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Animation

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Animation
Animation
Branko at English Wikipedia · Public domain · source
NameAnimation

Animation Animation is the art of creating the illusion of motion by displaying a sequence of images, drawings, puppets, models, or computer-generated frames. It encompasses a wide range of practices from early optical toys and hand-drawn cel work to contemporary computer-generated imagery and virtual production. Practitioners and institutions across the world, including studios, festivals, and schools, have developed distinct traditions and innovations that shaped film, television, advertising, gaming, and interactive media.

History

The origins reach back to pre-cinematic devices such as the Thaumatrope, Zoetrope, and Praxinoscope used in 19th-century France and United Kingdom. Early animated films emerged in the silent era with pioneers like Émile Cohl in France, Winsor McCay in United States, and studios such as Éclair and Biograph Company. The rise of studio systems powered large-scale production by entities including Walt Disney Studios, Max Fleischer, and Metro-Goldwyn-Mayer during the Golden Age in United States. International movements developed in parallel: the Soviet avant-garde tied to Sergei Eisenstein's circle, the Japanese early cinema that led to postwar giants like Toei Animation and later Studio Ghibli, and Eastern European stop-motion traditions at studios such as Krátký Film and Se-ma-for in Czechoslovakia. The late 20th century saw a technological shift with companies like Pixar Animation Studios and Industrial Light & Magic pioneering computer-generated techniques, while festivals such as the Annecy International Animated Film Festival and awards like the Academy Awards recognized excellence across mediums.

Techniques and Processes

Traditional hand-drawn workflows trace lineage to cel animation practices established by Walt Disney and animators like Ollie Johnston and Frank Thomas, involving exposure sheets and ink-and-paint departments. Stop-motion leverages physical models and armatures as executed by studios such as Aardman Animations and directors like Ray Harryhausen. Cutout animation has roots in folk traditions and was adapted by filmmakers like Lotte Reiniger. Computer animation encompasses 2D vector-based approaches popularized in software linked to Adobe Systems, and 3D polygonal and procedural methods originating from research at Industrial Light & Magic and academic labs at universities such as University of Southern California. Motion capture integrates performance capture systems developed by companies like Vicon and techniques employed in productions by Weta Digital. Rotoscoping was patented by Max Fleischer and later adapted in projects by Richard Linklater. Specializations include cel compositing, keyframing, inbetweening, rigging, texturing, lighting, and rendering.

Styles and Genres

A spectrum of visual styles ranges from classical Disney realism exemplified by films like Snow White and the Seven Dwarfs to the auteur-driven aesthetics of Hayao Miyazaki and Isao Takahata at Studio Ghibli. Genres encompass children’s entertainment advanced by broadcasters such as BBC and PBS, adult-oriented satire exemplified by productions from Adult Swim and creators like Matt Groening, experimental short-form work celebrated at the Sundance Film Festival, and feature-length blockbusters from Marvel Studios and DreamWorks Animation. Distinct national traditions include the anime style consolidated by studios like Gainax and Madhouse in Japan, the stop-motion comedic voice of Aardman in United Kingdom, and auteur-driven independent animation associated with festivals such as Annecy and Venice Film Festival.

Production Pipeline

Pre-production begins with story development, storyboards, and animatics often produced at agencies or in-house departments within studios like Paramount Pictures and Sony Pictures Entertainment. Production phases diverge by technique: layout, model-making, animation, and photography in stop-motion; keyframe animation, rigging, and skinning in 3D; and pencil tests, ink-and-paint in traditional workflows. Post-production integrates compositing, color grading, sound design by post houses such as Skywalker Sound and mixing for distribution to exhibitors like The Walt Disney Company and broadcasters. Project management tools and producers coordinate schedules, union negotiations with organizations like SAG-AFTRA or Broadcasting, Entertainment, Communications and Theatre Union, and financing from distributors, streaming platforms such as Netflix, and production companies.

Technology and Tools

Hardware and software ecosystems drive contemporary practice: 3D packages like Autodesk Maya and SideFX Houdini; 2D solutions from Toon Boom Animation and Adobe Systems; compositors like The Foundry's Nuke; and rendering engines from Pixar's RenderMan to Chaos Group's V-Ray. Pipeline tools integrate asset management systems developed at companies like Industrial Light & Magic and academic projects from institutions such as Massachusetts Institute of Technology. Emerging technologies include real-time engines such as Unreal Engine and Unity Technologies, volumetric capture used by research groups at MIT Media Lab, and AI-assisted tools developed by labs at OpenAI and corporate labs at Google.

Cultural Impact and Industry

Animated works have shaped global culture through franchises and transmedia strategies exemplified by Mickey Mouse, Pokémon, and Toy Story, driving merchandise, theme parks like Tokyo DisneySea, and cross-media adaptations across platforms including broadcasters such as Cartoon Network and streaming services like Hulu. Critical discourse and scholarship are fostered by journals and institutions such as Society for Animation Studies and festivals including Annecy and Ottawa International Animation Festival. The industry’s economics involve major conglomerates like The Walt Disney Company, talent agencies such as Creative Artists Agency, and global supply chains spanning studios in India, South Korea, and Philippines.

Education and Careers

Career paths include animator, rigging artist, storyboard artist, technical director, and creative director, with professional development offered by universities and schools such as California Institute of the Arts, Royal College of Art, School of Visual Arts, and trade programs at studios like Pixar and Aardman. Certification and workshops are provided by organizations including Toon Boom and conferences such as SIGGRAPH and FMX. Unions and guilds like IATSE and SAG-AFTRA influence labor standards, while incubators and independent collectives foster entrepreneurship in short-form and web animation.

Category:Animation