Exaggeration in the context of CGI character animation: observing through world of animation
https://ilokabenneth.blogspot.com/2014/11/exaggeration-in-context-of-cgi.html
Author: Iloka Benneth Chiemelie
Published: 11-November-2014
Published: 11-November-2014
1.0 Introduction
In
any given research, the need to introduce the research in a vivid way is
unquestionable because it is through such means that readers and other
stakeholders will be able to get a glimpse of what the research is all about as
well as expand their understanding of approaches adopted in the research. As
such, this section of the research will focus on presenting the overall
research objectives.
The
development of character animation has been mainly focused on synthesizing
realistic motions. Many approaches were proposed already for addressing the
technical difficulties that one encounters when following this path. However, the
interest in this paper is not toward too much of technical approach. The study
would be focused into exploring the performance approach. In the context of
character animation, the performance approach refers to the study of character
in representing the essence of action and emotion. This is to say that
performance approaches deals with understanding how characters are used either
in their whole or supplementary virtues to express actual meaning that are
encoded in the central virtue of human expression. This implies that
performance approaches details how characters are used to express what people
think, feel, do or want in the real world setting.
Through
public discussion among the animators, it is said that successful performance
in animations often implement the principles of animation which have already
been accepted widely as the main factor in conveying the situation to the
audiences more efficiently than physical realism, According to the book Disney
Animation: The Illusion of Life, the exaggeration principle, which adopted
from twelve principles of animation that makes character animation more
expressive. Frank Thomas and Ollie Johnston, two pioneer animators from Disney
animation studio summarized brilliantly their attitude to applying exaggeration;
'If a character was to be sad, make him sadder; bright, make him brighter;
worried, more worried; wild, make him wilder' (1995. p.65). Through this
statement, it seems that reality in character animation isn't realistic at all.
It is reality exaggerated, that represents an expressive performance in
stylizing character. The implementation of exaggeration should be proven
worthwhile, because as Kostas Terzidis (2003) suggests, the expressive has many
advantages over the realistic and, whereas the computer-graphic quest for
realism is essentially about completeness, 'notions of incompleteness,
imperfection, and subjectivity' invite interactive participation and have an
expressive value that can surpass this explicitness. As Michael Davis (1999), a specialist in Greek philosophy and translator
of Aristotle sees it, mimesis should comprise ‘a stylizing of reality in which
the ordinary features of our world are brought into focus by a certain exaggeration
. . . like the relationship of dancing to walking’ (p. 3). The need for widely
adopted animations to be implemented is based on the understanding they are
easily understandable. Over the course of time, people must have been going
through the visual and vocal messages presented by such animations, which
implies that repetition of such animation will further increase memorization
and overall adoption. This is more towards the cognitive reasoning theory in
the human sense, which implies that the more people are exposed to the same
message, they more they become familiar and accustomed with such messages.
Today,
looking at character animation industry in Malaysia, there is similarity to other character animation
industries in the world, Malaysian character animation is very much influenced
by American and Japanese animation. However, a decade ago, the effort by
cartoonist Ujang and director Kamn Ismail under Kharisma Production was the
starting point to the local animation titles that could be seen today with Upin
& Ipin and Boboi Boy leading the way. ( Mohd Amir Mat Omar & MD Sidin Ahmad Ishak, 2011). Hassan
(2004: 7–8) described how a number of student animation projects reflected the
identity of Malaysia’s various races and heritage. According to him, there is
no distinctive animation trend in Malaysia that can be considered unique or
having a local identity (Hassan, 2008). Hassan also did not specifically
mention the cultural characteristics contained within Malaysian animation.
Hence, it would be a strong justification towards studying how culture is
portrayed in Malaysian character animation. The
issue in question here is whether or how a Malaysian culturally reflection and expressive
performance could be plugged as a soul into the CGI character animation. The
exaggeration principle as what have been discussed earlier are meant to be used
for this purpose. This research is an attempt to explore exaggeration
principle in-depth which intends to help Malaysian animators to create a
guideline for an expressive CGI character animation that could portray the
local historical personality.
