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The time has come to
talk about the character.
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How will it be the protagonist,
the protagonist or the protagonists
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00:00:15,510 --> 00:00:18,120
of our series, our feature film
4
00:00:18,123 --> 00:00:20,985
Our short film, our animation project?
5
00:00:20,988 --> 00:00:22,356
How do we imagine it?
6
00:00:22,359 --> 00:00:24,359
We already know that
he must be empathic,
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00:00:24,362 --> 00:00:28,772
We already know that this
identification has to happen with the spectators,
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00:00:28,775 --> 00:00:30,119
But how do we create it?
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00:00:30,122 --> 00:00:33,471
Then I propose to take a
tour of three characters.
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00:00:33,474 --> 00:00:37,226
In the three series I was in
the process of creating characters
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00:00:37,229 --> 00:00:40,809
and I can tell you a little, at
least what the mechanisms were
12
00:00:40,812 --> 00:00:44,598
that worked at the time of
giving life to these characters.
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00:00:44,601 --> 00:00:47,118
Let's start with Zamba.
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00:00:47,121 --> 00:00:48,583
When we think about the series,
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00:00:48,586 --> 00:00:51,552
we needed a character that was naughty
16
00:00:51,555 --> 00:00:55,172
because he had to escape the
excursion and travel to the past.
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00:00:55,175 --> 00:00:57,999
He had to be
hyperkinetic, hyperactive.
18
00:00:58,002 --> 00:01:00,719
We had thought he
was curious and anxious
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00:01:00,719 --> 00:01:02,941
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00:01:02,942 --> 00:01:04,409
because all the time I
was in need of action.
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00:01:04,412 --> 00:01:07,376
We wanted him to be
rebellious and brave
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00:01:07,379 --> 00:01:10,726
to be part of revolutions,
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00:01:10,729 --> 00:01:13,257
in order to be part
of Argentine history.
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00:01:13,260 --> 00:01:16,882
At the same time he had to be
sociable, he could not be sullen.
25
00:01:16,885 --> 00:01:20,537
He had to be a character who
befriended everyone very quickly.
26
00:01:20,540 --> 00:01:25,113
We also thought it was a character that
would function as a stimulus-response.
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00:01:25,116 --> 00:01:29,055
Let's say he wasn't a character
with a very complex psychology,
28
00:01:29,058 --> 00:01:33,333
but Zamba works very fast
and seeks action very fast.
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00:01:33,336 --> 00:01:37,310
Then from that these were
the first sketches I made.
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Obviously I'm not an illustrator
and I'm not a character designer,
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00:01:40,762 --> 00:01:43,168
but at least in these first sketches
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00:01:43,171 --> 00:01:46,198
I can interpret at a
distance after a long time,
33
00:01:46,201 --> 00:01:49,526
who had thought he
was a short character,
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00:01:49,529 --> 00:01:51,318
I imagined it with a smile,
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00:01:51,321 --> 00:01:53,039
I already imagined it with that hair.
36
00:01:53,042 --> 00:01:56,479
Then I asked the producer to help me
37
00:01:56,482 --> 00:02:00,293
with a plastic artist
I knew, Delia Iglesias,
38
00:02:00,296 --> 00:02:03,571
and with it I started,
as if it were a casting,
39
00:02:03,574 --> 00:02:05,333
I started to sketch the character.
40
00:02:05,336 --> 00:02:07,916
Always with Nicolás
Dardano, art director,
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00:02:07,919 --> 00:02:11,685
and with Sebastián Vignona,
general director and general producer,
42
00:02:11,688 --> 00:02:14,616
We started thinking
about how Zamba should be.
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00:02:14,619 --> 00:02:16,411
Then we sat down to draw.
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00:02:16,414 --> 00:02:19,519
Many times it works
to sketch with someone,
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00:02:19,522 --> 00:02:22,398
try, gather some references,
46
00:02:22,401 --> 00:02:25,359
and little by little
some ideas began to appear.
47
00:02:25,362 --> 00:02:28,523
In principle, the design
here doesn't look like much,
48
00:02:28,526 --> 00:02:31,799
but we can see that we were clear
49
00:02:31,802 --> 00:02:35,497
Work with thick lines the
contours of the character.
50
00:02:35,500 --> 00:02:39,838
Finally it began to appear as a
small spirit of the character.
