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{{Short description|Method of creating moving pictures}}
{{other uses}}
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{{Multiple image
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<div class="thumbcaption">The bouncing ball animation (below) consists of these six frames.</div>
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<div class="thumbcaption">This animation moves at 10 frames per second.</div>
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| caption2 = The animation above consists of these six frames repeated indefinitely.
'''Animation''' is the rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an [[illusion]] of movement. The effect is an [[optical illusion]] of [[Motion (physics)|motion]] due to the phenomenon of [[persistence of vision]], and can be created and demonstrated in several ways. The most common method of presenting animation is as a motion picture or video program, although there are other methods.
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'''Animation''' is a filmmaking technique by which [[image|still images]] are manipulated to create [[Motion picture|moving images]]. In [[traditional animation]], images are drawn or painted by hand on transparent celluloid sheets ([[cel]]s) to be photographed and exhibited on film. Animation has been recognized as an artistic medium, specifically within the [[Entertainment#Industry|entertainment industry]]. Many animations are either traditional animations or [[computer animation]]s made with [[computer-generated imagery]] (CGI). [[Stop motion animation]], in particular [[claymation]], has continued to exist alongside these other forms.


Animation is contrasted with [[live-action film]], although the two do not exist in isolation. Many moviemakers have produced [[Films with live action and animation|films that are a hybrid of the two]]. As CGI increasingly [[Photorealism|approximates photographic imagery]], filmmakers can easily [[Compositing|composite]] 3D animations into their film rather than using [[practical effect]]s for showy [[visual effects]] (VFX).
== Early examples ==
{{Main|History of animation}}
[[File:Vase animation.svg|thumb|300px|Five images sequence from a vase found in [[Iran]]]]
[[File:Egyptmotionseries.jpg|thumb|300px|An [[Egypt]]ian [[burial chamber]] [[mural]], approximately 4000 years old, showing [[wrestler]]s in action. Even though this may appear similar to a series of animation drawings, there was no way of viewing the images in motion. It does, however, indicate the artist's intention of depicting motion.]]
Early examples of attempts to capture the phenomenon of motion drawing can be found in [[paleolithic]] [[cave painting]]s, where animals are depicted with multiple legs in superimposed positions, clearly attempting to convey the perception of motion.


{{TOC limit|3}}
A 5,000 year old earthen bowl found in Iran in [[Shahr-e Sukhteh|Shahr-i Sokhta]] has five images of a goat painted along the sides. This has been claimed to be an example of early animation.<ref>{{cite news | author=Tehran Times Art Desk | url=http://www.tehrantimes.com/index_View.asp?code=164429 | title=CHTHO produces documentary on world’s oldest animation | publisher=[[Tehran Times]] | date=2008-03-04 | accessdate=2010-12-04}}</ref> However, since no equipment existed to show the images in motion, such a series of images cannot be called animation in a true sense of the word.<ref>{{cite web | last=Cohn | first=Neil | url=http://www.emaki.net/blog/2006/02/burnt-city-animation-vl.html | title=Burnt City <s>animation</s> VL | publisher=Emaki Productions | date=2006-02-15 | accessdate=2010-12-04}}</ref>


== General overview ==
A Chinese [[zoetrope]]-type device had been invented in 180&nbsp;AD.<ref>{{cite book | last = Ronan | first = Colin A | coauthors = Joseph Needham | year = 1985 | title = The Shorter Science and Civilisation in China: Volume 2 | publisher = [[Cambridge University Press]] | id = ISBN 978-0-521-31536-4}}</ref> The [[phenakistoscope]], [[praxinoscope]], and the common [[flip book]] were early popular animation devices invented during the 19th century.


[[Computer animation]] can be very detailed [[Computer animation#Animation methods|3D animation]], while 2D computer animation (which may have the look of traditional animation) can be used for stylistic reasons, low bandwidth, or faster [[real-time rendering]]s. Other common animation methods apply a [[stop motion]] technique to two- and three-dimensional objects like [[cutout animation|paper cutouts]], [[puppet]]s, or [[Claymation|clay figures]].
These devices produced the appearance of movement from sequential drawings using technological means, but animation did not really develop much further until the advent of [[cinematography]].


A '''[[cartoon]]''' in the animation sense is an animated film, usually short, featuring an exaggerated visual style. The style takes inspiration from [[comic strip]]s, often featuring [[anthropomorphic animal]]s, [[superhero]]es, or the adventures of human protagonists. Especially with animals that form a natural predator/prey relationship (e.g. cats and mice, coyotes and birds), the action often centers on [[cartoon violence|violent]] [[physical comedy|pratfalls]] such as falls, collisions, and explosions that would be lethal in real life. A cartoon can also be a still humorous drawing, often with the same elements as animated cartoons but with still versions.
There is no single person who can be considered the "creator" of film animation, as there were several people ẁorking on projects which could be considered animation at about the same time.


The illusion of animation—as in motion pictures in general—has traditionally been attributed to the [[persistence of vision]] and later to the [[phi phenomenon]] and [[beta movement]], but the exact neurological causes are still uncertain. The illusion of motion caused by a rapid succession of images that minimally differ from each other, with unnoticeable interruptions, is a [[stroboscopic effect]]. While [[animator]]s traditionally used to draw each part of the movements and changes of figures on transparent cels that could be moved over a separate background, computer animation is usually based on programming paths between [[key frame]]s to maneuver digitally created figures throughout a digitally created environment.
[[Georges Méliès]] was a creator of special-effect films; he was generally one of the first people to use animation with his technique. He discovered a technique by accident which was to stop the camera rolling to change something in the scene, and then continue rolling the film. This idea was later known as stop-motion animation. Méliès discovered this technique accidentally when his camera broke down while shooting a bus driving by. When he had fixed the camera, a hearse happened to be passing by just as Méliès restarted rolling the film, his end result was that he had managed to make a bus transform into a hearse. This was just one of the great contributors to animation in the early years.


[[Analog device|Analog]] mechanical animation media that rely on the rapid display of sequential images include the [[phenakistiscope]], [[zoetrope]], [[flip book]], [[praxinoscope]], and film. [[Television]] and [[video]] are popular electronic animation media that originally were analog and now operate [[digital media|digitally]]. For display on computers, technology such as the [[animated GIF]] and [[Flash animation]] were developed.
The earliest surviving stop-motion advertising film was an English short by [[Arthur Melbourne-Cooper]] called ''Matches: An Appeal'' (1899). Developed for the [[Bryant and May]] Matchsticks company, it involved stop-motion animation of wired-together matches writing a patriotic call to action on a blackboard.


In addition to [[short film]]s, [[feature film]]s, [[Television show|television series]], animated GIFs, and other media dedicated to the display of moving images, animation is also prevalent in [[video game]]s, [[motion graphics]], [[user interface]]s, and [[visual effects]].{{sfn|Buchan|2013}}
[[J. Stuart Blackton]] was possibly the first American film-maker to use the techniques of stop-motion and hand-drawn animation. Introduced to film-making by [[Thomas Edison|Edison]], he pioneered these concepts at the turn of the 20th century, with his first copyrighted work dated 1900. Several of his films, among them ''[[The Enchanted Drawing]]'' (1900) and ''[[Humorous Phases of Funny Faces]]'' (1906) were film versions of Blackton's "lightning artist" routine, and utilized modified versions of Méliès' early stop-motion techniques to make a series of [[blackboard]] drawings appear to move and reshape themselves. 'Humorous Phases of Funny Faces' is regularly cited as the first true animated film, and Blackton is considered the first true [[animator]].


The physical movement of image parts through simple mechanics—for instance, moving images in [[magic lantern]] shows—can also be considered animation. The mechanical manipulation of three-dimensional puppets and objects to emulate living beings has a very long history in [[automaton|automata]]. Electronic automata were popularized by [[Disney]] as [[animatronics]].
[[File:Fantasmagorie (Cohl).GIF|thumb|300px|''[[Fantasmagorie (1908 film)|Fantasmagorie]]'' by Emile Cohl, 1908]]


==Etymology==
Another French artist, [[Émile Cohl]], began drawing cartoon strips and created a film in 1908 called ''[[Fantasmagorie (1908 film)|Fantasmagorie]]''. The film largely consisted of a [[stick figure]] moving about and encountering all manner of morphing objects, such as a wine bottle that transforms into a flower. There were also sections of live action where the animator’s hands would enter the scene. The film was created by drawing each frame on paper and then shooting each frame onto [[negative film]], which gave the picture a blackboard look. This makes ''Fantasmagorie'' the first animated film created using what came to be known as [[traditional animation|traditional (hand-drawn) animation]].
The word ''animation'' comes to the Latin word ''animātiō'', meaning 'bestowing of life'.<ref>{{Cite web | url=http://www.dictionary.com/browse/animation | title=The definition of animation on dictionary.com}}</ref> The earlier meaning of the English word is 'liveliness' and has been in use much longer than the meaning of 'moving image medium'.


==History<!--'Animated cartoon' redirects here-->==
Following the successes of Blackton and Cohl, many other artists began experimenting with animation. One such artist was [[Winsor McCay]], a successful newspaper cartoonist, who created detailed animations that required a team of artists and painstaking attention for detail. Each frame was drawn on paper; which invariably required backgrounds and characters to be redrawn and animated. Among McCay's most noted films are ''[[Little Nemo]]'' (1911), ''[[Gertie the Dinosaur]]'' (1914) and ''[[The Sinking of the Lusitania]]'' (1918).
[[File:Prof. Stampfer's Stroboscopische Scheibe No. X.gif|thumb|''Prof. Stampfers Stroboscopische Scheibe No. X'' (1833)]]
[[File:Lanature1882 praxinoscope projection reynaud.png|thumb|A projecting [[praxinoscope]], from 1882, here shown superimposing an animated figure on a separately projected background scene]]
[[File:Fantasmagorie (Cohl).GIF|thumb|''[[Fantasmagorie (film)|Fantasmagorie]]'' (1908) by [[Émile Cohl]]]]
{{main|History of animation}}


===Before cinematography===
The production of animated short films, typically referred to as "cartoons", became an industry of its own during the 1910s, and cartoon shorts were produced to be shown in [[movie theaters]]. The most successful early animation producer was [[John Randolph Bray]], who, along with [[animator]] [[Earl Hurd]], patented the [[cel animation]] process which dominated the animation industry for the rest of the decade.
{{main|Early history of animation}}
Long before modern animation began, audiences around the world were captivated by the magic of moving characters. For centuries, master artists and craftsmen have brought puppets, [[automaton]]s, [[shadow puppets]], and fantastical [[lantern]]s to life, inspiring the imagination through physically manipulated wonders.<ref>{{Cite web |title=How Modern Animation Originated from Live and Stage Performances - studio9 |url=https://studio9.ie/journal/how-modern-animation-originated-from-live-and-stage-performances |access-date=18 February 2024 |website=studio9.ie}}</ref>


