In What Way Is Animation a Type of Threedimensional Art?
The billowy brawl animation (below) consists of these six frames, repeated indefinitely.
This animation moves at 10 frames per second.
Animation is a method in which figures are manipulated to appear as moving images. In traditional blitheness, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, most animations are fabricated with computer-generated imagery (CGI). Reckoner blitheness can be very detailed 3D animation, while 2D computer blitheness (which may have the look of traditional blitheness) can be used for stylistic reasons, depression bandwidth, or faster real-time renderings. Other common blitheness methods apply a stop motility technique to 2- and three-dimensional objects similar paper cutouts, puppets, or clay figures.
An animated drawing is an blithe film, commonly a short film, featuring an exaggerated visual style. The style takes inspiration from comic strips, often featuring anthropomorphic animals, superheroes, or the adventures of human being protagonists (either children or adults). Especially with animals that form a natural predator/prey relationship (e.g. cats and mice, coyotes and birds), the activeness often centers around violent pratfalls such as falls, collisions, and explosions that would be lethal in real life.
The illusion of animation—every bit in motility pictures in general—has traditionally been attributed to persistence of vision and afterwards to the phi miracle and/or beta motility, but the exact neurological causes are still uncertain. The illusion of movement caused by a rapid succession of images that minimally differ from each other, with unnoticeable interruptions, is a stroboscopic effect. While animators traditionally used to draw each part of the movements and changes of figures on transparent cels that could be moved over a carve up groundwork, computer animation is usually based on programming paths between key frames to maneuver digitally created figures throughout a digitally created environment.
Analog mechanical animation media that rely on the rapid display of sequential images include the phénakisticope, zoetrope, flip book, praxinoscope, and film. Television set and video are popular electronic blitheness media that originally were analog and now operate digitally. For display on computers, engineering science such as the animated GIF and Flash blitheness were developed.
In addition to curt films, characteristic films, boob tube series, animated GIFs, and other media defended to the display of moving images, animation is also prevalent in video games, motion graphics, user interfaces, and visual effects.[one]
The physical move of image parts through unproblematic mechanics—for case moving images in magic lantern shows—tin can also exist considered blitheness. The mechanical manipulation of three-dimensional puppets and objects to emulate living beings has a very long history in automata. Electronic automata were popularized by Disney every bit animatronics.
Etymology [edit]
The discussion "animation" stems from the Latin "animātiōn", stem of "animātiō", meaning "a bestowing of life".[two] The primary meaning of the English language word is "liveliness" and has been in utilise much longer than the meaning of "moving prototype medium".
History [edit]
Earlier cinematography [edit]
Nr. 10 in the reworked 2d series of Stampfer'due south stroboscopic discs published by Trentsensky & Vieweg in 1833.
Hundreds of years before the introduction of true animation, people all over the world enjoyed shows with moving figures that were created and manipulated manually in puppetry, automata, shadow play, and the magic lantern. The multi-media phantasmagoria shows that were very pop in European theatres from the late 18th century through the offset half of the 19th century, featured lifelike projections of moving ghosts and other frightful imagery in motion.
A projecting praxinoscope, from 1882, here shown superimposing an animated figure on a separately projected background scene
In 1833, the stroboscopic disc (better known as the phénakisticope) introduced the principle of modern blitheness with sequential images that were shown one by i in quick succession to form an optical illusion of motion pictures. Series of sequential images had occasionally been fabricated over thousands of years, but the stroboscopic disc provided the first method to represent such images in fluent motion and for the first time had artists creating serial with a proper systematic breakdown of movements. The stroboscopic animation principle was also practical in the zoetrope (1866), the flip volume (1868) and the praxinoscope (1877). A typical 19th-century animation contained about 12 images that were displayed as a continuous loop by spinning a device manually. The flip book often independent more than pictures and had a beginning and stop, just its blitheness would non terminal longer than a few seconds. The first to create much longer sequences seems to take been Charles-Émile Reynaud, who between 1892 and 1900 had much success with his x- to 15-minute-long Pantomimes Lumineuses.
Silent era [edit]
When cinematography eventually broke through in 1895 after animated pictures had been known for decades, the wonder of the realistic details in the new medium was seen as its biggest achievement. Animation on film was non commercialized until a few years later by manufacturers of optical toys, with chromolithography picture show loops (oft traced from live-action footage) for adjusted toy magic lanterns intended for kids to use at dwelling house. It would take some more years before animation reached movie theaters.
After before experiments by film pioneers J. Stuart Blackton, Arthur Melbourne-Cooper, Segundo de Chomón, and Edwin South. Porter (among others), Blackton's The Haunted Hotel (1907) was the first huge stop motility success, inexplainable audiences by showing objects that plainly moved by themselves in total photographic detail, without signs of whatever known stage trick.
Émile Cohl's Fantasmagorie (1908) is the oldest known example of what became known as traditional (hand-drawn) animation. Other great creative and very influential short films were created past Ladislas Starevich with his puppet animations since 1910 and by Winsor McCay with detailed drawn animation in films such every bit Fiddling Nemo (1911) and Gertie the Dinosaur (1914).
During the 1910s, the production of animated "cartoons" became an industry in the Us.[3] Successful producer John Randolph Bray and animator Earl Hurd, patented the cel blitheness process that dominated the animation industry for the residue of the century.[4] [v] Felix the True cat, who debuted in 1919, became the first animated superstar.
American golden historic period [edit]
In 1928, Steamboat Willie, featuring Mickey Mouse and Minnie Mouse, popularized motion-picture show with synchronized sound and put Walt Disney's studio at the forefront of the animation manufacture.
The enormous success of Mickey Mouse is seen as the first of the golden age of American animation that would final until the 1960s. The United States dominated the globe market of animation with a plethora of cel-blithe theatrical shorts. Several studios would introduce characters that would become very popular and would accept long-lasting careers, including Walt Disney Productions' Goofy (1932) and Donald Duck (1934), Warner Bros. Cartoons' Looney Tunes characters like Porky Pig (1935), Daffy Duck (1937), Bugs Bunny (1938–1940), Tweety (1941–1942), Sylvester the True cat (1945), Wile E. Coyote and Road Runner (1949), Fleischer Studios/Paramount Drawing Studios' Betty Boop (1930), Popeye (1933), Superman (1941) and Casper (1945), MGM cartoon studio's Tom and Jerry (1940) and Droopy, Walter Lantz Productions/Universal Studio Cartoons' Woody Woodpecker (1940), Terrytoons/20th Century Play tricks's Dinky Duck (1939), Mighty Mouse (1942) and Heckle and Jeckle (1946) and United Artists' Pink Panther (1963).
