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Toonz

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Parent: anime Hop 5
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Toonz
NameToonz
DeveloperDigital Video S.p.A., DWANGO Co., Ltd., Takahito Iguchi
Initial release1993
Latest release2016
Operating systemMicrosoft Windows, Linux, macOS
LicenseProprietary, later open-source (select editions)

Toonz is a 2D animation production software package historically developed by Digital Video S.p.A. and later managed or adapted by companies including DWANGO Co., Ltd. and contributors from the Studio Ghibli pipeline. It has been used in traditional and digital animation workflows by studios, broadcasters, and educational institutions across Japan, Italy, and the United States. The software blends raster and vector processing with scripting and pipeline integration, facilitating feature films, television series, and commercials.

History

Toonz originated in the early 1990s at Digital Video S.p.A. in Italy, emerging contemporaneously with tools such as Animo (software), USAnimation, and CelAction2D. Early adopters included European studios and Japanese houses like Studio Ghibli and Gainax, benefiting from scanning and ink-and-paint developments paralleling innovations at Disney and Pixar. In the 2000s, acquisition and licensing arrangements involved companies such as Sony Pictures Entertainment and MPC (company), while collaboration with Japanese firms led to customization for productions including work by Hayao Miyazaki and Isao Takahata. In 2016, a prominent branch of the software was released in an open-source form by DWANGO Co., Ltd., intersecting with projects from organizations like OpenToonz, and drawing interest from communities around Blender, Synfig Studio, and Krita. The lineage of Toonz reflects industry shifts caused by the rise of digital ink-and-paint pipelines at studios such as Walt Disney Animation Studios and DreamWorks Animation, and by broadcast transitions at networks like NHK and Cartoon Network.

Features and Technology

Toonz integrates raster and vector toolsets akin to workflows used at Studio Ghibli and facilities using RETAS Suite. Its features include a scanning module comparable to systems at Richard Williams (animator)'s studio, palette management used by houses like Nickelodeon Animation Studio, and a color model influenced by broadcast standards from NTSC and PAL regions such as Italy and Japan. The software supports a node-based compositing stage similar to approaches in Nuke (software) and Adobe After Effects, and implements frame interpolation and motion techniques analogous to tools in TVPaint Animation and Toon Boom Harmony. Scripting and automation are enabled through APIs used by pipeline engineers from Pixar Animation Studios and Industrial Light & Magic, facilitating batch processing for productions comparable to those at BBC and NHK Enterprises. Other technical aspects include vectorization routines paralleling those in Adobe Illustrator, vector-to-raster conversion used by Sony Pictures Imageworks, and plugin architectures resembling those for Autodesk Maya.

Versions and Distribution

Multiple commercial and open incarnations were distributed for professional and academic markets. Commercial editions were licensed to studios including Studio Ghibli, Madhouse (company), Bones (studio), and broadcasters like Fuji TV and TV Tokyo. Educational and indie versions circulated among institutions such as Savannah College of Art and Design, California Institute of the Arts, and Tokyo University of the Arts. The 2016 open release prompted forks and integrations with community projects like OpenToonz and inspired interoperability efforts with Blender Foundation workflows and GIMP assets. Regional distributors and licensors included companies from Italy, Japan, and the United States, with translation and localization contributions from organizations like NHK, Rai (broadcaster), and Animex festivals.

Notable Productions

The package was associated with feature-length and episodic work by prominent studios. It supported productions from Studio Ghibli directors such as Hayao Miyazaki and Isao Takahata, episodic series at Sunrise (studio) and Studio Pierrot, and projects by Madhouse (company), Gainax, and Shaft (studio). Broadcast clients included NHK, Fuji TV, and TV Asahi; international clients included Cartoon Network and Nickelodeon. Use cases ranged from feature films comparable to entries from Toei Animation catalogs to television series produced by Production I.G and commercials for brands handling post-production at facilities like Deluxe Entertainment Services Group. Independent filmmakers and festival entries at Annecy International Animated Film Festival and Ottawa International Animation Festival also used the software or its derivatives.

Reception and Impact

Professionals and academics compared the software to contemporaries such as Toon Boom Animation Inc. products and TVPaint Développement releases, noting its influence on digitizing traditional animation practices pioneered by studios like Walt Disney Feature Animation and Studio Ghibli. The open-source release stimulated discourse among communities around Blender, Krita, and OpenShot Video Editor about sustainable toolchains and digital preservation strategies advocated by institutions such as the Academy of Motion Picture Arts and Sciences and archives like the British Film Institute. Critics and industry commentators from outlets like Animation World Network and Variety (magazine) discussed interoperability, licensing, and the software’s role in lowering barriers for independent production at schools such as CalArts and festivals like Anima Mundi. Overall, the software contributed to the global shift toward integrated digital pipelines used by studios including Disney Television Animation and Warner Bros. Animation.

Category:Animation software