What is Animation? |
Animate: to bring to life. |
Animation: bringing sequential images to life. |
Animation is a technique used to fool the eye into thinking that motion is occurring. It uses a series of still pictures flashed in sequence very quickly. If the pictures are properly designed to flow from one to the next, the eye sees the series as one continuous, smooth motion: movement. |
Since the advent of film 100 years ago, animators have concocted a variety of methods to create animation. These include: paper cut-outs, clay models, puppets, computer-generated 3-D art and traditional cel animation. |
All animation is enabled by persistence of vision. |
• • • • |
When sequential still images are viewed in rapid succession, they are perceived as a continuous stream. |
For images that are designed with patterns or character poses that progress logically in sequence, our minds “fill in the blanks” and logical motion or action is perceived. |
The animator’s job is to design sequential images that create motion illusions that express desired cinematic, emotional or pedagogical effects. |
All animation is a “trick”, enabled by technology and perception. |
Frames per second: the rate at which sequential frames are displayed under a given display system |
• • • |
Feature films are projected at 24 fps. |
NTSC video is displayed at 30 fps (actually 60 intelaced fields per second). PAL video is displayed at 25 fps (actually 50 interlaced fields per second). |
HISTORY OF ANIMATION |
Early approaches to motion in art |
Five images sequence from a vase found in Iran. |
Evidence of artistic interest in depicting figures in motion can be seen as early as Paleolithic cave paintings. Animals in these paintings were often depicted with multiple sets of legs in superimposed positions. Because these paintings are prehistoric they could be explained a number of ways, such as the artist simply changing their mind about the leg’s position with no means of erasing, but it’s very likely that they are early attempts to convey motion. |
Another example includes a 5,200-year old earthen bowl found in Iran in Shahr-e Sukhteh. The bowl has five images painted along the sides, showing phases of a goat leaping up to nip at a tree. |
An Egyptian mural, found in the tomb of Khnumhotep and Niankhkhnum, at the Beni Hassan cemetery includes a sequence of images in temporal succession. The paintings are approximately 4000 years old and show scenes of young soldiers being trained in wrestling and combat. |
Seven drawings by Leonardo da Vinci (c. 1510) extending over two folios in the Windsor Collection, Anatomical Studies of the Muscles of the Neck, Shoulder, Chest, and Arm, show detailed drawings of the upper body with a less-detailed facial image. The sequence shows multiple angles of the figure as it rotates and the arm extends. Because the drawings show only small changes from one image to the next, the drawings imply motion in a single figure. |
Even though some of these early examples may appear similar to an animated series of drawings, the lack of equipment to show them in motion causes them to fall short of being true animation. The process of illustrating the passing of time by putting images in a chronological series is one of the most important steps in creating animation so historic instances of this practice are definitely notable. |
Animation before film |
Numerous devices which successfully displayed animated images were introduced well before the advent of the motion picture. These devices were used to entertain, amaze and sometimes even frighten people. The majority of these devices didn’t project their images and accordingly could only be viewed by a single person at any one time. For this reason they were considered toys rather than being a large scale entertainment industry like later animation. Many of these devices are still built by and for film students being taught the basic principles of animation. |
The magic lantern (c. 1650) |
The magic lantern is an early predecessor of the modern day projector. It consisted of a translucent oil painting and a simple lamp. In a darkened room, the image would appear projected onto an adjacent flat surface. It was often used to project demonic, frightening images in order to convince people that they were witnessing the supernatural. Some slides for the lanterns contained moving parts which makes the magic lantern the earliest known example of projected animation. The origin of the magic lantern is debated, but in the 15th century the Venetian inventor Giovanni Fontana published an illustration of a device which projected the image of a demon in his Liber Instrumentorum. The earliest known actual magic lanterns are usually credited to Christiaan Huygens or Athanasius Kircher. |
Thaumatrope (1824) |
A thaumatrope was a simple toy used in the Victorian era. A thaumatrope is a small circular disk or card with two different pictures on each side that was attached to a piece of string or a pair of strings running through the centre. When the string is twirled quickly between the fingers, the two pictures appear to combine into a single image. The thaumatrope demonstrates the Phi phenomenon, the brain’s ability to persistently perceive an image. Its invention is often credited to Sir John Herschel. John A. Paris popularized the invention when he used one to illustrate the Phi phenomenon in 1824 to the Royal College of Physicians. |
Phenakistoscope (1831) |
The phenakistoscope was an early animation device. It was invented in 1831 simultaneously by the Belgian Joseph Plateau and the Austrian Simon von Stampfer. It consists of a disk with a series of images, drawn on radii evenly spaced around the center of the disk. Slots are cut out of the disk on the same radii as the drawings, but at a different distance from the center. The device would be placed in front of a mirror and spun. As the phenakistoscope is spun, a viewer would looks through the slots at the |
gay reflection of the drawings which would only become visible when a slot passes by the viewer’s eye. This created the illusion of animation. |
Zoetrope (180 AD; 1834) |
The zoetrope was produced in 1834 by William George Horner and operates on the same principle as the phenakistoscope. It was a cylindrical spinning device with several frames of animation printed along the interior circumference. There are vertical slits around the sides through which an observer can view the moving images on the opposite side when the cylinder spins. As it spins the material between the viewing slits moves in the opposite direction of the images on the other side and in doing so serves as a rudimentary shutter. The zoetrope had several advantages over the phenakistoscope. It didn’t require the use of a mirror to view the illusion, and because of its cylindrical shape it could be viewed by several people at once. |
In China around 180 AD the prolific inventor [Ting Huan] (丁緩) invented a device similar to the modern |
zoetrope. It was made of translucent paper or mica panels and was operated by being hung over a lamp so that vanes at the top would rotate as they came in contact with the warm air currents rising from the lamp. This rotation, if it reached the ideal speed triggered the same illusion of quick animation as a more modern zoetrope. |
Flip book (1868) |
The first flip book was patented in 1868 by John Barnes Linnett as the kineograph. A flip book is just a book with particularly springy pages that have an animated series of images printed near the unbound edge. A viewer bends the pages back and then rapidly releases them one at a time so that each image viewed springs out of view to momentarily reveal the next image just before it does the same. They operate on the same principle as the phenakistoscope and the zoetrope what with the rapid replacement of images with others, but they create the illusion without any thing serving as a flickering shutter as the slits had in the previous devices. They accomplish this because of the simple physiological fact that the eye can focus more easily on stationary objects than on moving ones. Flip books were more often cited as inspiration by early animated filmmakers than the previously discussed devices which didn’t reach |
quite as wide of an audience. In previous animation devices the images were drawn in circles which meant diameter of the circles physically limited just how many images could reasonably be displayed. While the book format still brings about something of a physical limit to the length of the animation, this limit is significantly longer than the round devices. Even this limit was able to be broken with the invention of the mutoscope in 1894. It consisted of a long circularly bound flip book in a box with a crank handle to flip through the pages. |
Praxinoscope (1877) |
The praxinoscope, invented by French scientist Charles-Émile Reynaud, combined the cylindrical design of the zoetrope with the viewing mirror of the phenakistoscope. The mirrors were mounted still in the center of the spinning ring of slots and drawings so that the image can be more clearly seen no matter what the device’s radius. Reynaud also developed a larger version of the praxinoscope that could be projected onto a screen, called the Théâtre Optique. |
Traditional animation |
The silent era |
A still from Fantasmagorie (1908). |
Charles-Émile Reynaud’s Théâtre Optique is the earliest known example of projected animation. It predates even photographic video devices such asThomas Edison’s 1883 invention, the Kinetsocope, and the Lumière brothers’ 1884 invention, the cinematograph. Reynaud exhibited three of his animations on October 28, 1892 at Musée Grévin in Paris, France. The only surviving example of these three is Pauvre Pierrot which was 500 frames long. |
After the cinematograph popularized the motion picture, the endless possibilities of animation began to be explored in much greater depth. A short stop-motion animation was produced in 1899 by Albert E. Smith and J. Stuart Blackton called The Humpty Dumpty Circus. Stop motion is a video technique in which real objects are moved around in the time between their images being recorded so that when the images are viewed as a video, they appear to be moving by some invisible force. It directly descends from various early “trick” film techniques which used video to realistically display the impossible. A few other films featuring the stop motion technique were released afterward, but the first to receive wide scale appreciation was Blackton’sHaunted Mansion which baffled viewers and inspired a lot of further development in animation. In 1906 Blackton also made the first drawn work of animation on standard film, Humorous Phases of Funny Faces. It features faces being drawn on a chalkboard which suddenly begin to move autonomously. |
Fantasmagorie, by the French director Émile Cohl (also called Émile Courtet), is also noteworthy. It was screened for the first time on August 17, 1908 at Théâtre du Gymnase in Paris. Cohl later went to Fort Lee, New Jersey near New York City in 1912, where he worked for French studio Éclair and spread its animation technique to the US. Influenced by Cohl, Russian scientist Wladyslaw Starewicz started to create stop motion films using deadinsects with wire limbs. In 1911 he created The Cameraman’s Revenge, a complex tale of treason, suicide and violence between several different insects. It is a pioneer work of puppet animation, and the oldest animated film of such dramatic complexity, with characters filled with motivation, desire and feelings. In 1914, American cartoonist Winsor McCay released Gertie the Dinosaur, an early example of character development in drawn animation. The film was made for McCay’s vaudeville act and as it played McCay would speak to Gertie who would respond with a series of gestures. There was a scene at the end of the film where McCay walked behind the projection screen and a video of him appears on the screen showing him getting on the cartoons back and riding out of frame. This scene made Gertie the Dinosaur the first film to combine live action footage with hand drawn animation. McCay hand drew almost every one of the 10,000 drawings he used for the film. |
Also in 1914, John Bray opened John Bray Studios which revolutionized the way animation was created. Earl Hurd, one of Bray’s employees patented the cel technique. This involved animating moving objects on transparent celluloid sheets which were then placed over a stationary background image and then photographed to generate the sequence of images. This as well as Bray’s innovative use of the assembly line method allowed John Bray Studios to create Col. Heeza Liar, the first animated series.[19] In 1915 Max and Dave Fleischer invented rotoscoping, the process of using film as a reference point for animation and their studios went on to later release such animated classics as Ko-Ko the Clown, Betty Boop, Popeye the Sailor Man, and Superman. In 1918 McCay released The Sinking of the Lusitania, a wartime propaganda film. McCay did utilize some of the newer animation techniques such as cels over paintings, but because he did all of his animation by himself, the project wasn’t actually released until just shortly before the end of the war. At this point the larger scale animation studios were becoming the industrial norm and artists such as McCay faded from the public eye.[18] |