Features before CGI [edit]
Italian-Argentine cartoonist Quirino Cristiani showing the cut and articulated effigy of his satirical character El Peludo (based on President Yrigoyen) patented in 1916 for the realization of his films, including the globe's first animated feature motion picture El Apóstol.[6]
In 1917, Italian-Argentine director Quirino Cristiani made the first characteristic-length film El Apóstol (now lost), which became a disquisitional and commercial success. It was followed by Cristiani's Sin dejar rastros in 1918, simply ane day after its premiere, the picture show was confiscated by the regime.
After working on information technology for three years, Lotte Reiniger released the German language characteristic-length silhouette animation Die Abenteuer des Prinzen Achmed in 1926, the oldest extant animated feature.
In 1937, Walt Disney Studios premiered their first animated feature, Snowfall White and the Seven Dwarfs, still one of the highest-grossing traditional animation features as of May 2020[update].[7] [eight] The Fleischer studios followed this example in 1939 with Gulliver's Travels with some success. Partly due to foreign markets being cut off by the Second World State of war, Disney's next features Pinocchio, Fantasia (both 1940) and Fleischer Studios' second blithe feature Mr. Bug Goes to Boondocks (1941–1942) failed at the box office. For decades afterward, Disney would exist the only American studio to regularly produce animated features, until Ralph Bakshi became the beginning to also release more than a handful features. Sullivan-Bluth Studios began to regularly produce animated features starting with An American Tail in 1986.
Although relatively few titles became every bit successful equally Disney's features, other countries developed their own animation industries that produced both brusk and characteristic theatrical animations in a wide variety of styles, relatively often including stop motion and cutout animation techniques. Russia's Soyuzmultfilm animation studio, founded in 1936, produced twenty films (including shorts) per year on average and reached 1,582 titles in 2018. Red china, Czechoslovakia / Czech republic, Italy, French republic, and Kingdom of belgium were other countries that more than occasionally released feature films, while Japan became a true powerhouse of animation product, with its own recognizable and influential anime fashion of effective limited animation.
Television [edit]
Blitheness became very pop on television since the 1950s, when idiot box sets started to become common in most adult countries. Cartoons were mainly programmed for children, on user-friendly fourth dimension slots, and peculiarly US youth spent many hours watching Saturday-forenoon cartoons. Many archetype cartoons found a new life on the small screen and by the stop of the 1950s, the production of new blithe cartoons started to shift from theatrical releases to Goggle box series. Hanna-Barbera Productions was particularly prolific and had huge hitting serial, such every bit The Flintstones (1960–1966) (the first prime number time animated series), Scooby-Doo (since 1969) and Belgian co-production The Smurfs (1981–1989). The constraints of American goggle box programming and the demand for an enormous quantity resulted in cheaper and quicker limited animation methods and much more than formulaic scripts. Quality dwindled until more daring blitheness surfaced in the late 1980s and in the early 1990s with hit series such equally The Simpsons (since 1989) as part of a "renaissance" of American animation.
While U.s.a. animated series also spawned successes internationally, many other countries produced their own child-oriented programming, relatively often preferring stop motility and puppetry over cel animation. Japanese anime TV series became very successful internationally since the 1960s, and European producers looking for affordable cel animators relatively often started co-productions with Japanese studios, resulting in striking series such as Barbapapa (Kingdom of the netherlands/Japan/French republic 1973–1977), Wickie und die starken Männer/小さなバイキング ビッケ (Vicky the Viking) (Austria/Germany/Japan 1974), and The Jungle Volume (Italy/Japan 1989).
Switch from cels to computers [edit]
Figurer animation was gradually developed since the 1940s. 3D wireframe blitheness started popping upward in the mainstream in the 1970s, with an early on (short) appearance in the sci-fi thriller Futureworld (1976).
The Rescuers Down Under was the first feature film to exist completely created digitally without a camera.[ix] It was produced in a style that's very similar to traditional cel animation on the Figurer Blitheness Production System (CAPS), developed by The Walt Disney Company in collaboration with Pixar in the late 1980s.
The so-chosen 3D style, more frequently associated with reckoner blitheness, has become extremely pop since Pixar's Toy Story (1995), the kickoff computer-animated feature in this style.
Near of the cel blitheness studios switched to producing mostly computer animated films effectually the 1990s, every bit it proved cheaper and more than profitable. Not merely the very pop 3D animation way was generated with computers, but also virtually of the films and series with a more traditional manus-crafted appearance, in which the mannerly characteristics of cel blitheness could exist emulated with software, while new digital tools helped developing new styles and furnishings.[x] [11] [12] [xiii] [xiv] [15]
Economic status [edit]
In 2010, the blitheness market was estimated to be worth circa US$80 billion.[sixteen] By 2020, the value had increased to an estimated The states$270 billion.[17] Blithe feature-length films returned the highest gross margins (effectually 52%) of all film genres between 2004 and 2013.[18] Animation every bit an fine art and industry continues to thrive as of the early 2020s.
Teaching, propaganda and commercials [edit]
The clarity of animation makes it a powerful tool for educational activity, while its total malleability besides allows exaggeration that can be employed to convey stiff emotions and to thwart reality. It has therefore been widely used for other purposes than mere entertainment.
During World State of war II, animation was widely exploited for propaganda. Many American studios, including Warner Bros. and Disney, lent their talents and their cartoon characters to convey to the public sure state of war values. Some countries, including Mainland china, Japan and the United Kingdom, produced their beginning feature-length blitheness for their war efforts.
