Published May 13, 2023, 12:08 p.m. by Jerald Waisoki
In the early days of animation, artists had to hand-draw every frame of film. This was a painstaking and time-consuming process, but it resulted in some of the most iconic cartoons of all time. Today, animation is created using computers, and the process is much faster and easier. However, the art of animation is still very important.
animation is the art of creating moving images. It is used in movies, television shows, video games, and websites. animation can be 2D or 3D. In 2D animation, the images are drawn on paper or on a computer. In 3D animation, the images are created using computers.
animation is a very popular form of entertainment. It is loved by both children and adults. animation is also used for educational purposes. It can be used to teach people about history, science, and other topics.
The first animated film was created in 1892. It was called "The Enchanted Drawing." The film was only a minute long. It was made by drawing images on a piece of paper and then photographing them.
Today, there are many different types of animation. Some animators create traditional hand-drawn images. Others use computers to create their images.
There are many benefits to animation. It is a great way to entertain people. It is also a great way to teach people about different topics.
If you are interested in learning more about animation, there are many resources available. You can find books, websites, and classes that will teach you everything you need to know.
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[Music]
when
i was a kid every weekend my dad and i
would go to the local vhs rental store
and every weekend i'd come back with the
same grin
and the same copy of the iron giant
i love that movie it was the first
animated film i'd seen that tackled
real themes that were relevant to a
modern child becoming the person who you
choose to be
for one at a young age it even taught me
about more serious topics
like prejudice and intolerance and even
death
but most importantly this film was for
me
an introduction to a love of animation
but something i struggled with as a
child is understanding how exactly it
works
how and why are these characters moving
around the way that they are why do they
look more like shapes than people
and why do i feel that they're more like
people than shapes
there are so many different things going
on at the same time and coming to
understand what exactly you're looking
at
means even the simplest of questions
becomes quite a complex one
what is animation google defines it as
the technique of photographing
successive drawings or positions of
puppets
or models to create an illusion of
movements when the film is shown
as a sequence which is about as robotic
a definition as you can get
and what's more is it's also far too
specific as there's so many more things
that go into the art than just the
ability to make something move
for a better perspective ed catmull the
co-founder of pixar defined it instead
as the definition of superb animation
is that each character on screen makes
you believe it is a thinking being
if you sense not just movement but
intention or put another way
emotion then the animator has done their
job
it's not just lines on paper anymore
it's a living feeling
entity but before we can even get to the
point where characters can express these
types of emotions
you need to overcome a few hurdles that
are in the way first
let's start with the uncanny valley it's
a psychological effect coined in the 70s
by japanese roboticist masahiro mori
i hope i pronounced all right to
simplify it it's a relationship between
how comfortable we are observing an
image
and how much that image resembles
reality in this case how much a
character resembles a human
the uncanny valley name comes from this
deviation here
where just as you're starting to get
pretty close to looking natural
there's this point where unless your
image is almost indistinguishable from
reality
it's suddenly going to get very
uncomfortable to look at and in some
cases downright terrifying
this was originally and still is an
issue when designing robots to look like
humans
but it's actually a very transferable
problem to animation
for example think about the first toy
story movie the main characters
themselves represent humans in a very
minimal kind of way
they loosely have the same figure but
they're stylized in a way where they're
obviously supposed to be seen as toys
they're comfortable to look at and at a
guess they should appear on the graph
around here now let's look instead to
the actual human characters
it's a completely different story in
case this wasn't as good
an example as i thought here is the
animation toy story was based on
hopefully that clears things up this
phenomenon doesn't just affect how a
character looks but also how a character
moves
it sounds strangely obvious but if an
animator doesn't nail the actions of how
a character should move around the scene
it feels weird to look at a very popular
method for animation nowadays is motion
capture
which is an evolution of the old
technique of rotoscoping
both use reference footage of real
actors and trace the motion of the scene
turning this motion into animation
because of this
both could even be considered to be a
direct transition between a human
expression
and an artistic one but that's not
necessarily what an animator wants
everything a character does can tell the
audience something about them from how
they move
if a character acts very human in a very
animated world
it probably won't look uncomfortable but
at the same time it risks looking out of
place
that being said movement isn't the only
thing that can lead to good character
design
in animation caricature is key
caricature that's what animation is
great at
and caricature is often is a word that's
often used derogatorily but
actually it means reducing um something
to its essence
and that doesn't just mean making things
bigger in a drawing or making things
louder it also can mean making things
tinier or smaller
it's about intensifying whatever the
essence of that thing is
that's a quote from brad bird the
director of both the iron giants
and the incredibles the latter being a
film that actually takes this concept to
quite the extreme
to cover it briefly let's take a look at
the main character mr incredible or
bob parr his power his personality and
his physical appearance
all correlates with one another due to
his strength bob is physically
huge but at the same time he's arrogant
he's stubborn and he's unstable as a
character
both lying to and endangering his entire
family in order to relive his glory days
he only thinks about himself hence he's
physically very top-heavy
his design isn't balanced correctly
because neither is his character
and you can tell immediately from just
looking at him
all these things contribute in one way
or another to visual storytelling
a technique that animation is nothing
short of exceptional at
particularly in combination with
physical or non-verbal languages
this was seen in some of the very first
animated films as they begun their rise
in popularity around the same time that
silent films did
thus took inspiration from people like
buster keaton and charlie chaplin
in fact viewing animation in silence can
highlight something
along with the previously mentioned
methods due to how expressive you can
make an animated character whether it's
movement body language or facial
expression
the animator has so much control over
the visual languages that at a point
dialogue itself becomes unnecessary one
of my mentors
whose work really really always inspired
me was chuck jones who was a great
warner brothers cartoon director he
always said john
great animation you should turn the
sound off and still be able to tell
what's going on
it's my big mantra to all the filmmakers
is like
how can we tell the story visually
[Music]
when pixar was first founded three short
films were released in the two years
between 1986
and 1988. you might recognize a few from
earlier
all three were directed by john lester
with not a spoke mode of dialogue
between them
luxo jr later became the logo for the
company
tintoy was the inspiration behind toy
story
and red stream was the inspiration
behind 2008's
wall-e all of these examples are no
longer than five minutes each
but wally takes the same concept and
instead centers the plot around it
the only living characters not counting
the cockroach
arrive 40 minutes into the film
and wally himself only says four words
of dialogue
in the entire run time his name eve
directive and
the sheer amount of this film that
communicates ideas to its audience
without having
any meaningful dialogue is a testament
to how much information the audience can
understand
without explicitly telling them anything
it even embodies one of the core rules
of rising to a t
everyone can understand something like
this and for the audience
there's something quite unifying about
that looking back
at the iron giants the character didn't
even know how to speak at the beginning
of the film
can you do that blah blah blah
but the animators did something very
similar to what wally accomplished
taking something rigid and lifeless and
making it expressive
human or put another way they animated
the inanimate i stated the common
definition for the sole reason of
digging it up by its roots
as when the industry was first conceived
it was named after an already very real
word
because to animate something is not to
just make something move
to animate is to give life
and the modern day practice of animation
does just that because the art
of animation is to give art
life and that's why i love it
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