Art of Computer Designing a Black and White Approach
The bouncing brawl blitheness (below) consists of these six frames, repeated indefinitely.
This blitheness moves at x frames per 2d.
Animation is a method in which figures are manipulated to appear equally moving images. In traditional animation, images are fatigued or painted by hand on transparent celluloid sheets to be photographed and exhibited on moving-picture show. Today, most animations are made with computer-generated imagery (CGI). Computer animation tin can exist very detailed 3D animation, while second computer animation (which may have the look of traditional blitheness) can exist used for stylistic reasons, low bandwidth, or faster real-fourth dimension renderings. Other common animation methods apply a stop motility technique to two- and three-dimensional objects like newspaper cutouts, puppets, or clay figures.
An blithe cartoon is an animated flick, unremarkably a brusque moving picture, featuring an exaggerated visual style. The style takes inspiration from comic strips, often featuring anthropomorphic animals, superheroes, or the adventures of human protagonists (either children or adults). Especially with animals that class a natural predator/prey relationship (e.g. cats and mice, coyotes and birds), the action oftentimes centers effectually vehement pratfalls such as falls, collisions, and explosions that would exist lethal in real life.
The illusion of animation—equally in motion pictures in general—has traditionally been attributed to persistence of vision and later to the phi phenomenon and/or beta movement, just the exact neurological causes are still uncertain. The illusion of motility acquired 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 role of the movements and changes of figures on transparent cels that could be moved over a split background, computer animation is usually based on programming paths betwixt 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 and video are popular electronic animation media that originally were analog and at present operate digitally. For display on computers, technology such as the animated GIF and Flash animation were developed.
In add-on to short films, feature films, television series, animated GIFs, and other media dedicated to the display of moving images, animation is also prevalent in video games, movement graphics, user interfaces, and visual furnishings.[1]
The physical move of image parts through elementary mechanics—for instance moving images in magic lantern shows—can as well be considered animation. 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 as animatronics.
Etymology [edit]
The discussion "animation" stems from the Latin "animātiōn", stem of "animātiō", meaning "a bestowing of life".[2] The primary meaning of the English give-and-take is "liveliness" and has been in apply much longer than the meaning of "moving epitome medium".
History [edit]
Before cinematography [edit]
Nr. 10 in the reworked 2nd series of Stampfer's stroboscopic discs published by Trentsensky & Vieweg in 1833.
Hundreds of years before the introduction of true animation, people all over the globe 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 popular in European theatres from the belatedly 18th century through the first one-half of the 19th century, featured lifelike projections of moving ghosts and other frightful imagery in motion.
A projecting praxinoscope, from 1882, hither shown superimposing an animated figure on a separately projected background scene
In 1833, the stroboscopic disc (better known equally the phénakisticope) introduced the principle of modernistic animation with sequential images that were shown one by one in quick succession to form an optical illusion of motility pictures. Serial of sequential images had occasionally been made over thousands of years, but the stroboscopic disc provided the first method to stand for such images in fluent movement and for the starting time time had artists creating serial with a proper systematic breakdown of movements. The stroboscopic animation principle was likewise applied in the zoetrope (1866), the flip book (1868) and the praxinoscope (1877). A typical 19th-century blitheness contained well-nigh 12 images that were displayed as a continuous loop by spinning a device manually. The flip book often contained more pictures and had a beginning and end, but its animation would not final longer than a few seconds. The first to create much longer sequences seems to have been Charles-Émile Reynaud, who between 1892 and 1900 had much success with his 10- to 15-minute-long Pantomimes Lumineuses.
Silent era [edit]
When cinematography eventually broke through in 1895 after blithe pictures had been known for decades, the wonder of the realistic details in the new medium was seen as its biggest accomplishment. Animation on film was not commercialized until a few years later by manufacturers of optical toys, with chromolithography moving-picture show loops (often traced from live-activeness footage) for adjusted toy magic lanterns intended for kids to use at home. It would take some more years before animation reached movie theaters.
After earlier experiments by movie pioneers J. Stuart Blackton, Arthur Melbourne-Cooper, Segundo de Chomón, and Edwin S. Porter (amid others), Blackton'south The Haunted Hotel (1907) was the outset huge terminate motion success, inexplainable audiences by showing objects that apparently moved by themselves in total photographic detail, without signs of any known stage pull a fast one on.
Émile Cohl's Fantasmagorie (1908) is the oldest known example of what became known every bit traditional (hand-fatigued) animation. Other great artistic and very influential short films were created by Ladislas Starevich with his puppet animations since 1910 and by Winsor McCay with detailed drawn animation in films such as Lilliputian Nemo (1911) and Gertie the Dinosaur (1914).
During the 1910s, the product of blithe "cartoons" became an industry in the US.[3] Successful producer John Randolph Bray and animator Earl Hurd, patented the cel blitheness procedure that dominated the animation industry for the rest of the century.[4] [5] Felix the Cat, who debuted in 1919, became the start animated superstar.
American gilded age [edit]
In 1928, Steamboat Willie, featuring Mickey Mouse and Minnie Mouse, popularized film with synchronized sound and put Walt Disney'due south studio at the forefront of the animation manufacture.