The first animated feature film was El Apóstol, made in 1917 by Quirino Cristiani from Argentina. He also directed two other animated feature films, including 1931’s Peludopolis, the first feature length animation to use synchronized sound. None of these, however, survive to the present day. In 1920, Otto Mesmer of Pat Sullivan Studios created Felix the Cat. Pat Sullivan, the studio head took all of the credit for Felix, a practice which was very common in the early days of studio animation. Felix the Cat was distributed by Paramount Studios and attracted a very large audience. Felix was the first cartoon to be merchandised, and he soon became a household name. In 1921 abstract animation was becoming popular in Germany. Artists developing this genre include Walter Ruttman, Hans Richter, and Oskar Fischinger, who referred to his works as “absolute animation.” The earliest-surviving animated feature is the 1926 silhouette-animatedAdventures of Prince Achmed which used colour-tinted film. It was directed by German Lotte Reiniger and French/Hungarian Berthold Bartosch. |
THE GROUND WORK |
Animation did not happen instantly. Many people contributed to make animation what it is today. In 1824, Peter Roget discovered the vital principle,’ the persistence of vision.’ This principle rest on the fact that our eyes temporarily retain the image of anything they’ve just scene. If this wasn’t so, we would never get the illusion of an unbroken connection in a series of images, and neither movies nor animation would be possible. Many people don’t realize that movies don’t actually move, and that they are still images that appear to move when they are projected in a series. This principle was quickly adapted to develop a series of gadgets, such as the Zoetrope and phenakitstoscope. The Phenakistoscope: Two discs mounted on a shaft-the front disc has slits around the edge and the rear disc has a sequence of drawings. Align the drawings with the slits, look through the openings and as the discs revolve we have the illusion of motion. The wheel of life’ or the Zeotrope: Appeared in the USA in 1867 and was sold as a toy. Long strips of paper with a sequence of drawings on them were inserted into a cylinder with slits in it. Spin the cylinder, look through the slits and the creature appears to move. The flipper book: In 1868 a novelty called ‘the flipper book’ appeared worldwide and it remained the simplest and the most popular device. It’s just a pad of drawing bound like a book along one edge. Hold the book in one hand along the bound edge and with the other hand flip the pages and see them move. Today the classical animator still flips his drawing the same way as a flipper book before testing it on the video or film camera. |
BIRTH OF ANIMATION AS AN ARTFORM |
The illustration medium was obviously the first choice for creating these sequences depicting movement. In 1906, J.Stuart Blackton made the first animated film called ‘humorous phases of funny faces’. Following this in 1908,Winsor Mc Cay produced an animation sequence using his comic strip character ‘Little Nemo’ and followed it up with a cartoon called ‘Gertie the Trained Dinosaur. He was the first man to present animation as an art form. Credited frequently as the father of animation industry, during the period between 1911 and 1921,McCay nursed animation from a simple camera trick to a full -blown character animation that would take 20 years to be surpassed. Mc cay animated his films single handedly. From inception to execution each cartoon was his and his alone. |
Though he extensively influenced the development of animation as a new art form, the medium was in serious need of technological up gradation, which was essential to free the medium from the total dependence on brilliant individuals and to ensure large volume output. |
CELLOPHANE ANIMATION |
Almost all earlier attempts in animation were a series of images drawn on paper. In the initial stages, animation was done by directly photographing images from paper. This restricted the use of backgrounds since it was to be drawn along with the characters on the same sheet of paper. In late1914,Bray animation studio employee, Earl Hurd invented the process of inking the animator’s drawing onto |
transparent pieces of celluloid and then photographing them in succession over a single painted background. |
The highly labour intensive nature of animation was proving to be a serious deterrent to large quantity output. Naturally, animation adapted itself to an industrial framework. The art of animation was no longer the work of one man : it was a streamlined, assembly-line process in the best Henry Ford tradition. Even before Mc Cay had shown the world the true potential of the animated cartoon, the first animation studios were already around, trying to exploit the medium for what they could. This transformation of animation from a fine art to an industry has had serious repercussions on both the quality and quantity of output. On the positive side animation became highly popular through the huge quantity output and exposure. This opened up a whole range of production options and segregation of the talent base into specialize categories such as background artist, key animator, in-betweeners, cleanup artists, ink & paint artists, etc. |
THE GOLDEN AGE (THE DISNEY ERA), 1930-1940 |
In the twenties Felix the cat became as popular as Charlie Chaplin. These short Felix cartoons were visually inventive, doing what a camera can’t do. The Felix cartoon led straight to the arrival of Walt Disney. The most influential studio, both from an artistic as well as a commercial standpoint, in the history of animation is the Walt Disney studio. In 1923, Walt Disney entered the animation industry with the film “Alice’s Wonderland”. In 1928, Mickey Mouse took off with his appearance in Steamboat Willie- the first cartoon with synchronized sound track and Disney continues to dominate the field to this very day. It is at Disney that we see the studio system’s best effects on the development of animation as an art form. Walt was the one who steered cartoons away from the ‘rubber hose style of the silent era and encouraged his artists to develop a realistic, naturalistic style of animation in the early 1930’s. He was the moving force behind such ground breaking films such as ‘Snow white and the seven Dwarfs” (1937), the first full length animated feature and “Pinocchio” (1940), a film who’s intricate levels of technical brilliance many animators feel has never been surpassed. Disney came out with a series of releases including films such as ‘Lady and the tramp’, ‘The jungle book’, and the experimental film ‘Fantasia’ each surpassing the predecessor in quality and finesse. Warner’s artists used their creative freedom to take the medium in new directions. Directors Tex Avery and Bob Clampett broke from the Disney tradition and imbibed their films with highly exaggerated slapstick comedy. |
THE TELEVISION ERA |
It was when animation finally made the leap to television that the art truly began to suffer for business sake. Though television brought animation to the homes, its voracious requirement of quantity started affecting the industry adversely. People genuinely interested in making quality cinema had manned the great Hollywood studios of the thirties, forties and fifties. The denizens of the TV animation houses of the sixties, seventies and eighties only cared that the product was there to the market. The quality of the writing was poor and the animation itself was so limited, that it barely qualified as animation at all. A crop of studios including Hanna-Barbara, Filmation and DIC came into being to cater to this huge market. Desperate to conquer as much airtime as possible, the studios churned out series after series without any regard to aesthetic. The budget restraints and hurried deadlines of the television industry simply prohibited artists from crafting the kind of art their cinematic predecessors achieved. Back on the big screen, the medium faced a different set of problems. Since the advent of television, people were no longer spending all day at movies and short duration films were gradually loosing appeal among audience. While animation never completely disappeared from theaters, by the 1960’s most studios has closed down. The once that didn’t, suffered from severe declines in quality. Only Disney retained it’s level of short films by the mid-fifties, earlier than anyone else. |
INTRODUCING COMPUTERS TO ANIMATION |
Animation entered a dark period during the sixties and seventies until the early eighties, when the principal medium of animation transformed from movies to television. But an interesting development during the period was the emergence of computer as potential tool for animation. |
In the initial stages of development, computer as an animation tool was restricted mainly to 3D model animation for research and development applications. By the mid eighties, the potential of computers as an animation tool was also recognized by the Cel animation industry. A large amount of simplicity was brought about in conventional Cel animation by adopting it to the computer medium. Instead of cellophane paper, finished illustrations were generated on ordinary paper and scanned into computer. The later stages of production such as colouring, composting, sound synchronization, etc were executed in the computer as this reduces the workload substantially. |
REVIVAL OF CEL ANIMATION |
Backed by the immense potential of computers as a production tool, the two big studios, Disney and Warner Bros, re-entered the market. Creations like Disney’s ‘Duck Tales’ (1986) and Warner’s ‘Tiny Toon Adventures’ (1989) were considerably better than anything their competitors were producing. The new generations of Disney artist breathed life back into animation with films like ‘Who Framed Roger Rabbit?’ (1988) and ‘The Little Mermaid’ (1989). In the nineties, they came out with technical masterpieces such as ‘Beauty and the Beast’, ‘Aladdin’, ‘Pocahontas’, ‘The Lion King’ and ‘Tarzan’. These well crafted cartoons were celebrations of animation’s glory days and the public proved just as nostalgic as the artists themselves. The use of computers elevated them to a whole new level of sophisticated. The new Disney crew proved that the studio system was still capable of turning out great art. |
PRINCIPLES OF ANIMATION |
SQUASH AND STRETCH |
This is one of the most important principles of animation. Based on the rigidity of a animated body or character, the effect of movement is emphasized by a change in shape. The basis of squash and stretch is that the visual volume remains constant. While the height increases, width decreases and when width increases height decreases. |
ANTICIPATION |
Anticipation can be considered as advice for pre-informing the audience about the action that is about to happen. This is one of the prime considerations while preparing the storyboard and later on when an action is planned. In storyboards, anticipation is incorporated by the inclusion of a shot; anticipating the action that is about to happen. For example including a shot of the character looking up in horror, just before something heavy falls on him would make the incident much more clearer to the audience. |
STAGING |
This is rather general term, which has its origin from the theatre. In essence, it means how an action is presented so that it is completely and unmistakably clear. Staging includes a variety of factors such as the camera distance, camera angle, camera movements, lightning and atmosphere settings, type of background, etc. Lightning: this is commonly employed in Disney animation films, where a well lit of action is defined by surrounding it with lessor lit areas, thus creating a spot lit effect. Layout: The elements in the background are arranged so that attention is concentrated to the central character. Perspective: this is mostly used in scenes which have an architectural background. The strong perspective lines funnels the concentration to the main character. |
Line of sight: this is used when the stage character is very small. Though the eye first goes to the bigger character, it’s line of sight redirects attention to the staged action. Posture: characters postures should be clear and defined. The best method would be to analyze the pose in silhouette to verify the clarity of representation. |
FOLLOW THROUGH AND OVERLAPPING ACTION When a character is animated, if all it parts start moving together and stop together, the action would look mechanical. This is because, in nature, different objects have different speeds of movement. For |
example, when a character turns, all its limbs do not start moving simultaneously. Probably the head moves first, followed by the limbs, then the trunk and then the legs. Similarly they stop moving at different frames. This is overlapping action. |
EASE IN AND EASE OUT |
Force in movements is brought about by this factor. This Ensures uneven speed of motion. In animation, the sequence of frames is generated by first generating the key postures and then generating the in- between postures. The in-between postures are not equally spaced between the key positions. This would create a uniform speed of action and hence would result in a ‘mechanical’ movement. Variations in the spacing of postures. An object starting from rest would not start with its maximum speed. It slowly gains speed, comes to the maximum speed and then before the final position, starts reducing the speed and finally comes to rest. As a thumb rule, When the postures are close together, movement is slow and when they are spaced out, movement is fast. |
ARCS |
In nature most of the movements, follow an arc. A probable reason could be that most of the joints are through single point pivots. For example, the fingers are pivoted at its base to the palm. The palm in turn is pivoted at the wrist to the forearm, and the forearm at the elbow to the upper arm. The upper arm is connected to the trunk through a ball and socket joint. All these individual points move in arcs, and combined movement results in complicated arcs. There certainly are exceptions to this, yet on the whole, smooth movement requires movement along arcs. |