Animation has been very popular in boob tube commercials, both due to its graphic entreatment, and the sense of humour it tin provide. Some animated characters in commercials have survived for decades, such as Snap, Crackle and Pop in advertisements for Kellogg's cereals.[xix] The legendary animation director Tex Avery was the producer of the first Raid "Kills Bugs Dead" commercials in 1966, which were very successful for the company.[20]
Other media, merchandise and theme parks [edit]
Apart from their success in film theaters and television serial, many cartoon characters would likewise prove extremely lucrative when licensed for all kinds of merchandise and for other media.
Animation has traditionally been very closely related to comic books. While many comic book characters found their way to the screen (which is often the example in Japan, where many manga are adapted into anime), original blithe characters as well commonly announced in comic books and magazines. Somewhat similarly, characters and plots for video games (an interactive animation medium) have been derived from films and vice versa.
Some of the original content produced for the screen can exist used and marketed in other media. Stories and images tin easily be adapted into children'due south books and other printed media. Songs and music take appeared on records and as streaming media.
While very many animation companies commercially exploit their creations outside moving image media, The Walt Disney Visitor is the best known and well-nigh extreme example. Since first being licensed for a children'southward writing tablet in 1929, their Mickey Mouse mascot has been depicted on an enormous amount of products, equally have many other Disney characters. This may have influenced some pejorative employ of Mickey'due south name, but licensed Disney products sell well, and the so-called Disneyana has many gorging collectors, and fifty-fifty a dedicated Disneyana fanclub (since 1984).
Disneyland opened in 1955 and features many attractions that were based on Disney'southward cartoon characters. Its enormous success spawned several other Disney theme parks and resorts. Disney's earnings from the theme parks have relatively often been higher than those from their movies.
Criticism [edit]
Criticism of animation has been common in media and cinema since its inception. With its popularity, a large amount of criticism has arisen, specially animated feature-length films.[21] Many concerns of cultural representation, psychological effects on children take been brought upward effectually the animation industry, which has remained rather politically unchanged and brackish since its inception into mainstream culture.[22]
Awards [edit]
As with whatever other form of media, animation has instituted awards for excellence in the field. Many are function of general or regional film laurels programs, like the China's Golden Rooster Award for Best Blitheness (since 1981). Awards programs dedicated to animation, with many categories, include ASIFA-Hollywood's Annie Awards, the Emile Awards in Europe and the Anima Mundi awards in Brazil.
Academy Awards [edit]
Apart from Academy Awards for Best Animated Short Film (since 1932) and All-time Animated Feature (since 2002), animated movies take been nominated and rewarded in other categories, relatively often for All-time Original Song and All-time Original Score.
Beauty and the Beast was the first animated film nominated for All-time Picture, in 1991. Upward (2009) and Toy Story 3 (2010) also received Best Picture nominations, after the Academy expanded the number of nominees from v to ten.
Production [edit]
The creation of non-petty animation works (i.e., longer than a few seconds) has developed as a form of filmmaking, with certain unique aspects.[23] Traits mutual to both live-action and animated feature-length films are labor intensity and high production costs.[24]
The about of import difference is that once a film is in the production phase, the marginal toll of one more shot is higher for blithe films than live-action films.[25] It is relatively easy for a director to enquire for one more than take during principal photography of a live-action film, but every take on an blithe movie must be manually rendered by animators (although the task of rendering slightly different takes has been made less tedious by modernistic computer blitheness).[26] It is pointless for a studio to pay the salaries of dozens of animators to spend weeks creating a visually dazzling five-infinitesimal scene if that scene fails to effectively advance the plot of the movie.[27] Thus, animation studios starting with Disney began the exercise in the 1930s of maintaining story departments where storyboard artists develop every unmarried scene through storyboards, and then handing the flick over to the animators simply after the production team is satisfied that all the scenes make sense equally a whole.[28] While live-activeness films are at present also storyboarded, they enjoy more latitude to depart from storyboards (i.e., real-time improvisation).[29]
Some other problem unique to blitheness is the requirement to maintain a picture show's consistency from start to finish, even as films accept grown longer and teams have grown larger. Animators, like all artists, necessarily have individual styles, but must subordinate their individuality in a consistent way to any style is employed on a item film.[30] Since the early on 1980s, teams of about 500 to 600 people, of whom 50 to 70 are animators, typically have created feature-length animated films. It is relatively easy for ii or three artists to match their styles; synchronizing those of dozens of artists is more hard.[31]
This problem is unremarkably solved past having a separate group of visual development artists develop an overall look and palette for each picture show before the blitheness begins. Graphic symbol designers on the visual development team draw model sheets to show how each graphic symbol should wait like with different facial expressions, posed in dissimilar positions, and viewed from different angles.[32] [33] On traditionally animated projects, maquettes were often sculpted to further help the animators see how characters would await from unlike angles.[34] [32]
Unlike alive-action films, blithe films were traditionally developed beyond the synopsis stage through the storyboard format; the storyboard artists would then receive credit for writing the film.[35] In the early 1960s, animation studios began hiring professional person screenwriters to write screenplays (while as well continuing to use story departments) and screenplays had become commonplace for animated films by the belatedly 1980s.
Techniques [edit]
Traditional [edit]
Traditional animation (also called cel animation or hand-fatigued animation) was the process used for most animated films of the 20th century.[36] The private frames of a traditionally animated film are photographs of drawings, first drawn on paper.[37] To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets chosen cels,[38] which are filled in with paints in assigned colors or tones on the side opposite the line drawings.[39] The completed character cels are photographed one-by-one against a painted background by a rostrum camera onto move picture film.[forty]
The traditional cel blitheness process became obsolete past the outset of the 21st century. Today, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system.[ane] [41] Diverse software programs are used to colour the drawings and simulate camera motion and effects.[42] The final animated piece is output to i of several delivery media, including traditional 35 mm moving picture and newer media with digital video.[43] [one] The "expect" of traditional cel animation is still preserved, and the character animators' work has remained essentially the aforementioned over the past 70 years.[34] Some animation producers have used the term "tradigital" (a play on the words "traditional" and "digital") to describe cel animation that uses significant computer engineering.