One
thing about animation as opposed to other forms of media entertainment is that
it is very unique and easily understood by the people that are exposed to such
animations. In essence, developing one unique animation can mean serving
numerous and diverse audience across the globe because the language of
animation is easily understood irrespective of the age bracket. However, while
it is natural to standardize the animation process in order to ensure easy
understandability, it is also important to note that inducing cultural features
is very important because it can help to differentiate uniqueness as well as
derive new formula for redefining new standards in the industry. Thus, the fact
that the Malaysian animation industry has sort towards expanding its unique
offering by differentiating its own animation from that of pioneering Americans
and Japanese is very appropriate. In the view of the above discussions, this
paper will focus on understanding as well as exploring how exaggeration
principles used in animation are being recreated in the Malaysian animation
industry and the overall benefit of such recreation.
1.1 Research background
Animation
has been described as spatiotemporal art; and its center is the manipulation of
spatial arrangements which can also come in the form of shapes of an objective
obtain over time in order to create the illusion of motion. The objects can be
simplified as simple as line drawn on pages or in the sand, or it can be
complex like that of a computer generated virtual puppet. Irrespective of the
form of objects or the adopted medium, animation can be described as
necessarily a technologically formulated art that required the animator to
manipulate how objects are represented in space and time in order to
communicate with a given audience. The animator does have the role of creating
motion, one frame after the other, which can be used as an indication of real
life happening. This is to say that the main objective of the animator is to
create the illusion of an authentic, living, cognitive being with movements
that seem to come from an inbuilt motivational force (Thomas
& O. Johnston 1995).
For
long, this has been understood with the idea of guiding the process through
which the creation of “illusion of life” are developed as early as the 1930s in
the Disney studio. Before such developments, 2D animations lacked the needed
sophistication used to represent character of actions that audience have become
accustomed with. In essence, charters where often built to repeat movements,
due to their limbs bending like hose instead of being made up of articulated
joins and bones. There was always a tendency to move their body but instead of
achieving success in that, their limbs would normally stretch to their
destination, and they lacked the necessary physicality and appearance in terms
of weight. The designed characters where not built to appear or think in
accordance with their own inner forces. As such, it became obvious in the
Disney world that if animation is every going to capture and hold the attention
of audience for the full duration of featured lengthy movie, then there is a
need to improve on the visualization of actions performed by the characters.
Figure
1.1: Disney animation before incorporating the principles, the plowboy (1929)
As
a result of such need, a new undertaking was performed in the early days of the
Disney studio in order to study live creatures that also included humans, and
this led to a new discovery in the form of what is presently known about the
creation of illusion of life. Discussions made on some of the earliest use of
live-action reference and anatomically study are famously available in the book
written by the two leading animators in Disney, The Illusion of Life (Thomas & O.
Johnston 1995) which has an indicated chapter used for the main purpose
of discussing the process by which life actions are sued to reference and
inform their major practices in Disney studio. In summary, Disney animation
started to analyze the live actions in their films as an attempted to inform
the audience on their understanding of what they think is hot to visualize the
flow of action which are patterned from one frame to the other. Out of this
research, a team of animators referred to as “the nine old men” began to
develop a new form of animation that had the aspiration of creating an image
system that is closely in line with the convention of live-action cinemas.
Disney made reference to this style of animation as being “believably alive”
(which is also known as the ‘plausible impossible); a kind of “trick of giving
life to an inanimate object” (Walt Disney 1956).
It is clearly evidenced from the above discussion that animation as we know it
in the past has transformed into a new euphoria of understanding, applicability
and appreciation. This new word of animation is what will be explored in this
research in the context of the Malaysian animation industry.
This
performance based research is to be focused in exploring the principles of
animation, Exaggeration stands as a main principle here to give effects to many
area in character animation. The critical studies of principles have to be
looked into their influence toward the physical appearance of characters,
action and emotions; and plot in animation.
John
Lasseter, director of Toy Story among others (Pixar, 2010), explains
that a scene has many components, including design, action and emotion, and
exaggeration can be applied to any of these components, but not in isolation
(1987, p.41). This means that the exaggeration is an important principle in
character animation and effects many aspects in the animation production. It is
not to be considered as a standalone principle by itself but it is meant to be
applied mainly with other interrelated components of animation principles.
