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The development of cel animation greatly simplified the animator's
task. Working on transparent celluloid or acetate sheets called
"cels" freed the animator from repeatedly drawing the
same image and made it unnecessary to redraw background images.
Separate elements of the drawing could be placed on individual cels
and then assembled in layers of two or three for the camera. For
example, if one scene showed only a moving arm, the animator might
draw the body on one cel and each progressive arm movement on additional
cels. Then the various movements could be inserted on the same body
visual in subsequent scenes. Cels also enabled the animator to include
more detail in the characters and background, as one drawing could
be used multiple times without recopying.
Part A
As animated films have become longer and more elaborate,
an assembly line of sorts has developed in the studios. Certain
animators specialize in backgrounds, while others design and draw
the extremes. "In-betweeners" then complete the numerous
drawings that connect the two extremes. Other animators fill in
the colors, clean up the drawings, and apply special effects such
as fire, smoke, water, shadows and lighting.
The boxes on the activity sheet represent frames in an animated
film. In the first row, the beginning and ending "extremes"
of an action are shown. It takes planning to get to the right position
at the right time. Thought, as well as imagination, is required
to make something move in a believable way. To illustrate the process,
have your students use the middle five boxes on that page to take
the action from its beginning to its end. Check that the midpoint
of the movement occurs in the middle box.
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First
box |
Middle
box |
Final
box |
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Next, in the second row, have your students complete the action
shown in the first two boxes. Ask them to consider different ways
of visualizing movement. For example, they might act out a possible
sequence, or they might observe a similar action in real life. Have
them change one element of the series and discuss how that change
affects the outcome or the mood. Then have them add a special effect.
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First
box |
Second
box |
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Supplementary Activity:
Have your students analyze the scene they have just drawn to determine
how many different cels would be needed to film it. These might
include a background cel, cels for the changing positions of the
characters or objects, and a cel for a special effect such as weather,
shadows or reflections. Ask them to consider what cels would have
to be added or changed for the actions to take place and what cels
would remain the same throughout the scene. Then have them make
cels on sheets of acetate or tracing paper and experiment with exchanging
them to create new scenes.
Part B
Like painters, animators use perspective and scale to create depth,
and color to enhance mood, but most of the visual information in
an animated film is transmitted through movement. Before animating
a scene, animators study the way their subjects move, whether they
are animals, people or leafy trees. Although the movements they
draw are based on real life, animators often caricature or exaggerate
both movement and design. Animated characters, like human actors,
express themselves with gestures, mannerisms, posture and facial
expressions as well as voice. A tilted head can indicate surprise.
A body slanted forward suggests speed. A character freezes at a
scary sound. Background movement also conveys meaning. The gentle
flutter of leaves signals a breeze, but when the leaves toss and
turn, it could mean a storm is coming.
Animators use the term "squash and stretch" to describe
the effect of gravity on living creatures and pliable material.
Racing after the Road Runner, Wile E. Coyote flies off a cliff and
plummets downward. His body smashes into the ground (squash) and
then elongates into a bounce (stretch). In this instance, the deformation
is used for comic effect, but in more realistic situations squash
and stretch lend weight to characters and make expressions such
as smiles or frowns convincing.
Choosing the right look for a character is important for creating
its personality. A "cute" character might be drawn with
characteristics that resemble a human baby's, such as a large head,
small body, high forehead, big eyes and short, plump arms and legs.
A bully, on the other hand, might have a small head, a thick or
nonexistent neck, a big chest, and short legs. Exaggerated features
and a quirky posture could indicate a comic character. The animator
can also use these traits to ridicule stereotypes. The mutant toys
in Toy Story, for example, turn out to be selfless and
helpful, not dangerous as they first seem to be. Handsome Gaston
in Beauty and the Beast is also egotistical and mean.
Discuss with your students what animator Norman McClaren meant
by the statement, “Animation is not the art of drawings-that-move
but rather the art of movements-that-are-drawn.” Have them
think of an emotion such as anger, fear, happiness or surprise and
act it out in front of a mirror or the class. Ask them to describe
the facial and body movements that communicated the emotion and
explain why some people consider an animator the actor of an animated
film.
Supplementary Activity:
Show your students an animated sequence and ask them to describe
the characters' personalities and list the ways in which they are
revealed. Some suggestions are: the opening sequence of Spirited
Away, the scene in which the chickens plot their escape in
Chicken Run, and the short Luxo Jr. You might
also have your students compare the enchanted objects in Beauty
and the Beast with their human manifestations. How do the animators
give the same personality to each?
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