Examples of traditionally animated characteristic films include Pinocchio (United States, 1940),[44] Fauna Farm (United kingdom of great britain and northern ireland, 1954), Lucky and Zorba (Italy, 1998), and The Illusionist (British-French, 2010). Traditionally animated films produced with the aid of computer engineering science include The Lion Rex (U.s., 1994), The Prince of Arab republic of egypt (US, 1998), Akira (Nihon, 1988),[45] Spirited Away (Japan, 2001), The Triplets of Belleville (French republic, 2003), and The Surreptitious of Kells (Irish-French-Belgian, 2009).
Full [edit]
Total blitheness refers to the procedure of producing high-quality traditionally animated films that regularly utilise detailed drawings and plausible movement,[46] having a smooth animation.[47] Fully blithe films tin be made in a variety of styles, from more realistically animated works like those produced by the Walt Disney studio (The Little Mermaid, Beauty and the Beast, Aladdin, The Lion Male monarch) to the more 'cartoon' styles of the Warner Bros. animation studio. Many of the Disney animated features are examples of full animation, every bit are non-Disney works, The Underground of NIMH (US, 1982), The Fe Giant (Usa, 1999), and Nocturna (Spain, 2007). Fully animated films are blithe at 24 frames per second, with a combination of animation on ones and twos, meaning that drawings tin be held for ane frame out of 24 or two frames out of 24.[48]
Express [edit]
Limited animation involves the apply of less detailed or more stylized drawings and methods of movement usually a choppy or "skippy" movement animation.[49] Express blitheness uses fewer drawings per second, thereby limiting the fluidity of the animation. This is a more economic technique. Pioneered by the artists at the American studio United Productions of America,[50] express animation can be used as a method of stylized creative expression, as in Gerald McBoing-Boing (US, 1951), Xanthous Submarine (Uk, 1968), and sure anime produced in Nihon.[51] Its primary use, however, has been in producing cost-constructive animated content for media for television set (the work of Hanna-Barbera,[52] Filmation,[53] and other Idiot box animation studios[54]) and afterward the Cyberspace (spider web cartoons).
Rotoscoping [edit]
Rotoscoping is a technique patented by Max Fleischer in 1917 where animators trace alive-activeness movement, frame past frame.[55] The source film can be directly copied from actors' outlines into animated drawings,[56] as in The Lord of the Rings (United states, 1978), or used in a stylized and expressive fashion, every bit in Waking Life (US, 2001) and A Scanner Darkly (US, 2006). Some other examples are Fire and Water ice (US, 1983), Heavy Metal (1981), and Aku no Hana (Japan, 2013).
Live-action blending [edit]
Live-activity/animation is a technique combining hand-drawn characters into live action shots or alive-action actors into blithe shots.[57] One of the earlier uses was in Koko the Clown when Koko was drawn over live-action footage.[58] Walt Disney and Ub Iwerks created a series of Alice Comedies (1923–1927), in which a live-activeness girl enters an animated world. Other examples include Allegro Non Troppo (Italy, 1976), Who Framed Roger Rabbit (US, 1988), Volere volare (Italy 1991), Infinite Jam (US, 1996) and Osmosis Jones (US, 2001).
Stop motion [edit]
Stop-movement animation is used to draw blitheness created by physically manipulating real-world objects and photographing them ane frame of moving-picture show at a time to create the illusion of move.[59] At that place are many different types of stop-motion animation, ordinarily named after the medium used to create the animation.[60] Computer software is widely bachelor to create this type of blitheness; traditional stop-motion animation is unremarkably less expensive but more fourth dimension-consuming to produce than current computer blitheness.[60]
- Puppet animation
- Typically involves cease-motion puppet figures interacting in a constructed surround, in contrast to existent-world interaction in model animation.[61] The puppets generally have an armature inside of them to keep them still and steady to constrain their motion to particular joints.[62] Examples include The Tale of the Fox (France, 1937), The Nightmare Before Christmas (US, 1993), Corpse Bride (US, 2005), Coraline (U.s.a., 2009), the films of Jiří Trnka and the adult blithe sketch-comedy television receiver series Robot Chicken (United states of america, 2005–present).
- Puppetoon
- Created using techniques developed past George Pal,[63] are puppet-animated films that typically employ a dissimilar version of a puppet for dissimilar frames, rather than just manipulating one existing puppet.[64]
A clay blitheness scene from a Finnish telly commercial
- Clay animation or Plasticine animation
- (Oft called claymation, which, however, is a trademarked name). It uses figures made of clay or a similar malleable cloth to create cease-motion animation.[59] [65] The figures may have an armature or wire frame inside, like to the related puppet animation (below), that can exist manipulated to pose the figures.[66] Alternatively, the figures may be made entirely of clay, in the films of Bruce Bickford, where clay creatures morph into a variety of different shapes. Examples of clay-animated works include The Gumby Evidence (US, 1957–1967), Mio Mao (Italy, 1974–2005), Morph shorts (UK, 1977–2000), Wallace and Gromit shorts (Uk, as of 1989), January Švankmajer's Dimensions of Dialogue (Czechoslovakia, 1982), The Trap Door (UK, 1984). Films include Wallace & Gromit: The Expletive of the Were-Rabbit, Chicken Run and The Adventures of Marking Twain.[67]
- Strata-cut animation
- Most commonly a class of clay animation in which a long bread-like "loaf" of clay, internally packed tight and loaded with varying imagery, is sliced into thin sheets, with the animation camera taking a frame of the end of the loaf for each cut, eventually revealing the motion of the internal images within.[68]
- Cutout animation
- A type of stop-motion animation produced by moving two-dimensional pieces of cloth paper or cloth.[69] Examples include Terry Gilliam's animated sequences from Monty Python'south Flight Circus (Britain, 1969–1974); Fantastic Planet (French republic/Czechoslovakia, 1973); Tale of Tales (Russia, 1979), The airplane pilot episode of the developed television set sitcom series (and sometimes in episodes) of South Park (US, 1997) and the music video Live for the moment, from Verona Riots band (produced by Alberto Serrano and Nívola Uyá, Spain 2014).
- Silhouette animation
- A variant of cutout animation in which the characters are backlit and merely visible as silhouettes.[70] Examples include The Adventures of Prince Achmed (Weimar Republic, 1926) and Princes et Princesses (France, 2000).