On the other hand, this research was also to explore some historical
knowledge of Iban warrior, Panglima Bukit Sadok characteristics. However, it is
important to be highlighted here that the research will not to be detailed on Iban
culture phenomenon. The study toward Iban culture elements are only covered
sufficiently for supporting the subject knowledge for Panglima Bukit Sadok
character. Through this process, the exaggeration principle was expected to
present more expressive performance in bringing character alive and as well as
reflecting a clearer essence of the Iban warrior cultural identity.
This
research takes the readers to understand about CGI character animations from
the world to Malaysia. It would be doing some comparison studies of CGI character
animation works, analyzing few selective American, French, Japanese and
Malaysian character animations. This studies intent to obtain some comparative
result on how well this
selective works use the exaggeration principle in creating expressive
output which able to represent its style and identity of one particular culture
personality.
1.2 Objectives
of Research
The objectives of this research are:
1.2.1 General Objective
To understand the specific meaning of
exaggeration in the context of CGI character animation, observing through world
of animation. The whole research revolves around the understanding of CGI
application in the animation setting wit reference to the global animation
industry. However, it is important to understand that CGI settings are based
purely on 3D animation which is not the only form of animation available. As
such, the objective can be considered broad because it will expand beyond the
advance setting in order to touch the traditional and grassroots settings in
the form of 2D animation which while not widely used presently as before, is
still in full operation as guided by advancements in technologies.
1.2.2 Specific Objective
1. To
discover the importance of exaggeration to be learned as a main principle by
CGI animation students in Malaysia. Just as USA and Japan has demonstrated,
culture does have a major influence on the uniqueness of animations because it
aid in the creation needed identity and since animations are easy to
understand, reshaping the design with cultural facets is a welcomed trend in
the industry. Thus, this research will see to understand how CGI can help to
create a Malaysian identity by designing animations that reflects Malaysian
values.
2. To
explore the relationship of exaggeration principle with others components of
animation principles. There are twelves principles that guide animation design
in the industry, but the complex thing here is that each of these principles
are applied in their individual way and both application and outcome can differ
for each of these principles. As such, this research will also seek to
understand the existing differences between exaggeration principles and other
principles in animation design and such understanding will focus on their level
of similarities and differences in terms of application and outcome.
3. To
discover the expressive performance to be achieved in CGI character animation
that can reflect the style of one particular cultural identity through the
implementation of exaggeration principle. Just like the first specific
objective that is focused on cultural identity, this objective seeks to
understand how CGI can be used to develop an advanced form of cultural identity
with reference to Malaysia.
4. To
propose an effective implementation of exaggeration principle as restructured
guideline in creating an expressive CGI character animation of Panglima Bukit
Sadok. Based on the understandings gained from the above analysis, this
research will also develop a feasible approach for implementing the CGI effects
in Malaysian based animation settings.
1.3 Statement of the Problem
In today's CGI animation
industry, one of the most attractive element in CGI animation is the characters
that could able to perform its expressive personality, acting the lifelike
action and expression without any physical limitation. The success of CGI character
animation relies on a set of principles that adopted from traditional 2D
animation techniques which meant to be a guideline syllabus for lot of
animation training courses.
Even this set of principles has
been always the mainstream research field in character animation, but there is still
lack of in-depth specific research on exaggeration principle as a main emphasis
of principle among the 12 animation principles which previously introduced in
the book
Disney Animation: The Illusion of Life (1981). This research intents to help the animation students to
see the important role of exaggeration principle in relating it to the others component
of animation principles.
The exaggeration is
potentially meant to be used as a main guideline to enhance the CGI character
animation by judging at the expressive quality.
Thus, there is necessary to restructure the existing 12 animation
principles guideline into clearer and more in-depth theoretical framework,
emphasizing the main role of exaggeration principle and its relationship with
the other components of animation principles.
Importantly, on the other
hand, this research also see exaggeration as a potential way to be explored in
developing CGI character animation that expressive enough to feature an Iban
warrior, Panglima Bukit Sadok characteristic and identity. Basically, the above
mentioned research problems could be summarized as below statement:
i.