The enormous success of Mickey Mouse is seen as the starting time of the golden age of American blitheness that would last until the 1960s. The United States dominated the world market of animation with a plethora of cel-animated theatrical shorts. Several studios would innovate characters that would get very popular and would take long-lasting careers, including Walt Disney Productions' Goofy (1932) and Donald Duck (1934), Warner Bros. Cartoons' Looney Tunes characters like Porky Hog (1935), Daffy Duck (1937), Bugs Bunny (1938–1940), Tweety (1941–1942), Sylvester the Cat (1945), Wile Eastward. Coyote and Road Runner (1949), Fleischer Studios/Paramount Cartoon 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 Fox'south Gandy Goose (1938), Dinky Duck (1939), Mighty Mouse (1942) and Heckle and Jeckle (1946) and United Artists' Pink Panther (1963).
Features earlier CGI [edit]
Italian-Argentine cartoonist Quirino Cristiani showing the cutting and articulated figure of his satirical grapheme El Peludo (based on President Yrigoyen) patented in 1916 for the realization of his films, including the globe'south starting time animated feature film El Apóstol.[6]
In 1917, Italian-Argentine director Quirino Cristiani made the first characteristic-length picture El Apóstol (now lost), which became a disquisitional and commercial success. It was followed by Cristiani's Sin dejar rastros in 1918, but one twenty-four hour period after its premiere, the motion-picture show was confiscated by the government.
After working on it for three years, Lotte Reiniger released the German feature-length silhouette animation Die Abenteuer des Prinzen Achmed in 1926, the oldest extant animated characteristic.
In 1937, Walt Disney Studios premiered their kickoff animated characteristic, Snow White and the Seven Dwarfs, all the same ane of the highest-grossing traditional animation features every bit of May 2020[update].[7] [8] The Fleischer studios followed this example in 1939 with Gulliver's Travels with some success. Partly due to foreign markets beingness cut off by the 2nd World War, Disney'southward adjacent features Pinocchio, Fantasia (both 1940) and Fleischer Studios' second animated feature Mr. Problems Goes to Town (1941–1942) failed at the box part. For decades subsequently, Disney would be the only American studio to regularly produce animated features, until Ralph Bakshi became the first to too release more than a handful features. Sullivan-Bluth Studios began to regularly produce blithe features starting with An American Tail in 1986.
Although relatively few titles became as successful as Disney's features, other countries developed their ain animation industries that produced both short and feature theatrical animations in a wide variety of styles, relatively often including stop motion and cutout animation techniques. Russian federation'due south Soyuzmultfilm animation studio, founded in 1936, produced 20 films (including shorts) per year on boilerplate and reached one,582 titles in 2018. Cathay, Czechoslovakia / Czech Democracy, Italy, French republic, and Belgium were other countries that more than occasionally released characteristic films, while Japan became a true powerhouse of animation product, with its own recognizable and influential anime style of constructive limited animation.
Tv [edit]
Animation became very popular on television since the 1950s, when tv sets started to become common in most developed countries. Cartoons were mainly programmed for children, on user-friendly time slots, and especially United states youth spent many hours watching Sabbatum-forenoon cartoons. Many archetype cartoons found a new life on the small screen and by the end of the 1950s, the product of new animated cartoons started to shift from theatrical releases to TV series. Hanna-Barbera Productions was specially prolific and had huge hit series, such as The Flintstones (1960–1966) (the first prime time animated series), Scooby-Doo (since 1969) and Belgian co-production The Smurfs (1981–1989). The constraints of American television programming and the demand for an enormous quantity resulted in cheaper and quicker express animation methods and much more formulaic scripts. Quality dwindled until more daring animation surfaced in the late 1980s and in the early 1990s with striking series such equally The Simpsons (since 1989) as part of a "renaissance" of American animation.
While Us blithe series also spawned successes internationally, many other countries produced their ain child-oriented programming, relatively often preferring terminate movement and puppetry over cel animation. Japanese anime Television series became very successful internationally since the 1960s, and European producers looking for affordable cel animators relatively ofttimes started co-productions with Japanese studios, resulting in hit 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/Nippon 1974), and The Jungle Book (Italy/Nippon 1989).
Switch from cels to computers [edit]
Computer blitheness was gradually developed since the 1940s. 3D wireframe animation started popping upwardly in the mainstream in the 1970s, with an early (short) appearance in the sci-fi thriller Futureworld (1976).
The Rescuers Down Under was the first feature motion picture to be completely created digitally without a camera.[9] It was produced in a style that's very similar to traditional cel blitheness on the Reckoner Animation Production System (CAPS), developed past The Walt Disney Company in collaboration with Pixar in the tardily 1980s.
The and then-chosen 3D style, more frequently associated with figurer animation, has become extremely pop since Pixar's Toy Story (1995), the start computer-animated feature in this style.
Most of the cel blitheness studios switched to producing mostly computer animated films effectually the 1990s, as information technology proved cheaper and more profitable. Not merely the very popular 3D animation manner was generated with computers, just also most of the films and serial with a more traditional hand-crafted appearance, in which the charming characteristics of cel blitheness could be emulated with software, while new digital tools helped developing new styles and effects.[ten] [11] [12] [13] [xiv] [15]
Economic status [edit]
In 2010, the animation market place was estimated to be worth circa U.s.$eighty billion.[sixteen] By 2020, the value had increased to an estimated US$270 billion.[17] Animated characteristic-length films returned the highest gross margins (effectually 52%) of all film genres between 2004 and 2013.[xviii] Blitheness every bit an art and industry continues to thrive every bit of the early 2020s.
Education, propaganda and commercials [edit]
The clarity of animation makes it a powerful tool for instruction, while its total malleability too allows exaggeration that can be employed to convey strong emotions and to thwart reality. It has therefore been widely used for other purposes than mere entertainment.
