Jay Stelling
Illustration
OUIL 501 Context of Practice
Why do we still value physical puppets in the digital age of cinema? This essay will investigate the impact of the digital revolution on traditional puppetry in the film industry. In an age where anything is possible with the use of computer generated animation, why do we still value handmade puppets? From the analogue puppet shows of medieval travelling theatres to Hollywood blockbuster creatures in cinema, the film industry has translated this traditional storytelling method for the big screen. Developments in technology over the last decade have impacted the way puppetry is performed and experienced in cinema. The word puppet comes from the Latin ‘pupa’, meaning little girl or doll. In this essay, the term puppet refers to a figurine that is manipulated by puppeteers and used in films. ‘Puppet’ may be an antiquated lexicon for these advanced hybrid forms we see used in ‘Kubo and the Two Strings’ (Knight, 2016) or ‘Anomalisa’ (Kaufman, 2015), both of which combine physical stop-motion animation with 3D printing technology and digital production methods. Tillis, S. (1999) suggests the name ‘media figures’ to replace the outdated ‘puppet’, since it would accommodate to the advancements in construction and context. ‘Media figures’ would not be confused with the archaic idea of puppets being crude, childish toys, but would also include digital puppetry. Levenson (1992) argued that stop-motion models are not puppets. Levenson might approve of the new term ‘media figures’, since this would separate stop-motion and digital puppetry from live-action performance, which he believed was the only genuine form of puppetry. However, Tillis also said “there are striking similarities in the creation of computer graphics figures and puppets,” explaining his opinion that physical puppets and digital puppets are not as disparate as Levenson believed, since they are both “artificial human constructs designed for manipulation.” Puppets are used by filmmakers to perform fantastical scenes which would be impractical with only human actors. Fantasy films in the 1980’s were prominent for employing practical puppetry and creature effects to illustrate their magical realms, such as the titles ‘The NeverEnding Story’ (Petersen, 1984), ‘Return to Oz’ (Murch,1985) and ‘Labyrinth’ (Henson, 1986). To illustrate, in Jim Henson’s second feature film ‘Labyrinth’, Ludo, was brought to life through puppetry, the only way at the time to construct a realistic moving beast in the same scene as a human actor, Sarah. Animatronics were also used to control the creature’s movement; Ludo could blink, speak and breathe just like a real animal.
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