There is lack of specific
in-depth research on exaggeration principle in CGI character animation field of
study.
ii.
There is lack of focus in
exaggeration principle learned by CGI animation students in Malaysia.
iii.
The existing literatures
about 12 principles of animation do not give clear and in-depth theoretical
framework which sufficient to explain the relationship of exaggeration
principle with the other components of animation principles.
iv.
There is lack of
well-structured guideline to emphasize on the use of exaggeration principle in
creating an expressive CGI character animation specifically for the historical
Iban warrior, Panglima Bukit Sadok.
1.4. Research
Question
RQ: What is a guideline in creating an expressive CGI
character animation of Panglima Bukit Sadok through the implementation of
exaggeration principle?
i.
What are the approaches for implementing
exaggeration principle?
ii.
What are the necessary guidelines for
creating an expressive CGI character animation?
iii.
How can be these necessary guidelines be
used to create an expressive CGI animation Panglima Bukit Sadok by adopting
exaggeration principles?
RQ1: What are the importance roles of exaggeration
principle in CGI character animation?
iv.
What are the important roles of
exaggeration principles?
v.
How important are these roles in CGI
character animation?
RQ2: How to implement exaggeration principle in
CGI character animation?
vi.
What are the approaches for implementing
exaggeration principles?
vii.
How are exaggeration principles
implemented in CGI character animation?
RQ3: What is the expressive performance to be
achieved in CGI character animation that can reflect the identity of Panglima
Bukit Sadok through the implementation of exaggeration principle?
1.5 Significance
of study
There
are decry in the area of animation as fewer and fewer students are becoming
interested in the field. The reason can be attributed to a number of factors
which can stream from personal reasons to field based reasons. As such,
researches done in the area of animation are limited because the lack of
interest in such related studies are high. On that accord, it becomes very
fundamental that related researches in the area of animation are
beneficial. Thus, a number of benefits
are expected to stream down from this research and such benefits include:
i.
By developing this research, it
will benefit animation lecturers by supplying a useful alternative guideline
for the animation students in Malaysia who study about CGI character animation.
ii.
The study is apparently one of the
first attempt to explore exaggeration principle in-depth which intends to help
Malaysian animators to create an expressive CGI character animation for the local
historical contents such as Iban great warrior, Panglima Bukit Sadok. Therefore, this is a good attempt to fill up the gap of
local culture preservation.
iii.
The research is considered more
into performance based study rather than technical based study. Therefore, the
structured guideline is believed to be helpful to the current or future trend
of new media animators in practicing exaggeration principle in their CGI
character animation work and judging their work performance through expressive
quality.
iv.
This research is also beneficial to
the general public because it will help to expand the field of animation in
both lectured and applicable context in order to further understand how
animated characters are transformed into real-life objectives with set
objectives of entertaining the audience.
1.6 Scope
of study
The research of CGI
character animation is involved the performance based and technical based studies.
However this research is just to be focused on the performance based study. Due
to the intention of researcher in targeting the CGI character animation of
Panglima Bukit Sadok, some study in the aspect of Iban cultural characteristic
is necessary to be conducted specifically the studies in some elements of
character that should be portrayed in Panglima Bukit Sadok character based on
the existing historical facts. Somehow, the researcher's study is decided not
to be too much detailed on the issues of Iban cultural elements. The study
would be emphasized on the implementation of exaggeration principle, its
relationship with the others components of animation principles and the
expressive performance that expected to be achieved.
Figure
1.2: The framework of performance and technical based studies in character
animation.
1.7 Theoretical
framework
As
mentioned earlier, the Figure 1.1 indicated two aspects of studies, performance and technical based studies
were commonly involved in character animation research. However, it is
important to be highlighted here that the researcher would only explored the performance based studies. In performance based studies, the emphasis
of 12 principles of animation could
not be avoided. They are considered the most useful criteria to be analyzed
through by judging the performance
quality of character animation.
Figure 1.3: Theoretical framework of the research phenomenon
As shown in Figure 1.2, the theoretical framework described how
the performance based studies were conducted.
The studies consisted the exploration to the role of exaggeration principle. The exaggeration
principle was implemented into two separated elements which were character design, action and emotion.