During World State of war 2, 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 certain war values. Some countries, including China, Japan and the United Kingdom, produced their beginning feature-length animation for their war efforts.
Blitheness has been very popular in television commercials, both due to its graphic appeal, and the humour information technology can provide. Some blithe characters in commercials take survived for decades, such as Snap, Crackle and Pop in advertisements for Kellogg'due south cereals.[19] The legendary animation director Tex Avery was the producer of the beginning Raid "Kills Bugs Dead" commercials in 1966, which were very successful for the company.[20]
Other media, trade and theme parks [edit]
Apart from their success in flick theaters and television series, many cartoon characters would also 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 style to the screen (which is often the case in Japan, where many manga are adapted into anime), original animated characters also usually announced in comic books and magazines. Somewhat similarly, characters and plots for video games (an interactive blitheness medium) have been derived from films and vice versa.
Some of the original content produced for the screen can be used and marketed in other media. Stories and images can easily exist adjusted into children'due south books and other printed media. Songs and music have appeared on records and as streaming media.
While very many blitheness companies commercially exploit their creations exterior moving epitome media, The Walt Disney Company is the best known and well-nigh extreme example. Since first existence licensed for a children's writing tablet in 1929, their Mickey Mouse mascot has been depicted on an enormous amount of products, as have many other Disney characters. This may have influenced some pejorative use of Mickey'southward proper noun, just licensed Disney products sell well, and the so-called Disneyana has many gorging collectors, and fifty-fifty a defended Disneyana fanclub (since 1984).
Disneyland opened in 1955 and features many attractions that were based on Disney'due south 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 movie house since its inception. With its popularity, a large amount of criticism has arisen, especially animated feature-length films.[21] Many concerns of cultural representation, psychological effects on children take been brought upward effectually the blitheness industry, which has remained rather politically unchanged and brackish since its inception into mainstream culture.[22]
Awards [edit]
As with whatsoever other form of media, blitheness has instituted awards for excellence in the field. Many are part of general or regional film laurels programs, similar the Mainland china's Gilded Rooster Honor for Best Animation (since 1981). Awards programs dedicated to animation, with many categories, include ASIFA-Hollywood'south Annie Awards, the Emile Awards in Europe and the Anima Mundi awards in Brazil.
Academy Awards [edit]
Apart from University Awards for Best Blithe Short Picture show (since 1932) and All-time Animated Feature (since 2002), animated movies have been nominated and rewarded in other categories, relatively ofttimes for Best Original Song and Best Original Score.
Beauty and the Beast was the commencement blithe picture nominated for Best Picture, in 1991. Up (2009) and Toy Story 3 (2010) also received All-time Flick nominations, later on the Academy expanded the number of nominees from v to ten.
Production [edit]
The creation of not-trivial blitheness works (i.e., longer than a few seconds) has developed as a form of filmmaking, with sure unique aspects.[23] Traits common to both alive-action and blithe characteristic-length films are labor intensity and high product costs.[24]
The most of import difference is that one time a moving picture is in the production stage, the marginal price of one more than shot is higher for animated films than live-action films.[25] It is relatively easy for a manager to ask for one more than have during chief photography of a live-action movie, but every take on an animated film must be manually rendered by animators (although the task of rendering slightly different takes has been made less tedious past modernistic reckoner animation).[26] It is pointless for a studio to pay the salaries of dozens of animators to spend weeks creating a visually dazzling five-minute scene if that scene fails to effectively advance the plot of the film.[27] Thus, animation studios starting with Disney began the exercise in the 1930s of maintaining story departments where storyboard artists develop every single scene through storyboards, then handing the moving picture over to the animators just after the production team is satisfied that all the scenes brand sense as a whole.[28] While live-action films are now also storyboarded, they enjoy more latitude to depart from storyboards (i.e., real-time improvisation).[29]
Another problem unique to animation is the requirement to maintain a picture'south consistency from starting time to finish, even as films take grown longer and teams take grown larger. Animators, similar all artists, necessarily have individual styles, but must subordinate their individuality in a consistent style to any way is employed on a particular flick.[30] Since the early 1980s, teams of about 500 to 600 people, of whom 50 to lxx are animators, typically have created feature-length animated films. It is relatively easy for two or iii artists to match their styles; synchronizing those of dozens of artists is more difficult.[31]
This problem is ordinarily solved by having a split grouping of visual development artists develop an overall look and palette for each film before the animation begins. Grapheme designers on the visual development team draw model sheets to show how each character should expect similar with different facial expressions, posed in different positions, and viewed from dissimilar angles.[32] [33] On traditionally animated projects, maquettes were often sculpted to farther help the animators see how characters would look from unlike angles.[34] [32]
Dissimilar live-action films, animated films were traditionally developed beyond the synopsis stage through the storyboard format; the storyboard artists would and so receive credit for writing the flick.[35] In the early 1960s, animation studios began hiring professional screenwriters to write screenplays (while also continuing to use story departments) and screenplays had become commonplace for animated films by the late 1980s.