In 1833, the [[stroboscope|stroboscopic]] disc (better known as the [[phenakistiscope]]) introduced the principle of modern animation, which would also be applied in the [[zoetrope]] (introduced in 1866), the [[flip book]] (1868), the [[praxinoscope]] (1877) and [[film]].
== Techniques ==

=== Traditional animation ===
===Silent era===
When [[cinematography]] eventually broke through in the 1890s, the wonder of the realistic details in the new medium was seen as its biggest accomplishment. It took years before animation found its way to the cinemas. The successful short ''The Haunted Hotel'' (1907) by [[J. Stuart Blackton]] popularized [[stop motion]] and reportedly inspired [[Émile Cohl]] to create ''[[Fantasmagorie (film)|Fantasmagorie]]'' (1908), regarded as the oldest known example of a complete [[traditional animation|traditional (hand-drawn) animation]] on standard cinematographic film. Other great artistic and very influential short films were created by [[Ladislas Starevich]] with his puppet animations since 1910 and by [[Winsor McCay]] with detailed hand-drawn animation in films such as ''[[Little Nemo (1911 film)|Little Nemo]]'' (1911) and ''[[Gertie the Dinosaur]]'' (1914).<ref>{{Cite encyclopedia |date=22 July 2023 |title=Winsor McCay: American Animator|encyclopedia = Britannica |url=https://www.britannica.com/biography/Winsor-McCay |access-date= |language=en}}</ref>

During the 1910s, the production of animated "[[cartoons]]" became an industry in the US.{{sfn|Solomon|1989|p=28}} Successful producer [[John Randolph Bray]] and animator [[Earl Hurd]], patented the [[cel animation]] process that dominated the animation industry for the rest of the century.{{sfn|Solomon|1989|p=24}}{{sfn|Solomon|1989|p=34}} [[Felix the Cat]], who debuted in 1919, became the first fully realized anthropomorphic animal character in the history of American animation.<ref>{{cite news|first1=Michael|last1=Cart|title=The Cat With the Killer Personality|newspaper=[[The New York Times]]|url=https://www.nytimes.com/1991/03/31/books/the-cat-with-the-killer-personality.html|language=en-US|url-status=live|date=31 March 1991|access-date=30 December 2022|archivedate=11 April 2014|archiveurl=https://web.archive.org/web/20140411005148/https://www.nytimes.com/1991/03/31/books/the-cat-with-the-killer-personality.html}}</ref>
[[Image:FelixTheCat-1919-FelineFollies silent.ogv|thumb|''Feline Follies'' with [[Felix the Cat]], silent, 1919]]

===American golden age===
{{main|Golden Age of American animation}}
In 1928, ''[[Steamboat Willie]]'', featuring [[Mickey Mouse]] and [[Minnie Mouse]], popularized film-with-synchronized-sound and put [[Walt Disney]]'s studio at the forefront of the animation industry. Although [[Walt Disney Animation Studios|Disney Animation's]] actual output relative to total global animation output, has always been very small; the studio has overwhelmingly dominated the "aesthetic norms" of animation ever since.<ref name="Furniss_Page_107">{{cite book |last1=Furniss |first1=Maureen |title=Art in Motion, Revised Edition |chapter=Classical-era Disney Studio |author1-link=Maureen Furniss |date=2007 |pages=107–132 |publisher=John Libbey Publishing |location=New Barnet |isbn=9780861966639 |doi=10.2307/j.ctt2005zgm.9 |jstor=j.ctt2005zgm.9 |edition=2014 print-on-demand ed., based on 2007 revised |url=https://www.jstor.org/stable/j.ctt2005zgm.9|oclc=1224213919}}</ref>

The enormous success of Mickey Mouse is seen as the start of the [[golden age of American animation]] that would last until the 1960s. The United States dominated the world market of animation with a plethora of cel-animated theatrical shorts.<ref>{{Cite book |last=Barrier |first=Michael |title=Hollywood Cartoons American Animation in Its Golden Age |publisher=Oxford University Press |year=2003 |isbn=9780199839223 |location=}}</ref> Several studios would introduce characters that would become very popular and would have long-lasting careers, including [[Walt Disney Productions]]' [[Goofy]] (1932) and [[Donald Duck]] (1934), [[Fleischer Studios]]/[[Paramount Cartoon Studios]]' [[Out of the Inkwell]]' [[Koko the Clown]] (1918), [[Bimbo (Fleischer Studios)|Bimbo]] and [[Betty Boop]] (1930), [[Popeye#Theatrical animated cartoons|Popeye]] (1933) and [[Casper the Friendly Ghost]] (1945), [[Warner Bros. Cartoons|Warner Bros. Cartoon Studios]]' [[Looney Tunes]]' [[Porky Pig]] (1935), [[Daffy Duck]] (1937), [[Elmer Fudd]] (1937–1940), [[Bugs Bunny]] (1938–1940), [[Tweety]] (1942), [[Sylvester the Cat]] (1945), [[Wile E. Coyote and the Road Runner]] (1949), [[Metro-Goldwyn-Mayer cartoon studio|MGM cartoon studio]]'s [[Tom and Jerry]] (1940) and [[Droopy]], [[Walter Lantz Productions|Universal Cartoon Studios]]' [[Woody Woodpecker]] (1940), [[Terrytoons]]/[[20th Century Fox]]'s [[Mighty Mouse]] (1942), and [[United Artists]]' [[Pink Panther (character)|Pink Panther]] (1963).

===Features before CGI===
[[File:Quirino Cristiani con una figura.jpg|thumb|upright=0.8|Italian-Argentine cartoonist [[Quirino Cristiani]] showing the cut and articulated figure of his satirical character ''El Peludo'' (based on President [[Hipólito Yrigoyen|Yrigoyen]]) patented in 1916 for the realization of his films, including the world's first animated feature film ''[[El Apóstol]]''{{sfn|Bendazzi|1994|p=49}}]]
In 1917, Italian-Argentine director [[Quirino Cristiani]] made the first feature-length film ''[[El Apóstol]]'' (now [[lost film|lost]]), which became a critical and commercial success. It was followed by Cristiani's ''[[Sin dejar rastros]]'' in 1918, but one day after its premiere, the film was confiscated by the government.<ref>{{Cite web |title=animafest.hr |url=https://www.animafest.hr/en/2009/film/read_all/quirino_cristiani_the_mystery_of_the_first_animated_movies |access-date=18 February 2024 |website=www.animafest.hr}}</ref>

After working on it for three years, [[Lotte Reiniger]] released the German feature-length [[silhouette animation]] ''[[Die Abenteuer des Prinzen Achmed]]'' in 1926, the oldest extant animated feature.<ref>{{Cite web |last=Lewis |first=Maria |date=15 December 2020 |title=The Lasting Legacy of Lotte Reiniger |url=https://www.acmi.net.au/stories-and-ideas/lasting-legacy-lotte-reiniger/ |access-date=8 August 2023 |website=[[Australian Centre for the Moving Image]]}}</ref>

In 1937, [[Walt Disney Animation Studios|Walt Disney Studios]] premiered their first animated feature ''[[Snow White and the Seven Dwarfs (1937 film)|Snow White and the Seven Dwarfs]]'', still one of the highest-grossing traditional animation features {{as of|lc=y| May 2020}}.<ref name="snowwhite1">Total prior to 50th anniversary reissue: {{cite news |last=Culhane |first=John |title='Snow White' At 50: Undimmed Magic |date=12 July 1987 |work=[[The New York Times]] |url=https://www.nytimes.com/1987/07/12/movies/snow-white-at-50-undimmed-magic.html |access-date=|quote=By now, it has grossed about $330&nbsp;million worldwide – so it remains one of the most popular films ever made. |archive-url=https://web.archive.org/web/20140604200704/http://www.nytimes.com/1987/07/12/movies/snow-white-at-50-undimmed-magic.html |archive-date=4 June 2014 |url-status=live }}</ref><ref name="snowwhite2">1987 and 1993 grosses from North America: {{cite web |title=Snow White and the Seven Dwarfs – Releases |work=[[Box Office Mojo]] |url=https://www.boxofficemojo.com/movies/?page=releases&id=snowwhite.htm |access-date= |quote=1987 release – $46,594,212; 1993 release – $41,634,471 |archive-url=https://web.archive.org/web/20140529094807/http://www.boxofficemojo.com/movies/?page=releases&id=snowwhite.htm |archive-date=29 May 2014 |url-status=dead }}</ref> The Fleischer studios followed this example in 1939 with ''[[Gulliver's Travels (1939 film)|Gulliver's Travels]]'' with some success. Partly due to foreign markets being cut off by the Second World War, Disney's next features ''[[Pinocchio (1940 film)|Pinocchio]]'', ''[[Fantasia (1940 film)|Fantasia]]'' (both 1940), Fleischer Studios' second animated feature ''[[Mr. Bug Goes to Town]]'' (1941–1942) and Disney's feature films ''[[Cinderella (1950 film)|Cinderella]]'' (1950), ''[[Alice in Wonderland (1951 film)|Alice in Wonderland]]'' (1951) and ''[[Lady and the Tramp]]'' (1955) failed at the box office. For several decades, Disney was the only American studio to regularly produce animated features, until [[Ralph Bakshi]] became the first to release more than a handful of features. [[Sullivan-Bluth Studios]] began to regularly produce animated features starting with ''[[An American Tail]]'' in 1986.<ref>{{Cite web |title=Don Bluth Contents |url=http://www.cataroo.com/DBconts.html |access-date=2024-09-14 |website=www.cataroo.com}}</ref>

Although relatively few titles became as successful as Disney's features, other countries developed their own animation industries that produced both short and feature theatrical animations in a wide variety of styles, relatively often including [[stop motion]] and [[cutout animation]] techniques. Soviet [[Soyuzmultfilm]] animation studio, founded in 1936, produced 20 films (including shorts) per year on average and reached 1,582 titles in 2018. China, Czechoslovakia / Czech Republic, Italy, France, and Belgium were other countries that more than occasionally released feature films, while Japan became a true powerhouse of animation production, with its own recognizable and influential [[anime]] style of effective [[limited animation]].{{citation needed|date=December 2022}}