SECONDARY ACTION |
This is device for strengthening an action. For example, suppose the script specifies that the character turns away in disgust. The element of disgust may be amplified by the use of say an animated scowl on his face along with a disapproving nod of the head. In character animation, the turning action is the principle action, which is strengthened by the secondary actions i.e. the scowl and the nod. |
TIMING |
In animation terminology, timing implies controlling the speed and nature of an action by controlling the number frames used to create it. In addition to the number of frames, how they are spaced is also crucial in deciding the nature of a movement. For example, violent actions require lesser in-betweens and slower movements require more in-betweens. The point is to arrive at the correct combination of number of frames and spacing to convey the action. Other aspects of the character, such as the size , weight and the nature of action are all decided by the timing assigned to it. |
EXAGGERATION |
This can be considered as the basic of animation. In principle, this is enhancing the essence of an idea via the design and the action. But exaggeration is not just distorting a character beyond its physical limits. It should be acceptable to the totality of the scene and the type of action depicted. Exaggeration as a principle has various levels of consideration. At the most preliminary level, the basic concept of the film, the amount of realism, the overall design and treatment of the characters of the film itself would decide the amount of exaggeration adopted in the film. In normal circumstances, the exaggeration level of the film. An overtly exaggerated animation sequence would look out of place in a moderately exaggerated story and background treatment. A classic example of a positive use of this oddity is the central character of the film “The Mask’. |
WEIGHT |
All physical objects have weight. The simulation of weight is of prime importance while depicting any character action. This is achieved in animation mainly through timing or the speed of the animation. For example, a simple sphere can represent a shot put, a solid rubber ball, a balloon or a bubble through animation. In characters, huge and bulky characters are given a lumbering gait to enhance its weight. |
What does it requires to be an animator? |
Well, first you need to have good drawing ability with visualization skills. Creating things needs you to have a good imagination. Secondly, you need to have excellent observation powers. Do you see how different people walk differently? Thirdly, you must have a lot of patience. Be it traditional or CGI, patience is the name of the game. Fourthly, a penchant for communicating. Your work has to be understood by people. Combine this with ability to work in a team and the sky is the limit for growth of your career in the field of animation. |
Story Boarding |
Storyboards are graphic organizers in the form of illustrations or images displayed in sequence for the |
purpose of pre-visualizing a motion picture,animation, motion graphic or interactive media sequence. |
The storyboarding process, in the form it is known today, was developed at the Walt Disney Studio during the early 1930s, after several years of similar processes being in use at Walt Disney and other animation studios. |
Origin |
The storyboarding process can be very time-consuming and intricate. Many large budget silent films were storyboarded but most of this material has been lost during the reduction of the studio archives during the 1970s. The form widely known today was developed at the Walt Disney studio during the early 1930s. In the biography of her father, The Story of Walt Disney (Henry Holt, 1956), Diane Disney Miller explains that the first complete storyboards were created for the 1933 Disney short Three Little Pigs. According to John Canemaker, in Paper Dreams: The Art and Artists of Disney Storyboards (1999, Hyperion Press), the first storyboards at Disney evolved from comic-book like “story sketches” created in the 1920s to illustrate concepts for animated cartoon short subjects such as Plane Crazy and Steamboat Willie, and within a few years the idea spread to other studios. |
According to Christopher Finch in The Art of Walt Disney (Abrams, 1974), Disney credited animator Webb Smith with creating the idea of drawing scenes on separate sheets of paper and pinning them up on a bulletin board to tell a story in sequence, thus creating the first storyboard. The second studio to switch from “story sketches” to storyboards was Walter Lantz Productions in early 1935,[1] by 1936 Harman- Ising and Leon Schlesinger also followed suit. By 1937-38 all studios were using storyboards. |
Gone with the Wind (1939) was one of the first live action films to be completely storyboarded. William Cameron Menzies, the film’s production designer, was hired by producer David O. Selznickto design every shot of the film. |
Storyboarding became popular in live-action film production during the early 1940s, and grew into a standard medium for previsualization of films. Pace Gallery curator, Annette Micheloson, writing of the exhibition Drawing into Film: Director’s Drawings, considered the 1940s to 1990s to be the period in which “production design was largely characterized by adoption of the storyboard”. Storyboards are now an essential part of the creation progress. |
Usage Film |
A film storyboard is essentially a large comic of the film or some section of the film produced beforehand to help film directors, cinematographers and television commercial advertising clients visualize the scenes and find potential problems before they occur. Often storyboards include arrows or instructions that indicate movement. |
In creating a motion picture with any degree of fidelity to a script, a storyboard provides a visual layout of events as they are to be seen through the camera lens. And in the case of interactive media, it is the layout and sequence in which the user or viewer sees the content or information. In the storyboarding process, most technical details involved in crafting a film or interactive media project can be efficiently described either in picture, or in additional text. |
Some live-action film directors, such as Joel and Ethan Coen, use storyboard extensively before taking a pitch to their funders, stating that it helps them to get the support they require, since they can show exactly where the money will be used. Alfred Hitchcock’s films were strongly believed to have been extensively storyboarded to the finest detail by the majority of commentators over the years, although later research indicates that this was exaggerated for publicity purposes. Akira Kurosawa was known, particularly in his later years, for painstaking detail in his storyboarding, to the degree that the storyboard paintings for Ran (for which he storyboarded every shot) are regarded as fine works of art in themselves. Other directors storyboard only certain scenes, or none at all. Animation directors are usually required to storyboard extensively, sometimes in place of writing a script. |
Animatics |
In animation and special effects work, the storyboarding stage may be followed by simplified mock-ups called “animatics” to give a better idea of how the scene will look and feel with motion and timing. At its simplest, an animatic is a series of still images edited together and displayed in sequence with a rough dialogue and/or rough sound track added to the sequence of still images (usually taken from a storyboard) to test whether the sound and images are working effectively together. |
This allows the animators and directors to work out any screenplay, camera positioning, shot list and timing issues that may exist with the current storyboard. The storyboard and soundtrack are amended if necessary, and a new animatic may be created and reviewed with the director until the storyboard is perfected. Editing the film at the animatic stage can avoid animation of scenes that would be edited out of the film. Animation is usually an expensive process, so there should be a minimum of “deleted scenes” if the film is to be completed within budget. |
Often storyboards are animated with simple zooms and pans to simulate camera movement (using non- linear editing software). These animations can be combined with available animatics, sound effects and dialog to create a presentation of how a film could be shot and cut together. Some feature film DVD special features include production animatics. |
Animatics are also used by advertising agencies to create inexpensive test commercials. A variation, the “rip-o-matic”, is made from scenes of existing movies, television programs or commercials, to simulate the look and feel of the proposed commercial. Rip, in this sense, refers to ripping-off an original work to create a new one. |
Comic books |
Some writers have used storyboard type drawings (albeit rather sketchy) for their scripting of comic books, often indicating staging of figures, backgrounds and balloon placement with instructions to the artist as needed often scribbled in the margins and the dialogue/captions indicated. John Stanley and Carl Barks (when he was writing stories for the Junior Woodchuck title) are known to have used this style of scripting. |
Pre-production |
Pre-production or In Production is the process of preparing all the elements involved in a film, play, or |
other performance. Pre-production ends when the planning ends and the content starts being produced. |
In Film |
In filmmaking and video production, pre-production formally begins once a project has been greenlit. At this stage, finalizing preparations for production go into effect. Financing will generally be confirmed and many of the key elements such as principal cast members, director and cinematographer are set. By the end of pre-production, the screenplay is hopefully finalized and satisfactory to all the financiers and other stakeholders. |
During pre-production, the script is broken down into individual scenes and all the locations, props, cast members, costumes, special effects and visual effects are identified. An extremely detailedschedule is produced and arrangements are made for the necessary elements to be available to the film-makers at the appropriate times. Sets are constructed, the crew is hired, financial arrangements are put in place and a start date for the beginning of principal photography is set. At some point in pre-production there will be a read-through of the script which is usually attended by all cast members with speaking parts, the director, all heads of departments, financiers, producers, and publicists. |
Even though the writer may still be working on it, the screenplay is generally page-locked and scene- numbered at the beginning of pre-production to avoid confusion. This means that even though additions and deletions may still be made, any particular scene will always fall on the same page and have the same scene number. |
Post-production |
Post-production is part of filmmaking and the video production process. It occurs in the making |
of motion pictures, television programs, radio programs,advertising, audio recordings, photography, |
and digital art. It is a term for all stages of production occurring after the actual end of shooting and/or recording the completed work. |
Post-production is, in fact, many different processes grouped under one name. These typically include: |
. . . |
Video editing the picture of a television program using an edit decision list (EDL) Writing, (re)recording, and editing the soundtrack. |
Adding visual special effects – mainly computer-generated imagery (CGI) and digital copy from which release prints will be made (although this may be made obsolete by digital- cinema technologies). |
. . |
Sound design, Sound effects, ADR, Foley and Music, culminating in a process known as sound re- recording or mixing with professional audioequipment. |
Transfer of Color motion picture film to Video or DPX with a telecine and color grading (correction) in a color suite. |
Typically, the post-production phase of creating a film takes longer than the actual shooting of the film, and can take several months to complete because it includes the complete editing, color correction and the addition of music and sound. The process of editing a movie is also seen as the second directing because through the post production it is possible to change the intention of the movie. Furthermore through the use of color correcting tools and the addition of music and sound, the atmosphere of the movie can be heavily influenced. For instance a blue-tinted movie is associated with a cold atmosphere and the choice of music and sound increases the effect of the shown scenes to the audience. |
Post-production was named the one of the ‘Dying Industries’ by IBISWorld.[1] The once exclusive service offered by high end post houses or boutique facilities have been eroded away by video editing software that operates on a non-linear editing system (NLE). However, traditional (analogue) post- production services are being surpassed by digital, leading to sales of over $6 billion annually. |
The digital revolution has made the video editing workflow process immeasurably quicker, as practitioners moved from time-consuming (tape to tape) linear video editing online editing suites, to computer hardware and video editing software such as Adobe Premiere, Final Cut Pro, Avid, Sony Vegas and Lightworks. |
Traditional animation |
Traditional animation, (or classical animation, cel animation, or hand-drawn animation) is an animation technique where each frame is drawn by hand. The technique was the dominant form of animation in cinema until the advent of computer animation |
