Leading Computer Animation

Technology used from the broadcast and print media to the multimedia is advancing almost every day. Animation in the movies and television is just one example. Animation is responsible for the funny, adorable and sometimes-tough cartoon characters we love to see on TV and in the movies. Before, it the making of cartoons was just done manually (drawn by hand) but now, computer animation is the latest trend. Walt Disney used to be synonymous to cartoons but today; numerous companies have gotten into the business of animation. The latest buzz is that Disney Animation officers are planning to return the Walt Disney studios in Burbank, California to its original status as an exclusive hand-drawn animation company. “Lilo and Stitch” was Disney’s last hand-drawn and big hit animated film. Computer animation makes use of two-dimensional (2D) and three-dimensional (3D) computer graphics. When used in films, it is referred to as computer generated imagery or imaging (CGI). This digital technology has somehow replaced the stop motion animation of 3D models and frame-by-frame animation of two-dimensional illustrations.

In making 3D animations, objects or models are normally built on the computer monitor and 3D figures are manipulated with a so-called virtual skeleton. For 2D animations, separate drawings and separate transparent layers are used even without a virtual skeleton.

Computer-animated films usually cover animal characters such as in “Finding Nemo,” fantasy characters like “Shrek” and “Monsters, Inc.” as well as humans that are still cartoons such as “The Incredibles.” A more realistic simulation of humans has been attempted via the movie “Final Fantasy: The Spirits Within” but it needs further improvement.

Other than the U.S., another highly developed country that has a great fascination for animation is Japan. Anime (short for animation) in Japan became famous because of its unique format of storytelling compared to the country’s live-action industry. Japan is known for its robot anime like the Gundam, Voltes V and Mazinger Z that became classics in the 1980s. The origin of Japanese anime can be traced to the early 20th century when Yamamoto explored the techniques in animation that were being done in Germany, France, Russia and the United States at that time. Anime has also been greatly influenced by the Japanese manga and light novels and covers genres such as action, adventure, children’s stories, drama, comedy, fantasy, horror, science fiction and romance. Animation companies actually have a staff of creative people who can really draw well. Some of them have also outsourced their services and have put up offices in countries whose citizens are blessed with great talent in drawing and have a passion for animation.

The future of computer animations

One open challenge in computer animation is a photorealistic animation of humans. Currently, most computer-animated movies show animal characters like Finding Nemo, fantasy characters like Shrek, Monsters Inc, anthropomorphic machines like Cars, Robots or cartoon-like humans such as ‘The Incredibles’ etc. The movie Final Fantasy: The Spirits Within is often cited as the first computer-generated movie to attempt to show realistic-looking humans. However, due to the enormous complexity of the human body, human motion, and human biomechanics, realistic simulation of humans remains largely an open problem. It is one of the “holy grails” of computer animation. Eventually, the goal is to create software where the animator can generate a movie sequence showing a photorealistic human character, undergoing physically-plausible motion, together with clothes, photorealistic hair, a complicated natural background, and possibly interacting with other simulated human characters. This could be done in a way that the viewer is no longer able to tell if a particular movie sequence is computer-generated, or created using real actors in front of movie cameras. Complete human realism is not likely to happen very soon, however such concepts obviously bear certain philosophical implications for the future of the film industry.

For the moment it looks like three dimensional computer animations can be divided into two main directions;

  • Photorealistic
  • Non-photorealistic rendering.

Photorealistic computer animation can itself be divided into two subcategories; real photorealism (where performance capture is used in the creation of the virtual human characters) and stylized photorealism. Real photorealism is what Final Fantasy tried to achieve and will in the future most likely have the ability to give us live action fantasy features as The Dark Crystal without having to use advanced puppetry and animatronics, while Antz is an example on stylistic photorealism (in the future stylized photorealism will be able to replace traditional stop motion animation as in Corpse Bride). None of them are as mentioned perfected yet, but the progress continues.

Non-photorealistic rendering: The non-photorealistic/cartoonish direction is more like an extension of traditional animation, an attempt to make the animation look like a three dimensional version of a cartoon, still using and perfecting the main principles of animation articulated by the Nine Old Men, such as squash and stretch.

While a single frame from a photorealistic computer animated feature will look like a photo if done right, a single frame vector from a cartoonish computer animated feature will look like a painting (not to be confused with cel shading, which produces an ever simpler look).

The Animated Films

In the 1990s, almost every animated movie became a hit and studios jumped in to battle Disney. In 1994 Disney released The Lion King, which became the highest grossing animated film of all time. The following year, Disney and Pixar released Toy Story, a technological masterpiece produced completely with computer animation. A string of computer-animated films followed. The Pixar film, Monsters, Inc. (2001), gave Disney another huge hit, the second all-time money earner for animated films.

The revival of animated films made it fashionable for actors to voice the characters. Major stars such as Mike Myers, Eddie Murphy, and Robin Williams have lent their voices to animated films. The growth of VHS and DVD sales has doubled the revenue of some animated films.

Television benefited from the rebirth of films, particularly in the adult market. In 1990, Fox introduced Matt Groeningi’s The Simpsons in primetime, turning its characters into popular culture icons. MTV countered with Beavis and Butt-Head in 1993. The growth of cable television pushed cartoons in new directions. In 1990, Disney introduced a block of afternoon programming for the Fox Kids Network. The cable mogul Ted Turner created the twenty-four-hour Cartoon Network in the early 1990s. The Children’s Television Act of 1990 required educational programs for children. Essentially, the act ended the traditional Saturday morning cartoon programming.

Cartoons continue to play an important role in popular culture and have a magnificent future. Using computer animation, Hollywood churns out hit film after hit film, while television audiences continue to grow. Video sales and rentals get subsequent generations of youngsters interested in traditional cartoons and characters while also promoting new films. As long as audiences want new animated films, television shows, and cartoons, the industry will respond.