Techniques [edit]
Traditional [edit]
Traditional animation (also chosen cel animation or hand-fatigued animation) was the process used for well-nigh animated films of the 20th century.[36] The individual frames of a traditionally animated motion-picture show are photographs of drawings, kickoff drawn on newspaper.[37] To create the illusion of motility, each cartoon differs slightly from the one earlier it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels,[38] which are filled in with paints in assigned colors or tones on the side reverse the line drawings.[39] The completed character cels are photographed one-by-one against a painted groundwork by a rostrum camera onto motion motion-picture show movie.[40]
The traditional cel blitheness procedure became obsolete by the beginning of the 21st century. Today, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system.[1] [41] Various software programs are used to color the drawings and simulate camera motion and furnishings.[42] The concluding animated piece is output to one of several commitment media, including traditional 35 mm film and newer media with digital video.[43] [one] The "look" of traditional cel animation is still preserved, and the character animators' work has remained essentially the same over the past 70 years.[34] Some blitheness producers have used the term "tradigital" (a play on the words "traditional" and "digital") to depict cel animation that uses significant computer engineering.
Examples of traditionally animated feature films include Pinocchio (U.s., 1940),[44] Animal Farm (Britain, 1954), Lucky and Zorba (Italia, 1998), and The Illusionist (British-French, 2010). Traditionally animated films produced with the aid of computer engineering science include The Lion King (US, 1994), The Prince of Egypt (US, 1998), Akira (Nihon, 1988),[45] Spirited Abroad (Japan, 2001), The Triplets of Belleville (France, 2003), and The Undercover of Kells (Irish gaelic-French-Belgian, 2009).
Full [edit]
Total animation refers to the process of producing high-quality traditionally animated films that regularly use detailed drawings and plausible movement,[46] having a polish animation.[47] Fully animated films tin can be fabricated in a variety of styles, from more than realistically blithe works similar those produced past the Walt Disney studio (The Little Mermaid, Beauty and the Beast, Aladdin, The Lion King) to the more 'drawing' styles of the Warner Bros. blitheness studio. Many of the Disney blithe features are examples of total blitheness, as are non-Disney works, The Secret of NIMH (U.s.a., 1982), The Atomic number 26 Giant (US, 1999), and Nocturna (Spain, 2007). Fully animated films are blithe at 24 frames per 2d, with a combination of blitheness on ones and twos, pregnant that drawings tin exist held for one frame out of 24 or ii frames out of 24.[48]
Limited [edit]
Limited animation involves the use of less detailed or more stylized drawings and methods of motility ordinarily a choppy or "skippy" motility animation.[49] Limited animation uses fewer drawings per 2nd, thereby limiting the fluidity of the blitheness. This is a more than economic technique. Pioneered by the artists at the American studio United Productions of America,[50] limited blitheness tin exist used as a method of stylized artistic expression, every bit in Gerald McBoing-Boing (United states of america, 1951), Yellowish Submarine (UK, 1968), and certain anime produced in Japan.[51] Its primary use, withal, has been in producing cost-effective animated content for media for idiot box (the piece of work of Hanna-Barbera,[52] Filmation,[53] and other TV animation studios[54]) and later on the Internet (web cartoons).
Rotoscoping [edit]
Rotoscoping is a technique patented past Max Fleischer in 1917 where animators trace live-action movement, frame by frame.[55] The source moving-picture show can be direct copied from actors' outlines into animated drawings,[56] every bit in The Lord of the Rings (US, 1978), or used in a stylized and expressive manner, as in Waking Life (The states, 2001) and A Scanner Darkly (US, 2006). Some other examples are Fire and Ice (US, 1983), Heavy Metal (1981), and Aku no Hana (Nihon, 2013).
Alive-activity blending [edit]
Alive-action/blitheness is a technique combining paw-drawn characters into alive activity shots or live-action actors into animated shots.[57] One of the before uses was in Koko the Clown when Koko was drawn over live-activity footage.[58] Walt Disney and Ub Iwerks created a series of Alice Comedies (1923–1927), in which a live-action girl enters an animated globe. Other examples include Allegro Non Troppo (Italia, 1976), Who Framed Roger Rabbit (US, 1988), Volere volare (Italy 1991), Infinite Jam (U.s., 1996) and Osmosis Jones (US, 2001).
Cease move [edit]
Cease-move animation is used to describe animation created by physically manipulating real-world objects and photographing them one frame of motion picture at a time to create the illusion of movement.[59] In that location are many different types of finish-motion animation, commonly named later the medium used to create the animation.[threescore] Reckoner software is widely available to create this type of animation; traditional stop-motion blitheness is usually less expensive but more time-consuming to produce than current estimator animation.[60]
- Puppet blitheness
- Typically involves stop-motility puppet figures interacting in a constructed environment, in contrast to real-world interaction in model animation.[61] The puppets generally accept an armature inside of them to proceed them yet and steady to constrain their motion to detail joints.[62] Examples include The Tale of the Flim-flam (French republic, 1937), The Nightmare Before Christmas (US, 1993), Corpse Helpmate (US, 2005), Coraline (US, 2009), the films of Jiří Trnka and the adult animated sketch-one-act tv set serial Robot Chicken (Us, 2005–present).
