Animator

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Animator
Norman McLaren drawing on film - 1944.jpg
Scottish Canadian animator Norman McLaren drawing on film, 1944
Occupation
Occupation type
Art
Activity sectors
Film, television, internet, mass media, video games
Description
CompetenciesDrawing, fine arts, acting, computer software
Fields of
employment
Animation

An animator is an artist who creates multiple images, known as frames, which give an illusion of movement called animation when displayed in rapid sequence. Animators can work in a variety of fields including film, television, and video games. Animation is closely related to filmmaking and like filmmaking is extremely labor-intensive, which means that most significant works require the collaboration of several animators. The methods of creating the images or frames for an animation piece depend on the animators' artistic styles and their field.

Contents

Other artists who contribute to animated cartoons, but who are not animators, include layout artists (who design the backgrounds, lighting, and camera angles), storyboard artists (who draw panels of the action from the script), and background artists (who paint the "scenery"). Animated films share some film crew positions with regular live action films, such as director, producer, sound engineer, and editor, but differ radically in that for most of the history of animation, they did not need most of the crew positions seen on a physical set.

In hand-drawn Japanese animation productions, such as in Hayao Miyazaki's films, the key animator handles both layout and key animation. Some animators in Japan such as Mitsuo Iso take full responsibility for their scenes, making them become more than just the key animator.

Specialized fields

Animators often specialize. One important distinction is between character animators (artists who specialize in character movement, dialogue, acting, etc.) and special effects animators (who animate anything that is not a character; most commonly vehicles, machinery, and natural phenomena such as rain, snow, and water).

Stop-motion animators do not draw their images, instead they move models or cut-outs frame-by-frame, [1] famous animators of this genre being Ray Harryhausen and Nick Park.

Stop-motion animated character from 20 Million Miles to Earth (1957). 20 million miles to earth (1957) Ymir 2.png
Stop-motion animated character from 20 Million Miles to Earth (1957).

Inbetweeners and cleanup artists

In large-scale productions by major studios, each animator usually has one or more assistants, "inbetweeners" and "clean-up artists", who make drawings between the "key poses" drawn by the animator, and also re-draw any sketches that are too roughly made to be used as such. Usually, a young artist seeking to break into animation is hired for the first time in one of these categories, and can later advance to the rank of full animator (usually after working on several productions).

Methods

Historically, the creation of animation was a long and arduous process. Each frame of a given scene was hand-drawn, then transposed onto celluloid, where it would be traced and painted. These finished "cels" were then placed together in sequence over painted backgrounds and filmed, one frame at a time. [2]

Animation methods have become far more varied in recent years. Today's cartoons could be created using any number of methods, mostly using computers to make the animation process cheaper and faster. [ citation needed ] These more efficient animation procedures have made the animator's job less tedious and more creative.

Audiences generally find animation to be much more interesting with sound. Voice actors and musicians, among other talent, may contribute vocal or music tracks. Some early animated films asked the vocal and music talent to synchronize their recordings to already-extant animation (and this is still the case when films are dubbed for international audiences). For the majority of animated films today, the soundtrack is recorded first in the language of the film's primary target market and the animators are required to synchronize their work to the soundtrack.

Evolution of animator's roles

As a result of the ongoing transition from traditional 2D to 3D computer animation, the animator's traditional task of redrawing and repainting the same character 24 times a second (for each second of finished animation) has now been superseded by the modern task of developing dozens (or hundreds) of movements of different parts of a character in a virtual scene.

Because of the transition to computer animation, many additional support positions have become essential, with the result that the animator has become but one component of a very long and highly specialized production pipeline. In the 21st century, visual development artists design a character as a 2D drawing or painting, then hand it off to modelers who build the character as a collection of digital polygons. Texture artists "paint" the character with colorful or complex textures, and technical directors set up rigging so that the character can be easily moved and posed. For each scene, layout artists set up virtual cameras and rough blocking. Finally, when a character's bugs have been worked out and its scenes have been blocked, it is handed off to an animator (that is, a person with that actual job title) who can start developing the exact movements of the character's virtual limbs, muscles, and facial expressions in each specific scene.

At that point, the role of the modern computer animator overlaps in some respects with that of his or her predecessors in traditional animation: namely, trying to create scenes already storyboarded in rough form by a team of story artists, and synchronizing lip or mouth movements to dialogue already prepared by a screenwriter and recorded by vocal talent. Despite those constraints, the animator is still capable of exercising significant artistic skill and discretion in developing the character's movements to accomplish the objective of each scene. There is an obvious analogy here between the art of animation and the art of acting, in that actors also must do the best they can with the lines they are given; it is often encapsulated by the common industry saying that animators are "actors with pencils". [3] In 2015, Chris Buck noted in an interview that animators have become "actors with mice." [4] Some studios bring in acting coaches on feature films to help animators work through such issues. Once each scene is complete and has been perfected through the "sweat box" feedback process, the resulting data can be dispatched to a render farm, where computers handle the tedious task of actually rendering all the frames. Each finished film clip is then checked for quality and rushed to a film editor, who assembles the clips together to create the film.

