Le Cinéma D'animation Et L'interrogation Du Réel: Hybridations Et Enchevêtrements Du Domaine De L'humain Et De L

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Le Cinéma D'animation Et L'interrogation Du Réel: Hybridations Et Enchevêtrements Du Domaine De L'humain Et De L Le cinéma d’animation et l’interrogation du réel : hybridations et enchevêtrements du domaine de l’humain et de l’image par image Bastien Cheval To cite this version: Bastien Cheval. Le cinéma d’animation et l’interrogation du réel : hybridations et enchevêtrements du domaine de l’humain et de l’image par image. Art et histoire de l’art. Université Paul Valéry - Montpellier III, 2014. Français. NNT : 2014MON30073. tel-01144958 HAL Id: tel-01144958 https://tel.archives-ouvertes.fr/tel-01144958 Submitted on 23 Apr 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. LE CINÉMA D’ANIMATION ET L’INTERROGATION DU RÉEL Hybridations et enchevêtrements du domaine de l’humain et de l’image par image 2 Je tiens à remercier tout particulièrement Maxime Scheinfeigel pour m’avoir fait confiance dès le début, pour sa disponibilité et ses conseils, ainsi que ma famille pour leur soutien sans faille. Un immense merci à Yannick Pourpour, Bertrand Maily, Antoine Boyadjian et Ulysse Lledo pour leurs multiples encouragements. Merci également à Christophe Joubert pour sa relecture, à Thierry Steff pour l’ensemble de son activité au sein de la littérature consacrée au cinéma d’animation, ainsi qu’à Jean-Charles Finck, Gerrit Van Dijk et Muriel Barbery pour avoir aimablement répondu à certaines de mes interrogations. 3 Résumé Le cinéma d’animation et la prise de vues réelles ont souvent été opposés – avec raison – en matière d’enjeux narratifs, esthétiques et thématiques. Cette opposition instaurée par leurs techniques respectives est toutefois de plus en plus maltraitée à l’heure où le numérique continue d’entretenir la confusion entre le film d’animation et le film dit « à effets spéciaux ». Parallèlement, un cliché particulièrement tenace a voulu que l’animation soit entièrement dévolue à l’imaginaire pur, au rêve et au merveilleux, à destination du jeune public (en opposition à une prise de vues réelles infiniment plus sérieuse, traitant de sujets réalistes). À ceci près que l'animation a très tôt partie liée avec le réel, expérimentant presque dès sa création le mélange d’images et de régimes différents dont Persepolis ou Valse avec Bachir seraient les héritiers. Cette étude se veut une analyse des rapports entretenus entre l’image animée et le réel par leur enchevêtrement du point de vue technique, thématique et esthétique. La confrontation entre le créateur humain et la créature animée, la question du corps humain dans l’animation et la prégnance du réel dans l’image animée seront examinées à travers les œuvres les plus représentatives de ce caractère hybride où se jouent la métaphore de l’acte de création, la définition même de l’être à l’écran et l’effet de réel retranscrit par l’image animée. Cette remise en perspective, entre histoire et théorie esthétique, aura pour but de démontrer les capacités qu'a l'animation d’interroger notre regard et notre rapport au monde. Mots-clés 2D, 3D, animation, cadre, cartoon, cinéma, cinétique, conflit, corps, démiurge, dessin animé, documentaire, empreinte visuelle, esthétique, filtre, graphisme, histoire, hybridation, icône, jouet optique, motion capture, performance capture, projection, réel, rotoscopie, vallée dérangeante, virtuel 4 Summary Animation and live-action in cinema have often been opposed – with reason – in terms of narrative, aesthetic and thematic stakes. However, this opposition established by their respective techniques is more and more disrupted meanwhile the digital technology continues to maintain the confusion between animated feature and movie with special effects. In parallel, a particulary tenacious cliché has wanted that animation was entirely devoted to pure imaginary, dreams and marvels, addressed to young audience (opposed to an infinitely more serious live action, more able to deal with realistic subjects). Except that animation has been very early linked with reality and experimented almost from its creation the mixing of different types of pictures whose Persepolis and Waltz With Bachir would be the heirs. This study aims to be an analysis of the connections between animated picture and reality by their tangle on a technical, thematical and aesthetic point of view. The confrontation between the human creator and the animated creature, the matter of the human body in animation and the strength of the reality in animated picture will be examined through the most representative movies of this hybrid nature where the metaphor of the act of creation, the very human being’s definition on screen and the effect of real retranscribed by animated pictures are at stake. This