===Television===
Animation became very popular on television since the 1950s, when television sets started to become common in most developed countries. Cartoons were mainly programmed for children, on convenient time slots, and especially US youth spent many hours watching [[Saturday-morning cartoon]]s. Many classic cartoons found a new life on the small screen and by the end of the 1950s, the production of new animated cartoons started to shift from theatrical releases to TV series. [[Hanna-Barbera Productions]] was especially prolific and had huge hit series, such as ''[[The Flintstones]]'' (1960–1966) (the first [[prime time]] animated series), ''[[Scooby-Doo]]'' (since 1969) and Belgian co-production ''[[The Smurfs (1981 TV series)|The Smurfs]]'' (1981–1989). The constraints of American television programming and the demand for an enormous quantity resulted in cheaper and quicker [[limited animation]] methods and much more formulaic scripts. Quality dwindled until more daring animation surfaced in the late 1980s and in the early 1990s with hit series, the first cartoon of [[The Simpsons shorts|The Simpsons]] (1987), which later developed into [[The Simpsons|its own show]] (in 1989) and ''[[SpongeBob SquarePants]]'' (since 1999) as part of a "renaissance" of American animation.{{citation needed|date=December 2022}}

While US animated series also spawned successes internationally, many other countries produced their own child-oriented programming, relatively often preferring [[stop motion]] and [[puppetry]] over cel animation. Japanese [[anime]] TV series became very successful internationally since the 1960s, and European producers looking for affordable cel animators relatively often started co-productions with Japanese studios, resulting in hit series such as ''[[Barbapapa]]'' (The Netherlands/Japan/France 1973–1977), ''[[Vicky the Viking|Wickie und die starken Männer/小さなバイキング ビッケ (Vicky the Viking)]]'' (Austria/Germany/Japan 1974), ''[[Maya the Honey Bee]]'' (Japan/Germany 1975) and ''[[The Jungle Book (1989 TV series)|The Jungle Book]]'' (Italy/Japan 1989).{{citation needed|date=December 2022}}

===Switch from cels to computers===
{{main|History of computer animation}}
[[Computer animation]] was gradually developed since the 1940s. 3D wireframe animation started popping up in the mainstream in the 1970s, with an early (short) appearance in the sci-fi thriller ''[[Futureworld]]'' (1976).<ref>{{Cite web |date=7 October 2022 |title=What was the first movie to feature a CGI lead character? |url=https://faroutmagazine.co.uk/first-movie-cgi-lead-character/ |access-date=24 May 2023 |website=faroutmagazine.co.uk |language=en-US}}</ref>

''[[The Rescuers Down Under]]'' was the first feature film to be completely created digitally without a camera.<ref name="first digital guinness">{{cite web |title=First fully digital feature film |url=http://www.guinnessworldrecords.com/world-records/first-fully-digital-feature-film/ |work=Guinness World Records |publisher=Guinness World Records Limited |access-date=27 December 2018}}</ref> It was produced using the [[Computer Animation Production System]] (CAPS), developed by [[Pixar]] in collaboration with [[The Walt Disney Company]] in the late 1980s, in a style similar to traditional cel animation.<ref name="Ness 2015 p197">{{cite web | last=Ness | first=Mari | title=The Arrival of Computer Animation: The Rescuers Down Under | website=Reactor Magazine | date=17 December 2015 | url=https://reactormag.com/the-arrival-of-computer-animation-the-rescuers-down-under/ | access-date=27 February 2024}}</ref><ref name="Guinness World Records 2024 a420">{{cite web | title=First fully digital feature film | website=Guinness World Records | date=27 February 2024 | url=https://www.guinnessworldrecords.com/world-records/first-fully-digital-feature-film | access-date=27 February 2024}}</ref><ref name="Allison 2022 u732">{{cite web | last=Allison | first=Austin | title=Disney and Pixar's Top 5 Most Innovative Animation Technologies, Explained | website=Collider | date=23 January 2022 | url=https://collider.com/disney-pixar-animation-technologies-explained/#caps | access-date=27 February 2024}}</ref>

The so-called 3D style, more often associated with computer animation, became the dominant technique following the success of Pixar's ''[[Toy Story]]'' (1995), the first computer-animated feature in this style.<ref>{{Cite magazine |last=Zorthian |first=Julia |date=19 November 2015 |title=How ''Toy Story'' Changed Movie History |url=https://time.com/4118006/20-years-toy-story-pixar/ |access-date=29 January 2024 |magazine=TIME |language=en}}</ref>

Most of the cel animation studios switched to producing mostly computer-animated films around the 1990s, as it proved cheaper and more profitable. Not only the very popular 3D animation style was generated with computers, but also most of the films and series with a more traditional hand-crafted appearance, in which the charming characteristics of cel animation could be emulated with software, while new digital tools helped developing new styles and effects.<ref>{{cite web |last=Amidi |first=Amid |title= Sergio Pablos Talks About His Stunning Hand-Drawn Project 'Klaus' [Exclusive] |url=https://www.cartoonbrew.com/interviews/sergio-pablos-talks-about-his-stunning-hand-drawn-project-klaus-exclusive-113621.html |website=[[Cartoon Brew]] |date=1 June 2015 |access-date=12 October 2019}}</ref><ref>{{cite web |url=https://www.youtube.com/watch?v=FHxhr6KAaUw |last1=Netflix: Behind the Streams | archive-url=https://ghostarchive.org/varchive/youtube/20211122/FHxhr6KAaUw| archive-date=22 November 2021 | url-status=live|title=The Origins of Klaus |date= 10 October 2019 |website=[[YouTube]] |access-date=12 October 2019}}{{cbignore}}</ref><ref>{{cite web |last=Bernstein |first=Abbie |title=Exclusive Interview: John Kahrs & Kristina Reed on PAPERMAN |url= http://www.assignmentx.com/2013/exclusive-interview-john-kahrs-kristina-reed-on-paperman/ |work=Assignment X |publisher= Midnight Productions, Inc|access-date=6 October 2013|date=25 February 2013}}</ref><ref>{{cite magazine |title='Paperman' short to play before 'Wreck it Ralph'|first1= Anthony |last1 = Breznican |url= https://ew.com/article/2012/06/28/first-look-paperman/|magazine=Entertainment Weekly |date = 28 June 2012 |url-status=live |archive-url=https://web.archive.org/web/20231224033559/https://ew.com/article/2012/06/28/first-look-paperman/ |archive-date= 24 December 2023 }}</ref><ref>{{cite web|last=Sarto|first= Dan|title=Inside Disney's New Animated Short 'Paperman' |date=1 June 2012 |url=http://www.awn.com/articles/short-films/inside-disney-s-new-animated-short-paperman|publisher=Animation World Network|access-date=5 June 2012}}</ref><ref>{{cite web|url=http://www.3dworldmag.com/2012/06/29/disneys-paperman-animated-short-fuses-cg-and-hand-drawn-techniques/ |title=Disney's Paperman animated short fuses CG and hand-drawn techniques|access-date=2 October 2014}}</ref>

==Economic status==
In 2010, the animation market was estimated to be worth circa US$80 billion.{{sfn|Board of Investments|2009}} By 2021, the value had increased to an estimated US$370 billion.<ref>{{Cite web |title=Global animation market value 2020-2030 |url=https://www.statista.com/statistics/817601/worldwide-animation-market-size/ |access-date=2024-09-14 |website=Statista |language=en}}</ref> Animated feature-length films returned the highest [[gross margin]]s (around 52%) of all [[film genre]]s between 2004 and 2013.{{sfn|McDuling|2014}} Animation as an art and industry continues to thrive as of the early 2020s.<ref>{{Cite web |last=Mayorga |first=Emilio |date=19 May 2023 |title=How Spain's animation sector became a force to be reckoned with |url=https://www.screendaily.com/features/how-spains-animation-sector-became-a-force-to-be-reckoned-with/5182259.article |access-date=25 May 2023 |website=Screen |language=en |url-status=live |archive-url=https://web.archive.org/web/20240124214632/https://www.screendaily.com/features/how-spains-animation-sector-became-a-force-to-be-reckoned-with/5182259.article |archive-date=24 January 2024 }}</ref><ref>{{Cite web |date=17 May 2023 |title=The millennial daring to change animation industry |url=https://nation.africa/kenya/life-and-style/mynetwork/the-millennial-daring-to-change-animation-industry--4238068 |first1=Margaret |last1=Maina |access-date=25 May 2023 |website=Nation |language=en}}</ref><ref>{{Cite web |title=Artists wanted — in VFX, animation, gaming and more |url=https://vancouversun.com/entertainment/local-arts/artists-wanted-in-vfx-animation-gaming-and-more |access-date=25 May 2023 |website=Vancouver Sun |date=21 August 2022 |first1=Shawn |last1=Conner |language=en-CA}}</ref>

==Education, propaganda and commercials==
The clarity of animation makes it a powerful tool for instruction, while its total malleability also allows exaggeration that can be employed to convey strong emotions and to thwart reality. It has therefore been widely used for other purposes than mere entertainment.<ref>{{Cite web |last=Lee |first=Tina |date=2 May 2019 |title=What Are Disney's 12 Principles of Animation? (With Examples) |url=https://academyofanimatedart.com/the-12-principles-of-animation-according-to-disney/ |access-date=15 April 2024 |website=Academy of Animated Art |language=en-US}}</ref>

During World War II, animation was widely exploited for propaganda. [[World War II and American animation|Many American studios]], including Warner Bros. and Disney, lent their talents and their cartoon characters to convey to the public certain war values. Some countries, including China, Japan and the United Kingdom, produced their first feature-length animation for their war efforts.{{citation needed|date=December 2022}}

Animation has been very popular in television commercials, both due to its graphic appeal, and the humour it can provide. Some animated characters in commercials have survived for decades, such as [[Snap, Crackle and Pop]] in advertisements for Kellogg's cereals.<ref>{{Cite web|title=Our History |publisher=Rice Krispies®|url=https://www.ricekrispies.com/en_US/our-story.html|access-date=16 June 2020 |language=en}}</ref> [[Tex Avery]] was the producer of the first [[Raid (insecticide)|Raid]] "[[Kills Bugs Dead]]" commercials in 1966, which were very successful for the company.<ref>{{Cite web|last=Taylor|first=Heather|date=10 June 2019|title=The Raid Bugs: Characters We Love To Hate|url=https://popicon.life/the-raid-bugs-characters-we-love-to-hate/|access-date=16 June 2020|website=PopIcon.life|language=en-US}}</ref>

==Other media, merchandise and theme parks==
Apart from their success in movie theaters and television series, many cartoon characters would also prove lucrative when licensed for all kinds of merchandise and for other media.