While early computer animation was heavily criticized for rendering human characters that looked plastic or even worse, eerie (see uncanny valley), contemporary software can now render strikingly realistic clothing, hair, and skin. The solid shading of traditional animation has been replaced by very sophisticated virtual lighting in computer animation, and computer animation can take advantage of many camera techniques used in live-action filmmaking (i.e., simulating real-world "camera shake" through motion capture of a cameraman's movements). As a result, some studios now hire nearly as many lighting artists as animators for animated films, while costume designers, hairstylists, choreographers, and cinematographers have occasionally been called upon as consultants to computer-animated projects.

See also

Related Research Articles

<span class="mw-page-title-main">Animation</span> Method of creating moving pictures

Animation is a filmmaking technique by which still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets (cels) to be photographed and exhibited on film. Animation has been recognized as an artistic medium, specifically within the entertainment industry. Many animations are computer animations made with computer-generated imagery (CGI). Stop motion animation, in particular claymation, has continued to exist alongside these other forms.

<span class="mw-page-title-main">Computer animation</span> Art of creating moving images using computers

Computer animation is the process used for digitally generating moving images. The more general term computer-generated imagery (CGI) encompasses both still images and moving images, while computer animation only refers to moving images. Modern computer animation usually uses 3D computer graphics.

A film crew is a group of people, hired by a production company, for the purpose of producing a film or motion picture. The crew is distinguished from the cast, as the cast are understood to be the actors who appear in front of the camera or provide voices for characters in the film. The crew is also separate from the producers, as the producers are the ones who own a portion of either the film studio or the film's intellectual property rights. A film crew is divided into different departments, each of which specializes in a specific aspect of the production. Film crew positions have evolved over the years, spurred by technological change, but many traditional jobs date from the early 20th century and are common across jurisdictions and filmmaking cultures.

<span class="mw-page-title-main">Storyboard</span> Form of ordering graphics in media

A storyboard is a graphic organizer that consists of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive media sequence. The storyboarding process, in the form it is known today, was developed at Walt Disney Productions during the early 1930s, after several years of similar processes being in use at Walt Disney and other animation studios.

Inbetweening, also known as tweening, is a process in animation that involves creating intermediate frames, called inbetweens, between two keyframes. The intended result is to create the illusion of movement by smoothly transitioning one image into another.

Visual effects is the process by which imagery is created or manipulated outside the context of a live-action shot in filmmaking and video production. The integration of live-action footage and other live-action footage or CGI elements to create realistic imagery is called VFX.

<span class="mw-page-title-main">Motion capture</span> Process of recording the movement of objects or people

Motion capture is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots. In filmmaking and video game development, it refers to recording actions of human actors and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture. In many fields, motion capture is sometimes called motion tracking, but in filmmaking and games, motion tracking usually refers more to match moving.

<span class="mw-page-title-main">Traditional animation</span> Animation technique in which frames are hand-drawn

Traditional animation is an animation technique in which each frame is drawn by hand. The technique was the dominant form of animation in cinema until the end of the 20th century, when there was a shift to computer animation in the industry, specifically 3D computer animation.

<i>Corpse Bride</i> 2005 stop-motion animated film by Tim Burton

Corpse Bride is a 2005 stop-motion animated musical fantasy film directed by Mike Johnson and Tim Burton from a screenplay by John August, Caroline Thompson, and Pamela Pettler, based on characters created by Burton and Carlos Grangel. The plot is set in a fictional Victorian era village in England. Johnny Depp leads the cast as the voice of Victor, while Helena Bonham Carter voices Emily, the title bride. An international co-production between the United States and United Kingdom and produced by Tim Burton Productions and Laika Entertainment, Corpse Bride is the third stop-motion feature film produced by Burton and the first directed by him. The film was the first stop-motion film from Burton that was distributed by Warner Bros. Pictures.

In visual effects, match moving is a technique that allows the insertion of 2D elements, other live action elements or CG computer graphics into live-action footage with correct position, scale, orientation, and motion relative to the photographed objects in the shot. It also allows for the removal of live action elements from the live action shot. The term is used loosely to describe several different methods of extracting camera motion information from a motion picture. Sometimes referred to as motion tracking or camera solving, match moving is related to rotoscoping and photogrammetry. Match moving is sometimes confused with motion capture, which records the motion of objects, often human actors, rather than the camera. Typically, motion capture requires special cameras and sensors and a controlled environment. Match moving is also distinct from motion control photography, which uses mechanical hardware to execute multiple identical camera moves. Match moving, by contrast, is typically a software-based technology, applied after the fact to normal footage recorded in uncontrolled environments with an ordinary camera.