Process |
Storyboards |
Traditionally-animated productions, just like other forms of animation, usually begin life as a storyboard, which is a script of sorts written with images as well as words, similar to a giant comic strip. The images allow the animation team to plan the flow of the plot and the composition of the imagery. |
The storyboard artists will have regular meetings with the director, and may have to redraw or “re-board” |
a sequence many times before it meets final approval. |
Voice recording |
Before true animation begins, a preliminary soundtrack or “scratch track” is recorded, so that the animation may be more precisely synchronized to the soundtrack. Given the slow, methodical manner in which traditional animation is produced, it is almost always easier to synchronize animation to a pre- existing soundtrack than it is to synchronize a soundtrack to pre-existing animation. A completed cartoon soundtrack will feature music, sound effects, and dialogue performed by voice actors. However, the scratch track used during animation typically contains only the voices, any vocal songs the characters must sing along to, and temporary musical score tracks; the final score and sound effects are added in post-production. |
In the case of most pre-1930 sound animated cartoons, the sound was post-synched; that is, the sound track was recorded after the film elements were finished by watching the film and performing the dialogue, music, and sound effects required. Some studios, most notably Fleischer Studios, continued to post-synch their cartoons through most of the 1930s, which allowed for the presence of the “muttered ad- libs” present in many Popeye the Sailor and Betty Boop cartoons. |
Animatic |
Often, an animatic or story reel is made after the soundtrack is created, but before full animation begins. An animatic typically consists of pictures of the storyboard synchronized with the soundtrack. This allows the animators and directors to work out any script and timing issues that may exist with the current storyboard. The storyboard and soundtrack are amended if necessary, and a new animatic may be created and reviewed with the director until the storyboard is perfected. Editing the film at the animatic stage prevents the animation of scenes that would be edited out of the film; as traditional animation is a very expensive and time-consuming process, creating scenes that will eventually be edited out of the completed cartoon is strictly avoided. |
Advertising agencies today employ the use of animatics to test their commercials before they are made into full up spots. Animatics use drawn artwork, with moving pieces (for example, an arm that reaches for a product, or a head that turns). Video storyboards are similar to animatics, but do not have moving pieces. Photomatics are another option when creating test spots, but instead of using drawn artwork, there is a shoot in which hundreds of digital photographs are taken. The large amount of images to choose from may make the process of creating a test commercial a bit easier, as opposed to creating an animatic, because changes to drawn art take time and money. Photomatics generally cost more than animatics, as they require a shoot and on-camera talent. |
Design and timing |
Once the animatic has been approved, it and the storyboards are sent to the design departments. Character designers prepare model sheets for all important characters and props in the film. These model sheets will show how a character or object looks from a variety of angles with a variety of poses and expressions, so that all artists working on the project can deliver consistent work. Sometimes, small statues known as maquettes may be produced, so that an animator can see what a character looks like in three dimensions. At the same time, the background stylistswill do similar work for the settings and |
locations in the project, and the art directors and color stylists will determine the art style and color |
schemes to be used. |
While design is going on, the timing director (who in many cases will be the main director) takes the animatic and analyzes exactly what poses, drawings, and lip movements will be needed on what frames. An exposure sheet (or X-sheet for short) is created; this is a printed table that breaks down the action, dialogue, and sound frame-by-frame as a guide for the animators. If a film is based more strongly in music, a bar sheet may be prepared in addition to or instead of an X-sheet. Bar sheets show the relationship between the on-screen action, the dialogue, and the actualmusical notation used in the score. |
Layout |
Layout begins after the designs are completed and approved by the director. The layout process is the same as the blocking out of shots by a cinematographer on a live-action film. It is here that the background layout artists determine the camera angles, camera paths, lighting, and shading of the scene. Character layout artists will determine the major poses for the characters in the scene, and will make a drawing to indicate each pose. For short films, character layouts are often the responsibility of the director. |
The layout drawings and storyboards are then spliced, along with the audio and an animatic is formed (not to be confused by its predecessor the leica reel). The term “animatic” was originally coined by Disney animation studios. |
[Animation |
Once the Animatic is finally approved by the director, animation begins. |
In the traditional animation process, animators will begin by drawing sequences of animation on sheets of transparent paper perforated to fit the peg bars in their desks, often using colored pencils, one picture or “frame” at a time. A peg bar is an animation tool that is used in traditional (cel) animation to keep the drawings in place. The pins in the peg bar match the holes in the paper. It is attached to the animation desk or light table depending on which is being used. A key animator or lead animator will draw the key drawings in a scene, using the character layouts as a guide. The key animator draws enough of the frames to get across the major points of the action; in a sequence of a character jumping across a gap, the key animator may draw a frame of the character as he is about to leap, two or more frames as the character is flying through the air, and the frame for the character landing on the other side of the gap. |
Timing is important for the animators drawing these frames; each frame must match exactly what is going on in the soundtrack at the moment the frame will appear, or else the discrepancy between sound and visual will be distracting to the audience. For example, in high-budget productions, extensive effort is given in making sure a speaking character’s mouth matches in shape the sound that character’s actor is producing as he or she speaks. |
While working on a scene, a key animator will usually prepare a pencil test of the scene. A pencil test is a preliminary version of the final animated scene; the pencil drawings are quickly photographed or scanned and synced with the necessary soundtracks. This allows the animation to be reviewed and improved upon before passing the work on to his assistant animators, who will go add details and some of the missing frames in the scene. The work of the assistant animators is reviewed, pencil-tested, and corrected until the lead animator is ready to meet with the director and have his scene sweatboxed, or reviewed by the |
director, producer, and other key creative team members. Similar to the storyboarding stage, an animator may be required to re-do a scene many times before the director will approve it. |
In high-budget animated productions, often each major character will have an animator or group of animators solely dedicated to drawing that character. The group will be made up of one supervising animator, a small group of key animators, and a larger group of assistant animators. For scenes where two characters interact, the key animators for both characters will decide which character is “leading” the scene, and that character will be drawn first. The second character will be animated to react to and support the actions of the “leading” character. |
Once the key animation is approved, the lead animator forwards the scene on to the clean-up department, made up of the clean-up animators and the inbetweeners. The clean-up animators take the lead and assistant animators’ drawings and trace them onto a new sheet of paper, taking care in including all of the details present on the original model sheets, so that it appears that one person animated the entire film. The inbetweeners will draw in whatever frames are still missing in between the other animators’ drawings. This procedure is called tweening. The resulting drawings are again pencil-tested and sweatboxed until they meet approval. |
At each stage during pencil animation, approved artwork is spliced into the Leica reel. |
This process is the same for both character animation and special effects animation, which on most high- budget productions are done in separate departments. Effects animators animate anything that moves and is not a character, including props, vehicles, machinery and phenomena such as fire, rain, and explosions. Sometimes, instead of drawings, a number of special processes are used to produce special effects in animated films; rain, for example, has been created in Disney animated films since the late-1930s by filming slow-motion footage of water in front of a black background, with the resulting film superimposed over the animation. |
Pencil test |
After all the drawings are cleaned-up, they are then photographed on an animation camera, usually on black and white film stock. Nowadays, pencil tests can be made using a video camera, and computer software. |
Backgrounds |
While the animation is being done, the background artists will paint the sets over which the action of each animated sequence will take place. These backgrounds are generally done in gouacheor acrylic paint, although some animated productions have used backgrounds done in watercolor, oil paint, or even crayon. Background artists follow very closely the work of the background layout artists and color stylists (which is usually compiled into a workbook for their use), so that the resulting backgrounds are harmonious in tone with the character designs. |
Traditional ink-and-paint and camera |
Once the clean-ups and in-between drawings for a sequence are completed, they are prepared for photography, a process known as ink-and-paint. Each drawing is then transferred from paper to a thin, clear sheet of plastic called a cel, a contraction of the material name celluloid (the original flammable cellulose nitrate was later replaced with the more stable cellulose acetate). The outline of the |
drawing is inked or photocopied onto the cel, and gouache or a similar type of paint is used on the reverse sides of the cels to add colors in the appropriate shades. In many cases, characters will have more than one color palette assigned to them; the usage of each one depends upon the mood and lighting of each scene. The transparent quality of the cel allows for each character or object in a frame to be animated on different cels, as the cel of one character can be seen underneath the cel of another; and the opaque background will be seen beneath all of the cels. |
When an entire sequence has been transferred to cels, the photography process begins. Each cel involved in a frame of a sequence is laid on top of each other, with the background at the bottom of the stack. A piece of glass is lowered onto the artwork in order to flatten any irregularities, and the composite image is then photographed by a special animation camera, also called rostrum camera. The cels are removed, and the process repeats for the next frame until each frame in the sequence has been photographed. Each cel has registration holes, small holes along the top or bottom edge of the cel, which allow the cel to be placed on corresponding peg bars before the camera to ensure that each cel aligns with the one before it; if the cels are not aligned in such a manner, the animation, when played at full speed, will appear “jittery.” Sometimes, frames may need to be photographed more than once, in order to implement superimpositions and other camera effects. Pans are created by either moving the cels or backgrounds one step at a time over a succession of frames (the camera does not pan; it only zooms in and out). |
As the scenes come out of final photography, they are spliced into the Leica reel, taking the place of the pencil animation. Once every sequence in the production has been photographed, the final film is sent for development and processing, while the final music and sound effects are added to the soundtrack. Again, editing in the traditional live-action sense is generally not done in animation, but if it is required it is done at this time, before the final print of the film is ready for duplication or broadcast. |
Among the most common types of animation rostrum cameras was the Oxberry. Such cameras were always made of black anodized aluminum, and commonly had 2 pegbars, one at the top and one at the bottom of the lightbox. The Oxberry Master Series had four pegbars, two above and two below, and sometimes used a “floating pegbar” as well. The height of the column on which the camera was mounted determined the amount of zoom achievable on a piece of artwork. Such cameras were massive mechanical affairs which might weigh close to a ton and take hours to break down or set up. |