Animation has traditionally been very closely related to [[comic book]]s. While many comic book characters found their way to the screen (which is often the case in Japan, where many [[manga]] are adapted into [[anime]]), original animated characters also commonly appear in comic books and magazines. Somewhat similarly, characters and plots for [[video game]]s (an interactive form of animation that became its own medium) have been derived from films and vice versa.<ref>{{Cite web |title=The Cine-Files » New Screen Order: How Video Games are Changing Cinema Interiority |url=https://www.thecine-files.com/new-screen-order/ |access-date=11 May 2023 |language=en-US}}</ref>

Some of the original content produced for the screen can be used and marketed in other media. Stories and images can easily be adapted into children's books and other printed media. Songs and music have appeared on records and as streaming media.{{citation needed|date=December 2022}}

While very many animation companies commercially exploit their creations outside moving image media, [[The Walt Disney Company]] is the best known and most extreme example. Since first being licensed for a children's writing tablet in 1929, their [[Mickey Mouse]] mascot has been [[Mickey Mouse#Merchandising|depicted on an enormous amount of products]], as have many other Disney characters. This may have influenced some [[Mickey Mouse#Pejorative use of Mickey's name|pejorative use of Mickey's name]], but [[Disney Consumer Products|licensed Disney products]] sell well, and the so-called [[Disneyana]] has many avid collectors, and even a dedicated [[Disneyana Fan Club]] (since 1984).<ref>{{Cite web |title=History |url=https://disneyanafanclub.weebly.com/history.html |url-status=live |archive-url=https://web.archive.org/web/20230426153040/https://disneyanafanclub.weebly.com/history.html |archive-date=26 April 2023 |access-date=10 July 2023 |website=Disneyana Fan Club {{!}} Preserving the Legacy of Walt Disney |language=en}}</ref>

[[Disneyland]] opened in 1955 and features many attractions that were based on Disney's cartoon characters. Its enormous success spawned several other [[Disney Experiences#Disney resorts|Disney theme parks and resorts]]. [[The Walt Disney Company#Financial data|Disney's earnings]] from the theme parks have relatively often been higher than those from their movies.

==Awards==
{{Main|List of animation awards}}
As with any other form of media, animation has instituted awards for excellence in the field. Many are part of general or regional film award programs, like the China's [[Golden Rooster Awards|Golden Rooster Award]] for [[Golden Rooster Award for Best Animation|Best Animation]] (since 1981). Awards programs dedicated to animation, with many categories, include [[ASIFA-Hollywood]]'s [[Annie Awards]], the [[Emile Awards]] in Europe and the [[Anima Mundi (event)|Anima Mundi]] awards in Brazil.<ref>{{Cite web |title=51st Annual Annie Awards |url=https://annieawards.org/ |access-date=28 February 2024 |website=annieawards.org |language=en}}</ref><ref>{{Cite web |title=Introduction |url=https://animationawards.eu/presentation/ |access-date=28 February 2024 |website=European Animation Awards {{!}} Emile Awards |language=en-GB}}</ref><ref>{{Cite web |date=18 November 2014 |title=Anima Mundi |url=http://www.animamundi.com.br/ |access-date=28 February 2024 |archive-url=https://web.archive.org/web/20141118120723/http://www.animamundi.com.br/ |archive-date=18 November 2014 }}</ref>

===Academy Awards===
{{Main|List of animated feature films nominated for Academy Awards}}
Apart from [[Academy Awards]] for [[Academy Award for Best Animated Short Film|Best Animated Short Film]] (since 1932) and [[Academy Award for Best Animated Feature|Best Animated Feature]] (since 2002), animated movies have been nominated and rewarded in other categories, relatively often for [[Academy Award for Best Original Song|Best Original Song]] and [[Academy Award for Best Original Score|Best Original Score]].

''[[Beauty and the Beast (1991 film)|Beauty and the Beast]]'' was the first animated film nominated for [[Academy Award for Best Picture|Best Picture]], in 1991. ''[[Up (2009 film)|Up]]'' (2009) and ''[[Toy Story 3]]'' (2010) also received Best Picture nominations, after the academy expanded the number of nominees from five to ten.<ref>{{cite news|title=Academy Expands Best-Picture Pool to 10 |url=https://www.nytimes.com/2009/06/25/movies/25oscars.html | last=Cieply |first=Michael |date=24 June 2009 |newspaper=[[The New York Times]]}}</ref>

==Production==
[[File:Joy &amp; Heron - Animated CGI Spot by Passion Pictures.webm|thumb|''Joy & Heron'']]
The creation of non-trivial animation works (i.e., longer than a few seconds) has developed as a form of [[filmmaking]], with certain unique aspects.{{sfn|Laybourne|1998|p=117}} Traits common to both live-action and animated [[feature film]]s are labor intensity and high production costs.{{sfn|Solomon|1989|p=274}}

The most important difference is that once a film is in the production phase, the [[marginal cost]] of one more shot is higher for animated films than live-action films.{{sfn|White|2006|p=151}} It is relatively easy for a director to ask for one more [[take]] during [[principal photography]] of a live-action film, but every take on an animated film must be manually rendered by animators (although the task of rendering slightly different takes has been made less tedious by modern computer animation).{{sfn|Laybourne|1998|p=339}} It is pointless for a studio to pay the salaries of dozens of animators to spend weeks creating a visually dazzling five-minute scene if that scene fails to effectively advance the plot of the film.{{sfn|Culhane|1990|p=55}} Thus, animation studios starting with Disney began the practice in the 1930s of maintaining story departments where [[storyboard artist]]s develop every single scene through [[storyboard]]s, then handing the film over to the animators only after the production team is satisfied that all the scenes make sense as a whole.{{sfn|Solomon|1989|p=120}} While live-action films are now also storyboarded, they enjoy more latitude to depart from storyboards (i.e., real-time improvisation).{{citation needed|date=December 2022}}{{sfn|Laybourne|1998|pp=100–01}}

Another problem unique to animation is the requirement to maintain a film's consistency from start to finish, even as films have grown longer and teams have grown larger. Animators, like all artists, necessarily have individual styles, but must subordinate their individuality in a consistent way to whatever style is employed on a particular film.{{sfn|Masson|2007|p=94}} Since the early 1980s, teams of about 500 to 600 people, of whom 50 to 70 are animators, typically have created feature-length animated films. It is relatively easy for two or three artists to match their styles; synchronizing those of dozens of artists is more difficult.{{sfn|Beck|2004|p=37}}

This problem is usually solved by having a separate group of visual development artists develop an overall look and palette for each film before the animation begins. Character designers on the visual development team draw [[model sheet]]s to show how each character should look like with different facial expressions, posed in different positions, and viewed from different angles.{{sfn|Williams|2001|p=34}}{{sfn|Culhane|1990|p=146}} On traditionally animated projects, [[maquette]]s were often sculpted to further help the animators see how characters would look from different angles.{{sfn|Williams|2001|p=34}}{{sfn|Williams|2001|pp=52–57}}

Unlike live-action films, animated films were traditionally developed beyond the synopsis stage through the storyboard format; the storyboard artists would then receive credit for writing the film.{{sfn|Laybourne|1998|pp=99–100}}{{sfn|Marx|2007|pp=3-4}} The traditional approach worked for several decades because prior to the 1960s, no one except Disney was attempting to regularly produce feature-length animated films.{{sfn|Marx|2007|pp=3-4}} All other animation studios, with occasional exceptions, were producing [[short film]]s only a few minutes in length.{{sfn|Marx|2007|pp=3-4}}

In 1960, [[Hanna-Barbera]] pioneered the longer [[animated sitcom]] format for television with ''[[The Flintstones]]''.{{sfn|Marx|2007|pp=3-4}} Hanna-Barbera and the other early television animation studios soon discovered that storyboarding was far too inefficient to fill up a half-hour episode on the extremely tight budgets typical of television.{{sfn|Marx|2007|pp=3-4}} During the 1960s, these studios experimented with a more efficient method for developing story material: a screenwriter is hired to draft a written screenplay which is approved and handed over to the storyboard artists for storyboarding.{{sfn|Marx|2007|pp=3-4}} This method creates significant tension between screenwriters and storyboard artists, in that some artists feel that people who cannot draw should not be writing for animation, while some writers feel that artists do not understand how to write.{{sfn|Marx|2007|pp=3-4}} Despite that tension, it has become and remains the dominant method by which animation studios develop both feature-length films and television shows.{{sfn|Marx|2007|pp=3-4}}

==Techniques==
===Traditional===
{{Main|Traditional animation}}
{{Main|Traditional animation}}
[[File:Animhorse.gif|thumb|left|250px|An example of traditional animation, a horse animated by [[rotoscoping]] from [[Eadweard Muybridge]]'s 19th century photos]]
[[File:Animhorse.gif|thumb|An example of traditional animation, a horse animated by [[rotoscoping]] from [[Eadweard Muybridge]]'s 19th-century photos]]
'''Traditional animation''' (also called cel animation or hand-drawn animation) is the process that was used for most animated films of the 20th century.{{sfn|White|2006|p=31}} The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper.{{sfn|Beckerman|2003|p=153}} To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called [[cel]]s,{{sfn|Thomas|Johnston|1981|pp=277–79}} which are filled in with paints in assigned colors or tones on the side opposite the line drawings.{{sfn|Laybourne|1998|p=203}} The completed character cels are photographed one-by-one against a painted background by a [[rostrum camera]] onto motion picture film.{{sfn|White|2006|pp=195–201}}


The traditional cel animation process became obsolete by the beginning of the 21st century. In modern traditionally animated films, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system.{{sfn|Buchan|2013}}{{sfn|White|2006|p=394}} Various software programs are used to color the drawings and simulate camera movement and effects.{{sfn|Culhane|1990|p=296}} The final animated piece is output to one of several delivery media, including traditional [[35 mm movie film|35 mm film]] and newer media with [[digital video]].{{sfn|Buchan|2013}}{{sfn|Laybourne|1998|pp=35–36, 52–53}} The "look" of traditional cel animation is still preserved, and the [[Character animation|character animator]]s' work has remained essentially the same over the past 90 years.{{sfn|Williams|2001|pp=52–57}} Some animation producers have used the term "tradigital" (a play on the words "traditional" and "digital") to describe cel animation that uses significant computer technology.
Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, which are first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called [[cel]]s, which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one onto motion picture film against a painted background by a [[rostrum camera]].


