Mention "animation" to anyone, and immediately Disney movies and wonderful visions pop into their head. With the advent of the computer, animation has come to mean many things. The design of web sites and the production of multimedia has led to a great increase in the need for designers to become proficient in developing commercial animations for presentations, video and advertising.
The basic theory of animation has remained virtually
unchanged since moving pictures were invented by Thomas Edison. The idea was to project
still images at a rapid pace, therefore creating the illusion of movement. However, the
advances in cel animation by animators such as Walt Disney and Walter Lantz (Woody
Woodpecker), enhanced animation into a true art, eclipsing the jerky movements
of early animations into a wondrous blend of visual beauty. Now, advances in computer
technology are creating a new frontier for animators by utilizing "tweening"
technologies and computer generated images to allow for faster production and
photo-realistic effects. The information below will explore some of the basic types of animations, and the procedures used in the production of them. Some of the terms will be reviewed in your vocabulary lessons, but be sure to read the information so that you are able to complete the review questions. The information consists of two lessons. The first concentrates on traditional methods of animation, while the second explores more current technologies in computer animation. The second concludes with a list of some links to explore when you have the time. Click on the links below to begin your lessons. LESSON 1 - TRADITIONAL ANIMATION TECHNIQUES
LESSON 2 - COMPUTER ANIMATION TECHNIQUES
CEL ANIMATION A "cel" is a sheet of
plastic containing artwork or painting of a still frame from an animated film . The term
"cel" comes from the "celluloid" or plastic material these sheets were
originally produced from. Some of the most famous animated films were developed using this
material and this method of animation is still in use today. Multiple cel animation films
are produced by creating background drawings and paintings, and then layering sheets of
plastic with separate characters or character parts painted on them. Usually the painting
was done on the back side of the plastic. The sheets were produced in quantities from a
few to several thousand in the production of even short films. Special cameras were used
to take single photos of each frame. The cels would then be replaced by the next image in
sequence and photographed. The photographic procedure was referred to as "stop-action
photography". This resulted in a long string of slowly changing photos. When the
photos were rapidly projected through a film projector, the illusion of movement was
complete. Hence, we refer to this technology as "cel animation". |
STOP-ACTION ANIMATION
Stop-action animation ushered in a new variety of films in the 1950's and 1960's. This type of animation relied not on visual artists, but sculptors and three-dimensional miniature artists. Small models would be produced through the use of clay and other materials. Through the use of stop-action photography and miniature sets, the illusion of horrible monsters and mythological creatures took form. The figures would be posed, photographed, posed and photographed again. The resulting frames would give the illusion of motion as they were projected at 24-30 frames per second. One of the premier animators of this particular industry was Ray Harryhausen. Students interested in this type of animation should view films such as "Jason and the Argonauts" and "Clash of the Titans". Other animators used similar techniques. Rankin-Bass created several holiday specials using bendable figures, such as "Rudolph the Red-Nosed Reindeer" and others. One of the more famous techniques involved the use of clay. Referred to as "claymation", this technique was used to create a famous commercial featuring the "California Raisins".
LIMITED ANIMATION
True "Disney-type" cel animation was time consuming and
costly. Any traditional type of animation is very expensive to produce these days. True
cel animation flourished throughout the 1940's and 1950's. However, in the 1960's, the
tremendous demand of television, the explosion of Saturday morning cartoon shows and the
rising cost of labor to employ animators led certain studios to develop cheaper methods of
production. Studios such as Hannah-Barbera, Warner Brothers, etc. shortened the production
cycles of these shows using the technology referred to as "limited animation".
Animators created less movement by using character drawings as backgrounds, and animating
only certain features like the eyes and mouth. This animation was nowhere near the quality
of the feature films created by Disney, but it was commercially successful. The lowered
cost of production and the increased income from television commercials, made this a
commercially successful industry.
"Japanimation" is the term that was coined from the influx of "limited
animation" cartoons from Japan in the 1960's and 70's. Shows like "Speed
Racer", were characteristic of these types of animations that depended more on the
story and less on the amount of drawings created. Once again, these were commercially
successful.
Limited animation and increased deadlines forced animators to search for even more ways to
decrease production times and drawings for animation. This led to ways of reduced drawings
of characters and on creating more illusions of movements. One of the most prevalent
techniques used was "cycling". Cycling is the production of a few limited
movements to create the illusion of a more complicated movement. For example, if a
character was in a hurry to leave a scene, he might lift into the air on a blur of
whirling legs and smoke. This allowed the artists to create a few drawings and then keep
re-shooting the artwork onto multiple frames. This would create the illusion of running
legs, and then with a puff of smoke, the character would exit. This helped the animators
because the character could exit the scene without drawing many multiple frames of the
entire character for realistic motion.
THIS CONCLUDES LESSON 1.
