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When
you watch an animated film, it's amazing how much you take
for granted. Each minute of animation that you see is comprised
of 1440 individual drawings. Initially, each original frame
of animation was completely hand drawn, as were frames in
succession - characters, background, incidental details were
all redrawn on each frame. A huge breakthrough in animation
occurred when clear acetate came along. It meant that for
each scene, a background could be drawn on a sheet of acetate.
Another sheet could be overlaid on top of the background layer
with a moving character, for instance. This cut down on production
costs and working time for each animation considerably.
"Each
minute of animation that you see is comprised of 1440
individual drawings."
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You might
find it interesting that the roots of modern animation can
be traced back to spy intrigue of World War II. During World
War II, the British were desperate to break German codes.
The Germans were using an encryption machine called "Enigma"
which used a system of rotors to disguise all of their communication.
Early on, Polish mathematicians found a way to link a series
of machines together to produce the encryption key the Germans
were using, which changed on a daily basis. The Germans, however,
quickly conquered Poland and, without even knowing that the
Enigma machine had been decrypted, increased the complexity
of their codes. The Poles fled to England, where mathematicians
and cryptologists continued working on the Engima problem.
Among those intellectuals was Alan Turing, who towards the
end of the war, in order to consistently read Engima transmissions,
wound up inventing what amounted to the first computer. It
was the size of a room and its only job was to read German
coded messages.
Computers
perform mathematical operations. Basically, they can add and
subtract. Everything we see on monitors is a product of a
binary code. Here's the interesting stuff: monitor displays
are made up of pixels, and we have the power to control each
and every pixel. More interestingly though, computers can
calculate vectors at an amazing rate. This enables us to more
or less create a three dimensional world based on vectors
using computers.
So back
to the animation. Cell animation, despite being better, faster,
and easier to make than original animation, is still incredibly
costly and extremely time consuming. Happily, computers are
very helpful in terms of cutting costs and cutting time.
Film translates
to roughly 720 pixels by 480 pixels. This means that it's
entirely possible to create cell animation on a computer.
If you can do all of your drawings on the computer, then you
don't need to spend money on acetate. That's one of the first
ways computers cut down on costs. The Little Mermaid, produced
in 1989, was the last Disney film to be hand-painted. After
that, Disney switched to a computerized technique that for
the most part mimicked cell animation.
Meanwhile,
in 1986, a man named John Lasseter, working for a company
called Pixar, released a short animation called "Luxo,
Jr."
"Luxo,
Jr." is the story of a desk lamp, its parent, and a brightly
colored ball. It's about a simple, timeless, non-verbal communication.
In short, the larger desk light watches the smaller desk light
play enthusiastically with a ball, without really knowing
how (desk lights don't exactly have hands, you know?), until
eventually it pops, saddening the little desk light. Another,
larger ball bounces through the scene. The hopeful little
desk light, having learned nothing, chases after it. The minimalism
of the action, much of which takes place off-screen makes
it memorable, but most importantly, it's all done using three-dimensional
animation techniques.
Stop for
a moment and try to get a handle on the magnitude of "Luxo
Jr." It's 1986 - that means "Top Gun," "Platoon,"
"Aliens," "Ferris Bueller's Day Off."
Computers were already able to calculate the vectors necessary
to represent a desk light in three dimensions.
Disney
immediately recognized the genius of 3D animation, forming
a deal with Pixar and releasing "Toy Story" in 1995.
"Toy Story," of course, was the first full-length
feature done completely in 3D animation. It featured the voice
talent of Tom Hanks, Tim Allen, Don Rickles, Jim Varney and
a whole bunch of other people. The only thing that most people
could fault "Toy Story" for at the time was that
technology hadn't quite evolved far enough to render humans
with any degree of accuracy. Fortunately, people don't play
a big part in Pixar's movies.