Examples of traditionally animated feature films include ''[[Pinocchio (1940 film)|Pinocchio]]'' (United States, 1940),{{sfn|Solomon|1989|pp=63–65}} ''[[Animal Farm (1954 film)|Animal Farm]]'' (United Kingdom, 1954), ''[[Lucky and Zorba]]'' (Italy, 1998), and ''[[The Illusionist (2010 film)|The Illusionist]]'' (British-French, 2010). Traditionally animated films produced with the aid of computer technology include ''[[The Lion King]]'' (US, 1994), ''[[Anastasia (1997 film)|Anastasia]]'' (US, 1997), ''[[The Prince of Egypt]]'' (US, 1998), ''[[Akira (1988 film)|Akira]]'' (Japan, 1988),{{sfn|Beckerman|2003|p=80}} ''[[Spirited Away]]'' (Japan, 2001), ''[[The Triplets of Belleville]]'' (France, 2003), and ''[[The Secret of Kells]]'' (Irish-French-Belgian, 2009).
The traditional cel animation process became obsolete by the beginning of the 21st century. Today, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system. Various [[software]] programs are used to color the drawings and simulate camera movement and effects. The final animated piece is output to one of several delivery media, including traditional [[35&nbsp;mm film]] and newer media such as [[digital video]]. The "look" of traditional cel animation is still preserved, and the [[character animator]]s' work has remained essentially the same over the past 70 years. Some animation producers have used the term "tradigital" to describe cel animation which makes extensive use of computer technology.


====Full====
Examples of traditionally animated feature films include ''[[Pinocchio (1940 film)|Pinocchio]]'' (United States, 1940), ''[[Animal Farm (1954 film)|Animal Farm]]'' (United Kingdom, 1954), and ''[[Akira (film)|Akira]]'' (Japan, 1988). Traditional animated films which were produced with the aid of computer technology include ''[[The Lion King]]'' (US, 1994) ''[[Spirited Away|Sen to Chihiro no Kamikakushi (Spirited Away)]]'' (Japan, 2001), and ''[[Les Triplettes de Belleville]]'' (2003).
'''Full animation''' is the process of producing high-quality traditionally animated films that regularly use detailed drawings and plausible movement,{{sfn|Culhane|1990|p=71}} having a smooth animation.{{sfn|Culhane|1990|pp=194–95}} Fully animated films can be made in a variety of styles, from more realistically animated works like those produced by the [[Walt Disney Animation Studios|Walt Disney studio]] (''[[The Little Mermaid (1989 film)|The Little Mermaid]]'', ''[[Beauty and the Beast (1991 film)|Beauty and the Beast]]'', ''[[Aladdin (1992 Disney film)|Aladdin]]'', ''[[The Lion King]]'') to the more 'cartoon' styles of the [[Warner Bros. Cartoons|Warner Bros. animation studio]]. Many of the [[Disney animated features]] are examples of full animation, as are non-Disney works, ''[[The Secret of NIMH]]'' (US, 1982), ''[[The Iron Giant]]'' (US, 1999), and ''[[Nocturna (film)|Nocturna]]'' (Spain, 2007). Fully animated films are often animated on "twos", sometimes on "ones", which means that 12 to 24 drawings are required for a single second of film. {{sfn|Laybourne|1998|pp=25–26}}


====Limited====
* '''Full animation''' refers to the process of producing high-quality traditionally animated films, which regularly use detailed drawings and plausible movement. Fully animated films can be done in a variety of styles, from more realistically animated works such as those produced by the [[Walt Disney Animation Studios|Walt Disney studio]] (''[[Beauty and the Beast (1991 film)|Beauty and the Beast]]'', ''[[Aladdin (1992 Disney film)|Aladdin]]'', ''[[Lion King]]'') to the more 'cartoony' styles of those produced by the [[Warner Bros. Cartoons|Warner Bros. animation studio]]. Many of the [[Disney animated features]] are examples of full animation, as are non-Disney works such as ''[[The Secret of NIMH]]'' (US, 1982) and ''[[The Iron Giant]]'' (US, 1999), ''[[Nocturna (Film)|Nocturna]]'' (Spain, 2007)
{{Main|Limited animation}}
* '''[[Limited animation]]''' involves the use of less detailed and/or more stylized drawings and methods of movement. Pioneered by the artists at the American studio [[United Productions of America]], limited animation can be used as a method of stylized artistic expression, as in ''[[Gerald McBoing Boing]]'' (US, 1951), ''[[Yellow Submarine (film)|Yellow Submarine]]'' (UK, 1968), and much of the [[anime]] produced in Japan. Its primary use, however, has been in producing cost-effective animated content for media such as television (the work of [[Hanna-Barbera]], [[Filmation]], and other TV animation studios) and later [[the Internet]] ([[web cartoon]]s). Some examples are; [[Spongebob Squarepants]] (USA, 1999–present), [[The Fairly OddParents]] (USA, 2001–present) and [[Invader Zim]] (USA, 2001–2002, 2006).
'''[[Limited animation]]''' involves the use of less detailed or more stylized drawings and methods of movement usually a choppy or "skippy" movement animation.{{sfn|Beckerman|2003|p=142}} Limited animation uses fewer drawings per second, thereby limiting the fluidity of the animation. This is a more economic technique. Pioneered by the artists at the American studio [[United Productions of America]],{{sfn|Beckerman|2003|pp=54–55}} limited animation can be used as a method of stylized artistic expression, as in ''[[Gerald McBoing-Boing]]'' (US, 1951), ''[[Yellow Submarine (film)|Yellow Submarine]]'' (UK, 1968), and certain [[anime]] produced in Japan.{{sfn|Ledoux|1997|p=24, 29}} Its primary use, however, has been in producing cost-effective animated content for media for television (the work of Hanna-Barbera,{{sfn|Lawson|Persons|2004|p=82}} [[Filmation]],{{sfn|Solomon|1989|p=241}} and other TV animation studios{{sfn|Lawson|Persons|2004|p=xxi}}) and later the [[Internet]] ([[web cartoon]]s).
* '''[[Rotoscope|Rotoscoping]]''' is a technique, patented by [[Max Fleischer]] in 1917, where animators trace live-action movement, [[frame (film)|frame]] by frame. The source film can be directly copied from actors' outlines into animated drawings, as in ''[[The Lord of the Rings (1978 film)|The Lord of the Rings]]'' (US, 1978), used as a basis and inspiration for character animation, as in most Disney films, or used in a stylized and expressive manner, as in ''[[Waking Life]]'' (US, 2001) and ''[[A Scanner Darkly (film)|A Scanner Darkly]]'' (US, 2006). Some other examples are: [[Fire and Ice (1983 film)|''Fire and Ice'']] (USA, 1983) and [[Heavy Metal (film)|''Heavy Metal'']] (1981).
* '''[[Live-action/animated film|Live-action/animation]]''' is a technique, when combining hand-drawn characters into live action shots. One of the earlier uses of it was [[Koko the Clown]] when Koko was drawn over live action footage. Other examples would include ''[[Who Framed Roger Rabbit?]]'' (USA, 1988), ''[[Space Jam]]'' (USA, 1996) and ''[[Osmosis Jones]]'' (USA, 2002).


=== Stop motion ===
====Rotoscoping====
{{Main|Rotoscoping}}
[[File:Moving Penny.gif|thumb|225px|right|A [[stop-motion animation]] of a moving coin]]
'''Rotoscoping''' is a technique patented by [[Max Fleischer]] in 1917 where animators trace live-action movement, frame by frame.{{sfn|Crafton|1993|p=158}} The source film can be directly copied from actors' outlines into animated drawings,{{sfn|Laybourne|1998|pp=163–64}} as in ''[[The Lord of the Rings (1978 film)|The Lord of the Rings]]'' (US, 1978), or used in a stylized and expressive manner, as in ''[[Waking Life]]'' (US, 2001) and ''[[A Scanner Darkly (film)|A Scanner Darkly]]'' (US, 2006). Some other examples are ''[[Fire and Ice (1983 film)|Fire and Ice]]'' (US, 1983), ''[[Heavy Metal (film)|Heavy Metal]]'' (1981), and ''[[The Flowers of Evil (manga)|Aku no Hana]]'' (Japan, 2013).{{citation needed|date=December 2022}}
{{Main|Stop motion}}


====Live-action blending====
Stop-motion animation is used to describe animation created by physically manipulating real-world objects and photographing them one frame of film at a time to create the illusion of movement. There are many different types of stop-motion animation, usually named after the type of media used to create the animation. Computer software is widely available to create this type of animation.
{{Main|Films with live action and animation}}
* '''[[Puppet animation]]''' typically involves stop-motion puppet figures interacting with each other in a constructed environment, in contrast to the real-world interaction in model animation. The puppets generally have an [[armature]] inside of them to keep them still and steady as well as constraining them to move at particular joints. Examples include ''[[The Tale of the Fox]]'' (France, 1937), ''[[The Nightmare Before Christmas]]'' (US, 1993), ''[[Corpse Bride]]'' (US, 2005), ''[[Coraline (film)|Coraline]]'' (US, 2009), the films of [[Jiří Trnka]] and the TV series ''[[Robot Chicken]]'' (US, 2005–present).
'''[[List of films with live action and animation|Live-action/animation]]''' is a technique combining hand-drawn characters into live action shots or live-action actors into animated shots.{{sfn|Laybourne|1998|pp=162–63}} One of the earlier uses was in [[Koko the Clown]] when Koko was drawn over live-action footage.{{sfn|Beck|2004|pp=18–19}} Walt Disney and Ub Iwerks created a series of ''[[Alice Comedies]]'' (1923–1927), in which a live-action girl enters an animated world. Other examples include ''[[Allegro Non Troppo]]'' (Italy, 1976), ''[[Who Framed Roger Rabbit]]'' (US, 1988), ''[[Volere volare]]'' (Italy 1991), ''[[Space Jam]]'' (US, 1996) and ''[[Osmosis Jones]]'' (US, 2001).{{citation needed|date=December 2022}}
** '''[[Puppetoon]]''', created using techniques developed by [[George Pal]], are puppet-animated films which typically use a different version of a puppet for different frames, rather than simply manipulating one existing puppet. [[File:Animacion-con-plastilina-y-clay-animation-pelicula-Kuzmich-153.jpg|thumb|250px|Clay animation]]
* '''[[Clay animation]]''', or Plasticine animation often abbreviated as ''claymation'', uses figures made of clay or a similar malleable material to create stop-motion animation. The figures may have an [[armature]] or wire frame inside of them, similar to the related puppet animation (below), that can be manipulated in order to pose the figures. Alternatively, the figures may be made entirely of clay, such as in the films of [[Bruce Bickford (animator)|Bruce Bickford]], where clay creatures morph into a variety of different shapes. Examples of clay-animated works include ''[[Gumby|The Gumby Show]]'' (US, 1957–1967) ''[[Morph (character)|Morph]]'' shorts (UK, 1977–2000), ''[[Wallace and Gromit]]'' shorts (UK, as of 1989), [[Jan Švankmajer]]'s ''[[Dimensions of Dialogue]]'' ([[Czechoslovakia]], 1982), ''[[The Trap Door]]'' (UK, 1984). Films include ''[[Wallace & Gromit: Curse of the Were-Rabbit]]'', ''[[Chicken Run]]'' and [[The Adventures of Mark Twain (1985 film)|The Adventures of Mark Twain]].
* '''[[Cutout animation]]''' is a type of stop-motion animation produced by moving 2-dimensional pieces of material such as paper or cloth. Examples include [[Terry Gilliam]]'s animated sequences from ''[[Monty Python's Flying Circus]]'' (UK, 1969–1974); ''[[Fantastic Planet]]'' (France/Czechoslovakia, 1973) ; ''[[Tale of Tales]]'' (Russia, 1979), The pilot episode of the TV series (and sometimes in episodes) of ''[[South Park]]'' (US, 1997). [[File:Claychick.jpg|thumb|225px|left|A [[clay animation]] scene from a [[Finland|Finnish]] [[television commercial]]]]
** '''[[Silhouette animation]]''' is a variant of cutout animation in which the characters are backlit and only visible as silhouettes. Examples include ''[[The Adventures of Prince Achmed]]'' ([[Weimar Republic]], 1926) and ''[[Princes et princesses]]'' (France, 2000).
* '''[[Model animation]]''' refers to stop-motion animation created to interact with and exist as a part of a live-action world. Intercutting, [[matte]] effects, and split screens are often employed to blend stop-motion characters or objects with live actors and settings. Examples include the work of [[Ray Harryhausen]], as seen in films such ''[[Jason and the Argonauts (film)|Jason and the Argonauts]]'' (1961), and the work of [[Willis O'Brien]] on films such as ''[[King Kong (1933 film)|King Kong]]'' (1933 film).
** '''[[Go motion]]''' is a variant of model animation which uses various techniques to create [[motion blur]] between frames of film, which is not present in traditional stop-motion. The technique was invented by [[Industrial Light & Magic]] and [[Phil Tippett]] to create [[special effects]] scenes for the film ''[[Star Wars Episode V: The Empire Strikes Back|The Empire Strikes Back]]'' (1980). Another example is the dragon named ''Vermithrax'' from [[Dragonslayer]] (1981 film).
* '''[[Object animation]]''' refers to the use of regular inanimate objects in stop-motion animation, as opposed to specially created items.
** '''[[Graphic animation]]''' uses non-drawn flat visual graphic material (photographs, newspaper clippings, magazines, etc.) which are sometimes manipulated frame-by-frame to create movement. At other times, the graphics remain stationary, while the stop-motion camera is moved to create on-screen action.
* '''[[Pixilation]]''' involves the use of live humans as stop motion characters. This allows for a number of surreal effects, including disappearances and reappearances, allowing people to appear to slide across the ground, and other such effects. Examples of pixilation include ''[[The Secret Adventures of Tom Thumb]]'' and ''[[Angry Kid]]'' shorts.