In the later years of the animation rostrum camera, stepper motors controlled by computers were attached to the various axes of movement of the camera, thus saving many hours of hand cranking by human operators. A notable early use of computer cameras was in Star Wars (1977), using the Dykstra system at Lucas’ Sun Valley facility. Gradually, motion control techniques were adopted throughout the industry. While several computer camera software packages became available in the early 1980s, the Tondreau System became one of the most widely adopted. |
Digital ink and paint processes gradually made these traditional animation techniques and equipment obsolete. |
Digital ink and paint |
The current process, termed “digital ink and paint,” is the same as traditional ink and paint until after the animation drawings are completed; instead of being transferred to cels, the animators’ drawings are scanned into a computer, where they are colored and processed using one or more of a variety of software packages. The resulting drawings are composited in the computer over their respective |
backgrounds, which have also been scanned into the computer (if not digitally painted), and the computer outputs the final film by either exporting a digital video file, using a video cassette recorder, or printing to film using a high-resolution output device. Use of computers allows for easier exchange of artwork between departments, studios, and even countries and continents (in most low-budget animated productions, the bulk of the animation is actually done by animators working in other countries, including South Korea, Japan, Singapore, Mexico, andIndia). |
The last major feature film to use traditional ink and paint was Studio Ghibli’s Princess Mononoke (1997); the last major animation production to use the traditional process is Cartoon Network’sEd, Edd n Eddy (1999–2009), although it was forced to switch to digital paint in 2004.[1] Minor productions such as Hair High (2004) by Bill Plympton have used traditional cels long after the introduction of digital techniques. Digital ink and paint has been in use at Walt Disney Feature Animation since 1989, where it was used for the final rainbow shot in The Little Mermaid. All subsequent Disney animated features were digitally inked-and-painted (starting with The Rescuers Down Under, which was also the first major feature film to entirely use digital ink and paint), using Disney’s proprietary CAPS (Computer Animation Production System) technology, developed primarily by Pixar (the last Disney feature using CAPS was Home on the Range). Most other studios use one of a number of other high-end software packages such as Toon Boom Harmony, Toonz Bravo!, Animo, and even consumer-level applications such as Adobe Flash, Toon Boom Studio, TVPaint and Toonz Harlequin. |
Computers and digital video cameras |
Computers and digital video cameras can also be used as tools in traditional cel animation without affecting the film directly, assisting the animators in their work and making the whole process faster and easier. Doing the layouts on a computer is much more effective than doing it by traditional methods. Additionally, video cameras give the opportunity to see a “preview” of the scenes and how they will look when finished, enabling the animators to correct and improve upon them without having to complete them first. This can be considered a digital form of pencil testing. |
Techniques |
Cel |
The cel is an important innovation to traditional animation, as it allows some parts of each frame to be repeated from frame to frame, thus saving labor. A simple example would be a scene with two characters on screen, one of which is talking and the other standing silently. Since the latter character is not moving, it can be displayed in this scene using only one drawing, on one cel, while multiple drawings on multiple cels will be used to animate the speaking character. |
For a more complex example, consider a sequence in which a boy sets a plate upon a table. The table will stay still for the entire sequence, so it can be drawn as part of the background. The plate can be drawn along with the character as the character places it on the table. However, after the plate is on the table, the plate will no longer move, although the boy will continue to move as he draws his arm away from the plate. In this example, after the boy puts the plate down, the plate can then be drawn on a separate cel from the boy. Further frames will feature new cels of the boy, but the plate does not have to be redrawn as it is not moving; the same cel of the plate can be used in each remaining frame that it is still upon the table. The cel paints were actually manufactured in shaded versions of each color to |
compensate for the extra layer of cel added between the image and the camera, in this example the still plate would be painted slightly brighter to compensate for being moved one layer down. |
In very early cartoons made before the use of the cel, such as Gertie the Dinosaur (1914), the entire frame, including the background and all characters and items, were drawn on a single sheet of paper, then photographed. Everything had to be redrawn for each frame containing movements. This led to a “jittery” appearance; imagine seeing a sequence of drawings of a mountain, each one slightly different from the one preceding it. The pre-cel animation was later improved by using techniques like the slash and tear system invented by Raoul Barre; the background and the animated objects were drawn on separate papers. A frame was made by removing all the blank parts of the papers where the objects were drawn before being placed on top of the backgrounds and finally photographed. The cel animation process was invented byEarl Hurd and John Bray in 1915 |
Limited animation |
In lower-budget productions, shortcuts available through the cel technique are used extensively. For example, in a scene in which a man is sitting in a chair and talking, the chair and the body of the man may be the same in every frame; only his head is redrawn, or perhaps even his head stays the same while only his mouth moves. This is known as limited animation. The process was popularized in theatrical cartoons by United Productions of America and used in most television animation, especially that of Hanna-Barbera. The end result does not look very lifelike, but is inexpensive to produce, and therefore allows cartoons to be made on small television budgets. |
“Shooting on twos” |
Moving characters are often shot “on twos”, that is to say, one drawing is shown for every two frames of film (which usually runs at 24 frames per second), meaning there are only 12 drawings per second. Even though the image update rate is low, the fluidity is satisfactory for most subjects. However, when a character is required to perform a quick movement, it is usually necessary to revert to animating “on ones”, as “twos” are too slow to convey the motion adequately. A blend of the two techniques keeps the eye fooled without unnecessary production cost. |
Animation for television is usually produced on tight budgets. In addition to the use of limited animation techniques, television animation may be shot on “threes”, or even “fours”, i.e. three or four frames per drawing. This translates to only eight or six drawings per second. |
Animation loops |
Creating animation loops or animation cycles is a labor-saving technique for animating repetitive motions, such as a character walking or a breeze blowing through the trees. In the case of walking, the character is animated taking a step with his right foot, then a step with his left foot. The loop is created so that, when the sequence repeats, the motion is seamless. However, since an animation loop essentially uses the same bit of animation over and over again, it is easily detected and can in fact become distracting to an audience. In general, they are used only sparingly by productions with moderate or high budgets. |
Ryan Larkin’s 1969 Academy Award nominated National Film Board of Canada short Walking makes creative use of loops. In addition, a promotional music video from Cartoon Network’s Groovies featuring the Soul Coughing song “Circles” poked fun at animation loops as they are often seen in The |
Flintstones,in which Fred and Barney (along with various Hanna-Barbera characters that aired on Cartoon Network), supposedly walking in a house, wonder why they keep passing the same table and vase over and over again. |
Multiplane camera |
The multiplane camera is a tool used to add depth to scenes in 2D animated movies, called the multiplane effect or the parallax process. The art is placed on different layers of glass plates, and as the camera moves vertically towards or away from the artwork levels, the camera’s viewpoint appears to move through the various layers of artwork in 3D space. The panorama views in Pinocchio are examples of the effects a multiplane camera can achieve. Different versions of the camera have been made through time, but the most famous is the one developed by the Walt Disney studio beginning with their 1937 short The Old Mill. Another one, the “Tabletop”, was developed by Fleischer Studios. The Tabletop, first used in 1934’s Poor Cinderella, used miniature sets made of paper cutouts placed in front of the camera on a rotating platform, with the cels between them. By rotating the entire setup one frame at a time in accordance with the cel animation, realistic panoramas could be created. Ub Iwerks and Don Bluth also built multiplane cameras for their studios. |
Xerography |
Applied to animation by Ub Iwerks at the Walt Disney studio during the late 1950s, the electrostatic copying technique called xerography allowed the drawings to be copied directly onto the cels, eliminating much of the “inking” portion of the ink-and-paint process. This saved time and money, and it also made it possible to put in more details and to control the size of the xeroxed objects and characters (this replaced the little known, and seldom used, photographic lines technique at Disney, used to reduce the size of animation when needed). At first it resulted in a more sketchy look, but the technique was improved upon over time. |
The xerographic method was first tested by Disney in a few scenes of Sleeping Beauty, and was first fully used in the short film Goliath II, while the first feature entirely using this process wasOne Hundred and One Dalmatians (1961). The graphic style of this film was strongly influenced by the process. Some hand inking was still used together with xerography in this and subsequent films when distinct colored lines were needed. Later, colored toners became available, and several distinct line colors could be used, even simultaneously. For instance, in The Rescuers the characters outlines are gray. White and blue toners were used for special effects, such as snow and water. |
The APT process |
Invented by Dave Spencer for the 1985 Disney film The Black Cauldron, the APT (Animation Photo Transfer) process was a technique for transferring the animators’ art onto cels. Basically, the process was a modification of a repro-photographic process; the artists’ work were photographed on high-contrast “litho” film, and the image on the resulting negative was then transferred to a celcovered with a layer of light sensitive dye. The cel was exposed through the negative. Chemicals were then used to remove the unexposed portion. Small and delicate details were still inked by hand if needed. Spencer received an Academy Award for Technical Achievement for developing this process. |
Cel overlay |
A cel overlay is a cel with inanimate objects used to give the impression of a foreground when laid on top of a ready frame. This creates the illusion of depth, but not as much as a multiplane camera would. A special version of cel overlay is called line overlay, made to complete the background instead of making the foreground, and was invented to deal with the sketchy appearance of xeroxed drawings. The background was first painted as shapes and figures in flat colors, containing rather few details. Next, a cel with detailed black lines was laid directly over it, each line drawn to add more information to the underlying shape or figure and give the background the complexity it needed. In this way, the visual style of the background will match that of the xeroxed character cels. As the xerographic process evolved, line overlay was left behind. |
Computers and traditional animation |
The methods mentioned above describe the techniques of an animation process that originally depended on cels in its final stages, but painted cels are rare today as the computer moves into the animation studio, and the outline drawings are usually scanned into the computer and filled with digital paint instead of being transferred to cels and then colored by hand. The drawings are composited in a computer program on many transparent “layers” much the same way as they are with cels, and made into a sequence of images which may then be transferred onto film or converted to a digital video format. |
It is now also possible for animators to draw directly into a computer using a graphics tablet, Cintiq or a similar device, where the outline drawings are done in a similar manner as they would be on paper. The Goofy short How To Hook Up Your Home Theater (2007) represented Disney’s first project based on the paperless technology available today. Some of the advantages are the possibility and potential of controlling the size of the drawings while working on them, drawing directly on a multiplane background and eliminating the need of photographing line tests and scanning. |
