variables of technology, economics, and artistic expression compete — often to the detriment of one register over another. Most animation textbooks introduce the idea of limited animation in reference to anime, whose characteristic mode of economization is emblematized by frozen or near-frozen images imparted dynamism by a subtle camera movement. But in truth, all animation is limited to one degree or another. And the critical license we grant those limitations speaks volumes about collective cultural assumptions. In Akira, limitation is art: in Super Friends (a fragment of which I caught while channel-surfing the other day and found unwatchably bad), it’s a commercial cutting-of-corners so base and clumsy as to make your eyeballs burst.

It’s probably clear that with all these caveats and second-guessings, I don’t trust my own response to The Spectacular Spider-Man‘s visual sophistication (or lack of it). My confidence in my own take is further undermined by the realization that the cartoon, as the nth iteration of a Spider-Man universe approaching its fiftieth year, pairs its apparent crudeness with vast complexity: for it is part of one of our few genuine transmedia franchises. I’ve written on transmedia before, each time, I hope, getting a little closer to understanding what these mysterious, emergent entities are and aren’t. At times I see them as nothing more than a snazzy rebranding of corporate serialized media, an enterprise almost as old as that other oldest profession, in which texts-as-products reproduce themselves in the marketplace, jiggering just enough variation and repetition into each spinoff that it hits home with an audience eager for fresh installments of familiar pleasures. At other times, though, I’m less cynical. And for all its sketchiness, The Spectacular Spider-Man offers a sobering reminder that transmedia superheroes have walked the earth for decades: huge, organic archives of storytelling, design networks, and continuously mutating continuity.

Geoff Long, who has thought about the miracles and machinations of transmedia more extensively and cogently than just about anyone I know, recently pointed out that we live amid a glut of new transmedia lines, most of which — like those clouds of eggs released by sea creatures, with only a lottery-winning few lucky enough to survive and reproduce — are doomed to failure. Geoff differentiates between these “hard” transmedia launches and more “soft” and “crunchy” transmedia that grow slowly from a single, largely unanticipated success. In Spider-Man, Batman, Superman and the like, we have serial empires of apparent inexhaustibility: always more comic books, movies, videogames, action figures to be minted from the template.

But the very scale of a long-lived transmedia system means that, at some point, it passes you by; which is what happened to me with Spider-Man, around the time that Venom appeared. This symbiotic critter (I could never quite figure out if it’s a sentient villain, an alter-ego of Spidey, or just a very aggressive wardrobe malfunction) made its appearance around 1986, approximately the same time that I was getting back into comic books through Love and Rockets, Cerebus, and the one-two punch of Frank Miller’s The Dark Knight Returns and Moore’s and Gibbons’s Watchmen. Venom represented a whole new direction for Spider-Man, and, busy with other titles, I never bothered to do the homework necessary to bind him into my personal experience of Spider-Man’s diegetic history. Thus, Sam Raimi’s botched Spider-Man 3 left me cold (though it did restage some of the Gwen Stacy storyline that broke my little heart in the 70s), and when Venom happened to show up on the episode of Spectacular Spider-Man that I watched, I realized just how out of touch I’ve become. Venom is everywhere, and any self-respecting eight-year-old could probably lecture me on his lifespan and dietary habits.

Call this lengthy discourse a meditation on my own aging — a bittersweet lament on the fact that you can’t stay young forever, can’t keep up with everything the world of pop entertainment has to offer. Long after I’ve stopped breathing, the networked narratives of my favorite superheroes and science-fiction worlds will continue to proliferate. My mom and dad can enjoy this summer’s Iron Man without bothering over the lengthy history of that hero; perhaps I’ll get to the same point when, as an old man one day, I confront some costumed visual effect whose name I’ve never heard of. In the meantime, Venom oozes virally through the sidechannels and back-alleys of Spider-Man’s mediaverse, popping up in the occasional cartoon to tease me — much as he does the eternally-teenaged, ever-tormented Peter Parker — with a dark glimpse of my own mortality, as doled out in the traumas of transmedia.