Sabtu, 03 April 2010

The 12 principles

The 12 principles


Squash and stretch

Animated sequence of a race horse galloping. Photos taken by Eadweard Muybridge. The horse's body demonstrates squash and stretch in natural musculature.

The most important principle is "squash and stretch",[2] the purpose of which is to give a sense of weight and flexibility to drawn objects. It can be applied to simple objects, like a bouncing ball, or more complex constructions, like the musculature of a human face.[3][4] Taken to an extreme point, a figure stretched or squashed to an exaggerated degree can have a comical effect.[5] In realistic animation, however, the most important aspect of this principle is the fact that an object's volume does not change when squashed or stretched. If the length of a ball is stretched vertically, its width (in three dimensions, also its depth) needs to contract correspondingly horizontally.[6]

[edit] Anticipation

Anticipation is used to prepare the audience for an action, and to make the action appear more realistic.[7] A dancer jumping off the floor has to bend his knees first; a golfer making a swing has to swing the club back first. The technique can also be used for less physical actions, such as a character looking off-screen to anticipate someone's arrival, or attention focusing on an object that a character is about to pick up.[8]

Anticipation: A baseball player making a pitch prepares for the action by moving his arm back.

For special effect, anticipation can also be omitted in cases where it is expected. The resulting sense of anticlimax will produce a feeling of surprise in the viewer, and can often add comedy to a scene.[9] This is often referred to as a 'surprise gag'.[10]

[edit] Staging

This principle is akin to staging as it is known in theatre and film.[11] Its purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene; what is happening, and what is about to happen.[12] Johnston and Thomas defined it as "the presentation of any idea so that it is completely and unmistakably clear", whether that idea is an action, a personality, an expression or a mood.[11] This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, and the angle and position of the camera.[13] The essence of this principle is keeping focus on what is relevant, and avoiding unnecessary detail.[14][15]

[edit] Straight ahead action and pose to pose

These are two different approaches to the actual drawing process. "Straight ahead action" means drawing out a scene frame by frame from beginning to end, while "pose to pose" involves starting with drawing a few, key frames, and then filling in the intervals later.[12] "Straight ahead action" creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions, and to create exact, convincing poses along the way. "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance.[16] A combination of the two techniques is often used.[17]

Computer animation removes the problems of proportion related to "straight ahead action" drawing; however, "pose to pose" is still used for computer animation, because of the advantages it brings in composition.[18] The use of computers facilitates this method, as computers can fill in the missing sequences in between poses automatically. It is, however, still important to oversee this process, and apply the other principles discussed.[17]

[edit] Follow through and overlapping action

These closely related techniques help render movement more realistic, and give the impression that characters follow the laws of physics. "Follow through" means that separate parts of a body will continue moving after the character has stopped. "Overlapping action" is the tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on). A third technique is "drag", where a character starts to move and parts of him take a few frames to catch up.[12] These parts can be inanimate objects like clothing or the antenna on a car, or parts of the body, such as arms or hair. On the human body, the torso is the core, with arms, legs, head and hair appendices that normally follow the torso's movement. Body parts with much tissue, such as large stomachs and breasts, or the loose skin on a dog, are more prone to independent movement than bonier body parts.[19] Again, exaggerated use of the technique can produce a comical effect, while more realistic animation must time the actions exactly, to produce a convincing result.[20]

Thomas and Johnston also developed the principle of the "moving hold". A character not in movement can be rendered absolutely still; this is often done, particularly to draw attention to the main action. According to Thomas and Johnston, however, this gave a dull and lifeless result, and should be avoided. Even characters sitting still can display some sort of movement, such as the torso moving in and out with breathing.[21]

[edit] Slow in and slow out

The movement of the human body, and most other objects, needs time to accelerate and slow down. For this reason, an animation looks more realistic if it has more frames near the beginning and end of a movement, and fewer in the middle.[12] This principle goes for characters moving between two extreme poses, such as sitting down and standing up, but also for inanimate, moving objects, like the bouncing ball in the above illustration.[22]

[edit] Arcs

Most human and animal actions occur along an arched trajectory, and animation should reproduce these movements for greater realism. This can apply to a limb moving by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines.[23]

Secondary action: as the horse runs, its mane and tail follow the movement of the body.