- Model animation
- Refers to stop-movement animation created to interact with and exist every bit a part of a live-action world.[71] Intercutting, matte effects and split screens are often employed to alloy cease-motion characters or objects with live actors and settings.[72] Examples include the work of Ray Harryhausen, as seen in films, Jason and the Argonauts (1963),[73] and the work of Willis H. O'Brien on films, King Kong (1933).
- Go motion
- A variant of model animation that uses various techniques to create motion blur between frames of flick, which is not nowadays in traditional stop motion.[74] The technique was invented by Industrial Light & Magic and Phil Tippett to create special effect scenes for the film The Empire Strikes Back (1980).[75] Another example is the dragon named "Vermithrax" from the 1981 film Dragonslayer.[76]
- Object animation
- Refers to the utilise of regular inanimate objects in stop-motion animation, equally opposed to specially created items.[77]
- Graphic animation
- Uses not-drawn apartment visual graphic material (photographs, newspaper clippings, magazines, etc.), which are sometimes manipulated frame by frame to create motility.[78] At other times, the graphics remain stationary, while the stop-move camera is moved to create on-screen action.
- Brickfilm
- A subgenre of object blitheness involving using Lego or other similar brick toys to brand an animation.[79] [80] These accept had a contempo heave in popularity with the advent of video sharing sites, YouTube and the availability of cheap cameras and animation software.[81]
- Pixilation
- Involves the use of live humans equally stop-movement characters.[82] This allows for a number of surreal furnishings, including disappearances and reappearances, allowing people to appear to slide across the ground, and other effects.[82] Examples of pixilation include The Secret Adventures of Tom Thumb and Angry Child shorts, and the Academy Honor-winning Neighbours by Norman McLaren.
Figurer [edit]
Computer blitheness encompasses a diverseness of techniques, the unifying gene beingness that the animation is created digitally on a computer.[42] [83] second animation techniques tend to focus on epitome manipulation while 3D techniques usually build virtual worlds in which characters and objects motion and interact.[84] 3D animation tin create images that seem real to the viewer.[85]
2D [edit]
A 2D animation of 2 circles joined by a concatenation
2d animation figures are created or edited on the estimator using 2D bitmap graphics and 2D vector graphics.[86] This includes automatic computerized versions of traditional animation techniques, interpolated morphing,[87] onion skinning[88] and interpolated rotoscoping. 2D animation has many applications, including analog calculator animation, Flash animation, and PowerPoint animation. Cinemagraphs are nevertheless photographs in the form of an animated GIF file of which part is animated.[89]
Final line advection animation is a technique used in 2nd animation,[xc] to give artists and animators more influence and control over the last product as everything is done within the same department.[91] Speaking almost using this arroyo in Paperman, John Kahrs said that "Our animators tin can change things, actually erase away the CG underlayer if they desire, and change the contour of the arm."[92]
3D [edit]
3D animation is digitally modeled and manipulated by an animator. The 3D model maker usually starts by creating a 3D polygon mesh for the animator to dispense.[93] A mesh typically includes many vertices that are connected past edges and faces, which give the visual advent of form to a 3D object or 3D environs.[93] Sometimes, the mesh is given an internal digital skeletal structure called an armature that can be used to control the mesh by weighting the vertices.[94] [95] This process is called rigging and can be used in conjunction with fundamental frames to create motility.[96]
Other techniques tin be applied, mathematical functions (e.g., gravity, particle simulations), simulated fur or hair, and effects, burn and water simulations.[97] These techniques autumn under the category of 3D dynamics.[98]
Terms [edit]
- Cel-shaded animation is used to mimic traditional animation using reckoner software.[99] The shading looks stark, with less blending of colors. Examples include Skyland (2007, France), The Iron Giant (1999, United States), Futurama (1999, U.s.) Appleseed Ex Machina (2007, Japan), The Legend of Zelda: The Wind Waker (2002, Japan), The Legend of Zelda: Breath of the Wild (2017, Nippon)
- Machinima – Films created by screen capturing in video games and virtual worlds. The term originated from the software introduction in the 1980s demoscene, too as the 1990s recordings of the first-person shooter video game Quake.
- Movement capture is used when live-activity actors wear special suits that allow computers to re-create their movements into CG characters.[100] [101] Examples include Polar Express (2004, U.s.a.), Beowulf (2007, US), A Christmas Carol (2009, United states of america), The Adventures of Tintin (2011, United states) kochadiiyan (2014, India)
- Computer animation is used primarily for blitheness that attempts to resemble existent life, using advanced rendering that mimics in detail skin, plants, water, fire, clouds, etc.[102] Examples include Upward (2009, Usa), How to Train Your Dragon (2010, U.s.)
- Physically based animation is animation using figurer simulations.[103]
Mechanical [edit]
- Animatronics is the use of mechatronics to create machines that seem breathing rather than robotic.
- Audio-Animatronics and Autonomatronics is a form of robotics blitheness, combined with 3-D animation, created by Walt Disney Imagineering for shows and attractions at Disney theme parks move and make noise (generally a recorded speech or vocal).[104] They are fixed to any supports them. They can sit and stand, and they cannot walk. An Audio-Animatron is dissimilar from an android-blazon robot in that it uses prerecorded movements and sounds, rather than responding to external stimuli. In 2009, Disney created an interactive version of the technology called Autonomatronics.[105]
- Linear Animation Generator is a form of animation by using static picture frames installed in a tunnel or a shaft. The animation illusion is created by putting the viewer in a linear movement, parallel to the installed movie frames.[106] The concept and the technical solution were invented in 2007 by Mihai Girlovan in Romania.
- Chuckimation is a blazon of animation created past the makers of the television serial Action League Now! in which characters/props are thrown, or chucked from off photographic camera or wiggled around to simulate talking by unseen hands.[107]
- The magic lantern used mechanical slides to projection moving images, probably since Christiaan Huygens invented this early image projector in 1659.
Other [edit]
- Hydrotechnics: a technique that includes lights, water, burn down, fog, and lasers, with loftier-definition projections on mist screens.
- Drawn on film animation: a technique where footage is produced past creating the images directly on moving-picture show stock; for example, by Norman McLaren,[108] Len Lye and Stan Brakhage.