=== Computer animation ===
===Stop motion===
{{Main|Stop motion}}
[[Stop motion]] is used to describe animation created by physically manipulating real-world objects and photographing them one frame of film at a time to create the illusion of movement.{{sfn|Solomon|1989|p=299}} There are many different types of stop-motion animation, usually named after the materials used to create the animation.{{sfn|Laybourne|1998|p=159}} Computer software is widely available to create this type of animation; traditional stop-motion animation is usually less expensive but more time-consuming to produce than current computer animation.{{sfn|Laybourne|1998|p=159}}
; [[Stop motion]] : Typically involves stop-motion puppet figures interacting in a constructed environment, in contrast to real-world interaction in model animation.{{sfn|Solomon|1989|p=171}} The puppets generally have an [[armature (sculpture)|armature]] inside of them to keep them still and steady to constrain their motion to particular joints.{{sfn|Laybourne|1998|pp=155–56}} Examples include ''[[The Tale of the Fox]]'' (France, 1937), ''[[The Nightmare Before Christmas]]'' (US, 1993), ''[[Corpse Bride]]'' (US, 2005), ''[[Coraline (film)|Coraline]]'' (US, 2009), the films of [[Jiří Trnka]] and the adult animated sketch-comedy television series ''[[Robot Chicken]]'' (US, 2005–present).
:; [[Puppetoons]] : Created using techniques developed by [[George Pal]],{{sfn|Beck|2004|p=70}} are puppet-animated films that typically use a different version of a puppet for different frames, rather than manipulating one existing puppet.{{sfn|Beck|2004|pp=92–93}}
[[File:Claychick.jpg|thumb|A clay animation scene from a [[Finland|Finnish]] television commercial]]
; [[Clay animation]] or [[Plasticine]] animation : (Often called ''claymation'', which, however, is a [[Laika, LLC|trademarked]] name). It uses figures made of clay or a similar malleable material to create stop-motion animation.{{sfn|Solomon|1989|p=299}}{{sfn|Laybourne|1998|pp=150–151}} The figures may have an [[armature (sculpture)|armature]] or wire frame inside, similar to the related puppet animation (below), that can be manipulated to pose the figures.{{sfn|Laybourne|1998|pp=151–54}} Alternatively, the figures may be made entirely of clay, in the films of [[Bruce Bickford (animator)|Bruce Bickford]], where clay creatures morph into a variety of different shapes. Examples of clay-animated works include ''The [[Gumby]] Show'' (US, 1957–1967), ''[[Mio Mao]]'' (Italy, 1974–2005), ''[[Morph (TV series)|Morph]]'' shorts (UK, 1977–2000), ''[[Wallace & Gromit]]'' shorts (UK, as of 1989), [[Jan Švankmajer]]'s ''[[Dimensions of Dialogue]]'' ([[Czechoslovakia]], 1982), ''[[The Trap Door]]'' (UK, 1984). Films include ''[[Wallace & Gromit: The Curse of the Were-Rabbit]]'', ''[[Chicken Run]]'' and ''[[The Adventures of Mark Twain (1985 film)|The Adventures of Mark Twain]]''.{{sfn|Beck|2004|p=250}}
:; [[Strata-cut animation]] : Most commonly a form of clay animation in which a long bread-like "loaf" of clay, internally packed tight and loaded with varying imagery, is sliced into thin sheets, with the animation camera taking a frame of the end of the loaf for each cut, eventually revealing the movement of the internal images within.{{sfn|Furniss|1998|pp=52–54}}
; [[Cutout animation]] : A type of stop-motion animation produced by moving two-dimensional pieces of material paper or cloth.{{sfn|Laybourne|1998|pp=59–60}} Examples include [[Terry Gilliam]]'s animated sequences from ''[[Monty Python's Flying Circus]]'' (UK, 1969–1974); ''[[Fantastic Planet]]'' (France/Czechoslovakia, 1973); ''[[Tale of Tales (1979 film)|Tale of Tales]]'' (Russia, 1979), [[Matt Stone]] and [[Trey Parker]] the first cutout animation [[South Park (franchise)|South Park]] (1992), the pilot episode of the adult television sitcom series (and sometimes in episodes) of ''[[South Park]]'' (US, 1997) and the music video Live for the moment, from Verona Riots band (produced by Alberto Serrano and Nívola Uyá, Spain 2014).
:; [[Silhouette animation]] : A variant of cutout animation in which the characters are backlit and only visible as silhouettes.{{sfn|Culhane|1990|pp=170–171}} Examples include ''[[The Adventures of Prince Achmed]]'' ([[Weimar Republic]], 1926) and ''[[Princes et Princesses]]'' (France, 2000).
; [[Model animation]] : Stop-motion animation created to interact with and exist as a part of a live-action world.{{sfn|Harryhausen|Dalton|2008|pages=9–11}} Intercutting, [[matte (filmmaking)|matte]] effects and split screens are often employed to blend stop-motion characters or objects with live actors and settings.<ref name="Harryhausen_Dalton222–226"/> Examples include the work of [[Ray Harryhausen]], as seen in films, ''[[Jason and the Argonauts (1963 film)|Jason and the Argonauts]]'' (1963),<ref name="Harryhausen_Dalton18"/> and the work of [[Willis H. O'Brien]] on films, ''[[King Kong (1933 film)|King Kong]]'' (1933).
:;[[Go motion]] : A variant of model animation that uses various techniques to create [[motion blur]] between frames of film, which is not present in traditional stop motion.{{sfn|Smith|1986|p=90}} The technique was invented by [[Industrial Light & Magic]] and [[Phil Tippett]] to create [[special effect]] scenes for the film ''[[Star Wars: Episode V – The Empire Strikes Back]]'' (1980).{{sfn|Watercutter|2012}} Another example is the dragon named "Vermithrax" from the 1981 film ''[[Dragonslayer (1981 film)|Dragonslayer]]''.{{sfn|Smith|1986|pages=91–95}}
; [[Object animation]] : The use of regular inanimate objects in stop-motion animation, as opposed to specially created items.{{sfn|Laybourne|1998|pp=51–57}}
:; [[Graphic animation]] : Uses non-drawn flat visual graphic material (photographs, newspaper clippings, magazines, etc.), which are sometimes manipulated frame by frame to create movement.{{sfn|Laybourne|1998|p=128}} At other times, the graphics remain stationary, while the stop-motion camera is moved to create on-screen action.
:; [[Brickfilm]] : A subgenre of object animation involving using [[Lego]] or other similar brick toys to make an animation.{{sfn|Paul|2005|pages=357–63}}{{sfn|Herman|2014}} These have had a recent boost in popularity with the advent of video sharing sites, [[YouTube]] and the availability of cheap cameras and [[animation software]].<ref name="AMPS">{{cite web |title=Brick Films |url=http://www.ampsvideo.com/film-talk/brick-films.htm |archive-url=https://web.archive.org/web/20100924224545/http://www.ampsvideo.com/film-talk/brick-films.htm |archive-date=2010-09-24 |access-date=2013-08-25 |publisher=Ampsvideo.com}}</ref>
; [[Pixilation]] : Involves the use of live humans as stop-motion characters.{{sfn|Laybourne|1998|pp=75–79}} This allows for a number of surreal effects, including disappearances and reappearances, allowing people to appear to slide across the ground, and other effects.{{sfn|Laybourne|1998|pp=75–79}} Examples of pixilation include ''[[The Secret Adventures of Tom Thumb]]'' and ''[[Angry Kid]]'' shorts, and the [[Academy Award]]-winning ''[[Neighbours (1952 film)|Neighbours]]'' by [[Norman McLaren]].