[edit] Secondary action

Adding secondary actions to the main action gives a scene more life, and can help to support the main action. A person walking can simultaneously swing his arms or keep them in his pockets, he can speak or whistle, or he can express emotions through facial expressions.[24] The important thing about secondary actions is that they emphasize, rather than take attention away from the main action. If the latter is the case, those actions are better left out.[25] In the case of facial expressions, during a dramatic movement these will often go unnoticed. In these cases it is better to include them at the beginning and the end of the movement, rather than during.[26]

[edit] Timing

Timing in reality refers to two different concepts: physical timing and theatrical timing.[27] It is essential both to the physical realism, as well as to the storytelling of the animation, that the timing is right. On a purely physical level, correct timing makes objects appear to abide to the laws of physics; for instance, an object's weight decides how it reacts to an impetus, like a push.[28] Theatrical timing is of a less technical nature, and is developed mostly through experience.[12] It can be pure comic timing, or it can be used to convey deep emotions. It can also be a device to communicate aspects of a character's personality.[29]

[edit] Exaggeration

Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons.[12] The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of an artist.[27] The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form.[30] Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character, or elements in the storyline itself.[31] It is important to employ a certain level of restraint when using exaggeration; if a scene contains several elements, there should be a balance in how those elements are exaggerated in relation to each other, to avoid confusing or overawing the viewer.[32]

[edit] Solid drawing

The principle of solid — or good — drawing, really means that the same principles apply to an animator as to an academic artist.[12] The drawer has to understand the basics of anatomy, composition, weight, balance, light and shadow etc.[33] For the classical animator, this involved taking art classes and doing sketches from life.[34] One thing in particular that Johnston and Thomas warned against was creating "twins": characters whose left and right sides mirrored each other, and looked lifeless.[35] Modern-day computer animators in theory do not need to draw at all, yet their work can still benefit greatly from a basic understanding of these principles.[34][27]

[edit] Appeal

Appeal in a cartoon character corresponds to what would be called charisma in an actor.[36] A character who is appealing is not necessarily sympathetic — villains or monsters can also be appealing — the important thing is that the viewer feels the character is real and interesting.[36] There are several tricks for making a character connect better with the audience; for likable characters a symmetrical or particularly baby-like face tends to be effective.[37]

12 basic principles of animation

12 basic principles of animation


12 basic principles of animation

The 12 basic principles of animation is a set of principles of animation introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation.[a][1] Johnston and Thomas in turn based their book on the work of the leading Disney animators from the 1930s onwards, and their effort to produce more realistic animations. The main purpose of the principles was to produce an illusion of characters adhering to the basic laws of physics, but they also dealt with more abstract issues, such as emotional timing and character appeal.

The book and its principles have become generally adopted, and have been referred to as the "Bible of the industry."[by whom?] In 1999 the book was voted number one of the "best animation books of all time" in an online poll. Though originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today's more prevalent computer animation.

Computer animation

Computer animation


A short gif animation

Computer animation encompasses a variety of techniques, the unifying factor being that the animation is created digitally on a computer.

[edit] 2D animation

2D animation figures are created and/or edited on the computer using 2D bitmap graphics or created and edited using 2D vector graphics. This includes automated computerized versions of traditional animation techniques such as of tweening, morphing, onion skinning and interpolated rotoscoping.

Examples: Foster's Home for Imaginary Friends, Danny Phantom, Waltz with Bashir

[edit] 3D animation

3D animation are digitally modeled and manipulated by an animator. In order to manipulate a mesh, it is given a digital skeletal structure that can be used to control the mesh. This process is called rigging. Various other techniques can be applied, such as mathematical functions (ex. gravity, particle simulations), simulated fur or hair, effects such as fire and water and the use of Motion capture to name but a few, these techniques fall under the category of 3d dynamics. Many 3D animations are very believable and are commonly used as Visual effects for recent movies.

[edit] Terms

2D animation techniques tend to focus on image manipulation while 3D techniques usually build virtual worlds in which characters and objects move and interact. 3D animation can create images that seem real to the viewer.