Within these elements, the researcher would explore the others components of
animation principles and made an effort to link them with those related
elements. On the other hand, this research was also required to study some identity
of Iban warrior, Panglima Bukit Sadok character. While implementing the
exaggeration principle, the researcher would have to consider to understand some
elements of character that gives the identity to Panglima Bukit Sadok. Through
this process, the exaggeration principle
was expected to present more expressive
performance in bringing the character alive and as well as reflecting a
clearer essence of Panglima Bukit
Sadok’s personality.
In the early days of Disney studio, the call for solutions to
develop a more emotional form of animated characters resulted in the
development of twelve fundamental principles of animation, which Frank Thomas and Ollie Johnston (1995, p.47) noted that they were taught to new animators in such a way
that they were visualized to be the new rule of the animation trade. These
twelve principles of animation which has been described by Frank Thomas and
Ollie Johnston (1995, p.47) include:
1.
Squash and stretch – a change
in shape which is made to place more emphasis on weight and volume.
2.
Anticipation – a movement meant to
precede the major action.
3.
Staging – this is the presentation
of action in such a way that it can be clearly communicated to the intended
audience.
4.
Straight ahead action and pose to pose – this is the working method used in the creation of animation.
5.
Follow through and overlapping action – all the objectives are not forced into a complete stop at the
same period of time. Some objectives are developed to lead while other follow
the leading object.
6.
Slow in and slow out – this is
used to reference the controlling of spacing of images developed to enhance how
objective speeding up and slowing down appear.
7.
Arcs – natural movement normally travel
through the space via an arc.
8.
Secondary actions – this is
an action used to support the main action.
9.
Timing – this is used to give
meaning and texture to the movement of animated characters.
10. Exaggeration – this is a caricature of actions that ae used for punctuating and
emphasizing motion.
11. Slow drawing – these are the kinds of drawings made in such a way that they
appear to have volume and depth.
12. Appeal – the design and motions of characters are developed in such a way
that they appeal to the audience.
With the aid of continued research and development, animation has
eventually climbed up to the point at which principles have now become so
refined in such a way that it is progressively becoming very difficult for
animators to actually identity one another. In any case, those animation
companies besides the Disney studio such as the Warner Brothers (WB) and
Metro-Goldwyn-Mayer (MGM) has increased started applying the principles in such
a way that it is being used as a vivid display of broad characters actions as a
result of trained animators from Disney moving to other studios where they are
given necessary opportunity and freedom to experiment with difference styles of
movement which do not confirm with the ideology set by the Disney world. Other studios
like the PIXAR has extended the legacy set by Disney, while other studios such
as the Dreamwroks and Bluesky has reverted to using broader and even more
liberal forms of application of such principles which are more aligned with the
WB and MGM vocabulary of movements. Other animators such as John Kricfalusi (2008), has even
expanded their discussion and views on the animation subject by suggesting that
WB and MGM have been successful in developing a style of animation that seems
to have a better application of the initial discoveries made by Disney
animators. No matter where the argument extends to, it is evidently clear that
principles developed by Disney studio still remain the basics of the animation
practices through the creation of the illusion of motion and expanded
credibility of characters that are used in the animation industry.
Furthermore, arguments can be made that the case discussed above
still remains in relation to the relatively new medium of computer generated
(CG) 3D animations. In a seminal paper with the title: Principles of Traditional Animation Applied to 3D Computer Animation, John Lasseter (1987) made the argument
that in order to understand the principles adopted in traditional animation, it
is very important to produce and effective 3D animation, and that irrespective
of the medium adopted, the application some of these principles do still remain
the same. Following the presentation of his first 3D CG animated short film, Adventures of Andre and Wally B (1985), Lasseter
addressed the question asked to explain which software that was used in the
creation of such “believable character”, and the animator responded with the
explanation that it is not a matter of the software because it wasn’t the
software that “gave life” to the characters animated, but it was the principles
that has been learned and applied as a traditional animator at the Disney
studio that produce such a stunning transformational character. The animator
further went on to explain that it was not that software that gave the life to
characters, instead it was these principles of animation, which is the trade
tricks that the animators have developed over the course of 50 years (Lasseter 2001). In accordance with
Lasseter, traditional animations are developed to provide series of tricks
which the animator can apply in the process of creating highly credible
animation, and this should be more or less similar with such animation process
are transferred into the computers.
