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Walter
Lantz in his studio. |
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From the beginning, animation has been an important part of film
history. Even before the invention of the motion picture camera,
photographer Eadweard Muybridge used sequential photographs to analyze
animal and human movement. Early 19th-century devices such as the
thaumatrope, praxinoscope and zoetrope anticipated motion picture
animation by making still images appear to move. Quickly flashing
a series of still pictures past the viewer, these devices took advantage
of a phenomenon called "persistence of vision." Because
the human eye briefly retains an impression of an image after it
has disappeared, the brain will read a rapid series of images as
an unbroken movement. Animated films work on the same principle.
Each frame of an animated film is a separate still picture, individually
exposed. Drawings or props are moved slightly between exposures,
creating an illusion of movement when the film is projected.
In 1892, Emile Reynaud opened his popular Théâtre
Optique in Paris, where he projected films that had been drawn directly
on transparent celluloid, a technique that would not be used again
until the 1930s. The “trick-films” of Parisian magician
Georges Méliès mixed stop-motion and single-frame
photography with live-action film for magical effect. By the early
20th century, animators such as J. Stuart Blackton and Winsor McCay
in the U.S. and Emile Cohl in France were making animated films
composed entirely of drawings. Brothers Max and Dave Fleischer,
creators of Betty Boop, patented the rotoscope in 1917, enabling
animators to copy the movement of live-action by tracing filmed
live-action images frame by frame.
Raoul Barré opened the first animation studio in New York
around 1914. Soon studios in New York, California and elsewhere
were producing short films that screened in theaters before the
main feature. Over the next few decades, cartoon series flourished,
featuring popular characters such as Felix the Cat, Disney’s
Mickey Mouse, Walter Lantz's Woody Woodpecker and Warner Bros.’
Bugs Bunny and Wile E. Coyote. In the 1940s, George Pal’s
Puppetoons represented one of the few examples of commercial animation
using three-dimensional
materials.
In 1923, Walt and Roy Disney, Ub Iwerks and other animators formed
a company which would dominate animation for many years. Not only
did the studio's animators produce finely drawn films, but they
emphasized unique, specific characters and movement that revealed
the characters' personalities. The Disney studio produced Steamboat
Willie (1928), the first cartoon to synchronize sound with
movement, and the short three-color Technicolor film Flowers
and Trees, which won the first Oscar for animation in 1932.
In 1938, Snow White and the Seven Dwarfs, the first American
feature-length animated film, received a Special Academy Award for
significant screen innovation. More than half-a-century later, the
Walt Disney Company was still breaking new ground: 1991's Beauty
and the Beast was nominated for Best Picture alongside four
live-action films. In 1995, Disney released the Pixar Production
Toy Story, the first feature-length computer-animated film
which was honored by the Academy with a special award.
Animated and live-action films have in common such basic film devices
as scripts, camera moves, close-ups and long shots. Unlike live-action
filmmakers (at least until recently), animators can ignore the rules
of physics and construct fantastic worlds. What ultimately separates
animated and live-action techniques (though the two are often combined
in the current age of computer-generated imagery) are the different
ways they are put on film. In live-action films, the camera records
an action in continuous time, as events unfold, although the film’s
editor may later change the continuity. In an animated film, however,
it is the camera that creates the movement, frame by frame, and
each step is carefully planned before filming begins.
Students can practice several animation techniques as well as demonstrate
persistence of vision by making a flipbook. Review the animation
terms for this activity. The beginning, middle and ending drawings
of a flipbook are similar to what animators call "extremes"
or "key frames" and the drawings that link them could
be considered "in-betweens." By stacking index cards and
using a metal clip to fasten them or by using a pad of paper, the
student will make a simple type of registration system, similar
to that used by animators to keep their drawings lined up properly.
Each page is comparable to a frame of an animated film; flipping
the pages is similar to the action of a projector.
Have the students begin their flipbooks by thinking of a visual
they would like to animate. The action should have a beginning,
middle and end. The image can be as simple as a growing flower or
a circle that mutates into a square and then back into a circle,
or as elaborate as the student's talent or interest allows. Using
a pad of heavy paper (small sizes work better) or a stack of index
cards, have your students draw their starting image in pencil at
the bottom of the last page. They should draw at least 24 visuals,
which is equal to one second of screen time, changing the drawing
slightly on each page. If they like, they can color or shade their
images. The more each drawing resembles the one preceding it, the
smoother the action will appear when the book is flipped. Have your
students remove every other image from their books and flip again,
noting the difference. Ask them to discuss the ways in which a flipbook
is similar to an animated film, using some of the criteria presented
above.
Supplementary Activity:
If you have access to a DVD player that can freeze frames, show
a sequence from a selected animated film to your students, advancing
the action one frame at a time. Have the students identify the extremes
of the sequence and consider the way the drawings progress from
the beginning point to the ending point.
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