- Paint-on-glass animation: a technique for making animated films by manipulating slow drying oil paints on sheets of glass,[109] for example by Aleksandr Petrov.
- Erasure animation: a technique using traditional 2nd media, photographed over time every bit the artist manipulates the epitome. For example, William Kentridge is famous for his charcoal erasure films,[110] and Piotr Dumała for his auteur technique of animating scratches on plaster.
- Pinscreen animation: makes utilise of a screen filled with movable pins that tin exist moved in or out by pressing an object onto the screen.[111] The screen is lit from the side so that the pins cast shadows. The technique has been used to create animated films with a range of textural furnishings hard to reach with traditional cel animation.[112]
- Sand animation: sand is moved effectually on a dorsum- or front-lighted piece of glass to create each frame for an blithe film.[113] This creates an interesting effect when animated because of the low-cal contrast.[114]
- Flip book: a flip book (sometimes, especially in British English, called a movie volume) is a book with a series of pictures that vary gradually from ane page to the next, so that when the pages are turned chop-chop, the pictures announced to animate by simulating motion or some other change.[115] [116] Flip books are often illustrated books for children,[117] they also are geared towards adults and employ a series of photographs rather than drawings. Flip books are not e'er separate books, they appear as an added feature in ordinary books or magazines, oftentimes in the folio corners.[115] Software packages and websites are also available that convert digital video files into custom-made flip books.[118]
- Graphic symbol animation
- Multi-sketching
- Special furnishings animation
See as well [edit]
- Twelve bones principles of blitheness
- Animated state of war film
- Animation section
- Blithe series
- Architectural blitheness
- Avar
- Contained animation
- International Animation Twenty-four hours
- International Animated Flick Association
- International Tournée of Blitheness
- Listing of pic-related topics
- Motility graphic blueprint
- Lodge for Animation Studies
- Wire-frame model
References [edit]
Citations [edit]
- ^ a b c Buchan 2013.
- ^ "The definition of animation on dictionary.com".
- ^ Solomon 1989, p. 28.
- ^ Solomon 1989, p. 24.
- ^ Solomon 1989, p. 34.
- ^ Bendazzi 1994, p. 49.
- ^ * Total prior to 50th anniversary reissue: Culhane, John (12 July 1987). "'Snow White' At 50: Undimmed Magic". The New York Times. Archived from the original on 4 June 2014. Retrieved 29 June 2014.
By now, it has grossed about $330 one thousand thousand worldwide - and so information technology remains one of the most popular films ever made.
- ^ * 1987 and 1993 grosses from North America: "Snow White and the Seven Dwarfs – Releases". Box Office Mojo. Archived from the original on 29 May 2014. Retrieved 29 June 2014.
1987 release – $46,594,212; 1993 release – $41,634,471
- ^ "First fully digital feature picture". Guinness World Records. Guinness Globe Records Express. Retrieved 27 December 2018.
- ^ Amidi, Amid (1 June 2015). "Sergio Pablos Talks Virtually His Stunning Hand-Drawn Project 'Klaus'". Cartoon Brew . Retrieved 12 October 2019.
- ^ "The Origins of Klaus". YouTube. 10 October 2019. Archived from the original on 22 Nov 2021. Retrieved 12 Oct 2019.
- ^ Bernstein, Abbie (25 February 2013). "Assignment X". Exclusive Interview: John Kahrs & Kristina Reed on PAPERMAN. Midnight Productions, Inc. Retrieved half dozen October 2013.
- ^ "FIRST Await: Disney'southward 'Paperman' fuses manus-drawn amuse with digital depth". EW.com . Retrieved 2 October 2014.
- ^ Sarto, Dan. "Inside Disney'southward New Animated Brusque Paperman". Animation World Network. Retrieved five June 2012.
- ^ "Disney's Paperman animated short fuses CG and mitt-fatigued techniques". Retrieved 2 October 2014.
- ^ Lath of Investments 2009.
- ^ "Global animation market place value 2017-2020". Statista . Retrieved 31 March 2022.
- ^ McDuling 2014.
- ^ "Snap, Crackle, Popular® | Rice Krispies®". world wide web.ricekrispies.com . Retrieved 16 June 2020.
- ^ Taylor, Heather (10 June 2019). "The Raid Bugs: Characters Nosotros Beloved To Hate". PopIcon.life . Retrieved 16 June 2020.
- ^ Amidi 2011.
- ^ Nagel 2008.
- ^ Laybourne 1998, p. 117.
- ^ Solomon 1989, p. 274.
- ^ White 2006, p. 151.
- ^ Laybourne 1998, p. 339.
- ^ Culhane 1990, p. 55.
- ^ Solomon 1989, p. 120.
- ^ Laybourne 1998, pp. 100–01.
- ^ Masson 2007, p. 94.
- ^ Beck 2004, p. 37.
- ^ a b Williams 2001, p. 34.
- ^ Culhane 1990, p. 146.
- ^ a b Williams 2001, pp. 52–57.
- ^ Laybourne 1998, pp. 99–100.
- ^ White 2006, p. 31.
- ^ Beckerman 2003, p. 153.
- ^ Thomas & Johnston 1981, pp. 277–79.
- ^ Laybourne 1998, p. 203.
- ^ White 2006, pp. 195–201.
- ^ White 2006, p. 394.
- ^ a b Culhane 1990, p. 296.
- ^ Laybourne 1998, pp. 35–36, 52–53.
- ^ Solomon 1989, pp. 63–65.
- ^ Beckerman 2003, p. 80.
- ^ Culhane 1990, p. 71.
- ^ Culhane 1990, pp. 194–95.
- ^ Laybourne 1998, pp. 25–26.
- ^ Beckerman 2003, p. 142.
- ^ Beckerman 2003, pp. 54–55.
- ^ Ledoux 1997, p. 24, 29.
- ^ Lawson & Persons 2004, p. 82.
- ^ Solomon 1989, p. 241.
- ^ Lawson & Persons 2004, p. xxi.
- ^ Crafton 1993, p. 158.
- ^ Laybourne 1998, pp. 163–64.
- ^ Laybourne 1998, pp. 162–63.
- ^ Beck 2004, pp. 18–19.