Following
the huge success of "Toy Story," Pixar and Disney
released "A Bug's Life" in 1998 and "Toy Story
2" in 1999. 3d animation was rapidly becoming a new genre
in film. "Antz" was released in 1998 to compete
with "A Bug's Life." More recently, in the last
year or so, a series of 3d animated movies have been released,
including "Final Fantasy: the Spirits Within," "Shrek,"
"Ice Age," and "Monsters, Inc."
Each one
of these three films has made huge technical leaps over the
previous 3D animated films, contributing immensely to the
realm of special effects. This being said, let us look at
each film from a non-technical point of view. Are these good
films?
First,
Monsters, Inc. It's a Disney/Pixar creation. Technically speaking,
its major contribution is the realistic motion of the fur
of one of its major characters. Each strand of hair on a real
head is treated as single graphic, so when a character in
an animated world calls for fur, the computer is forced to
create a new calculation for each strand of hair. Now we look
at the story. A couple of monsters, whose job it is to frighten
children, wind up with a child. At first frightened of it,
they eventually grow to love the kid. It makes little baby
noises. Everyone in the movie is cute. Some bad things happen.
In the end, the world becomes a better place, where instead
of making little children cry, monsters make them laugh.
It's an
interesting premise. Unfortunately, Pixar, when working on
its own, tries to do new things from time to time, but when
working with Disney, is constantly working under the shadow
that is "Luxo, Jr." In "Toy Story," on
its most basic level, they're retelling "Luxo, Jr."
from the ball's point of view. In "Monsters Inc."
there are sequences that echo "Luxo Jr." very closely.
The whole construct - the older figure watching the younger
one act and appreciating his acts, both stupid and endearing.
It's just a lot longer, with more technically advanced visual
representations for the characters. Unfortunately, there's
also dialogue. Pixar does really well with sound effects.
The sound effects always enhance Pixar films. Dialogue does
not.
"Unfortunately,
there's also dialogue. Pixar does really well with sound
effects. The sound effects always enhance Pixar films.
Dialogue does not."
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Was "Monsters
Inc." a good film? Eh. If you've never seen a Pixar film
before, or perhaps if you're a small child, it would be a
good movie. Would I have seen it had it not been done in 3D
animation? No, absolutely not.
The animators
who made "Shrek" paid particular attention to the
differences between their human characters and their fairy
tale characters, giving each one a different amount of gravity,
a different way of walking, of interacting with the world
around it.
The voice
talents for this one include Mike Myers ("So I Married
an Axe Murderer," "Austin Powers"), Eddie Murphy
("Dr. Doolittle," "Coming to America")
and Cameron Diaz ("There's Something About Mary,"
"Charlie's Angels"). It's a comedy. It's a spoof
of Disney, and many of the lines and scenes really serve no
purpose other than to spoof Disney. Which is good if you,
like me, dislike Disney, but really does nothing to enhance
the overall impact of the film. Parts of it are still legitimately
funny. There's a scene where the bad guy, voiced by John Lithgow
("Cliffhanger," "All that Jazz") interrogates
the Gingerbread Man. It's priceless.
But then,
it's a movie that's supposed to have a message. The message
is supposed to be that people who are ugly deserve to be loved
as much as people who are beautiful. I think. At any rate,
the beautiful princess turns into an ugly ogre and the ugly
ogre who happens to be the hero, still loves her after seeing
her true face. In fact, being that he is an ogre, he should
probably love her even more. The message is undercut by the
fact that the bad guy, who happens to be particularly unattractive,
is not deserving of love, or any sort of happy ending in the
eyes of those who made the film. So, what? Ugly people are
okay as long as they were pretty when we fell in love with
them? And inter-species relationships are cool? Well, that's
what I got out of "Shrek" anyway. Would I have seen
it had it not been done in 3D animation? There's a strong
possibility. Would it have received a nomination for an Oscar?
I doubt it.
"Final
Fantasy: the Spirits Within" is seriously different from
the other two movies in that a) it was made by a Japanese
director and b) it is not in any way geared towards children.