[edit] Other animation techniques

  • Drawn on film animation: a technique where footage is produced by creating the images directly on film stock, for example by Norman McLaren, 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, for example by Alexander Petrov
  • Erasure animation: a technique using tradition 2D medium, photographed over time as the artist manipulates the image. For example, William Kentridge is famous for his charcoal erasure films.
  • Pinscreen animation: makes use of a screen filled with movable pins, which can be moved in or out by pressing an object onto the screen. 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 effects difficult to achieve with traditional cel animation.
  • Sand animation: sand is moved around on a backlighted or frontlighted piece of glass to create each frame for an animated film. This creates an interesting effect when animated because of the light contrast.
  • Flip book: A flip book (sometimes, especially in British English, called a flick book) is a book with a series of pictures that vary gradually from one page to the next, so that when the pages are turned rapidly, the pictures appear to animate by simulating motion or some other change. Flip books are often illustrated books for children, but may also be geared towards adults and employ a series of photographs rather than drawings. Flip books are not always separate books, but may appear as an added feature in ordinary books or magazines, often in the page corners. Software packages and websites are also available that convert digital video files into custom-made flip books.

Stop motion

Stop motion


Stop-motion animation is used to describe animation created by physically manipulating real-world objects and photographing them one frame of film at a time to create the illusion of movement. There are many different types of stop-motion animation, usually named after the type of media used to create the animation. Computer software is widely available to create this type of animation.

Traditional animation

Traditional animation


An example of traditional animation, a horse animated by rotoscoping from Eadweard Muybridge's 19th century photos.

Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, which are first drawn on paper. 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 called cels, which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one onto motion picture film against a painted background by a rostrum camera.

The traditional cel animation process 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. Various software programs are used to color the drawings and simulate camera movement and effects. The final animated piece is output to one of several delivery media, including traditional 35 mm film and newer media such as digital video. The "look" of traditional cel animation is still preserved, and the character animators' work has remained essentially the same over the past 70 years. Some animation producers have used the term "tradigital" to describe cel animation which makes extensive use of computer technology.

Examples of traditionally animated feature films include Pinocchio (United States, 1940), Animal Farm (United Kingdom, 1954), and Akira (Japan, 1988). Traditional animated films which were produced with the aid of computer technology include The Lion King (US, 1994) Sen to Chihiro no Kamikakushi (Spirited Away) (Japan, 2001), Treasure Planet (USA, 2002) and Les Triplettes de Belleville (2003).

Early examples

Early examples


Early examples of attempts to capture the phenomenon of motion drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting to convey the perception of motion.

A 5,200 year old earthen bowl found in Iran in Shahr-i Sokhta has five images of a goat painted along the sides. This has been claimed to be an example of early animation.[1] However, since no equipment existed to show the images in motion, such a series of images cannot be called animation in a true sense of the word.[2]

The phenakistoscope, praxinoscope, as well as the common flip book were early popular animation devices invented during the 1800s, while a Chinese zoetrope-type device was invented already in 180 AD.[3][4][5][6] These devices produced movement from sequential drawings using technological means, but animation did not really develop much further until the advent of cinematography.

There is no single person who can be considered the "creator" of the art of film animation, as there were several people doing several projects which could be considered various types of animation all around the same time.

Georges Méliès was a creator of special-effect films; he was generally one of the first people to use animation with his technique. He discovered a technique by accident which was to stop the camera rolling to change something in the scene, and then continue rolling the film. This idea was later known as stop-motion animation. Méliès discovered this technique accidentally when his camera broke down while shooting a bus driving by. When he had fixed the camera, a hearse happened to be passing by just as Méliès restarted rolling the film, his end result was that he had managed to make a bus transform into a hearse. This was just one of the great contributors to animation in the early years.

The earliest surviving stop-motion advertising film was an English short by Arthur Melbourne-Cooper called Matches: An Appeal (1899). Developed for the Bryant and May Matchsticks company, it involved stop-motion animation of wired-together matches writing a patriotic call to action on a blackboard.

J. Stuart Blackton was possibly the first American filmmaker to use the techniques of stop-motion and hand-drawn animation. Introduced to filmmaking by Edison, he pioneered these concepts at the turn of the 20th century, with his first copyrighted work dated 1900. Several of his films, among them The Enchanted Drawing (1900) and Humorous Phases of Funny Faces (1906) were film versions of Blackton's "lightning artist" routine, and utilized modified versions of Méliès' early stop-motion techniques to make a series of blackboard drawings appear to move and reshape themselves. 'Humorous Phases of Funny Faces' is regularly cited as the first true animated film, and Blackton is considered the first true animator.