- Puppetoon
- Created using techniques developed past George Pal,[63] are puppet-blithe films that typically utilise a different version of a puppet for unlike frames, rather than simply manipulating one existing puppet.[64]
A clay animation scene from a Finnish television commercial
- Dirt blitheness or Plasticine animation
- (Often called claymation, which, however, is a trademarked name). It uses figures made of clay or a similar malleable material to create stop-motion animation.[59] [65] The figures may take an armature or wire frame within, similar to the related boob animation (below), that can be manipulated to pose the figures.[66] Alternatively, the figures may exist made entirely of dirt, in the films of Bruce Bickford, where clay creatures morph into a variety of different shapes. Examples of clay-animated works include The Gumby Bear witness (The states, 1957–1967), Mio Mao (Italy, 1974–2005), Morph shorts (Britain, 1977–2000), Wallace and Gromit shorts (UK, as of 1989), Jan Švankmajer's Dimensions of Dialogue (Czechoslovakia, 1982), The Trap Door (UK, 1984). Films include Wallace & Gromit: The Curse of the Were-Rabbit, Chicken Run and The Adventures of Marker Twain.[67]
- Strata-cut animation
- Nearly commonly a course of dirt animation in which a long staff of life-similar "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 finish of the loaf for each cut, somewhen revealing the motion of the internal images within.[68]
- Cutout animation
- A blazon of cease-movement blitheness produced by moving two-dimensional pieces of material paper or cloth.[69] Examples include Terry Gilliam's animated sequences from Monty Python'southward Flying Circus (UK, 1969–1974); Fantastic Planet (French republic/Czechoslovakia, 1973); Tale of Tales (Russia, 1979), The pilot episode of the adult television receiver sitcom series (and sometimes in episodes) of S Park (US, 1997) and the music video Live for the moment, from Verona Riots ring (produced by Alberto Serrano and Nívola Uyá, Spain 2014).
- Silhouette blitheness
- A variant of cutout animation in which the characters are backlit and only visible equally silhouettes.[70] Examples include The Adventures of Prince Achmed (Weimar Republic, 1926) and Princes et Princesses (French republic, 2000).
- Model animation
- Refers to stop-motion animation created to interact with and exist as a part of a live-action earth.[71] Intercutting, matte effects and split screens are often employed to alloy stop-motility characters or objects with live actors and settings.[72] Examples include the piece of work of Ray Harryhausen, as seen in films, Jason and the Argonauts (1963),[73] and the piece of work of Willis H. O'Brien on films, King Kong (1933).
- Go motion
- A variant of model animation that uses various techniques to create motility blur betwixt frames of motion-picture show, which is non present in traditional stop move.[74] The technique was invented by Industrial Calorie-free & Magic and Phil Tippett to create special result scenes for the moving picture The Empire Strikes Back (1980).[75] Another example is the dragon named "Vermithrax" from the 1981 motion-picture show Dragonslayer.[76]
- Object animation
- Refers to the utilize of regular inanimate objects in stop-move animation, as opposed to specially created items.[77]
- Graphic animation
- Uses non-drawn flat visual graphic material (photographs, paper clippings, magazines, etc.), which are sometimes manipulated frame by frame to create movement.[78] At other times, the graphics remain stationary, while the stop-motion camera is moved to create on-screen action.
- Brickfilm
- A subgenre of object animation involving using Lego or other similar brick toys to make an animation.[79] [80] These have had a contempo boost in popularity with the appearance of video sharing sites, YouTube and the availability of inexpensive cameras and animation software.[81]
- Pixilation
- Involves the use of live humans as stop-motion characters.[82] This allows for a number of surreal effects, including disappearances and reappearances, allowing people to appear to slide beyond the ground, and other effects.[82] Examples of pixilation include The Secret Adventures of Tom Pollex and Angry Kid shorts, and the Academy Award-winning Neighbours by Norman McLaren.
Computer [edit]
Computer animation encompasses a variety of techniques, the unifying factor existence that the animation is created digitally on a computer.[42] [83] second animation techniques tend to focus on image manipulation while 3D techniques usually build virtual worlds in which characters and objects move and interact.[84] 3D animation can create images that seem existent to the viewer.[85]
2nd [edit]
A 2d blitheness of 2 circles joined by a chain
2D animation figures are created or edited on the computer using 2D bitmap graphics and 2D vector graphics.[86] This includes automated computerized versions of traditional animation techniques, interpolated morphing,[87] onion skinning[88] and interpolated rotoscoping. 2d animation has many applications, including analog calculator blitheness, Flash animation, and PowerPoint animation. Cinemagraphs are still photographs in the form of an blithe GIF file of which part is animated.[89]
Terminal line advection blitheness is a technique used in 2d animation,[90] to give artists and animators more influence and control over the concluding product as everything is done within the same department.[91] Speaking virtually using this arroyo in Paperman, John Kahrs said that "Our animators can change things, actually erase abroad the CG underlayer if they want, and alter the profile of the arm."[92]
3D [edit]
3D animation is digitally modeled and manipulated past an animator. The 3D model maker usually starts by creating a 3D polygon mesh for the animator to manipulate.[93] A mesh typically includes many vertices that are connected by edges and faces, which give the visual appearance of form to a 3D object or 3D surroundings.[93] Sometimes, the mesh is given an internal digital skeletal structure called an armature that can exist used to control the mesh past weighting the vertices.[94] [95] This procedure is called rigging and tin can be used in conjunction with key frames to create move.[96]
Other techniques can exist applied, mathematical functions (e.g., gravity, particle simulations), imitation fur or pilus, and effects, fire and h2o simulations.[97] These techniques fall nether the category of 3D dynamics.[98]
Terms [edit]
- Cel-shaded blitheness is used to mimic traditional animation using computer software.[99] The shading looks stark, with less blending of colors. Examples include Skyland (2007, France), The Iron Behemothic (1999, United States), Futurama (1999, U.s.) Appleseed Ex Machina (2007, Nihon), The Legend of Zelda: The Wind Waker (2002, Japan), The Legend of Zelda: Breath of the Wild (2017, Japan)
- Machinima – Films created by screen capturing in video games and virtual worlds. The term originated from the software introduction in the 1980s demoscene, as well as the 1990s recordings of the offset-person shooter video game Quake.