In
any case, one specific note needs to be understood and that is that Lasseter
did say that the way in which squash and stretch, slow in and slow out, arcs,
appeal straight had and pose-to-pose applications are made must change as a
result of differences existing in the medium (Lasseter 1987).
Vivid explanation to such views are presented in the understanding that at
PIXAR, the animators made use of tricks, both old and new, in order to get what
they desired to appear on the screen. This means that the combination of old
and new tricks has been the main success factors behind making PIXAR animations
very much convincing.
Figure 1.4: The incredibles (Bird, 2004)
Since the 1987 paper written by lasserter, significant
advancements have been made on technologies in and around the field of
animation. The technology of animation has not only moved on, but the filed has
also moved on as influenced by the developments made by Disney animators and
the increased level of understanding of the principles. For instances, fields
like acting photography, live-action films and the science of biology have all
continued to develop new theories, principles and languages that continue to
shape the animation industry. On that accord, Kerlow
(2009, p.305) made the arguments that the universal
challenge now faced by animators is to reintegrate and expand the foundational
animation principles and also to add new principles that will be used to
address the modern and present styles, techniques and possibilities in
animation.
In recognition of the established link between traditional
principles of animation and the past crafts and forms of expression, Kerlow has
made a clustered view of the animation principles around “telling a story,
acting of directing a performance, representing the reality, the actual process
of crafting or representing or creating some level of credibility in the
animation process, and editing the sequence of actions (Kerlow 2009,
p.305). As such, Kerlow has offered six added principles in the
animation process and they include:
1.
Limited animation;
2.
Cinematography;
3.
Facial animation;
4.
Visual styling;
5.
Motion blending; and
6.
User-controlled animation.
In any case, it is important to understand that in their full
details, these added principles see to be mainly based on the different forms,
styles, and application of animation, and they are not completely new
principles as they are generally perceived to be, instead they are the
re-interpretation of expanded understanding of the basic principles developed
in the early days of Disney studio. Take for instance, the case of
cinematography is viewed in the basic principle as staging and it looks more
like a stretch to attempt to present the suggestion of cinematography as a
completely new form of principle in the way that Kerlow has done. Additionally,
the entertainment industry has witnessed limited animation since the short time
following the basic principles developed by Disney and while limited movement
are very basic within this particular animation style, it is also important to
note that the fundamental principles still prevail.
Outside of the new principled expanded as discussed above and the
original twelve principles, four important production elements used in animated
feature film-making where also used by Disney as the established guiding
principles and they include:
1.
Character development – this
involves the process of giving characters their personality in the animation
industry.
2.
Story – stories are generally
crafted to be well planned, well placed and interesting.
3.
Acting and emotions – this
involves visualizing characters in the form of real actors in order to attach
well established and common emotion to the scenes.
4.
Expression and dialogue – the
feelings of characters used in this section must be expressed with the aid of
animation and dialogue.
From the above theoretical background, it is evidence that
animation process is well expanded and broad, and further discussion will be
presented in preceding chapters.
Organization of
research
Figure 1.5: organization of research
There is no doubting the fact that effective planning is necessary
in order to deliver success in researches. This is because it will offer the
researcher higher level of flexibility in understanding what is needed in the
research process as well as executing the overall purpose of the research. This
research is of no difference as this section will seek to expand an
understanding on what will be done and how it will be done.
The research starts with the first chapter, which an introductory
episode of the whole research. The purpose of this research is to highlight
what will be done in the form of research objectives and how it will be done in
the form of research questions that the whole research will seek to address.
Additionally, overall background analysis is also developed in this section to
give readers a glimpse and simplified understanding of what the research topic
is all about.
The second section is a review of relevant literatures in line
with the research topic. This review will look into condensing the whole
animation industry into a simple to glance and understand material in which the
past experiences are accounted for, present figurative come into play, and the
future is flashed. This chapter will also define necessary variables in the
area of the research topic.