Fantasmagorie by Emile Cohl, 1908

Another French artist, Émile Cohl, began drawing cartoon strips and created a film in 1908 called Fantasmagorie.[7] The film largely consisted of a stick figure moving about and encountering all manner of morphing objects, such as a wine bottle that transforms into a flower. There were also sections of live action where the animator’s hands would enter the scene. The film was created by drawing each frame on paper and then shooting each frame onto negative film, which gave the picture a blackboard look. This makes Fantasmagorie the first animated film created using what came to be known as traditional (hand-drawn) animation.

Following the successes of Blackton and Cohl, many other artists began experimenting with animation. One such artist was Winsor McCay, a successful newspaper cartoonist, who created detailed animations that required a team of artists and painstaking attention for detail. Each frame was drawn on paper; which invariably required backgrounds and characters to be redrawn and animated. Among McCay's most noted films are Little Nemo (1911), Gertie the Dinosaur (1914) and The Sinking of the Lusitania (1918).

The production of animated short films, typically referred to as "cartoons", became an industry of its own during the 1910s, and cartoon shorts were produced to be shown in movie theaters. The most successful early animation producer was John Randolph Bray, who, along with animator Earl Hurd, patented the cel animation process which dominated the animation industry for the rest of the decade.

Animation


Animation is the rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision, and can be created and demonstrated in a number of ways. The most common method of presenting animation is as a motion picture or video program, although several other forms of presenting animation also exist.

History

Early examples of attempts to capture the phenomenon of motion into a still drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting to convey the perception of motion.

The phenakistoscope, zoetrope and praxinoscope, as well as the common flip book, were early animation devices to produce movement from sequential drawings using technological means, but animation did not develop further until the advent of motion picture film.

The first animated film was Humorous Phases of Funny Faces (1906) by newspaper cartoonist J. Stuart Blackton, one of the co-founders of the Vitagraph Company. In the film, a cartoonist's line drawings of two faces were 'animated' (or came to life) on a blackboard. The two faces smiled and winked, and the cigar-smoking man blew smoke in the lady's face; also, a circus clown led a small dog to jump through a hoop. The first animated cartoon (in the traditional sense, i.e. on film) was "Fantasmagorie" by the French director Émile Cohl. Released in 1908.

One of the very first successful animated cartoons was "Gertie the Dinosaur" by Winsor McCay. It is considered the first example of true character animation.

In the 1930s to 1960s, theatrical cartoons were produced in huge numbers, and usually shown before a feature film in a movie theater. MGM, Disney, Paramount and Warner Brothers were the largest studios producing these 5 to 10-minute "shorts".

Competition from television drew audiences away from movie theaters in the late 1950s, and the theatrical cartoon began its decline. Today, animated cartoons are produced mostly for television.

[edit] Technologies

A horse animated by rotoscoping from Eadweard Muybridge's 19th century photos. The animation consists of 8 drawings, which are "looped", i.e. repeated over and over.

The advent of film technology opened opportunities to develop the art of animation. The basic animation process is described in the article Animation, and the classic, hand-drawn technology in Traditional animation.

At first, animated cartoons were black-and-white and silent. Felix the cat is a notable example.

The first cartoon with synchronized sound is often identified as Walt Disney's Steamboat Willie, starring Mickey Mouse in 1928, but Max Fleischer's 1926 My Old Kentucky Home is less popularly but more correctly credited with this innovation. Fleischer also patented rotoscoping, whereby animation could be traced from a live action film.

With the advent of sound film, musical themes were often used. Animated characters usually performed the action in "loops", i.e., drawings were repeated over and over, synchronized with the music. The music used is often original, but musical quotation is often employed.

Disney also produced the first full-color cartoon in Technicolor, "Flowers and Trees", in 1931, although other producers had earlier made films using inferior, 2-color processes instead of the 3-color process offered by Technicolor.

Later, other movie technologies were adapted for use in animation, such as multiplane cameras, stereophonic sound in Disney's Fantasia in 1941, and later, widescreen processes (e.g. CinemaScope), and even 3D.

Today, animation is commonly produced with computers, giving the animator new tools not available in hand-drawn traditional animation. See Computer animation for further information of the specific technologies. However, many types of animation cannot be called "cartoons", which implies something that resembles drawings. Most forms of 3D computer animation, as well as clay animation and other forms of stop motion filming, are not cartoons in the strict sense of the word.

