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In animation, a smear frame is a frame used to simulate motion blur. Smear frames are used in between key frames. [1] This animation technique has been used since the 1940s. [1] Smear frames are used to stylistically visualize fast movement along a path of motion. [2] [3] [4]
While smear frames had been used sparingly in the 1930s, the most notable, major use of smear frames was in the 1942 film The Dover Boys at Pimento University . [3] The nature of smear frames helped to reduce production costs of other motion blur techniques used in earlier cartoons. [3]
Developed for 2D animation, smear frames did not evolve much even with the emergence of CG animated films in the 1990s. [3] The more sophisticated, rigged style of animation for CG films was not conducive to smear frames at the time. [3]
The earliest notable use of smear frames in a computer animated film was 2012’s Hotel Transylvania , in which Genndy Tartakovsky's traditional design philosophies were used to guide the 3D shots. [4]
Movement of the subject between key poses by distorting it over 1-2 frames. [2] [3] [4] The term first emerged in reference to this type of smear in Richard Williams’ The Animator’s Survival Kit . [3]
Duplication of the subject or parts of the subject along a path of motion. [2] [3] Does not distort the subject and is used for repeated actions like walk cycles. [3] [4]
While developed for 2D animation, smear frames can be seen in other mediums that employ the use of animation.
• Chuck Jones’ Roadrunner. [3]
• An example of a smear can be found in Williams’ The Animator’s Survival Kit. [4]
• The Legend of Korra combined slight smears with motion blur to emulate a fast motion without distorting the realistic art style. [3]
• Animated with 2D puppetry, YouTube’s Super Science Friends used multiples as to not distort their models. [3]
• 2012 Hotel Transylvania employed the use of both elongated in-betweens and multiples, depending on the motion of the shot. [4]
• 2014 The Lego Movie used Lego shapes in the same color as the character to simulate a smear. [3]
• 2018 Into the Spider-verse used squash and stretch with overlayed 2D effects to create smears. [3]
• Laika’s ParaNorman used 3D printed head replacements that were modeled in various smear shapes. [3]
• Wallace and Gromit used multiples to visualize quick action. [3]
Much like 3D animation, smear frames were rarely seen in early video games due to the lack of power in gaming systems. [3] Visually stylistic games with fixed cameras were more likely to have smears. [3]
• 1991 Sonic the Hedgehog smeared Sonic’s feet in his run cycle. [3]
• Crash Bandicoot used multiples and blur on Crash’s spin. According to Lendenfeld, this is the first notable use of smears in a 3D game. [3]
• 2001 Jak and Daxter used elongated inbetweens, though they were limited in how far they could distort the model. [3]
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.
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 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.
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.
Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or long exposure.
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.
Scientific visualization is an interdisciplinary branch of science concerned with the visualization of scientific phenomena. It is also considered a subset of computer graphics, a branch of computer science. The purpose of scientific visualization is to graphically illustrate scientific data to enable scientists to understand, illustrate, and glean insight from their data. Research into how people read and misread various types of visualizations is helping to determine what types and features of visualizations are most understandable and effective in conveying information.
2.5D perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little or no access to a third dimension in a space that otherwise appears to be three-dimensional and is often simulated and rendered in a 3D digital environment.
Cutout animation is a form of stop-motion animation using flat characters, props and backgrounds cut from materials such as paper, card, stiff fabric or photographs. The props would be cut out and used as puppets for stop motion. The world's earliest known animated feature films were cutout animations, as is the world's earliest surviving animated feature Die Abenteuer des Prinzen Achmed (1926) by Lotte Reiniger.
Go motion is a variation of stop motion animation which incorporates motion blur into each frame involving motion. It was co-developed by Industrial Light & Magic and Phil Tippett. Stop motion animation can create a distinctive and disorienting staccato effect because the animated object is perfectly sharp in every frame, since each frame is shot with the object perfectly still. Real moving objects in similar scenes have motion blur because they move while the camera's shutter is open. Filmmakers use a variety of techniques to simulate motion blur, such as moving the model slightly during the exposure of each film frame, or placing a glass plate smeared with petroleum jelly in front of the camera lens to blur the moving areas.
The Nicktoons Film Festival was an annual event that was created by producer Fred Seibert and produced for its first three years by his Frederator Studios.
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. Also 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.
The Computer Animation Production System (CAPS) was a proprietary collection of software, scanning camera systems, servers, networked computer workstations, and custom desks developed by The Walt Disney Company and Pixar in the late 1980s. Although outmoded by the mid-2000s, it succeeded in reducing labor costs for ink and paint and post-production processes of traditionally animated feature films produced by Walt Disney Animation Studios (WDAS). It also provided an entirely new palette of digital tools to the animation filmmakers.
Mathematical Applications Group, Inc. was an early computer technology company founded in 1966 by Dr. Philip Mittelman and located in Elmsford, New York, where it was evaluating nuclear radiation exposure. By modeling structures using combinatorial geometry mathematics and applying Monte Carlo radiation ray tracing techniques, the mathematicians could estimate exposures at various distances and relative locations in and around fictional structures. In 1972, the graphics group called MAGi/SynthaVision was formed at MAGi by Robert Goldstein.
3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles.
Motion graphics are pieces of animation or digital footage that create the illusion of motion or rotation, and are usually combined with audio for use in multimedia projects. Motion graphics are usually displayed via electronic media technology, but may also be displayed via manual powered technology. The term distinguishes static graphics from those with a transforming appearance over time, without over-specifying the form. While any form of experimental or abstract animation can be called motion graphics, the term typically more explicitly refers to the commercial application of animation and effects to video, film, TV, and interactive applications.
3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time.
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.