51
00:02:39,841 --> 00:02:44,351
A character idea was
beginning to appear without a tooth,
52
00:02:44,354 --> 00:02:45,614
rogue face
53
00:02:45,617 --> 00:02:47,851
and now in the design
we will analyze a little
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00:02:47,854 --> 00:02:51,319
what are the fundamental
features that remained of Zamba,
55
00:02:51,322 --> 00:02:55,678
but more or less this was the
final pencil sketch that inspired us
56
00:02:55,681 --> 00:02:58,868
and with this we went to
work with Nicolás Dardano,
57
00:02:58,871 --> 00:03:00,398
who is the art director,
58
00:03:00,401 --> 00:03:04,359
and we started passing these
sketches from Delia to the Illustrator.
59
00:03:04,362 --> 00:03:08,657
Nicolás began to make many
variants and many options.
60
00:03:08,660 --> 00:03:11,780
Some with an
aesthetic, others with another,
61
00:03:11,783 --> 00:03:13,838
but if you see,
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00:03:13,841 --> 00:03:17,471
more or less all the
characters there is a spirit.
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00:03:17,474 --> 00:03:22,118
Of course it is very
difficult to start making decisions.
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00:03:22,121 --> 00:03:25,903
What should the dust cover
be like, more or less detail?
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00:03:25,906 --> 00:03:27,360
How the hair should be,
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00:03:27,363 --> 00:03:30,129
How should I have legs.
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00:03:30,132 --> 00:03:33,521
Many decisions begin to appear
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00:03:33,524 --> 00:03:36,704
What to take and
what we take as a team.
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00:03:36,707 --> 00:03:41,696
Finally, Zamba's design was this way.
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00:03:41,699 --> 00:03:45,616
There are some specific features
that I would like to emphasize.
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00:03:45,619 --> 00:03:48,519
In principle, notice
that it is disheveled.
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00:03:48,522 --> 00:03:50,526
This talks about the character.
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00:03:50,529 --> 00:03:55,704
A character who is rogue,
who is rebellious, is elusive
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00:03:55,707 --> 00:03:58,267
It has to be a little disheveled.
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00:03:58,270 --> 00:04:01,543
Or at least that hairstyle
has to talk about her character.
76
00:04:01,546 --> 00:04:03,827
On the other hand, if
you look at the bangs
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has a kind of horns
78
00:04:05,602 --> 00:04:08,338
and we gave that to emphasize a little
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That idea of a little imp or rebel.
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00:04:11,921 --> 00:04:14,519
Then the skin color is very important.
81
00:04:14,522 --> 00:04:17,001
We were thinking about
this for a long time.
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00:04:17,004 --> 00:04:22,161
If one thinks of an Argentine
child or a Latin American child,
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00:04:22,164 --> 00:04:25,652
if one had to grab the
skins of all the children
84
00:04:25,655 --> 00:04:27,711
and make a very large Pantone
85
00:04:27,714 --> 00:04:32,226
I think the brunette complexion
is what most identifies the boys,
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00:04:32,229 --> 00:04:34,173
At least to the boys in Argentina.
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00:04:34,176 --> 00:04:37,505
So it was a whole
decision and a whole position
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00:04:37,508 --> 00:04:42,719
that Zamba is the
representative of that nation child, somehow,
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00:04:42,722 --> 00:04:44,927
and that had that skin color.
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00:04:44,930 --> 00:04:49,022
This initial idea was maintained
in the sketches of the broken tooth.
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00:04:49,025 --> 00:04:51,716
I like to say that it is a war wound
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00:04:51,719 --> 00:04:54,833
from that battle we all
fight, which is called childhood.
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00:04:54,836 --> 00:04:58,751
We all go out with
some scar, with some chip
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00:04:58,754 --> 00:05:02,199
or some small damage from
those games we usually do.
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00:05:02,202 --> 00:05:07,416
And a broken tooth, in my view,
speaks of a mischievous child.
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00:05:07,419 --> 00:05:10,648
He's short, he kept
this idea of short stature,
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00:05:10,651 --> 00:05:12,053
A bit like Messi.
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00:05:12,056 --> 00:05:14,571
We made the nose a bit wide too
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00:05:14,574 --> 00:05:17,874
to preserve those
Latin American features.
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00:05:17,877 --> 00:05:22,637
Zamba always brings his backpack
on, like those boys who are running.
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00:05:22,640 --> 00:05:25,249
I had a partner who walked all day
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00:05:25,252 --> 00:05:29,027
with his backpack on his
back and somehow inspired me.
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00:05:29,030 --> 00:05:32,406
And on the other hand
it has a white overall,
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00:05:32,409 --> 00:05:36,207
which is the symbol of the
public school in Argentina.
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00:05:36,210 --> 00:05:40,083
So somehow the Zamba design,
106
00:05:40,086 --> 00:05:43,561
all decisions around
character construction
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00:05:43,564 --> 00:05:47,433
they have some kind of
look that is not capricious,
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00:05:47,436 --> 00:05:48,906
It has a why.