challenging, between history and easthetic theory, will aim to demonstrate the capacities of animation for questionning our look and relationship with the world. Keywords 2D, 3D, animation, frame, animated cartoon, cinema, kinetic, conflict, body, demiurge, documentary, visual print, aesthetic, filter, graphics, history, hybridization, icon, optical toy, motion capture, performance capture, projection, reality, rotoscopy, uncanny valley, virtual 5 Introduction I. Du graphique au réel : la confrontation créateur-créature 1. Les prémices de la matière animée 2. L’image fixe comme base du mouvement 3. Premiers mouvements dessinés au cinéma 4. Deux univers cloisonnés 5. Out of the Inkwell : et le dialogue fut… 6. Le cartoon : une esthétique de l’amplification 7. Le dessin animé en marge des studios 8. La créature en tant qu’individu 9. Roger Rabbit : la mort du créateur 10. Le réel cartoonisé Conclusion pour deux inconciliables II. Du réel au graphique : la place du corps humain dans l’animation 1. L’humain comme parasite de l’animation 2. Alice Comedies : un pied sur le sol illusoire 3. L’arrivée de la rotoscopie 4. Le monstre animé 5. Ralph Bakshi, l’anatomiste de l’animation 6. Les mutations du milieu 7. Le corps humain : la vanité ? 8. Le retour au pictural ? 9. La performance capture : vers la quête de l’image pure 10. Le corps altéré : de la fixité à la manipulation Le voyage sans fin III. Examen des brèches : la prégnance du réel dans l’image animée 1. L’animation comme verre grossissant 2. La mise en place du simulacre 3. Visages du dessin animé moderne 4. Les Temps morts : une image parmi les autres 5. L’enfant et le tabou du sexe 6. La part biographique Les nouveaux visages 6 Introduction Lumière et eau constituent les deux sources ayant apporté la vie sur Terre en même temps que sa propre image, de l’ombre projetée sur la muraille au reflet sur la surface du lac. Arriva alors l’Homme qui, par ce biais, fut brutalement mis face à lui-même. Par cette représentation inscrite sur un support se dessina le moyen d’appréhender la manière dont l’individu définit le monde qui l’entoure et, par là même, la manière dont il l’occupe. Non contente de traduire de la manière la plus crue ce rapport sur le mode symbolique (la peinture médiévale en est un exemple parmi d’autres 1), l’image alla jusqu’à reproduire la vision humaine avec l’introduction du procédé de la perspective. Plus loin encore, la photographie capturait une portion de réalité pour en maintenir l’image sur un espace réduit de papier. Et ce désir grisant de vouloir toucher au plus près du monde dans toute sa complexité par le biais de l’image poussa l’Homme à chercher ce qui fut dès lors perçu comme un manque : le mouvement, déployé sur une durée ; bref, l’illusion de la vie. Sitôt que l’Homme prit conscience du fonctionnement de son globe oculaire avec toutes ses imperfections, il se livra en ce sens à de nombreux essais plus qu’encourageants. Mais la technique resta laborieuse et le mouvement, majoritairement confiné dans une boucle, se contentait de tourner au mieux dans des jouets optiques. C’est alors qu’apparut l’illumination : non seulement l’Homme put saisir le mouvement à travers sa décomposition photographiée image par image, mais il découvrit grâce à cette même décomposition qu’il pouvait recréer le mouvement par lui-même en le dessinant. Le sujet photographié laisserait sa place à une projection ouvertement picturale dont le rendu ne saurait être pris pour le réel, laissant ainsi la place à la fantaisie. En 1892, les Pantomimes lumineuses d’Émile Reynaud emplirent cet office en enchantant les 1 « L’art du Moyen Âge ne s’attache pas à reproduire le monde ou la vie avec un réalisme photographique. L’imagier médiéval organise les représentations en situant les éléments les uns par rapport aux autres d’après des règles précises et constantes. » Philippe Quéau, Éloge de la simulation , Seyssel, éditions du Champ- Vallon – INA, p. 73. 7 personnes de tous âges ; on découvrit alors des dessins prenant vie sur la durée d’une projection. Six ans plus tard, il aura suffi du réalisme photographique et d’un train pour marquer une nouvelle fois l’humanité qui allait s’ouvrir au cinéma pour son plus grand bonheur. La reproduction d’un espace-temps sur l’écran de la salle (et de nos fantasmes) était en marche. En rompant avec les spectacles de lanternes magiques dont sont issues les Pantomimes lumineuses , le cinématographe des frères Lumière avait écarte une idée singulière de l’image en mouvement qui allait conquérir son support pelliculaire vers le milieu des années 1900. Le critique André Martin qualifia bien des années plus tard cet objet de « Cinéma dans le Cinéma 2 » en raison de sa spécificité technique, image par image, et de sa marginalisation face à la saisie directe du monde réel.
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