- Motion capture is used when live-action actors wear special suits that allow computers to copy their movements into CG characters.[100] [101] Examples include Polar Express (2004, US), Beowulf (2007, US), A Christmas Carol (2009, Us), The Adventures of Tintin (2011, U.s.a.) kochadiiyan (2014, India)
- Computer blitheness is used primarily for animation that attempts to resemble existent life, using avant-garde rendering that mimics in particular peel, plants, water, fire, clouds, etc.[102] Examples include Up (2009, U.s.a.), How to Railroad train Your Dragon (2010, US)
- Physically based animation is blitheness using computer simulations.[103]
Mechanical [edit]
- Animatronics is the use of mechatronics to create machines that seem animate rather than robotic.
- Sound-Animatronics and Autonomatronics is a form of robotics animation, combined with 3-D animation, created by Walt Disney Imagineering for shows and attractions at Disney theme parks motion and make racket (by and large a recorded speech or song).[104] They are fixed to whatsoever supports them. They can sit down and stand, and they cannot walk. An Audio-Animatron is different 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 chosen Autonomatronics.[105]
- Linear Animation Generator is a form of animation by using static picture frames installed in a tunnel or a shaft. The blitheness illusion is created by putting the viewer in a linear motion, parallel to the installed picture frames.[106] The concept and the technical solution were invented in 2007 past Mihai Girlovan in Romania.
- Chuckimation is a blazon of blitheness created past the makers of the television series Activeness League Now! in which characters/props are thrown, or chucked from off camera or wiggled around to simulate talking by unseen hands.[107]
- The magic lantern used mechanical slides to project moving images, probably since Christiaan Huygens invented this early image projector in 1659.
Other [edit]
- Hydrotechnics: a technique that includes lights, h2o, fire, fog, and lasers, with high-definition projections on mist screens.
- Drawn on movie blitheness: a technique where footage is produced by creating the images directly on film stock; for example, past Norman McLaren,[108] Len Lye and Stan Brakhage.
- Paint-on-drinking glass blitheness: a technique for making animated films by manipulating slow drying oil paints on sheets of drinking glass,[109] for example by Aleksandr Petrov.
- Erasure animation: a technique using traditional 2D media, photographed over time every bit the artist manipulates the image. 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 use of a screen filled with movable pins that tin can be moved in or out by pressing an object onto the screen.[111] The screen is lit from the side then that the pins cast shadows. The technique has been used to create animated films with a range of textural effects difficult to achieve with traditional cel blitheness.[112]
- Sand animation: sand is moved around on a back- or front-lighted piece of glass to create each frame for an animated picture.[113] This creates an interesting effect when animated because of the light dissimilarity.[114]
- Flip book: a flip book (sometimes, especially in British English, called a flick book) is a volume with a serial of pictures that vary gradually from i page to the next, and then that when the pages are turned rapidly, the pictures announced to animate by simulating motion or another change.[115] [116] Flip books are oft illustrated books for children,[117] they too are geared towards adults and employ a series of photographs rather than drawings. Flip books are not ever carve up books, they appear every bit an added feature in ordinary books or magazines, frequently in the page corners.[115] Software packages and websites are also available that convert digital video files into custom-fabricated flip books.[118]
- Grapheme animation
- Multi-sketching
- Special effects animation
See too [edit]
- Twelve basic principles of animation
- Animated war moving-picture show
- Blitheness section
- Animated series
- Architectural animation
- Avar
- Independent blitheness
- International Animation Day
- International Animated Movie Association
- International Tournée of Blitheness
- Listing of picture-related topics
- Motion graphic design
- Society for Animation Studies
- Wire-frame model
References [edit]
Citations [edit]
- ^ a b c Buchan 2013.
- ^ "The definition of animation on lexicon.com".
- ^ Solomon 1989, p. 28.
- ^ Solomon 1989, p. 24.
- ^ Solomon 1989, p. 34.
- ^ Bendazzi 1994, p. 49.
- ^ * Full prior to 50th anniversary reissue: Culhane, John (12 July 1987). "'Snow White' At l: 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 million worldwide - and so it remains one of the most popular films ever made.
- ^ * 1987 and 1993 grosses from Due north America: "Snowfall 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 movie". Guinness World Records. Guinness World Records Express. Retrieved 27 December 2018.
- ^ Amidi, Among (1 June 2015). "Sergio Pablos Talks About His Stunning Hand-Drawn Project 'Klaus'". Drawing Mash . Retrieved 12 Oct 2019.
- ^ "The Origins of Klaus". YouTube. 10 October 2019. Archived from the original on 22 November 2021. Retrieved 12 Oct 2019.
- ^ Bernstein, Abbie (25 February 2013). "Consignment 10". Exclusive Interview: John Kahrs & Kristina Reed on PAPERMAN. Midnight Productions, Inc. Retrieved 6 Oct 2013.
- ^ "Starting time LOOK: Disney'due south 'Paperman' fuses hand-fatigued amuse with digital depth". EW.com . Retrieved 2 October 2014.
- ^ Sarto, Dan. "Inside Disney's New Animated Curt Paperman". Animation World Network. Retrieved 5 June 2012.
- ^ "Disney's Paperman animated short fuses CG and hand-drawn techniques". Retrieved ii Oct 2014.
- ^ Lath of Investments 2009.
- ^ "Global animation market place value 2017-2020". Statista . Retrieved 31 March 2022.
- ^ McDuling 2014.