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00:05:48,909 --> 00:05:51,121
Let's say, it's not because I like it
110
00:05:51,124 --> 00:05:54,626
or because my classmates
would like certain features,
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00:05:54,629 --> 00:05:59,047
but we look for ways to
explain or find a meaning
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00:05:59,050 --> 00:06:01,213
to each of the decisions.
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00:06:01,216 --> 00:06:03,639
Finally, at the
slightly more technical level,
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00:06:03,642 --> 00:06:08,112
we had no chance to
cheer elbows and knees
115
00:06:08,115 --> 00:06:10,510
Because it took much longer.
116
00:06:10,513 --> 00:06:13,462
The form of production
needed to be very agile,
117
00:06:13,465 --> 00:06:15,648
so we had to think a character
118
00:06:15,651 --> 00:06:18,730
I could barely flex
my elbows and knees
119
00:06:18,733 --> 00:06:20,927
and that also limited us a lot.
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00:06:20,930 --> 00:06:24,012
I think finally all the decisions
121
00:06:24,015 --> 00:06:26,879
they were successful and
Zamba worked very well,
122
00:06:26,882 --> 00:06:30,558
not only as an icon, but
also as an empathic character,
123
00:06:30,561 --> 00:06:35,522
and also at a technical level
because we encourage it in a timely manner
124
00:06:35,525 --> 00:06:40,039
and that is still important when
thinking about an audiovisual project.
125
00:06:40,042 --> 00:06:43,558
That animation times
have to do with budgets
126
00:06:43,561 --> 00:06:46,398
and make it feasible.
127
00:06:46,401 --> 00:06:50,879
Let us now analyze the process of
creating the character of Siesta Z.
128
00:06:50,882 --> 00:06:54,759
After the success of Zamba, the
same creators of this character
129
00:06:54,762 --> 00:06:56,759
we started thinking about a series
130
00:06:56,762 --> 00:06:59,600
That had a little more
international projection.
131
00:06:59,603 --> 00:07:04,034
Then it occurred to us to
analyze the classics of literature,
132
00:07:04,037 --> 00:07:07,652
but the most difficult
classics that had not been adapted
133
00:07:07,655 --> 00:07:09,278
for children's audiences,
134
00:07:09,281 --> 00:07:12,014
And we think of a character.
135
00:07:12,017 --> 00:07:16,325
We wanted that character
to be a girl definitely,
136
00:07:16,328 --> 00:07:19,518
but I didn't want him
to have the female brands
137
00:07:19,521 --> 00:07:22,845
which are called the brands
that underline more than girls,
138
00:07:22,848 --> 00:07:26,086
but we wanted her to be a truer girl,
139
00:07:26,089 --> 00:07:28,629
who doesn't necessarily like dolls,
140
00:07:28,632 --> 00:07:32,176
who does not like the color pink
and without those gender brands
141
00:07:32,179 --> 00:07:33,983
to which we are accustomed.
142
00:07:33,986 --> 00:07:36,719
Then we think of Siesta.
143
00:07:36,722 --> 00:07:38,493
The name of Siesta Z
144
00:07:38,496 --> 00:07:42,791
It comes from one of the main
features that the character has,
145
00:07:42,794 --> 00:07:44,814
which is that he
suffers from narcolepsy.
146
00:07:44,817 --> 00:07:48,858
It was quite a decision to make
the main character of a series
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00:07:48,861 --> 00:07:53,665
have a disability, it is
a fairly complex disease.
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00:07:53,668 --> 00:07:55,928
This also brought some difficulties.
149
00:07:55,931 --> 00:07:59,958
because it really cost to
install Siesta on many screens
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00:07:59,961 --> 00:08:02,887
because it was a
recurring objection that we found
151
00:08:02,890 --> 00:08:04,903
from many potential buyers
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00:08:04,906 --> 00:08:07,422
they told us they
didn't like it at all
153
00:08:07,425 --> 00:08:10,040
that the protagonist had a disease
154
00:08:10,043 --> 00:08:13,867
or mention a disease in a
show for children's audiences.
155
00:08:13,870 --> 00:08:17,159
Anyway the video that was inspiring
156
00:08:17,162 --> 00:08:21,143
to think about narcolepsy
was this video curiously
157
00:08:21,146 --> 00:08:24,101
that at some point I
had found on the internet.
158
00:08:24,104 --> 00:08:30,479
That is Rusty, a
dachshund that falls asleep.