===Computer===
{{Main|Computer animation}}
{{Main|Computer animation}}
'''Computer animation''' encompasses a variety of techniques, the unifying factor being that the animation is created digitally on a computer.{{sfn|Culhane|1990|p=296}}{{sfn|Serenko|2007}} 2D animation techniques tend to focus on image manipulation while 3D techniques usually build virtual worlds in which characters and objects move and interact.{{sfn|Masson|2007|p=405}} 3D animation can create images that seem real to the viewer.{{sfn|Serenko|2007|p=482}}
[[File:Rotating earth (large).gif|thumb|300px|A short [[gif]] animation of [[Earth]]]]
[[File:8-cell.gif|thumb|A 3-D computer animation of [[hypercube]]]]
Computer animation encompasses a variety of techniques, the unifying factor being that the animation is created digitally on a computer.


==== 2D animation ====
====2D====
{{main|2D computer graphics}}
[[2D computer graphics|2D animation]] figures are created and/or edited on the computer using 2D [[bitmap graphics]] or created and edited using 2D [[vector graphics]]. This includes automated computerized versions of traditional animation techniques such as of [[tweening]], [[morphing]], [[onion skinning]] and [[interpolated]] rotoscoping.
[[File:Catenary animation.gif|thumb|A 2D animation of two circles joined by a chain]]


[[2D computer graphics|2D animation]] figures are created or edited on the computer using 2D [[Raster graphics|bitmap graphics]] and 2D [[vector graphics]].{{sfn|Masson|2007|p=165}} This includes automated computerized versions of traditional animation techniques, [[Interpolation|interpolated]] [[morphing]],{{sfn|Sito|2013|pp=32, 70, 132}} [[onion skinning]]{{sfn|Priebe|2006|pp=71–72}} and interpolated rotoscoping. 2D animation has many applications, including After Effects Animation, [[Scanimate|analog computer animation]], [[Flash animation]], and [[PowerPoint animation]]. [[Cinemagraph]]s are [[Still life photography|still photographs]] in the form of an [[animated GIF]] file of which part is animated.{{sfn|White|2006|p=392}}
Examples: ''[[Foster's Home for Imaginary Friends]]'', ''[[Danny Phantom]]'', [[Waltz with Bashir]],''[[The Grim Adventures of Billy and Mandy]]''
* [[Analog computer animation]]
* [[Flash animation]]
* [[PowerPoint animation]]


Final line [[advection]] animation is a technique used in 2D animation,{{sfn|Lowe|Schnotz|2008|pp=246–47}} to give artists and animators more influence and control over the final product as everything is done within the same department.{{sfn|Masson|2007|pp=127–28}} Speaking about using this approach in ''[[Paperman]]'', John Kahrs said that "Our animators can change things, actually erase away the CG underlayer if they want, and change the profile of the arm."{{sfn|Beck|2012}}
==== 3D animation ====
[[3D animation]] are digitally modeled and manipulated by an animator. In order to manipulate a mesh, it is given a digital skeletal structure that can be used to control the mesh. This process is called rigging. Various other techniques can be applied, such as mathematical functions (ex. gravity, particle simulations), simulated fur or hair, effects such as fire and water and the use of [[Motion capture]] to name but a few, these techniques fall under the category of 3d dynamics. Many [[3D computer graphics|3D]] [[animations]] are very believable and are commonly used as [[Visual effects]] for recent movies.


When working with game animations, [[Skeletal animation|skeletal]] 2D animations are commonly created using tools like Spine, DragonBones, Blender COA Tools, Rive, and the built-in Unity editor. The primary benefit of this approach is the ability to reuse images, which reduces the amount of graphics stored in RAM. This principle of maximizing resource efficiency means that by reusing existing elements, you can enhance the visual appeal of animations without needing to create additional graphics.<ref>{{Cite web |title=Spine Animation Optimization: Save Your Nerves and Time by Avoiding Bugs |url=https://astanahub.com/en/blog/optimizatsiia-spine-animatsii-sokhraniaem-nervy-i-vremia-ne-dopuskaia-bagov |access-date=2024-09-23 |website=astanahub.com |language=en}}</ref>
===== Terms =====
* [[Computer Animation|Photo Realistic Animation]], is used primarily for animation that attempts to resemble real life, Using advanced rendering that makes detailed skin, plants, water, fire, clouds, etc. to mimic real life. Examples include [[Up (2009 film)|Up]] (2009, USA), [[Kung-Fu Panda]], [[Ice Age (film)|Ice Age]] (2002, USA).
* [[Cel-shaded animation]], is used to mimic traditional animation using CG software. Shading looked stark and less blending colors. Examples include, [[Skyland]] (2007, France), [[Appleseed]] (2007, Japan), [[The Legend of Zelda: Wind Waker]] (2002, Japan)
* [[Motion capture]], is used when live action actors wear special suits that allow computers to copy their movements into CG characters. Examples include [[Polar Express]] (2004, USA), [[Beowulf (2007 film)|Beowulf]] (2007), [[Disney's A Christmas Carol]] (2009 USA), [[Avatar (2009 film)|Avatar]] (2009, USA).


====3D====
2D animation techniques tend to focus on image manipulation while 3D techniques usually build virtual worlds in which characters and objects move and interact. 3D animation can create images that seem real to the viewer.
{{Main|Computer animation|3D computer graphics}}
[[File:Caminandes- Llama Drama - Short Movie.ogv|thumb|'''<nowiki>Caminandes | Llama Drama</nowiki>''']]
3D animation is digitally modeled and manipulated by an animator. The 3D model maker usually starts by creating a 3D [[polygon mesh]] for the animator to manipulate.{{sfn|Masson|2007|p=88}} A mesh typically includes many vertices that are connected by edges and faces, which give the visual appearance of form to a 3D object or 3D environment.{{sfn|Masson|2007|p=88}} Sometimes, the mesh is given an internal digital skeletal structure called an [[Armature (computer animation)|armature]] that can be used to control the mesh by weighting the vertices.{{sfn|Sito|2013|p=208}}{{sfn|Masson|2007|pp=78–80}} This process is called rigging and can be used in conjunction with [[key frame]]s to create movement.{{sfn|Sito|2013|p=285}}


Other techniques can be applied, mathematical functions (e.g., gravity, particle simulations), simulated fur or hair, and effects, fire and [[fluid animation|water simulations]].{{sfn|Masson|2007|p=96}} These techniques fall under the category of 3D dynamics.{{sfn|Lowe|Schnotz|2008|p=92}}
=== Other animation techniques ===
* '''[[Drawn on film animation]]''': a technique where footage is produced by creating the images directly on [[film stock]], for example by [[Norman McLaren]], [[Len Lye]] and [[Stan Brakhage]].
* '''[[Paint-on-glass animation]]''': a technique for making animated films by manipulating slow drying [[oil paint]]s on sheets of [[glass]], for example by [[Aleksandr Petrov (animator)|Aleksandr Petrov]].
* '''Erasure animation''': a technique using tradition 2D medium, photographed over time as the artist manipulates the image. For example, [[William Kentridge]] is famous for his [[charcoal]] erasure films.
* '''[[Pinscreen animation]]''': makes use of a screen filled with movable pins, which can be moved in or out by pressing an object onto the screen. The screen is lit from the side so that the pins cast shadows. The technique has been used to create animated films with a range of textural effects difficult to achieve with traditional cel animation.
* '''[[Sand animation]]''': sand is moved around on a back- or front-lighted piece of glass to create each frame for an animated film. This creates an interesting effect when animated because of the [[light]] [[Contrast (vision)|contrast]].
* '''[[Flip book]]''': A flip book (sometimes, especially in British English, called a flick book) is a book with a series of pictures that vary gradually from one page to the next, so that when the pages are turned rapidly, the pictures appear to animate by simulating motion or some other change. Flip books are often illustrated books for children, but may also be geared towards adults and employ a series of photographs rather than drawings. Flip books are not always separate books, but may appear as an added feature in ordinary books or magazines, often in the page corners. Software packages and websites are also available that convert digital video files into custom-made flip books.


=====Terms=====
=== Other techniques and approaches ===
* '''[[Cel shading]]''' is used to mimic traditional animation using computer software.<ref>{{cite web|title=Cel Shading: the Unsung Hero of Animation?|url=http://www.animatormag.com/computer/cel-shading-hero-animation/|publisher=Animator Mag|access-date=20 February 2016|url-status=live|archive-url=https://web.archive.org/web/20160305090445/http://www.animatormag.com/computer/cel-shading-hero-animation/|archive-date=5 March 2016|date=17 December 2011}}</ref> The shading looks stark, with less blending of colors. Examples include ''[[Skyland]]'' (2007, France), ''[[The Iron Giant]]'' (1999, U.S.), ''[[Futurama]]'' (1999, U.S.) ''[[Appleseed Ex Machina]]'' (2007, Japan), ''[[The Legend of Zelda: The Wind Waker]]'' (2002, Japan), ''[[The Legend of Zelda: Breath of the Wild]]'' (2017, Japan)
* [[Character animation]]
* '''[[Machinima]]''' – Films created by screen capturing in video games and virtual worlds. The term originated from the software introduction in the 1980s [[demoscene]], as well as the 1990s recordings of the [[first-person shooter]] video game ''[[Quake (video game)|Quake]]''.
* [[Chuckimation]]
* '''[[Motion capture]]''' is used when live-action actors wear special suits that allow computers to copy their movements into CG characters.{{sfn|Sito|2013|pp=207–08}}{{sfn|Masson|2007|p=204}} Examples include ''[[The Polar Express (film)|Polar Express]]'' (2004, US), ''[[Beowulf (2007 film)|Beowulf]]'' (2007, US), ''[[A Christmas Carol (2009 film)|A Christmas Carol]]'' (2009, US), ''[[The Adventures of Tintin (film)|The Adventures of Tintin]]'' (2011, US) ''[[Kochadaiiyaan|kochadiiyan]]'' (2014, India)
* [[Multi-sketch]]ing
* '''[[Computer animation]]''' is used primarily for animation that attempts to resemble real life while having a stylized cartoonish appearance, using advanced rendering that mimics in detail skin, plants, water, fire, clouds, etc.{{sfn|Parent|2007|p=19}} Examples include ''[[Up (2009 film)|Up]]'' (2009, US), ''[[How to Train Your Dragon (2010 film)|How to Train Your Dragon]]'' (2010, US)
* [[Special effects animation]]
* '''[[Physically based animation]]''' is animation using [[computer simulation]]s.<ref>{{cite book|author1=Donald H. House|author2=John C. Keyser|title=Foundations of Physically Based Modeling and Animation|url=https://books.google.com/books?id=ELXZDQAAQBAJ&q=animation|date=30 November 2016|publisher=CRC Press|isbn=978-1-315-35581-8}}</ref>
* [[Animatronics]]
* [[Stop motion]]