Though traditional animation is now commonly done with computers, it is important to differentiate computer-assisted traditional animation from 3D computer animation, such as Toy Story and Ice Age. However, often traditional animation and 3D computer animation will be used together, as in Don Bluth’s Titan A.E. and Disney’s Tarzan and Treasure Planet. Most anime still use traditional animation today. DreamWorks executive Jeffrey Katzenberg coined the term “tradigital animation” to describe films produced by his studio which incorporated elements of traditional and computer animation equally, such as Spirit: Stallion of the Cimarron and Sinbad: Legend of the Seven Seas. |
Interestingly, many modern video games such as Viewtiful Joe, The Legend of Zelda: The Wind Waker and others use “cel-shading” animation filters or lighting systems to make their full 3D animation appear as though it were drawn in a traditional cel style. This technique was also used in the animated movie Appleseed, and cel-shaded 3D animation is typically integrated with cel animation in Disney films and in many television shows, such as the Fox animated series Futurama. |
Rotoscoping |
Rotoscoping is a method of traditional animation invented by Max Fleischer in 1915, in which animation is “traced” over actual film footage of actors and scenery. Traditionally, the live action will be printed out frame by frame and registered. Another piece of paper is then placed over the live action printouts and the action is traced frame by frame using a lightbox. The end result still looks hand drawn but the motion will be remarkably lifelike. Waking Life is a full-length, rotoscoped animated movie, as is American |
Pop by Ralph Bakshi. The popular music video for A-ha’s song “Take On Me” also featured rotoscoped animation, along with live action, in addition, Kanye West’s music video for his song Heartless, in homage to American Pop is fully rotoscoped. In most cases, rotoscoping is mainly used to aid the animation of realistically rendered human beings, as in Snow White and the Seven Dwarfs, Peter Pan, and Sleeping Beauty. |
A method related to conventional rotoscoping was later invented for the animation of solid inanimate objects, such as cars, boats, or doors. A small live action model of the required object was built and painted white, while the edges of the model were painted with thin black lines. The object was then filmed as required for the animated scene by moving the model, the camera, or a combination of both, in real time or using stop-motion animation. The film frames were then printed on paper, showing a model made up of the painted black lines. After the artists had added details to the object not present in the live-action photography of the model, it was xeroxed onto cels. A notable example is Cruella de Vil’s car in Disney’s One Hundred and One Dalmatians. The process of transferring 3D objects to cels was greatly improved in the 1980s when computer graphics advanced enough to allow the creation of 3D computer generated objects that could be manipulated in any way the animators wanted, and then printed as outlines on paper before being copied onto cels using Xerography or the APT process. This technique was used in Disney films such as Oliver and Company (1988) and The Little Mermaid (1989). This process has more or less been superseded by the use of cel-shading. |
Related to rotoscoping are the methods of vectorizing live-action footage, in order to achieve a very |
graphical look, like in Richard Linklater’s film A Scanner Darkly. |
Live-action hybrids |
Similar to the computer animation and traditional animation hybrids described above, occasionally a production will combine both live-action and animated footage. The live-action parts of these productions are usually filmed first, the actors pretending that they are interacting with the animated characters, props, or scenery; animation will then be added into the footage later to make it appear as if it has always been there. Like rotoscoping, this method is rarely used, but when it is, it can be done to terrific effect, immersing the audience in a fantasy world where humans and cartoons co-exist. Early examples include the silent Out of the Inkwell (begun in 1919) cartoons by Max Fleischer and Walt Disney’s Alice Comedies (begun in 1923). Live-action and animation were later combined to successful effect in features such as The Three Caballeros (1944), Anchors Aweigh (1945), Song of the South (1946), Mary |
Poppins (1964), Bedknobs |
and |
Broomsticks(1971), Heavy |
Traffic (1973), Coonskin (1975) Pete’s |
Dragon (1977), Who Framed Roger Rabbit (1988), Rock-a-Doodle (1992), Cool World (1992), The Pagemaster (1994) Space Jam (1996), andLooney Tunes: Back In Action (2003). Other significant live- action hybrids include the music video for Paula Abdul’s hit song “Opposites Attract” and numerous television commercials, especially for breakfast cereals marketed to children. This technique was also recently used for the Geico commercial starring Foghorn Leghorn. |
Special effects animation |
Besides traditional animated characters, objects and backgrounds, many other techniques are used to create special elements such as smoke, lightning and “magic”, and to give the animation in general a distinct visual appearance. |
Notable examples can be found in movies such as Fantasia, Wizards, The Lord of the Rings, The Little Mermaid, The Secret of NIMH and The Thief and the Cobbler. Today the special effectsare mostly done |
with computers, but earlier they had to be done by hand. To produce these effects, the animators used different techniques, such as drybrush, airbrush, charcoal, grease pencil, backlit animation or, during shooting, the cameraman used multiple exposures with diffusing screens, filters or gels. For instance, the Nutcracker Suite segment in Fantasia has a fairy sequence where stippled cels are used, creating a soft pastel look. |
Computer-generated imagery |
Computer-generated imagery (CGI) is the application of computer graphics to create or contribute to images in art, printed media, video games,films, television programs, commercials, simulators and simulation generally. The visual scenes may be dynamic or static, and may be 2D or 3D, though the term “CGI” is most commonly used to refer to 3D computer graphics used for creating scenes or special effects in films and television. |
The term computer animation refers to dynamic CGI rendered as a movie. The term virtual world refers to |
agent-based, interactive environments. |
Computer graphics software is used to make computer-generated imagery for movies, etc. Recent availability of CGI software and increased computer speeds have allowed individual artists and small companies to produce professional-grade films, games, and fine art from their home computers. This has brought about an internet subculture with its own set of global celebrities, clichés, and technical vocabulary. |
Static images and landscapes |
Not only do animated images form part of computer-generated imagery, natural looking landscapes, such as fractal landscapes are also generated via computer algorithms. A simple way to generate fractal surfaces is to use an extension of the triangular mesh method, relying on the construction of some special case of a de Rham curve, e.g. midpoint displacement. For instance, the algorithm may start with a large triangle, then recursively zoom in by dividing it into 4 smaller Sierpinski triangles, then interpolate the height of each point from its nearest neighbors. The creation of a Brownian surface may be achieved not only by adding noise as new nodes are created, but by adding additional noise at multiple levels of the mesh. Thus a topographical map with varying levels of height can be created using relatively straightforward fractal algorithms. Some typical, and easy to program fractals used in CGI are the plasma fractal and the more dramatic fault fractal. |
A large number of specific techniques have been researched and developed to produce highly focused computer-generated effects, e.g. the use of specific models to represent the chemical weathering of stones to model erosion and produce an “aged appearance” for a given stone-based surface. |
Architectural scenes |
Modern architects use services from computer graphic firms to create 3-dimensional models for both customers and builders. These computer generated models can be more accurate than traditional drawings. Architectural animation (which provides animated movies of buildings, rather than interactive images) can also be used to see the possible relationship a building will have in relation to the environment and its surrounding buildings. The rendering of architectural spaces without the use of paper and pencil tools is now a widely accepted practice with a number of computer-assisted architectural design systems. |
Architectural modelling tools allow an architect to visualize a space and perform “walk-throughs” in an interactive manner, thus providing “interactive environments” both at the urban and building levels. Specific applications in architecture not only include the specification of building structures such as walls and windows, and walk-throughs, but the effects of light and how sunlight will affect a specific design at different times of the day. |
Architectural modelling tools have now become increasingly internet-based. However, the quality of internet-based systems still lags those of sophisticated inhouse modelling systems. |
In some applications, computer-generated images are used to “reverse engineer” historical buildings. For instance, a computer-generated reconstruction of the monastery at Georgenthal in Germany was derived from the ruins of the monastery, yet provides the viewer with a “look and feel” of what the building would have looked like in its day |
Anatomical models |
Computer generated models used in skeletal animation are not always anatomically correct, however, organizations such as the Scientific Computing and Imaging Institute have developed anatomically correct computer-based models. Computer generated anatomical models can be used both for instructional and operational purposes. To date, a large body of artist produced medical images continue to be used by medical students, such as images by Frank Netter, e.g.Cardiac images. However, a number of online anatomical models are becoming available. |
A single patient X-ray is not a computer generated image, even in the case of digitized x-rays. However, in applications which involve CT scans a three dimensional model is automatically produced from a large number of single slice x-rays, producing “computer generated image”. Applications involvingmagnetic resonance imaging also bring together a number of “snapshots” (in this case via magnetic pulses) to produce a composite, internal image. |
In modern medical applications, patient specific models are constructed in “computer assisted surgery”. For instance, in total knee replacement, the construction of a detailed patient specific model can be used to carefully plan the surgery. These three dimensional models are usually extracted from multiple CT scans of the appropriate parts of the patient’s own anatomy. Such models can also be used for planning aortic valve implantations, one of the common procedures for treating heart disease. Given that the shape, diameter and position of the coronary openings can vary greatly from patient to patient, the extraction (from CT scans) of a model that closely resembles a patient’s valve anatomy can be highly beneficial in planning the procedure |
Generating cloth and skin images |
Models of cloth generally fall into three groups: the geometric-mechanical structure at yarn crossings, secondly the mechanics of continuous elastic sheets and thirdly the geometric macroscopic features of cloth. To date, making the clothing of a digital character automatically fold in a natural way remains a challenge for many animators. |
In addition to their use in film, advertising and other modes of public display, computer generated images of clothing are now routinely used by top fashion design firms. |
The challenge in rendering human skin images involves three levels of realism: photo realism in resembling real skin at the static level; physical realism in resembling its movements and functional realism in resembling its response to actions. |
Interactive simulation and visualization |
Interactive visualization is a general term that applies to the rendering of data that may vary dynamically and allowing a user to view the data from multiple perspectives. The applications areas may vary significantly, ranging from the visualization of the flow patterns in fluid dynamics to specific computer aided design applications. The data rendered may correspond to specific visual scenes that change as the user interacts with the system, e.g. simulators such as flight simulators make extensive use of CGI techniques for representing the world. |
At the abstract level an interactive visualization process involves a ‘data pipeline in which the raw data is managed and filtered to a form that makes it suitable for rendering. This is often called the “visualization data”. The visualization data is then mapped to a “visualization representation” that can be fed to a rendering system. This is usually called a “renderable representation”. This representation is then rendered as a displayable image. As the user interacts with the system, e.g. by using joystick controls to change their position within the virtual world, the raw data is fed through the pipeline to create a new rendered image, often making real-time computational efficiency a key consideration in such applications. |
Computer animation |
While computer generated images of landscapes may be static, the term computer animation only applies to dynamic images that resemble a movie. However, in general the term computer animation refers to dynamic images that do not allow user interaction, and the term virtual world is used for the interactive animated environments. |