159
00:08:30,482 --> 00:08:31,919
It seems very tender to me,
160
00:08:31,922 --> 00:08:35,032
and this video somehow inspired us
161
00:08:35,035 --> 00:08:38,639
To start thinking about Siesta.
162
00:08:38,642 --> 00:08:42,533
When we started designing
Siesta, as in the case of Zamba,
163
00:08:42,536 --> 00:08:46,933
We took into account the
characteristics we wanted the character to have.
164
00:08:46,936 --> 00:08:50,238
In principle we needed a
character that would like to read.
165
00:08:50,241 --> 00:08:55,319
His dreams are surreal
adaptations of the classics of literature,
166
00:08:55,322 --> 00:08:58,061
but for that we
needed it to be a character
167
00:08:58,064 --> 00:08:59,689
who likes to read
168
00:08:59,692 --> 00:09:03,835
and as we saw in target
this format is intended
169
00:09:03,838 --> 00:09:06,879
to boys and girls who
are starting to read.
170
00:09:06,882 --> 00:09:10,287
So we wanted him to enjoy reading.
171
00:09:10,290 --> 00:09:13,725
On the other hand, we needed
it to be an explosive character,
172
00:09:13,728 --> 00:09:18,843
that he had a contrast between his
peace or what he transmits when he sleeps
173
00:09:18,846 --> 00:09:22,238
and how explosive it
can be in your dreams.
174
00:09:22,241 --> 00:09:26,042
In the real world it is quiet
and in your dreams it is explosive.
175
00:09:26,045 --> 00:09:27,671
On the other hand, as we saw,
176
00:09:27,674 --> 00:09:30,142
we wanted it to have
some characteristics
177
00:09:30,145 --> 00:09:32,837
male and female in the same character.
178
00:09:32,840 --> 00:09:36,439
We definitely wanted
him to hate princesses.
179
00:09:36,442 --> 00:09:39,295
We liked the idea of a girl
180
00:09:39,298 --> 00:09:42,718
which is somehow suggested
in the intro of each chapter
181
00:09:42,721 --> 00:09:44,558
who suffers some kind of bullying
182
00:09:44,561 --> 00:09:48,577
because of the condition he has,
the disease he has, narcolepsy.
183
00:09:48,580 --> 00:09:51,871
And we also needed a
girl who faced that
184
00:09:51,874 --> 00:09:56,319
have an expansive
personality, that is incorrect, careless.
185
00:09:56,322 --> 00:09:58,764
These are some of the first sketches
186
00:09:58,767 --> 00:10:01,560
that I did very
awkwardly about the character,
187
00:10:01,561 --> 00:10:03,604
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188
00:10:03,605 --> 00:10:07,137
but he tried to find a little what
his mood was, what his spirit was.
189
00:10:07,140 --> 00:10:11,118
With this same thing I went again
to Nicolás Dardano, the art director,
190
00:10:11,121 --> 00:10:14,204
and we started drawing
it in the Illustrator.
191
00:10:14,207 --> 00:10:17,215
We started to pass
those conceptual ideas
192
00:10:17,218 --> 00:10:20,798
and we started to
design the character a bit.
193
00:10:20,801 --> 00:10:22,598
That way, up there,
194
00:10:22,601 --> 00:10:26,126
there are some expressions
that I drew a little my way
195
00:10:26,129 --> 00:10:32,759
and then below some more design
interpretations of that same character.
196
00:10:32,762 --> 00:10:35,751
We started drawing her asleep.
197
00:10:35,754 --> 00:10:40,597
We started to draw her cranky, in
love and we passed her expressions.
198
00:10:40,600 --> 00:10:43,478
All this served later
to put in the folder
199
00:10:43,481 --> 00:10:47,079
and to be able to feed
that project presentation.
200
00:10:47,082 --> 00:10:51,624
And finally a little here
we can see the evolution
201
00:10:51,627 --> 00:10:54,243
That was having the character design.
202
00:10:54,246 --> 00:10:56,681
In 2011, when I started drawing it,
203
00:10:56,684 --> 00:10:59,506
It had a rather primitive aesthetic.
204
00:10:59,509 --> 00:11:03,957
Then that Z of the
shirt became in the cap.
205
00:11:03,960 --> 00:11:08,592
Then, in 2014, we started
drawing it with slightly harder lines.
206
00:11:08,595 --> 00:11:12,155
In 2016 I finish
closing this character design
207
00:11:12,158 --> 00:11:15,319
With much more vibrant eyes.
208
00:11:15,322 --> 00:11:16,839
Siesta's cap is
209
00:11:16,842 --> 00:11:20,602
a small tribute to the
character of Holden Caulfield
210
00:11:20,605 --> 00:11:23,131
from "The Catcher in
the Rye" by Salinger.