- ^ a b Solomon 1989, p. 299.
- ^ a b Laybourne 1998, p. 159.
- ^ Solomon 1989, p. 171.
- ^ Laybourne 1998, pp. 155–56.
- ^ Beck 2004, p. seventy.
- ^ Beck 2004, pp. 92–93.
- ^ Laybourne 1998, pp. 150–151.
- ^ Laybourne 1998, pp. 151–54.
- ^ Beck 2004, p. 250.
- ^ Furniss 1998, pp. 52–54.
- ^ Laybourne 1998, pp. 59–sixty.
- ^ Culhane 1990, pp. 170–171.
- ^ Harryhausen & Dalton 2008, pp. nine–11.
- ^ Harryhausen & Dalton 2008, pp. 222–26
- ^ Harryhausen & Dalton 2008, p. 18
- ^ Smith 1986, p. 90.
- ^ Watercutter 2012.
- ^ Smith 1986, pp. 91–95.
- ^ Laybourne 1998, pp. 51–57.
- ^ Laybourne 1998, p. 128.
- ^ Paul 2005, pp. 357–63.
- ^ Herman 2014.
- ^ Haglund 2014.
- ^ a b Laybourne 1998, pp. 75–79.
- ^ Serenko 2007.
- ^ Masson 2007, p. 405.
- ^ Serenko 2007, p. 482.
- ^ Masson 2007, p. 165.
- ^ Sito 2013, pp. 32, 70, 132.
- ^ Priebe 2006, pp. 71–72.
- ^ White 2006, p. 392.
- ^ Lowe & Schnotz 2008, pp. 246–47.
- ^ Masson 2007, pp. 127–28.
- ^ Brook 2012.
- ^ a b Masson 2007, p. 88.
- ^ Sito 2013, p. 208.
- ^ Masson 2007, pp. 78–80.
- ^ Sito 2013, p. 285.
- ^ Masson 2007, p. 96.
- ^ Lowe & Schnotz 2008, p. 92.
- ^ "Cel Shading: the Unsung Hero of Animation?". Animator Mag. 17 Dec 2011. Archived from the original on v March 2016. Retrieved xx February 2016.
- ^ Sito 2013, pp. 207–08.
- ^ Masson 2007, p. 204.
- ^ Parent 2007, p. nineteen.
- ^ Donald H. House; John C. Keyser (xxx November 2016). Foundations of Physically Based Modeling and Animation. CRC Press. ISBN978-1-315-35581-viii.
- ^ Pilling 1997, p. 249.
- ^ O'Keefe 2014.
- ^ Parent 2007, pp. 22–23.
- ^ Kenyon 1998.
- ^ Faber & Walters 2004, p. 1979.
- ^ Pilling 1997, p. 222.
- ^ Carbone 2010.
- ^ Neupert 2011.
- ^ Pilling 1997, p. 204.
- ^ Chocolate-brown 2003, p. 7.
- ^ Furniss 1998, pp. 30–33.
- ^ a b Laybourne 1998, pp. 22–24.
- ^ Solomon 1989, pp. viii–ten.
- ^ Laybourne 1998, p. xiv.
- ^ White 2006, p. 203.
Sources [edit]
Journal manufactures [edit]
- Anderson, Joseph and Barbara (Spring 1993). "Journal of Motion-picture show and Video". The Myth of Persistence of Vision Revisited. 45 (1): iii–13. Archived from the original on 24 November 2009.
- Serenko, Alexander (2007). "Computers in Human being Behavior" (PDF). The Evolution of an Instrument to Measure the Caste of Animation Predisposition of Agent Users. 23 (1): 478–95.
Books [edit]
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- Beck, Jerry (2004). Animation Art: From Pencil to Pixel, the History of Drawing, Anime & CGI. Fulhamm London: Flame Tree Publishing. ISBN978-i-84451-140-2.
- Beckerman, Howard (2003). Animation: The Whole Story. Allworth Press. ISBN978-one-58115-301-9.
- Bendazzi, Giannalberto (1994). Cartoons: 1 Hundred Years of Picture palace Blitheness . Bloomington, Indiana: Indiana University Press. ISBN978-0-253-20937-five.
- Buchan, Suzanne (2013). Pervasive Animation. New York and London: Routledge. ISBN978-0-415-80723-4.
- Canemaker, John (2005). Winsor McCay: His Life and Art (Revised ed.). Abrams Books. ISBN978-0-8109-5941-five.
- Cotte, Olivier (2007). Secrets of Oscar-winning Animation: Backside the scenes of xiii classic short animations. Focal Press. ISBN978-0240520704.
- Crafton, Donald (1993). Before Mickey: The Animated Motion picture 1898–1928. Chicago: University of Chicago Printing. ISBN978-0-226-11667-ix.
- Culhane, Shamus (1990). Blitheness: Script to Screen. St. Martin's Press. ISBN978-0-312-05052-8.
- Drazin, Charles (2011). The Faber Book of French Movie theater . Faber & Faber. ISBN978-0-571-21849-3.
- Faber, Liz; Walters, Helen (2004). Blitheness Unlimited: Innovative Brusque Films Since 1940 . London: Laurence King Publishing. ISBN978-1-85669-346-2.
- Finkielman, Jorge (2004). The Film Industry in Argentine republic: An Illustrated Cultural History. North Carolina: McFarland. p. twenty. ISBN978-0-7864-1628-viii.
- Furniss, Maureen (1998). Fine art in Motility: Animation Aesthetics. Indiana University Press. ISBN978-1-86462-039-ix.
- Godfrey, Bob; Jackson, Anna (1974). The Do-Information technology-Yourself Film Blitheness Volume. BBC Publications. ISBN978-0-563-10829-0.
- Harryhausen, Ray; Dalton, Tony (2008). A Century of Model Animation: From Méliès to Aardman. Aurum Printing. ISBN978-0-8230-9980-1.
- Herman, Sarah (2014). Brick Flicks: A Comprehensive Guide to Making Your Own Stop-Move LEGO Movies. New York: Skyhorse Publishing. ISBN978-i-62914-649-ii.