The third chapter is the research methodology. It is the breakdown
of how the whole research process will be executed in terms of the primary
research design. In this section, the variables that will be loaded into the
primary research will be brought into full focus by making them easier to
understand and also discussing the purpose for loading such variables.
Additionally, this section will also look into discussing the approach for
research analysis.
The fourth and final chapters are results and conclusion. The
focus of the result is to present detailed analysis of findings from the whole
research process. In this chapter, findings will be individually analyzed in
accordance with their level of correlation with existing understandings and
their influence on future related applications. This is followed by the
conclusion, which is a comprehensive analysis of findings from both the
secondary and primary research, recommendations on application of findings and
recommendations for future research.
Limitation of study
Once more, it should be recalled that this research is focused on
understanding the influence of cultural facets in making the Malaysian
animation industry unique when compared with the pioneer industries like USA
and Japan. Additionally, this researches will present comprehensive analysis of
the global animation industry and necessary insights on the influence of
cultural dimensions on uniqueness of the animation industry. However, this
research is limited irrespective of the above advantages because it focuses on
one culture and animation industry in the form of Malaysian and the Malaysian
animation industry. This it limits the potential of researcher to look into
other cultures of readers to compare findings from this study with that of
other cultures. However, this doesn’t make the research void in any form
because the overall benefits as discussed above overweighs the limited
disadvantages that this research is expected to have. In essence, the quality
of findings to be made are expected to overshadow this limitations and further
provider the general public with an expanded understanding of the Malaysian
animation industry.
1.8 Definition of Terms
Traditional animation
principles:
these
principles represents the rules of practice in animation that have been
deployed since the beginning days of animation, that is to say the pre-computer
periods. They form a set of guidelines that animators need to follow in order
to gain necessary assistance on producing the most effectively possible
animation. Based on the description offered by Thomas
and Ollie Johnston (1981), who was opportune to work with Disney Studio
in the early 30s and also took part in the development of the animation principles,
twelve principles represent the traditional animation principles. These
principles define the four major production elements in animation in the form
of: development of character, story, acting and emotions, and expression and
dialogue (Thomas and Johnston, 1981). Their
definitions are still widely acknowledged and adhered to by modern animators
including Richard Williams, who is the award-wining director of Who Framed Roger Rabbit (1988) (Williams, 2009). Another acknowledgement mad by
Williams is that there is a relationship between the four production elements
and the actual animation principles. Recognizing such studies, this research
does include both the four production elements and 12 animation principles in
this study for further investigation.
The
traditional animation principles have been hopeful in the transformation of
animation form just a novelty into a form of art. Through the application of
these principles in their respective works, many of the world’s pioneering
animators did successfully produce the numerous earliest animated feature films
that became classics such as: Snow White in 1937 and Pinocchio in 1940. What
the animation principles points at is the rules of physics and motion, which is
used to dictate the movement of people and objects from space as well as how
people react to physical forces. The principles also incorporates numerous
acting an psychological theories that are built around human behavior which
guides the way animators make use of facial expression, gestures, and postures
in their development of animated characters (Thomas and Johnston, 1981). Thus,
this study will also focus on the 12 animation principles and four production
elements in the course of the study.
3D computer animation:
this is normally referred to as Computer Generated Imagery (CGI) or CG
Animation, and this is the form of animation that is entire produced with the
aid of computer by making used of 3D animation software. A good example of such
is the Toy Story produced by PIXAR in
1995 (Furniss, 1998). The animation process
involves the creation of characters and objects through the method of
constructed polygonal or NURBS meshes, which are developed through the form of
virtual bones before being inserted into the mesh to make the animated object.
The articulation process is the facilitated by the rotation of these bones, or
through the movement of controllers that have links with the bones. This system
of bones and controls is referred to as a “rig”, and the CGI animator takes
advantage of such benefits by manipulating it into different positions or what
is referred to ad poses. Inserting poses at different times over an allotted
period will result to the movements between the poses which are automatically
animated with the aid of the software (Clark, 2002).
