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Animate

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Animate
Animate
Branko at English Wikipedia · Public domain · source
NameAnimate
TypeProcess
OriginAncient to Modern
ParentVisual arts
NotableWalt Disney, Hayao Miyazaki, Winsor McCay

Animate Animate refers to the process and craft of creating the illusion of motion by displaying a sequence of static images, puppets, models, or digital objects. It encompasses a wide range of artistic practices, technical methods, and industrial workflows that have evolved from early optical toys and experimental films to modern computer-generated imagery and real-time rendering pipelines. Practitioners draw on traditions from theater, painting, photography, and software engineering to produce works for cinema, television, advertising, video games, and web platforms.

Etymology and Definitions

The verb "animate" derives from Latin roots shared with terms used in Renaissance discourse, linked to concepts codified in texts such as Aristotle's treatises and disseminated by figures like Leon Battista Alberti and Giorgio Vasari. Scholarly definitions evolved across movements including Romanticism, Realism (art) and Modernism (arts), while technical definitions were formalized in treatises by pioneers like Eadweard Muybridge and Étienne-Jules Marey. Industrial standards were later influenced by institutions such as Academy of Motion Picture Arts and Sciences and bodies like Society of Motion Picture and Television Engineers that codified frame rates, aspect ratios, and color spaces.

History and Development

Early precedents include optical devices such as the zoetrope, phenakistoscope, and magic lantern used in European salons and fairs. Experimental motion studies by Eadweard Muybridge and Étienne-Jules Marey in the late 19th century informed narrative experiments by filmmakers like Georges Méliès and illustrators such as Émile Cohl. The birth of commercial animation studios began with enterprises like Winsor McCay's films and the Fleischer Studios innovations, leading to the establishment of Walt Disney Studios and landmark features such as Snow White and the Seven Dwarfs. Postwar developments saw the rise of television animation from studios like Hanna-Barbera, international movements from Studio Ghibli and Toei Animation, and experimental work in festivals such as Annecy International Animated Film Festival and institutions like British Film Institute archives. The digital revolution was propelled by companies like Pixar and technological collaborations with projects at Stanford University and Massachusetts Institute of Technology that enabled computer-generated features and visual effects used in films like Toy Story and Jurassic Park.

Techniques and Technologies

Traditional techniques include hand-drawn cel animation developed in studios like Disney and ink-and-paint laboratories influenced by processes at Technicolor. Stop-motion practices use armatures and puppets as in works from Aardman Animations and Will Vinton Productions, employing motion-control rigs similar to those used on sets like The Nightmare Before Christmas. Rotoscoping was pioneered by Max Fleischer and later applied by filmmakers such as Ralph Bakshi. Digital techniques emerged with software from companies like Autodesk, Adobe Systems, and proprietary renderers developed at Industrial Light & Magic and Weta Digital. Rendering techniques include ray tracing advanced through research at Bell Labs and shading models based on studies from SIGGRAPH conferences. Real-time engines from Epic Games and Unity Technologies enabled interactive animation workflows used in productions for franchises like Fortnite and The Matrix sequels. Motion capture systems integrate hardware from firms like Vicon with pipelines informed by standards from SMPTE.

Applications and Industries

Animation drives content in sectors including feature films distributed by studios such as Warner Bros. and Universal Pictures, television series produced for networks like Cartoon Network and Nickelodeon, advertising campaigns for conglomerates like Procter & Gamble and Nike, Inc., and video games published by companies such as Nintendo and Sony Interactive Entertainment. Educational and scientific visualization projects draw on collaborations with institutions like NASA and National Oceanic and Atmospheric Administration. Architectural visualization and industrial design utilize animation in workflows supported by firms like Autodesk, Inc. and Dassault Systèmes. Virtual production techniques are increasingly integrated into filmmaking at facilities used by studios like Lucasfilm.

Cultural Impact and Criticism

Animated works have shaped cultural narratives through iconic releases from studios such as Walt Disney Pictures, Studio Ghibli, and Pixar Animation Studios, influencing merchandise markets like those managed by The Walt Disney Company and theme parks including Tokyo Disneyland. Criticism has addressed issues including labor practices at major studios like Nickelodeon and Netflix, representation controversies highlighted in debates over films like Song of the South and discussions in cultural forums including The New Yorker and The Guardian. Scholarly critique engages with questions raised by theorists referencing texts such as Roland Barthes and debates within venues like Society for Animation Studies conferences.

Notable Works and Practitioners

Notable creators include pioneers and auteurs such as Walt Disney, Hayao Miyazaki, Chuck Jones, Tex Avery, Osamu Tezuka, John Lasseter, and Isao Takahata. Landmark films and series encompass works like Snow White and the Seven Dwarfs, Spirited Away, Toy Story, Fantasia (1940 film), Akira (film), and The Simpsons. Influential studios and organizations include Pixar, Studio Ghibli, Walt Disney Animation Studios, Aardman Animations, and NHK. Festivals and awards recognizing achievement feature events and honors such as Annecy International Animated Film Festival, Academy Awards, BAFTA Awards, and Annie Awards.

Category:Animation