Computer animation is essentially a digital successor to the art of stop motion animation of 3D models and frame-by-frame animation of 2D illustrations. Computer generated animations are more controllable than other more physically based processes, such as constructing miniatures for effects shots or hiring extras for crowd scenes, and because it allows the creation of images that would not be feasible using any other technology. It can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props. |
To create the illusion of movement, an image is displayed on the computer screen and repeatedly replaced by a new image that is similar to the previous image, but advanced slightly in the time domain (usually at a rate of 24 or 30 frames/second). This technique is identical to how the illusion of movement is achieved with television and motion pictures. |
Stop motion |
Stop motion (also known as stop frame) is an animation technique to make a physically manipulated object appear to move on its own. The object is moved in small increments between individually photographed frames, creating the illusion of movement when the series of frames is played as a continuous sequence. Dolls with movable joints or clay figures are often used in stop motion for their ease of repositioning. Stop motion animation using plasticine is called clay animation or “clay mation”. Not all stop motion requires figures or models; many stop motion films can involve using humans, household appliances and other things for comedic effect. |
Terminology |
The term “stop motion”, related to the animation technique, is often spelled with a hyphen, “stop-motion”. Both orthographical variants, with and without the hyphen, are correct, but the hyphenated one has, in addition, a second meaning, not related to animation or cinema: “a device for automatically stopping a machine or engine when something has gone wrong” (The New Shorter Oxford English Dictionary, 1993 edition). |
Stop motion is often confused with the time lapse technique, where still photographs of a live surrounding are taken at regular intervals and combined into a continuous film. |
Stop motion animation has a long history in film. It was often used to show objects moving as if by magic. The first instance of the stop motion technique can be credited to Albert E. Smith and J. Stuart Blackton for The Humpty Dumpty Circus (1897), in which a toy circus of acrobats and animals comes to life. In 1902, the film Fun in a Bakery Shop used the stop trick technique in the “lightning sculpting” sequence. French trick film maestro Georges Méliès used true stop motion to produce moving title-card letters for one of his short films, but never exploited the process for any of his other films[dubious – discuss]. The Haunted Hotel (1907) is another stop motion film by J. Stuart Blackton, and was a resounding success when released. Segundo de Chomón (1871–1929), from Spain, released El Hotel Eléctrico later that same year, and used similar techniques as the Blackton film. In 1908, A Sculptor’s Welsh Rarebit Nightmare was released, as was The Sculptor’s Nightmare, a film by Billy Bitzer. Italian animator Roméo Bossetti impressed audiences with his object animation tour-de-force, The Automatic Moving Company in 1912. The great European stop motion pioneer was Wladyslaw Starewicz (1892–1965), who animated The Beautiful Lukanida (1910), The Battle of the Stag Beetles (1910), The Ant and the Grasshopper (1911). |
One of the earliest clay animation films was Modelling Extraordinary, which dazzled audiences in 1912. December 1916 brought the first of Willie Hopkins’ 54 episodes of “Miracles in Mud” to the big screen. Also in December 1916, the first woman animator, Helena Smith Dayton, began experimenting with clay stop motion. She would release her first film in 1917, an adaptation of William Shakespeare’s Romeo and Juliet. |
In the turn of the century, there was another well known animator known as Willis O’ Brien (known by others as O’bie). His work on The Lost World(1925) is well known, but he is most admired for his work on King Kong (1933), a milestone of his films made possible by stop motion animation. |
O’Brien’s protege and eventual successor in Hollywood was Ray Harryhausen. After learning under O’Brien on the film Mighty Joe Young (1949), Harryhausen would go on to create the effects for a string of successful and memorable films over the next three decades. These included It Came From Beneath The Sea (1955), Jason and the Argonauts (1963), The Golden Voyage of Sinbad(1974) and Clash Of The Titans (1981). |
In a 1940 promotional film, Autolite, an automotive parts supplier, featured stop motion animation of its products marching past Autolite factories to the tune of Franz Schubert’s Military March. An abbreviated version of this sequence was later used in television ads for Autolite, especially those on the 1950s CBS program Suspense, which Autolite sponsored. |
1960s and 1970s |
In the 1960s and 1970s, independent clay animator Eliot Noyes Jr. refined the technique of “free-form” clay animation with his Oscar-nominated 1965 film Clay (or the Origin of Species). Noyes also used stop motion to animate sand laying on glass for his musical animated film Sandman (1975). |
In 1975, filmmaker and clay animation experimenter, Will Vinton, joined with sculptor Bob Gardiner to create an experimental film called “Closed Mondays” which became the world’s first stop motion film to win an Oscar. Will Vinton followed with several other successful short film experiments including “The Great Cognito”, “Creation”, and “Rip Van Winkle” which were each nominated for Academy Awards. In 1977, Vinton made a documentary about this producess and his style of animation which he dubbed “claymation” and he title the documentary “Claymation”. Soon after this documentary, the term was trademarked by Vinton to differentiate his team’s work from others who had been, or were beginning to do, “clay animation”. While the word has stuck and is often used to describe clay animation and stop motion, it remains a trademark owned currently by Laika Entertainment, Inc. |
Sand-coated puppet animation was used in the Oscar-winning 1977 film The Sand Castle, produced by Dutch-Canadian animator Co Hoedeman. Hoedeman was one of dozens of animators sheltered by the National Film Board of Canada, a Canadian government film arts agency that had supported animators for decades. A pioneer of refined multiple stop motion films under the NFB banner was Norman McLaren, who brought in many other animators to create their own creatively controlled films. Notable among these are the pinscreen animation films of Jacques Drouin, made with the original pinscreen donated by Alexandre Alexeieff and Claire Parker. |
Italian stop motion films include Quaq Quao (1978), by Francesco Misseri, which was stop motion with origami, The Red and the Blue and the clay animation kittens Mio and Mao. Other European productions included a stop motion-animated series of Tove Jansson’s The Moomins (from 1979, often referred to as “The Fuzzy Felt Moomins”), produced by Film Polski and Jupiter Films. |
One of the main British Animation teams, John Hardwick and Bob Bura, were the main animators in many |
early British TV shows, and are famous for their work on the Trumptonshire trilogy. |
Disney experimented with several stop motion techniques by hiring independent animator-director Mike Jittlov to do the first stop motion animation of Mickey Mouse toys ever produced for a short sequence |
called Mouse Mania, part of a TV special commemorating Mickey Mouse’s 50th Anniversary called Mickey’s 50th in 1978. Jittlov again produced some impressive multi-technique stop motion animation a year later for a 1979 Disney special promoting their release of the feature film The Black Hole. Titled Major Effects, Jittlov’s work stood out as the best part of the special. Jittlov released his footage the following year to 16mm film collectors as a short film titled The Wizard of Speed and Time, along with four of his other short multi-technique animated films, most of which eventually evolved into his own feature-length film of the same title. Effectively demonstrating almost all animation techniques, as well as how he produced them, the film was released to theaters in 1987 and to video in 1989. |
1980s to present |
In the 1970s and 1980s, Industrial Light & Magic often used stop motion model animation for films such as the original Star Wars trilogy: the chess sequence in Star Wars, the Tauntauns and AT-AT walkers in The Empire Strikes Back, and the AT-ST walkers in Return of the Jedi were all stop motion animation, some of it using the Go films. The many shots including the ghosts inRaiders of the Lost Ark and the first two feature films in the RoboCop series use Phil Tippett’s go motion version of stop motion. |
In 1980, Marc Paul Chinoy directed the 1st feature-length clay animated film; a film based on the famous Pogo comic strip. Titled I go Pogo, it was aired a few times on American cable channels, but has yet to be commercially released. Primarily clay, some characters required armatures, and walk cycles used pre-sculpted hard bases legs. |
Stop motion was also used for some shots of the final sequence of Terminator movie, also for the scenes of the small alien ships in Spielberg’s Batteries Not Included in 1987, animated by David W. Allen. Allen’s stop motion work can also be seen in such feature films as The Crater Lake Monster (1977), Q – The Winged Serpent (1982), The Gate (1986) and Freaked (1993). Allen’s King Kong Volkswagen commercial from the 1970s is now legendary among model animation enthusiasts. |
In 1985, Will Vinton and his team released an ambitious feature film in stop motion called “The Adventures Of Mark Twain” based on the life and works of the famous American author. While the film may have been a little sophisticated for young audiences at the time, it got rave reviews from critics and adults in general Vinton’s team also created the Nomes and the Nome King for Disney’s “Return to Oz” feature, for which they received an Academy Award Nomination for Special Visual Effects. In the 80’s and early 90’s, Will Vinton became very well known for his commercial work as well with stop motion campaigns including The California Raisins. |
Of note are the films of Czech filmmaker Jan Švankmajer, which mix stop motion and live actors. These include Alice, an adaptation of Lewis Carroll’s Alice’s Adventures in Wonderland, andFaust, a rendition of the legend of the German scholar. The Czech school is also illustrated by the series Pat & Mat (1979– 2004). Created by Lubomír Beneš and Vladimír Jiránek, and it was wildly popular in a number of countries. |
Since the general animation renaissance headlined by the likes of Who Framed Roger Rabbit and The Little Mermaid at the end of the 1980s and the beginning of the 1990s, there have been an increasing number of traditional stop motion feature films, despite advancements with computer animation. The Nightmare Before Christmas, directed by Henry Selick and produced by Tim Burtonwas one of the more |
widely-released stop motion features. Henry Selick also went on to direct James and the Giant Peach and Coraline, and Tim Burton went on to direct Corpse Bride. |
Toward the end of the 90’s, Will Vinton launched the first prime-time stop motion television series called The PJs, with creator Eddie Murphy. The Emmy winning show aired on Fox then UPN for 3 seasons. |
Another individual who found fame in clay animation is Nick Park, who created the characters Wallace and Gromit. In addition to a series of award-winning shorts and featurettes, he won theAcademy Award for Best Animated Feature for the feature-length outing Wallace & Gromit: The Curse of the Were- Rabbit. Chicken Run, his first feature-length production, grossed over $100 million at the North American box-office, and garnered critical praise. Other notable stop motion feature films released since 1990 include Fantastic Mr. Fox and $9.99, both released in 2009, andThe Secret Adventures of Tom Thumb (1993). |
Variations of stop motion |
Stereoscopic stop motion |
Stop motion has very rarely been shot in stereoscopic 3D throughout film history. The first 3D stop motion short was In Tune With Tomorrow (also known as Motor Rhythm) in 1939 by John Norling. The second stereoscopic stop motion release was The Adventures of Sam Space in 1955 by Paul Sprunck. The third and latest stop motion short in stereo 3D was The Incredible Invasion of the 20,000 Giant Robots from Outer Space in 2000 by Elmer Kaan and Alexander Lentjes. This is also the first ever 3D stereoscopic stop motion and CGI short in the history of film. The first all stop motion 3D feature is Coraline (2009), based on Neil Gaiman’s best-selling novel and directed by Henry Selick. Another recent example is the Nintendo 3DS video software which comes with the option for Stop Motion videos. This has been released December 8, 2011 as a 3DS system update. |
Go motion |
Another more-complicated variation on stop motion is go motion, co-developed by Phil Tippett and first used on the films The Empire Strikes Back (1980), Dragonslayer (1981), and the RoboCopfilms. Go motion involved programming a computer to move parts of a model slightly during each exposure of each frame of film, combined with traditional hand manipulation of the model in between frames, to produce a more realistic motion blurring effect. Tippett also used the process extensively in his 1984 short film Prehistoric Beast, a 10 minutes long sequence depicting a herbivorous dinosaur (Monoclonius), being chased by a carnivorous one (Tyrannosaurus). With new footage Prehistoric Beast became Dinosaur! in 1985, a full length dinosaurs documentary hosted by Christopher Reeve. Those Phil Tippett’s go motion tests acted as motion models for his first photo-realistic use of computers to depict dinosaurs in Jurassic Park in 1993. A lo-tech, manual version of this blurring technique was originally pioneered by Wladyslaw Starewicz in the silent era, and was used in his feature film The Tale of the Fox (1931). The 2009 film Fantastic Mr. Fox was also entirely filmed in stop motion. |