211
00:11:23,134 --> 00:11:27,478
That character also
inspired us a lot by his rebellion.
212
00:11:27,481 --> 00:11:31,944
And this is the
final design of Siesta Z.
213
00:11:31,947 --> 00:11:35,298
Usually, once a
final design is reached,
214
00:11:35,301 --> 00:11:38,303
it's about making a kind of bible
215
00:11:38,306 --> 00:11:40,477
With all the expressions.
216
00:11:40,480 --> 00:11:44,238
And try to cover most of
the character's expressions
217
00:11:44,241 --> 00:11:48,306
so that later the animators can use it
218
00:11:48,309 --> 00:11:52,618
to understand what the character of
the character is, how he should react,
219
00:11:52,621 --> 00:11:55,501
as to identify those emotions
220
00:11:55,504 --> 00:11:58,718
and reach the best
result when they are cheering.
221
00:11:58,721 --> 00:12:01,775
Usually, the ideal is
to print it somewhere
222
00:12:01,778 --> 00:12:05,165
and that the animators and the
cheerleaders have it very clear.
223
00:12:05,168 --> 00:12:09,227
Many times it happens that new
emotions of the characters appear
224
00:12:09,230 --> 00:12:11,881
and it's good to feed that bible
225
00:12:11,884 --> 00:12:17,022
and continue to bring new emotions
or new expressions to the character.
226
00:12:17,025 --> 00:12:21,191
Now, Siesta works in
a very particular way.
227
00:12:21,194 --> 00:12:24,960
What we try to do beyond
the specific characteristics
228
00:12:24,963 --> 00:12:26,517
of the character Siesta
229
00:12:26,520 --> 00:12:30,038
is that it assumes an
active role in each of the works
230
00:12:30,041 --> 00:12:31,449
and somehow
231
00:12:31,452 --> 00:12:35,597
share the prominence
with the protagonist
232
00:12:35,600 --> 00:12:39,225
of each of the works of the
classics we were adapting.
233
00:12:39,228 --> 00:12:42,222
Here we have the
protagonists on the left side
234
00:12:42,225 --> 00:12:43,722
and the right to Siesta.
235
00:12:43,725 --> 00:12:48,209
So what we were trying to do
is separate the head in two
236
00:12:48,212 --> 00:12:50,009
to each of the protagonists
237
00:12:50,012 --> 00:12:54,527
and give, for example,
Juliet, Hamlet, Oedipus,
238
00:12:54,530 --> 00:12:56,899
to the Ghost of
Canterville or Achilles
239
00:12:56,902 --> 00:12:59,202
a slightly more passive role
240
00:12:59,205 --> 00:13:02,426
and reserve the most
active role for Siesta.
241
00:13:02,429 --> 00:13:06,520
Siesta works like a
kind of inner child
242
00:13:06,523 --> 00:13:10,493
or as a kind of very
primitive and wild desire
243
00:13:10,496 --> 00:13:12,629
of each the protagonists.
244
00:13:12,632 --> 00:13:15,462
For example, if Achilles
says he doesn't want to fight,
245
00:13:15,465 --> 00:13:20,241
Siesta says I'm furious, we
conquered Troy, in "The Iliad."
246
00:13:20,244 --> 00:13:22,879
Juliet, in "Romeo and
Juliet", will lament
247
00:13:22,882 --> 00:13:26,879
but our families are enemies or
will you think that love is impossible
248
00:13:26,882 --> 00:13:30,514
and Siesta is going to urge
her to fight for that love.
249
00:13:30,517 --> 00:13:34,590
Hamlet is going to ask to be or not to
be and Siesta is going to shout revenge.
250
00:13:34,593 --> 00:13:37,340
The Canterville
Ghost will want to hide
251
00:13:37,343 --> 00:13:39,189
of the family that comes to the house
252
00:13:39,192 --> 00:13:42,319
and Siesta is going to
propose that they scare everyone.
253
00:13:42,322 --> 00:13:46,814
Oedipus will scream and say
all the time that he is innocent
254
00:13:46,817 --> 00:13:49,910
and Siesta will want to
discover the truth all the time.
255
00:13:49,913 --> 00:13:52,636
So what we did, unlike Zamba,
256
00:13:52,639 --> 00:13:56,149
that Zamba is more a
companion of the protagonists,
257
00:13:56,152 --> 00:14:00,191
what we are trying to do is
that Siesta is pushing all the time
258
00:14:00,194 --> 00:14:03,589
to the protagonist or the
protagonist to the action
259
00:14:03,592 --> 00:14:14,200
and function as an inner
voice that pushes it all the time.
21206
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