In filmmaking, video production, animation, and related fields, a frame is one of the many still images which compose the complete moving picture. The term is derived from the historical development of film stock, in which the sequentially recorded single images look like a framed picture when examined individually.

Mattes are used in photography and special effects filmmaking to combine two or more image elements into a single, final image. Usually, mattes are used to combine a foreground image with a background image. In this case, the matte is the background painting. In film and stage, mattes can be physically huge sections of painted canvas, portraying large scenic expanses of landscapes.

Previsualization is the visualizing of scenes or sequences in a movie before filming. It is a concept used in other creative arts, including animation, performing arts, video game design, and still photography. Previsualization typically describes techniques like storyboarding, which uses hand-drawn or digitally-assisted sketches to plan or conceptualize movie scenes.

A background artist or sometimes called a background stylist or background painter is one who is involved in the process of animation who establishes the color, style, and mood of a scene drawn by an animation layout artist. The methods used can either be through traditional painting or by digital media such as Adobe Photoshop. Traditional methods involved painting entire production scenes for a television program or film. Current methods may involve painting primarily background keys or the establishing shot while production background artists paint the corresponding background paintings.

Articles related to the field of motion pictures include:

The history of computer animation began as early as the 1940s and 1950s, when people began to experiment with computer graphics – most notably by John Whitney. It was only by the early 1960s when digital computers had become widely established, that new avenues for innovative computer graphics blossomed. Initially, uses were mainly for scientific, engineering and other research purposes, but artistic experimentation began to make its appearance by the mid-1960s – most notably by Dr. Thomas Calvert. By the mid-1970s, many such efforts were beginning to enter into public media. Much computer graphics at this time involved 2-D imagery, though increasingly as computer power improved, efforts to achieve 3-D realism became the emphasis. By the late 1980s, photo-realistic 3-D was beginning to appear in film movies, and by mid-1990s had developed to the point where 3-D animation could be used for entire feature film production.

Wendy Tilby and Amanda Forbis are a Canadian animation duo. On January 24, 2012, they received their second Oscar nomination, for the National Film Board of Canada (NFB) animated short film, Wild Life (2011). With their latest film, The Flying Sailor, they received several nominations and awards, including for the Best Canadian Film at the Ottawa International Animation Festival, and on January 24, 2023, they received a nomination for the 95th Academy Awards under the category Best Animated Short Film.

<span class="mw-page-title-main">Live-action animated film</span> Film combining live-action and animated elements

Live-action animated is a film genre that combines live-action filmmaking with animation. Projects that are both live-action and computer-animated tend to have fictional characters or figures represented and characterized by cast members through motion capture and then animated and modeled by animators. Films that are live-action and traditionally animated use hand-drawn, computer-generated imagery (CGI), or stop-motion animation.

This glossary of motion picture terms is a list of definitions of terms and concepts related to motion pictures, filmmaking, cinematography, and the film industry in general.

<span class="mw-page-title-main">Sharon Calahan</span> American cinematographer

Sharon Calahan is an American cinematographer who was director of photography on the Pixar films A Bug's Life (1998), Toy Story 2 (1999), and Finding Nemo (2003), and was lighting director for Ratatouille (2007), Cars 2 (2011), and The Good Dinosaur (2015). She took part in the early rise of computer animated feature film making and the acceptance of that medium as cinematography. Calahan is the first member of the American Society of Cinematographers who was invited to join on the basis of a career entirely in animated film. She was nominated, with Bill Reeves, Eben Ostby, and Rick Sayre, for a 2000 BAFTA Award for Best Achievement in Special Visual Effects for A Bug's Life.

References

  1. Shaw, Susannah (10 September 2012). Stop Motion: Craft Skills for Model Animation. CRC Press. ISBN   978-1-136-13510-1.
  2. "How A Cartoon is Made" "How a Cartoon is Made". Archived from the original on 25 September 2006. Retrieved 10 January 2007.
  3. Gaut, Berys (2010). A Philosophy of Cinematic Art. Cambridge: Cambridge University Press. pp. 138–139. ISBN   9780521822442.
  4. Virtue, Robert (29 April 2015). "Acclaimed Disney director shares his creative vision for Newcastle". 1233 ABC Newcastle. Australian Broadcasting Corporation. Archived from the original on 5 May 2015. Retrieved 2 May 2015.