An animated cartoon created using Adobe Flash is sometimes called a webtoon.

[edit] Feature films

The name "animated cartoon" is generally not used when referring to full-length animated productions, since the term more or less implies a "short". Huge numbers of animated feature films were, and are still produced; see List of animated feature-length films

[edit] Notable artists and producers of "shorts"

[edit] Television

American television animation of the 1950s featured quite limited animation styles, highlighted by the work of Jay Ward on Crusader Rabbit. Chuck Jones coined the term "illustrated radio" to refer to the shoddy style of most television cartoons that depended more on their soundtracks than visuals. Other notable 1950s programs include UPA's Gerald McBoing Boing, Hanna-Barbera's Huckleberry Hound and Quick Draw McGraw, and rebroadcast of many classic theatrical cartoons from Warner Brothers, MGM, and Disney.

Hanna-Barbera's show The Flintstones was the first successful primetime animated series in the United States, running from 1960-66 (and in reruns since). While many networks followed the show's success by scheduling other primetime cartoons in the early 1960s, including The Jetsons, Top Cat, and The Alvin Show, none of these programs survived more than a year in primetime. However, networks found success by running these failed shows as Saturday morning cartoons, reaching smaller audiences with more demographic unity among children. Television animation for children flourished on Saturday morning, on cable channels like Nickelodeon and Cartoon Network, and in syndicated afternoon timeslots.

Primetime cartoons were virtually non-existent until 1990s hit The Simpsons ushered in a new era of adult animation. Now, "adult animation" programs, such as Aeon Flux, Beavis and Butt-head, South Park, Family Guy, The Boondocks, American Dad!, Aqua Teen Hunger Force, and Futurama are a large part of television.

[edit] Commercial animation

Animation has been very popular in television commercials, both due to its graphic appeal, and the humor it can provide. Some animated characters in commercials have survived for decades, such as Snap, Crackle and Pop in advertisements for Kellogg's cereals.

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. The concept has been used in many countries since.

[edit] Genres of animated cartoons

[edit] Funny animals

The first animated cartoons often depicted funny animals in various adventures. This was the mainstream genre in the United States from the early 1900s until the 1940s, and the backbone of Disney's series of cartoons.

[edit] Zany humor

Bugs Bunny, Daffy Duck of Warner Brothers, and the various films of Tex Avery at MGM introduced this popular form of animated cartoons. It usually involves surreal acts such as characters being crushed by massive boulders or going over the edge of a cliff but floating in mid air for a few seconds. The Road Runner cartoons are great examples of these actions. The article Cartoon physics describes typical antics of zany cartoon characters. Disney has, to a lesser extent, applied this to some of their cartoons.

[edit] Sophistication

As the medium matured, more sophistication was introduced, albeit keeping the humorous touch. Classical music was often spoofed, a notable example is "What's Opera, Doc" by Chuck Jones. European animation sometimes followed a very different path from American animation. In the Soviet Union, the late 1930s saw the enforcement of socialist realism in animation, a style which lasted throughout the Stalinist era. The animations themselves were mostly for kids, and based on traditional fairy tales.

[edit] Limited animation

In the 1950s, UPA and other studios refined the art aspects of animation, by using extremely limited animation as a means of expression.

[edit] Modernism

Graphic styles continued to change in the late 1950s and 1960s. At this point, the design of the characters became more angular, while the quality of the character animation declined.

[edit] Animated music videos and bands

Popular with the advent of MTV and similar music channels, music videos often contain animation, sometimes rotoscoped (see: Take on Me), i.e., based on live action performers. Cartoons animated to music go at least as far back as Disney's 1929 The Skeleton Dance. These are now popular with the animated bands Gorillaz and Dethklok, the latter of which is based on a television show about the band.

[edit] Computer animation

Beginning in the 1990s, with the rise of computer animation, some cartoons implemented CGI and a few were done entirely in computer animation. Beast Wars and Reboot were done entirely in CGI whereas Silver Surfer only partially implemented CGI. Donkey Kong Country also used CGI to make it look like the SNES game. CGI is common today, whether obvious such as in Tak and the Power of Juju or made to look two-dimensional such as in Speed Racer X.