- Lawson, Tim; Persons, Alisa (2004). The Magic Behind the Voices [A Who's Who of Drawing Voice Actors]. University Press of Mississippi. ISBN978-1-57806-696-4.
- Laybourne, Kit (1998). The Animation Volume: A Complete Guide to Blithe Filmmaking – from Flip-books to Sound Cartoons to 3-D Animation. New York: Three Rivers Press. ISBN978-0-517-88602-1.
- Ledoux, Trish (1997). Complete Anime Guide: Japanese Animation Motion-picture show Directory and Resource Guide. Tiger Mountain Printing. ISBN978-0-9649542-5-0.
- Lowe, Richard; Schnotz, Wolfgang, eds. (2008). Learning with Blitheness. Research implications for blueprint. New York: Cambridge University Printing. ISBN978-0-521-85189-3.
- Masson, Terrence (2007). CG101: A Reckoner Graphics Industry Reference. Unique and personal histories of early computer animation production, plus a comprehensive foundation of the industry for all reading levels. Williamstown, MA: Digital Fauxtography. ISBN978-0-9778710-0-ane.
- Needham, Joseph (1962). "Science and Civilisation in China". Physics and Physical Engineering science. Vol. IV. Cambridge University Press.
- Neupert, Richard (2011). French Blitheness History. John Wiley & Sons. ISBN978-ane-4443-3836-2.
- Parent, Rick (2007). Computer Animation: Algorithms & Techniques. Ohio State University: Morgan Kaufmann. ISBN978-0-12-532000-ix.
- Paul, Joshua (2005). Digital Video Hacks. O'Reilly Media. ISBN978-0-596-00946-5.
- Pilling, Jayne (1997). Society of Animation Studies (ed.). A Reader in Animation Studies. Indiana University Press. ISBN978-1-86462-000-ix.
- Priebe, Ken A. (2006). The Art of Stop-Motion Animation. Thompson Form Technology. ISBN978-1-59863-244-vi.
- Rojas, Carlos; Chow, Eileen (2013). The Oxford Handbook of Chinese Cinemas. Oxford University Printing. ISBN978-0-19-998844-0.
- Sammond, Nicholas (27 August 2015). Nativity of an Industry: Blackface Minstrelsy and the Ascension of American Animation. Durham, NC: Duke University Press. doi:x.1515/9780822375784. ISBN9780822358527. OCLC 8605897837.
- Shaffer, Joshua C. (2010). Discovering The Magic Kingdom: An Unofficial Disneyland Vacation Guide. Indiana: Author House. ISBN978-1-4520-6312-6.
- Sito, Tom (2013). Moving Innovation: A History of Computer Animation. Massachusetts: MIT Press. ISBN978-0-262-01909-5.
- Solomon, Charles (1989). Enchanted Drawings: The History of Animation. New York: Random Business firm, Inc. ISBN978-0-394-54684-1.
- Thomas, Bob (1958). Walt Disney, the Art of Animation: The Story of the Disney Studio Contribution to a New Art. Walt Disney Studios. Simon and Schuster.
- Thomas, Frank; Johnston, Ollie (1981). Disney Animation: The Illusion of Life. Abbeville Printing. ISBN978-0-89659-233-nine.
- Smith, Thomas Thousand. (1986). Industrial Light & Magic: The Art of Special Effects. New York: Ballantine Books. ISBN978-0-345-32263-0.
- White, Tony (2006). Blitheness from Pencils to Pixels: Classical Techniques for the Digital Animator. Milton Park: Taylor & Francis. ISBN978-0-240-80670-9.
- Williams, Richard (2001). The Animator's Survival Kit. Faber and Faber. ISBN978-0-571-20228-7.
- Zielinski, Siegfried (1999). Audiovisions: Cinema and Boob tube as Entr'actes in History. Amsterdam University Press. ISBN978-90-5356-303-viii.
Online sources [edit]
- Amidi, Amid (2 Dec 2011). "NY Pic Critics Didn't like a Single Blithe Pic This Year". Cartoon Mash. Retrieved 19 February 2016.
- Ball, Ryan (12 March 2008). "Oldest Animation Discovered in Iran". Animation Magazine . Retrieved fifteen March 2016.
- Beck, Jerry (2 July 2012). "A Niggling More Well-nigh Disney's "Paperman"". Cartoon Mash.
- Bendazzi, Giannalberto (1996). "The Untold Story of Argentina's Pioneer Animator". Animation World Network. Retrieved 29 Apr 2016.
- "Animation" (PDF). boi.gov.ph. Board of Investments. November 2009. Archived from the original (PDF) on xix Oct 2012. Retrieved 24 July 2012.
- Brown, Margery (2003). "Experimental Blitheness Techniques" (PDF). Olympia, WA: Evergreen Land Collage. Archived from the original (PDF) on seven March 2008. Retrieved 11 November 2005.
- Carbone, Ken (24 February 2010). "Stone-Age Animation in a Digital World: William Kentridge at MoMA". Fast Visitor . Retrieved 7 March 2016.
- Haglund, David (vii February 2014). "The Oldest Known LEGO Movie". Slate . Retrieved 25 February 2016.
- "World's Oldest Animation?". theheritagetrust.wordpress.com. The Heritage Trust. 25 July 2012. Archived from the original on 22 October 2015.
- Kenyon, Heather (1 February 1998). "How'd They Exercise That?: Stop-Motion Secrets Revealed". Blitheness World Network. Retrieved two March 2016.
- Nagel, Jan (21 May 2008). "Gender in Media: Females Don't Rule". Animation Earth Network. Retrieved iii March 2016.
- McDuling, John (3 July 2014). "Hollywood Is Giving Up on Comedy". The Atlantic. The Atlantic Monthly Group. Retrieved 20 July 2014.
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- Watercutter, Angela (24 May 2012). "35 Years After Star Wars, Effects Whiz Phil Tippett Is Slowly Crafting a Mad God". Wired . Retrieved 6 Feb 2016.
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External links [edit]
- The making of an 8-minute drawing short
- "Animando", a 12-minute movie demonstrating ten different animation techniques (and teaching how to utilize them).
- Bibliography on animation – Websiite "Histoire de la télévision"
- Animation at Curlie
Source: https://en.wikipedia.org/wiki/Animation
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