Comparison to CGI |
Its low entry price, and still unique “look” and “feel” on film means stop motion is still used on some projects such as in children’s programming, as well as in commercials and comic shows such as Robot Chicken. The argument that the textures achieved with CGI cannot match the way real textures are captured by stop motion also makes it valuable for a handful of movie makers, notably Tim Burton, whose puppet-animated film Corpse Bride was released in 2005. |
Stop motion in television and movies |
Dominating children’s TV stop motion programming for three decades in America was Art Clokey’s Gumby series—which spawned a feature film, Gumby I in 1995—using both freeform and character clay animation. Clokey started his adventures in clay with a 1953 freeform clay short film called Gumbasia (1953) which shortly thereafter propelled him into his more structured Gumby TV series. |
Rankin/Bass is a very famous stop motion company. Since the 1960s it has been making many stop motion Christmas specials such as Rudolph the Red-Nosed Reindeer, The Year Without a Santa Claus, Santa Claus is Coming to Town, and many others. |
In November 1959 the first episode of Sandmännchen was shown on East German television, a children’s show that had Cold War propaganda as its primary function. New episodes are still being produced in Germany, making it one of the longest running animated series in the world. However, the show’s purpose today has changed to pure entertainment. |
In the 1960s, the French animator Serge Danot created the well-known The Magic Roundabout (1965) which played for many years on the BBC. Another French/Polish stop motion animated series was Colargol (Barnaby the Bear in the UK, Jeremy in Canada), by Olga Pouchine and Tadeusz Wilkosz. |
A British TV-series Clangers (1969) became popular on television. The British artists Brian Cosgrove and Mark Hall (Cosgrove Hall Films) produced a full length film The Wind in the Willows (1983) and later a multi-season TV series The Wind in the Willows based on Kenneth Grahame’s classic children’s book of the same title. They also produced a documentary of their production techniques, Making Frog and Toad. |
Another example is Pingu, a children’s television program about a penguin who lives with his family in |
an igloo. |
In the 1990s Trey Parker and Matt Stone made two original shorts and the pilot of South Park almost |
entirely out of construction paper. |
The animated series Robot Chicken continues to primarily utilize stop motion animation, using custom made action figures and other toys as principal characters. Other action figures, calledStikfas, are very popular stop motion figures and are not extremely expensive. Moral Orel is another stop motion based show, along with Mary Shelley’s Frankenhole, both created by Dino Stamatopoulos. |
Stop motion in other media |
A craze on the internet is animating with clay figures on public video sites. They are often simple, bordering on “freeform”, but effective. Some barely have a face, but the comedic or violence proportions exceeding those of conventional clay puppets, with grisly crime scenes riddled by clay gunfire and hapless victims falling in a sniper’s cross hairs. The comedy helps the viewer enjoy the animation without noticing the simpleness of the clay puppet. Many younger people begin their experiments in movie making with stop motion, thanks to the ease of modern stop motion software and online video publishing. Many new stop motion shorts use clay animation into a new form. |
Also, singer-songwriter Oren Lavie’s music video for the song Her Morning Elegance was posted on YouTube on January 19, 2009. The video, directed by Lavie and Yuval and Merav Nathan, uses stop motion and has achieved great success with over 15 million views, also earning a 2010 Grammy Award nomination for “Best Short Form Music Video”. |
Stop motion has occasionally been used to create the characters for computer games, as an alternative to CGI. the Virgin Interactive Entertainment Mythos game Magic and Mayhem (1998) featured creatures built by stop motion specialist Alan Friswell, who made the miniature figures from modelling clay and latex rubber, over armatures of wire and ball-and-socket joints. The models were then animated one frame at a time, and incorporated into the CGI elements of the game through digital photography. “ClayFighter” for the Super Nintendo and The Neverhood for the PC are other examples. |
Famous names of the past Animators |
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Norman McLaren |
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Tex Avery |
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Ladislav Starevich |
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Ub Iwerks |
Ralph Bakshi Joseph Barbera Berthold Bartosch Mel Blanc |
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Jules Engel Grim Natwick Lotte Reiniger Émile Reynaud Osamu Tezuka Frank Thomas Bill Tytla Richard Williams Frederico Valle Karel Zeman Milt Kahl |
Ollie Johnston Chuck Jones Kihachirô |
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Walt Disney Max Fleischer Friz Freleng Oscar Fischinger Paul Grimault Zlatko Grgić William Hanna Ray |
Kawamoto |
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Yoshifumi Kondô Jean-François Laguionie Rene Laloux Walter Lantz Len Lye |
Don Bluth |
Ivo Caprino Bob Clampett Émile Courtet Quirino Cristiani Shamus |
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Harryhausen John Hubley |
Winsor McCay |
Culhane |
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Arthur Babbit |
Famous names of the present day Animators |
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Brad Bird Walerian |
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Terry Gilliam Jacques-Rémy |
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Wayne Lytle Seth |
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David Silverman |
Borowczyk |
Girerd |
MacFarlane Hayao Miyazaki Koji Morimoto Yuri Norstein Richard Williams Michel Ocelot Nick Park Trey Parker Jonti Picking Priit Pärn Bill Plympton Oliver Postgate |
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Matt Stone |
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Konstantin Bronzit Sylvain Chomet Louis K Wang Peter Chung David Crognale Gene Deitch Andreas Deja Jean Knoertzer Michaël Dudok De Wit |
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Matt Groening Pierre Hébert Don Hertzfeldt Maddisson Hulme Andreas Hydake Mike Judge |
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Jan Svankmajer Isao Takahata Bruce Timm Will Vinton Dušan Vukotić Wan brothers Giselle |
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Glen Keane |
John Kricfalusi John Lasseter Caroline Leaf Guionne Leroy |
Wedemire |
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Koji Yamamura Brothers Quay Joanna Quinn |
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Jules Engel Paul Fierlinger |
Styles of animation |
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Traditional animation (hand-drawn) Rotoscoping Computer animation (CGI) Cutout animation Analog computer animation Motion capture Stop-motion animation |
o o o o |
claymation Pixilation Puppet animation Cutout animation |
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2D Digital Limited animation Pinscreen animation Drawn on film animation |
Animation studios |
Animation studios of the past |
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Bray Productions DePatie-Freleng Enterprises Filmation Fleischer Studios and Famous Studios Grantray-Lawrence Animation |
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Hanna-Barbera Productions (now Cartoon Network Studios) Harman-Ising Productions Leon Schesinger Productions/Warner Bros. Cartoons, Inc. (a/k/a “Termite Terrace”, now known |
as Warner Brothers Animation) Metro-Goldwyn-Mayer Rankin-Bass Soyuzmultfilm United Productions of America (UPA) Van Beuren Studios |
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Walter Lantz Studio |
Animation studios of the present era |
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JibJab Klasky Csupo Inc. Madhouse Mainframe Entertainment Marathon Studios National Film Board of Canada Nelvana PannóniaFilm Pixar |
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Smallfilms ŠAF Spumco Sony Pictures Animation Studio 4°C Studio Ghibli Sumo Dojo Sunrise Walt Disney Feature Animation Williams Street Studios Zagreb Film |
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Aardman Animation Animax Entertainment Banjax |
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Cinar |
DiC Entertainment DreamWorks Animation DPS Film Roman Folimage Gainax GONZO |
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Rhythm and Hues Studios Rough Draft Studios |
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List of Animation Books |
There is no substitute for knowledge. Don’t be a dumb artist when there is so much information that is available to make you a knowledgeable artist. My advice is to buy a few Animation Books to refer to and use as you start your journey of understanding “The Fascinating World Of Animation.” |
ANIMATION REFERENCE BOOK LIST |
ADVANCED LAYOUT AND DESIGN WORKBOOK LEMAY, BRIAN Lightfoot Ltd ANIMALS IN MOTION MAYBRIDGE, EADWEARD 0-486-20203-8 ANIMATION FROM SCRIPT TO SCREEN SHAMUS, CULHANE 0-315-02162-3 ANIMATION MAGIC HAHN, DON 0-7868-3072-7 ART AND ANIMATION MANVELL, ROGER 0-904208-88-6 BUGS BUNNY, FIFTY YEARS ADAMSON, JOE 0-8050-1190-0 |
CARTOON ANIMATION BLAIR, PRESTON 1-56010-084-2 CARTOON ANIMATION |
GRAY, MILTON 0-9628444-5-4 |
CARTOONING THE HEAD AND FIGURE HAMM, JACK 0-399-50803-1 CHUCK AMUCK JONES, CHUCK 0-374-12348-9 DESIGN CARTOON CHARACTERS LEMAY, BRIAN Lightfoot Ltd |
FOR ANIMATION |
DISNEY’S ANIMATION MAGIC HAHN, DON 0-7868-3072-7 |
DISNEY ANIMATION, THE ILLUSION OF LIFE THOMAS, FRANK 0-89659-233-3 DISNEY’S THE ART OF ANIMATION THOMAS, BOB 1-56282-899-1 DONALD DUCK BLITZ/MARCIA 0-517-52961-0 DRAWING DYNAMIC HANDS HOGARTH BURNE 0-8230-1367-7 DRAWING THE HEAD AND FIGURE HAMM, JACK 0-399-50791-4 DRAWING THE HUMAN HEAD HOGARTH, BURNE 0-8230-1375-8 DYNAMIC ANATOMY HOGARTH, BURNE 0-8230-1550-5 DYNAMIC FIGURE DRAWING HOGARTH, BURNE 0-8230-1575-0 DYNAMIC LIGHT AND SHADE HOGARTH, BURNE 0-8230-1580-7 |
TECHNIQUES |
GOOFY THE GOOD SPORT 0-89586-414-2 HANDBOOK OF ANIMATION TECHNIQUES LEVITAN, ELI 0-442-26115-2 HOW TO DRAW ANIMALS HAMM, JACK 0-399-50802-3 HOW TO DRAW COMICS THE MARVEL WAY LEE, STAN 0-671-22548-0 “I TAWT I TAW A PUDDY TAT” BECK, JERRY 0-8050-1644-9 OF MICE AND MAGIC |
MALTIN, LEONARD 0-07-039835-6 LAYOUT AND DESIGN MADE SIMPLE LEMAY, BRIAN Lightfoot Ltd |
SCRIPTWRITING FOR ANIMATION HAYWARD, STAN 0-240-50967-6 STORMING THE MAGIC KINGDOM TAYLOR, JOHN 0-345-35407-9 WALL STREET, THE RAIDERS AND THE BATTLE FOR DISNEY TEX AVERY |
BRION, PATRICK 2851083716 TEX AVERY LES DESSINS |
BRION, PATRICK 2.09.240008-8 TEX AVERY: THE KING OF CARTOONS ADAMSON, JOE |
THAT’S ALL FOLKS! |
SCHNEIDER, STEVE 0-8050-0889-6 THE ART OF WARNER BROS. ANIMATION BASHE, PHILLIP THAT’S NOT ALL FOLKS 1 BLANC, MEL 0-446-51244-3 |
THE ANIMATION BOOK |
LAYBOURNE, KIT 0-517-52946-7 THE ANIMATOR’S WORKBOOK WHITE, TONY 0-8230-0229-2 THE ART OF ANIMAL DRAWING HULTGREN, KEN 0-486-27426-8 THE ART OF WALT DISNEY FINCH, CHRISTOPHER 0-8109-0122-6 THE BEST OF DISNEY SINYARD, NIEL 0-88665-4661 THE DISNEY STUDIO STORY HOLLISS, RICHARD 0-7064-3040-9 THE ENCYCLOPEDIA OF ANIMATED CARTOON SERIES LENBURG, JEFF 0-306-80919-4 |
THE ENCYCLOPEDIA OF ANIMATION TAYLOR, RICHARD 1-56138-531-X THE FLEISHER STORY CABARGA, LESLIE 73-94123 THE HISTORY OF ANIMATION SOLOMON, CHARLES 0-517-11859-9 THE ILLUSION OF LIFE THOMAS, FRANK 0-7868-6070-7 TOO FUNNY FOR WORDS THOMAS, FRANK 0-89659-747-4 |
TREASURES OF DISNEY ANIMATION ART ABRAMS, ROBERT 0-89660-031-9 TREASURES OF DISNEY ANIMATION ART CANEMAKER, JOHN 0-89659-581-1 WALT DISNEY AND ASSORTED OTHER CHARACTERS KINNEY, JACK 0-517-57057-2 |
VILPPU DRAWING MANUAL (Life Drawing) VILPPU, GLENN Lightfoot Ltd. |
WALT DISNEY’S BAMBI, THE STORY THE FILM THOMAS, FRANK AND JOHNSTON,OLLIE 1-55670-160-8 |
WALT DISNEY’S FANTASIA CULHANE, JOHN 0-8109-0822-0 WALT DISNEY’S MAGIC MOMENTS ARSENI, BOSI, LEONE MARCONI, MASSIMO |
Title |
Author |
Publisher |
Make Your Own Animated Movies and Videotapes |
Yvonne Andersen |
Little, Brown |
Animation |
Preston Blair |
Walter Foster |
How to Animate Film Cartoons Preston Blair |
Walter Foster |
Masters of Animation The Contemporary Animator The Animation Book |
John Halas John Halas |
Salem House |
Focal Press |
Kit Laybourne Crown Publishing Dover |
Animals in Motion |
Eadweard Muybridge |
Public. |
The Human Figure in Motion Animation Techniques Experimental Animation |
Eadweard Muybridge |
Dover Public. |
Roger Noake |
Chartwell Books |
Robert Russett De Capo & Cecile Starr Press |
The Encyclopedia of Animation Richard Taylor Running |
Techniques |
Press |
The Animator’s Workbook |
Tony White |
Watson Guptill |
The Illusion of Life |
Frank Thomas Hyperion & Ollie Johnston |
Hopefully these tips will help you understand more about the process of animation and spark your interest in the field of ‘The Fine Art of Animation’. |