2D traditional
animation: this is a process for producing
animation and it has dominated the animation method right from the early days
of the animation. Before computers where introduced in the animation industry,
this method was built around drawing the animation on paper and photocopying or
tracing the drawn object into a transparent celluloid (cel), which will be then
painted. Each of the traced cel will be then photographed with the aid of
rostrum camera. Majority of the animations that were aired in films and TVs
shows in the mid-90s were all produced with the aid of 2d traditional
animation. In the modern setting, although traditional animations are still
hand-drawn on paper, they are scanned into computer programs before being inked
and painted digitally. The individual frames of animation directly rendered
from the software, which removes the need to individually photography each cel.
The Lion King by Disney in 1994 is a
good example of modern 2D animation.
Animation expert:
in accordance with the idea developed by Custers, Boshuizen and Schmidt in
1998, professional animation experts do possess necessary ability to the
developed knowledge of generalized events rapidly in their sequences; which is
a broader description of the things that the animator expects to occur in the
situation that many people are familiar with in their natural state and such
include events like going to restaurants, taking flights onboard air planes
from one city to another or in essence producing some sequences of animations.
This form of knowledge is referred to as “script” and it is made up of fixed
and variable aspects. Naturally, animators are aware that when they intend to
animate a character, the principles of stretch and squash can naturally be
useful to employ even when the specific scenes are not yet known. As such,
experts have the power to readily make needed identifications of the necessary
procedures to employ and the best way to ensure that the desired character
actions are made effective. Although the essence of understanding who is
considered an expert is based purely on qualitative judgment that depends on
the type, differences ad length of experience, one can experts in the field of
animation make use of the same or at least similar approach when dealing with
national design.
Exaggeration Principle:
refers to a rule of action that used in animation to remain true to
reality, just presenting it in a wilder, more extreme. (Thomas & Johnston,
1981). Instead of adopting traditional concepts that lacked the needed bone
movements, the exaggeration principle focuses on ensuring that developed
animations are enticing and realistic by inducing the whole process with needed
bone movement and making the final animation look realistic as if to say it is
a real-world experience.
Character
animation: refers to a specialized area of the animation
process, which involves bringing animated characters to life. This is an
advanced form of formation which tries to give audience more than just drawing
and cartooned networks by transferring animation into rea life in order to associate
it with the same level of emotion that humans have.
Stylizing : refers to an act of making a conform to characteristics or elements combined and
expressed in a particular unique feature with consistent manner.
Expressive: refers to the contents of inner experience rather
than solely realistic portrayal, seeking to depict not objective reality but
the subjective emotions and responses that objects and events arouse in them.
The 12 Principles of Animation:
refers to a set of principles of animation introduced by the Disney animators Ollie Johnston and Frank
Thomas in their 1981 book
The Illusion of Life: Disney Animation. The principles consist of
Timing, arc, squash and stretch, slow in/slow out, Anticipation, follow
through/Overlapping action, straight ahead/pose to pose, staging, appeal,
personality, secondary action and exaggeration.
References
Bird, B., 2004.
The Incredibles, Disney Pixar
Disney, W.,
1935. Walt Disney productions inter office communication. Available at:
http://www.animationmeat.com [Accessed April 20, 2011].
Furniss, M.,
1998. Art in motion: animation aesthetics, United Kingdom: John Libbey.
Johnk, 2008.
John K stuff: disney principles 1: of animation. John K Stuff. Available at:
http://johnkstuff.blogspot.com.au/2008/11/disneys-principles-of-animation.html
[Accessed March 31, 2012].
Kerlow, I.V.,
2009. The art of 3D computer animation and effects, San Francisco: John Wiley
& Sons.
Lasseter, J.,
2001. Tricks to animating characters with a computer. ACM SIGGRAPH Computer
Graphics, 35(2), pp.45–47.
Lasseter, J.,
2001. Tricks to animating characters with a computer. ACM SIGGRAPH Computer
Graphics, 35(2), pp.45–47.
Thomas, F. &
Johnston, O., 1995. The illusion of life: disney animation, Italy: Disney
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Williams, R.,
2009. The animator’s survival kit–revised edition: a manual of methods,
principles and formulas for classical, computer, games, stop motion and
internet animators, London: Faber & Faber, Inc.