- ^ "Snap, Crepitation, Pop® | Rice Krispies®". www.ricekrispies.com . Retrieved 16 June 2020.
- ^ Taylor, Heather (x June 2019). "The Raid Bugs: Characters We Love To Detest". 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. 70.
- ^ Brook 2004, pp. 92–93.
- ^ Laybourne 1998, pp. 150–151.
- ^ Laybourne 1998, pp. 151–54.
- ^ Brook 2004, p. 250.
- ^ Furniss 1998, pp. 52–54.
- ^ Laybourne 1998, pp. 59–60.
- ^ Culhane 1990, pp. 170–171.
- ^ Harryhausen & Dalton 2008, pp. 9–xi.
- ^ Harryhausen & Dalton 2008, pp. 222–26
- ^ Harryhausen & Dalton 2008, p. 18
- ^ Smith 1986, p. ninety.
- ^ 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, lxx, 132.
- ^ Priebe 2006, pp. 71–72.
- ^ White 2006, p. 392.
- ^ Lowe & Schnotz 2008, pp. 246–47.
- ^ Masson 2007, pp. 127–28.
- ^ Beck 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 Blitheness?". Animator Mag. 17 Dec 2011. Archived from the original on v March 2016. Retrieved 20 February 2016.
- ^ Sito 2013, pp. 207–08.
- ^ Masson 2007, p. 204.
- ^ Parent 2007, p. nineteen.
- ^ Donald H. House; John C. Keyser (30 November 2016). Foundations of Physically Based Modeling and Blitheness. CRC Press. ISBN978-1-315-35581-8.
- ^ 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.
- ^ Brownish 2003, p. 7.
- ^ Furniss 1998, pp. xxx–33.
- ^ a b Laybourne 1998, pp. 22–24.
- ^ Solomon 1989, pp. 8–ten.
- ^ Laybourne 1998, p. xiv.
- ^ White 2006, p. 203.
Sources [edit]
Journal articles [edit]
- Anderson, Joseph and Barbara (Spring 1993). "Journal of Film and Video". The Myth of Persistence of Vision Revisited. 45 (one): iii–13. Archived from the original on 24 November 2009.
- Serenko, Alexander (2007). "Computers in Human being Beliefs" (PDF). The Development of an Instrument to Measure the Degree of Animation Predisposition of Agent Users. 23 (i): 478–95.
Books [edit]
- Baer, Eva (1983). Metalwork in Medieval Islamic Art. State Academy of New York Press. pp. 58, 86, 143, 151, 176, 201, 226, 243, 292, 304. ISBN978-0-87395-602-four.
- Beck, Jerry (2004). Blitheness Art: From Pencil to Pixel, the History of Cartoon, Anime & CGI. Fulhamm London: Flame Tree Publishing. ISBN978-i-84451-140-2.
- Beckerman, Howard (2003). Blitheness: The Whole Story. Allworth Press. ISBN978-i-58115-301-9.
- Bendazzi, Giannalberto (1994). Cartoons: One Hundred Years of Cinema Animation . Bloomington, Indiana: Indiana Academy Press. ISBN978-0-253-20937-5.
- 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. ISBN978-0-8109-5941-5.
- Cotte, Olivier (2007). Secrets of Oscar-winning Animation: Behind the scenes of 13 classic short animations. Focal Printing. ISBN978-0240520704.
- Crafton, Donald (1993). Earlier Mickey: The Animated Moving picture 1898–1928. Chicago: University of Chicago Printing. ISBN978-0-226-11667-9.
- Culhane, Shamus (1990). Animation: Script to Screen. St. Martin'southward Press. ISBN978-0-312-05052-8.
- Drazin, Charles (2011). The Faber Volume of French Cinema . Faber & Faber. ISBN978-0-571-21849-iii.
- Faber, Liz; Walters, Helen (2004). Blitheness Unlimited: Innovative Curt Films Since 1940 . London: Laurence King Publishing. ISBN978-1-85669-346-2.
- Finkielman, Jorge (2004). The Film Industry in Argentina: An Illustrated Cultural History. Northward Carolina: McFarland. p. xx. ISBN978-0-7864-1628-8.
- Furniss, Maureen (1998). Art in Motion: Animation Aesthetics. Indiana University Press. ISBN978-i-86462-039-ix.
- Godfrey, Bob; Jackson, Anna (1974). The Do-It-Yourself Motion picture Animation Book. BBC Publications. ISBN978-0-563-10829-0.
- Harryhausen, Ray; Dalton, Tony (2008). A Century of Model Animation: From Méliès to Aardman. Aurum Press. ISBN978-0-8230-9980-1.
- Herman, Sarah (2014). Brick Flicks: A Comprehensive Guide to Making Your Ain Stop-Motion LEGO Movies. New York: Skyhorse Publishing. ISBN978-1-62914-649-2.
- Lawson, Tim; Persons, Alisa (2004). The Magic Backside the Voices [A Who's Who of Cartoon Voice Actors]. Academy Printing of Mississippi. ISBN978-1-57806-696-iv.
- Laybourne, Kit (1998). The Animation Book: A Complete Guide to Blithe Filmmaking – from Flip-books to Sound Cartoons to 3-D Blitheness. New York: Three Rivers Press. ISBN978-0-517-88602-1.
- Ledoux, Trish (1997). Consummate Anime Guide: Japanese Blitheness Film Directory and Resources Guide. Tiger Mountain Printing. ISBN978-0-9649542-5-0.