Technically, it took the animation of humans to a whole new
level. Some shots (many in fact) are still awkward, but then,
there are those that are so perfect that they look almost
real. It's stunning.
But then
there's the script, and the plot and the characters and the
acting, all of which were distinctly sub-par. Voices included
those of Alec Baldwin ("The Shadow," "State
and Main"), Ving Rhames ("Bringing Out the Dead,"
"Mission Impossible"), and Steve Buscemi ("Fargo,"
"Dead Man"), all of whom have done decent work in
the past. For some reason, this one just didn't work for them.
The interesting thing about this film is the direction it
took, possibly because it was headed by a Japanese director,
and the Japanese tend to view animation as a medium that can
be used for more adult-geared films. Technological and subject-matter
standards set by "Final Fantasy" may prove to be
important for the 3D animation genre, which, being only a
decade and a half or so years old, is still practically in
its infancy.
Was this
a good movie? No. Would I have seen it had it not been done
in 3D animation? Well, I'll admit it. I may have, being a
science fiction buff. Would I have been disappointed by it?
Unquestionably.
There
is a second use for 3D animation. While computers can be used
to create whole new environments and worlds, they can also
be used to recreate the physical world, substituting mathematical
mock-ups for real-life events. In other words, they can be
used for special effects in movies set in the real world.
In this way, computer animation had a huge breakthrough with
the Matrix in 1999. Given the performance by leading man Keanu
Reeves ("Speed," "Bill and Ted's Excellent
Adventure"), there were scenes where the effects really
drove the rest of the film. At the time it came out, it was
amazing. Since then, any number of films have come out with
similar effects, or effects that are technically superior.
We consider these films all to be derivative of "The
Matrix," much in the same way 3D animated motion pictures
are derivative of "Luxo, Jr."
But after
a spate of Matrix-effects-driven movies, filmmakers have finally
settled down to use effects within their films, rather than
basing films on the effects. This year (2002) has been a remarkably
good year in that respect. "Lord of the Rings: the Fellowship
of the Ring," for example, used an extremely interesting
method of animation for their battle scenes, but rather than
talk about that, critics all over the world are talking about
the rest of the movie - the acting, the writing, the cinematography,
and how good the film is as a whole.
The hope
is then that animators will someday accomplish the same. Rather
than making 3D animated movies, they will begin making movies
using 3D animation. We still live in an age where technology
is constantly expanding. So, for a long while, we're still
going to be blown away by mediocre movies with incredible
animation techniques. But after a while, they're going to
have to become good movies, or the genre will die out, which
would be a shame, considering how far it's already come. After
all, it's been less than 60 years since the computer was just
a machine for decoding encrypted messages. With that in mind,
it's easy to understand why viewing audiences get so excited
to see what it looks like when the computer calculates the
complex folding of a piece of cloth, or the force of gravity
when a woman walks across grass. It's an amazing feat.
What's
more amazing is that there's still room for improvement. We
scarcely have time to master the technology that we have when
something new comes along that blows away what we've just
learned. For this reason, I can understand why 3D animated
movies tend towards the mediocre - if you don't hurry a movie
along, it will be obsolete by the time it's released. Does
this mean that technology will have to slow down before someone
makes a truly great 3D animated movie? Are we just seeing
mediocre movies because the genre is so young and viewing
audiences are so indiscriminate? Or is there some other reason
entirely?
Thus far, animation has evolved from a long, tedious and costly
process of drawing frame after frame after frame, to a long,
slightly less tedious, though possibly more costly process
of creating a 3D model and moving it through a 3D space. We
can do things today that half a century ago, no one could
even have dreamed. But how is this helping us as a society?
Is it enabling us to make better art? Well yes, but not for
mass-production. There are amazing 3D animated short films,
but almost no one has seen them. Full-length feature films
in 3D animation have all been in some respects successful,
but in other respects have failed completely. Some day this
will change. It may even happen soon - only three years separate
the special effects blow out of "The Matrix" and
the subtle crafting of "Lord of the Rings."
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