COMPUTER ASSISTED ANIMATION
As animators continued the
quest for producing quicker, cheaper methods of animations, computer technology started to
become affordable. Although "super" computers generated most of the early
computer animations, the personal computer began to have an impact. However, software
limitations kept animators from being able to create entire films. This led to a blend of
both traditional and computer animation. This "hybrid" type of animation was
made famous in some well known feature films. It was especially useful for creating
special effects in science fiction films. Disney's "Tron" was the first truly
commercial feature length film to feature a major blend of live action and computer
generated imagery. This centered around characters placed inside a type of video game.
"The Last Starfighter" utilized much computer generated effects in its space
combat scenes. This "hybrid" blend of traditional and computer generated images
is referred to as "computer assisted animation". It features the use of computer
images and technology used in conjunction with other more traditional methods of film
production and animation. It has had a tremendous impact on the industry. It has been used
in such films as "Beauty and the Beast", "The Lion King", and
"Tarzan", just to name a few. It has proven to be a commercial success, but
computers have not yet replaced animators when it comes to making films.
The major impact of computers has been seen in the area of "in-betweening". That
is the production of in-between drawings between major drawings. This has long been an
area where beginning animators have had their start. Hopefully it will not displace
animators, but just change their function in the industry.
COMPUTER-GENERATED ANIMATION
The area of animation is being challenged by a new breed of animators. Originally led by experimental artists and animators, the area of computer generated animation is now a very real industry. This area can be classified into smaller sub-sections. Those areas would be film animation, industrial animation, and web animation. This area offers tremendous opportunities for students. Many businesses and the film industry is continually searching for new workers in this rapidly expanding area.
Film animation - This industry is led by companies such as Pixar Studios who created the films "Toy Story", "A Bug's Life" and "Toy Story 2". Pixar has proven that computer generated animation can be convincing and commercially successful. They offer the greatest challenge yet to traditional animation. Their award-winning films are proving that computer animation is a commercially viable medium. The production of this type of film utilizes computers throughout the entire production cycle. However, many of the tasks are handled by software engineers. Their technical expertise still can not create the characters. Artists are still required to visualize and create characters and modeling drawings. Another threat to traditional artists is the ability of software to render actual three dimensional characters. This can not be accomplished with traditional animation, in so far as characters may be viewed and rotated in three dimensions in real time. This technology is what has allowed Pixar and others to create truly spectacular images and incredible camera views and angles.
Industrial animation - This
area is a growing area due to the tremendous need for training and education in many
industries. Animators in this area use software to simulate flight, driving, tool
operation, robotics, etc. Simple animation is also used to create graphical presentations
for businesses for sales and statistical reporting. Several interesting applications have
been applied in this industry. For example, a company that manufactures roller coasters
has the ability to generate an animated computer simulation to be shown to prospective
buyers. The ride can be designed, viewed, and actually "ridden", before it has
even begun construction! A customer can be given a "walk-through" of their new
house before construction has begun. This allows changes in design to be done before the
building actually begins. This translates into significant time and cost saving for
various industries.
One particularly interesting application of this technology is in the area of litigation
graphics. This specialized industry creates presentations and animations for attorneys.
They actually recreate crime scenes and scenarios using ballistics and investigative
evidence. As new technologies emerge, new applications will be found in this rapidly
growing industry.
Web Animation - One of the
fastest growing segments of the animation industry is in the area of "web content
creation". Web content creation is the production of materials to be utilized for
presentation or broadcast on the World Wide Web. The rapid growth of commercial web sites
has led to a great demand for persons who can create animations for advertising, sales,
communication and education for the Internet. There are two major areas of animation
pertinent to the field:
GIF animations - GIF animations are adaptations
of the old traditional stop-action animations of days gone by. However, these animations
usually consist of illustrations created entirely through the use of digital imaging and
illustration software. They are raster or "bitmap" images that consist of many
tiny "pixels" or picture elements. These illustrations are called
a".GIF" file. They are name for the three letter extension on the end of the
file name. It comes from an old graphics file format utilized by the CompuServe company on
the Internet to transmit graphic images. They are then placed frame-by-frame into another
software program to produce a group of files. These still files are then presented on
screen in a timed fashion to create the illusion of movement. (It sounds like we've come
full circle!) These are also referred to by some as "banner ads" although banner
ads can be one still image on a web page.
Flash animations - These animations get their name from the software
program "Flash" distributed by Macromedia Software. They are unique in that they
are not bitmap images. Macromedia has developed a method of producing "vector"
images for transmission on the Internet. This results in a much smaller file than a bitmap
image. Therefore, much more effects can be created without the long wait for the files to
download. This program also uses a technology called "tweening". It can take an
original image on a keyframe, and automatically generate all the images in between it and
the next key frame. "Tweening" comes from the old "in-between"
drawings of traditional animation. This can save much time and produce some rather
spectacular effects. There is currently a need for Flash animators in today's industry.
Well, there you have it. A short, concise introduction to the area of animation. You will be using some of the techniques described above in your assignments. Be sure to complete all the review questions, and don't forget... you will be having a test on this!!! You may want to review it. Below are some links that you may be interested in checking out.
www.nrg.be - Super Flash animation
http://hotwired.lycos.com/animation/ - Some weird animations
http://services.valdosta.edu/animation/cool.html - Lots of GIF animations