- Lowe, Richard; Schnotz, Wolfgang, eds. (2008). Learning with Animation. Research implications for blueprint. New York: Cambridge Academy Press. ISBN978-0-521-85189-3.
- Masson, Terrence (2007). CG101: A Computer Graphics Industry Reference. Unique and personal histories of early computer animation product, plus a comprehensive foundation of the industry for all reading levels. Williamstown, MA: Digital Fauxtography. ISBN978-0-9778710-0-1.
- Needham, Joseph (1962). "Science and Civilization in Red china". Physics and Physical Engineering. Vol. 4. Cambridge University Press.
- Neupert, Richard (2011). French Animation History. John Wiley & Sons. ISBN978-one-4443-3836-2.
- Parent, Rick (2007). Computer Animation: Algorithms & Techniques. Ohio State University: Morgan Kaufmann. ISBN978-0-12-532000-9.
- Paul, Joshua (2005). Digital Video Hacks. O'Reilly Media. ISBN978-0-596-00946-5.
- Pilling, Jayne (1997). Order of Animation Studies (ed.). A Reader in Blitheness Studies. Indiana University Press. ISBN978-one-86462-000-ix.
- Priebe, Ken A. (2006). The Art of Stop-Motility Animation. Thompson Form Technology. ISBN978-1-59863-244-six.
- Rojas, Carlos; Grub, Eileen (2013). The Oxford Handbook of Chinese Cinemas. Oxford University Printing. ISBN978-0-19-998844-0.
- Sammond, Nicholas (27 August 2015). Birth of an Industry: Blackface Minstrelsy and the Rise of American Animation. Durham, NC: Duke University Press. doi:ten.1515/9780822375784. ISBN9780822358527. OCLC 8605897837.
- Shaffer, Joshua C. (2010). Discovering The Magic Kingdom: An Unofficial Disneyland Vacation Guide. Indiana: Author Business firm. 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 Firm, Inc. ISBN978-0-394-54684-1.
- Thomas, Bob (1958). Walt Disney, the Art of Blitheness: 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 G. (1986). Industrial Light & Magic: The Art of Special Effects. New York: Ballantine Books. ISBN978-0-345-32263-0.
- White, Tony (2006). Animation 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-vii.
- Zielinski, Siegfried (1999). Audiovisions: Cinema and Television receiver as Entr'actes in History. Amsterdam University Press. ISBN978-90-5356-303-viii.
Online sources [edit]
- Amidi, Among (2 Dec 2011). "NY Film Critics Didn't like a Unmarried Blithe Film This Year". Drawing Brew. Retrieved 19 February 2016.
- Ball, Ryan (12 March 2008). "Oldest Animation Discovered in Islamic republic of iran". Animation Magazine . Retrieved 15 March 2016.
- Brook, Jerry (2 July 2012). "A Trivial More than Nigh Disney's "Paperman"". Cartoon Brew.
- Bendazzi, Giannalberto (1996). "The Untold Story of Argentina'due south Pioneer Animator". Blitheness World Network. Retrieved 29 Apr 2016.
- "Animation" (PDF). boi.gov.ph. Board of Investments. November 2009. Archived from the original (PDF) on nineteen October 2012. Retrieved 24 July 2012.
- Brownish, Margery (2003). "Experimental Blitheness Techniques" (PDF). Olympia, WA: Evergreen State Collage. Archived from the original (PDF) on 7 March 2008. Retrieved 11 Nov 2005.
- Carbone, Ken (24 Feb 2010). "Stone-Age Animation in a Digital World: William Kentridge at MoMA". Fast Company . Retrieved 7 March 2016.
- Haglund, David (7 Feb 2014). "The Oldest Known LEGO Movie". Slate . Retrieved 25 February 2016.
- "World'due south Oldest Animation?". theheritagetrust.wordpress.com. The Heritage Trust. 25 July 2012. Archived from the original on 22 October 2015.
- Kenyon, Heather (one February 1998). "How'd They Do That?: Stop-Motility Secrets Revealed". Animation World Network. Retrieved ii March 2016.
- Nagel, Jan (21 May 2008). "Gender in Media: Females Don't Rule". Animation World Network. Retrieved 3 March 2016.
- McDuling, John (3 July 2014). "Hollywood Is Giving Upward on Comedy". The Atlantic. The Atlantic Monthly Group. Retrieved 20 July 2014.
- McLaughlin, Dan (2001). "A Rather Incomplete But Still Fascinating". Picture TV. UCLA. Archived from the original on nineteen November 2009. Retrieved 12 February 2013.
- O'Keefe, Matt (11 Nov 2014). "six Major Innovations That Sprung from the Heads of Disney Imagineers". Theme Park Tourist. Retrieved nine March 2016.
- Watercutter, Angela (24 May 2012). "35 Years Afterward Star Wars, Furnishings Whiz Phil Tippett Is Slowly Crafting a Mad God". Wired . Retrieved 6 February 2016.
- Zohn, Patricia (28 Feb 2010). "Coloring the Kingdom". Vanity Off-white . Retrieved 7 Dec 2015.
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- "Władysław Starewicz – Biography". civilization.pl. Adam Mickiewicz Constitute. 16 April 2012. Retrieved nine February 2016.
External links [edit]
- The making of an 8-minute cartoon brusque
- "Animando", a 12-minute film demonstrating x different blitheness techniques (and teaching how to use them).
- Bibliography on animation – Websiite "Histoire de la télévision"
- Animation at Curlie
jablonskitiat1954.blogspot.com
Source: https://en.wikipedia.org/wiki/Animation
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