== See also ==
===Mechanical===
* '''[[Animatronics]]''' is the use of [[mechatronics]] to create machines that seem animate rather than robotic.
{{Portal box|Animation|Computer graphics}}
** '''[[Audio-Animatronics]]''' is a form of [[robotics]] animation, combined with 3-D animation, created by [[Walt Disney Imagineering]] for shows and attractions at Disney theme parks move and make noise (generally a recorded speech or song).{{sfn|Pilling|1997|p=249}} They are fixed to whatever supports them. They can sit and stand, and they cannot walk. An Audio-Animatron is different from an [[android (robot)|android]]-type robot in that it uses prerecorded movements and sounds, rather than responding to external stimuli. In 2009, Disney created an interactive version of the technology called Autonomatronics.{{sfn|O'Keefe|2014}}
* [[12 basic principles of animation]]
** '''[[Linear alternator|Linear Animation Generator]]''' is a form of animation by using static picture frames installed in a tunnel or a shaft. The animation illusion is created by putting the viewer in a linear motion, parallel to the installed picture frames.{{sfn|Parent|2007|pages=22–23}}
* [[Adult animation]]
* '''[[Chuckimation]]''' is a type of animation created by the makers of the television series ''[[Action League Now!]]'' in which characters/props are thrown, or chucked from off camera or wiggled around to simulate talking by unseen hands.{{sfn|Kenyon|1998}}
* [[Animation database]]
* The '''[[Magic lantern|Magic Lantern]]''' used mechanical slides to project moving images. [[Christiaan Huygens]] was thought to have invented the Magic Lantern in the mid-1600s.<ref>{{Cite web |title=About Magic Lanterns {{!}} Magic Lantern Society |url=https://www.magiclanternsociety.org/about-magic-lanterns/ |access-date=24 April 2024 |website=www.magiclanternsociety.org}}</ref>
* [[Animation software]]

=== Other ===
[[File:World of Color overview.jpg|thumb|''[[World of Color]]'' hydrotechnics at [[Disney California Adventure]] creates the illusion of motion using 1,200 fountains with high-definition projections on mist screens.]]
* '''[[Hydraulic engineering|Hydrotechnics]]''': a technique that includes lights, water, fire, fog, and lasers, with high-definition projections on mist screens.<ref>{{Cite web |last=support@baianat.com |title=Hydrotechnics animation |url=https://www.baianat.com/books/animation-revolution/hydrotechnics-animation |access-date=1 May 2024 |website=Baianat |language=en-US}}</ref>
* '''[[Drawn-on-film animation]]''': a technique where footage is produced by creating the images directly on [[film stock]]; for example, by [[Norman McLaren]],{{sfn|Faber|Walters|2004|p=1979}} [[Len Lye]] and [[Stan Brakhage]].
* '''[[Paint-on-glass animation]]''': a technique for making animated films by manipulating slow drying [[oil paint]]s on sheets of glass,{{sfn|Pilling|1997|p=222}} for example by [[Aleksandr Petrov (animator)|Aleksandr Petrov]].<ref>{{Cite web |last=Staff |first=Animation Obsessive |date=19 May 2023 |title='The Cow': Paint in Motion |url=https://animationobsessive.substack.com/p/the-cow-paint-in-motion |access-date=1 May 2024 |website=Animation Obsessive}}</ref>
* '''[[Charcoal|Erasure animation]]''': a technique using traditional 2D media, photographed over time as the artist manipulates the image. For example, [[William Kentridge]] is famous for his [[charcoal]] erasure films,{{sfn|Carbone|2010}} and [[Piotr Dumała]] for his auteur technique of animating scratches on plaster.<ref>{{Cite web |title=Piotr Dumała |url=https://culture.pl/en/artist/piotr-dumala |access-date=1 May 2024 |website=Culture.pl |language=en}}</ref>
* '''[[Pinscreen animation]]''': makes use of a screen filled with movable pins that can be moved in or out by pressing an object onto the screen.{{sfn|Neupert|2011}} The screen is lit from the side so that the pins cast shadows. The technique has been used to create animated films with a range of textural effects difficult to achieve with traditional cel animation.{{sfn|Pilling|1997|p=204}}
* '''[[Sand animation]]''': sand is moved around on a back- or front-[[light]]ed piece of glass to create each frame for an animated film.{{sfn|Brown|2003|p=7}} This creates an interesting effect when animated because of the light [[Contrast (vision)|contrast]].{{sfn|Furniss|1998|pp=30–33}}
* '''[[Flip book]]''': a flip book (sometimes, especially in British English, called a flick book) is a book with a series of pictures that vary gradually from one page to the next, so that when the pages are turned rapidly, the pictures appear to animate by simulating motion or some other change.{{sfn|Laybourne|1998|pp=22–24}}{{sfn|Solomon|1989|pp=8–10}} Flip books are often illustrated books for children,{{sfn|Laybourne|1998|p=xiv}} they also are geared towards adults and employ a series of photographs rather than drawings. Flip books are not always separate books, they appear as an added feature in ordinary books or magazines, often in the page corners.{{sfn|Laybourne|1998|pp=22–24}} Software packages and websites are also available that convert digital video files into custom-made flip books.{{sfn|White|2006|p=203}}
* '''[[Character animation]]'''
* '''[[Multi-sketch]] animation'''
* '''[[Special effect]]s animation'''
* '''[[2.5D]] Animation:''' A mix of 2D and 3D animation elements that emphasize the illusion of depth utilizing the pseudo-3D effect.<ref>{{Cite web |last=Digitalnomads |date=24 October 2023 |title=What is 2.5D animation? |url=https://medium.com/@digitalnomads62/what-is-2-5d-animation-554e1e4110a3 |access-date=12 April 2024 |website=Medium |language=en}}</ref> During the 1970s, the term "2.5D" started to gain recognition.<ref name="vfxapprentice.com">{{Cite web |title=What is 2.5D? The Look Dominating Animation and Video Games |url=https://www.vfxapprentice.com/blog/what-is-2-5d-animation-games |access-date=17 April 2024 |website=www.vfxapprentice.com |language=en}}</ref> But its background comes from anime and manga during the 1920s where theatrical stage productions were popular.<ref>{{Cite web |title=What is 2.5-Dimensional (2.5D) Culture? |url=https://artsandculture.google.com/story/what-is-2-5-dimensional-2-5d-culture/YgUBMKSPP6O3LQ |access-date=17 April 2024 |website=Google Arts & Culture |language=en}}</ref> Stage adaptations of well-liked anime series featured live performances by voice actors called 2.5D.<ref name="vfxapprentice.com"/>

==See also==
{{Portal|Animation}}
{{Div col|colwidth=20em}}
* [[War film#Animated|Animated war film]]
* [[Animation department]]
* [[Animated series]]
* [[Anime]]
* [[Architectural animation]]
* [[Architectural animation]]
* [[Avar (animation variable)|Avar]]
* [[Tradigital art]]
* [[Avar (animation variable)]]
* [[Independent animation]]
* [[Computer generated imagery]]
* [[International Animation Day]]
* [[International Animated Film Association]]
* [[History of animation]]
* [[International Tournée of Animation]]
* [[International Tournée of Animation]]
* [[Film genre|List of movie genres]]
* [[List of film-related topics]]
* [[List of animation studios]]
* [[List of animated feature-length films]]
* [[List of animated shorts available on DVD]]
* [[List of animated short series]]
* [[List of animated television series]]
* [[List of computer-animated films]]
* [[List of stop-motion films]]
* [[List of traditional animated feature films]]
* [[List of film-related topics|List of motion picture topics]]
* [[Wire frame model]]
* [[Motion graphic design]]
* [[Motion graphic design]]
* [[Society for Animation Studies]]
* [[Motion Capture]]
* [[Twelve basic principles of animation]]
* [[Model sheet]]
* [[Wire-frame model]]


{{Div col end}}
== References ==
{{Reflist}}


==References==
== Further reading ==
===Citations===
* [http://www.uca.edu/org/ccsmi/ccsmi/classicwork/Myth%20Revisited.htm Anderson, Joseph and Barbara, "The Myth of Persistence of Vision Revisited", ''Journal of Film and Video''], Vol. 45, No. 1 (Spring 1993): 3-12
{{reflist|22em|refs=
* Culhane, Shamus, ''Animation Script to Screen''
<ref name="Harryhausen_Dalton18">{{Harvard citation no brackets|Harryhausen|Dalton|2008|page=18}}</ref>
* Laybourne, Kit, ''The Animation Book''
* Ledoux, Trish, Ranney, Doug, & Patten, Fred (Ed.), ''Complete Anime Guide: Japanese Animation Film Directory and Resource Guide'', Tiger Mountain Press 1997
* Lowe, Richard & Schnotz, Wolfgang (Eds) ''Learning with Animation. Research implications for design'' Cambridge University Press, 2008
* Masson, Terrence, [http://www.cg101.com/ ''CG101: A Computer Graphics Industry Reference''] Unique and personal histories of early computer animation production, plus a comprehensive foundation of the industry for all reading levels. ISBN 978-0-9778710-0-1
* Serenko, Alexander, [http://foba.lakeheadu.ca/serenko/papers/Serenko_Animation_Scale.pdf The development of an instrument to measure the degree of animation predisposition of agent users], Computers in Human Behavior Vol. 23, No. 1 (2007): 478-495.
* [[Frank Thomas (animator)|Thomas, Frank]] and [[Ollie Johnston|Johnston, Ollie]], ''[[Disney Animation: The Illusion of Life]]'', Abbeville 1981
* Walters, Faber and Helen (Ed.), ''Animation Unlimited: Innovative Short Films Since 1940'', HarperCollins Publishers, 2004
* [[Richard Williams (animator)|Williams, Richard]], ''[[The Animator's Survival Kit]]'' ISBN 978-0-571-20228-7
* Bob Godfrey and Anna Jackson, 'The Do-It-Yourself Film Animation Book' BBC Publications 1974 ISBN 978-0-563-10829-0 Now out of print but available s/hand through a range of sources such as Amazon Uk.
* Lawson, Tim and Alisa Persons. ''[[The Magic Behind the Voices]]'': A Who's Who of Cartoon Voice Actors. University Press of Mississippi. 2004. (A history of cartoon voice-overs and biographies and photographs of many prominent animation voice actors.)
* Ball, R., Beck, J., DeMott R., Deneroff, H., Gerstein, D., Gladstone, F., Knott, T., Leal, A., Maestri, G., Mallory, M., Mayerson, M., McCracken, H., McGuire, D., Nagel, J., Pattern, F., Pointer, R., Webb, P., Robinson, C., Ryan, W., Scott, K., Snyder, A. & Webb, G. (2004) ''Animation Art: From Pencil to Pixel, the History of Cartoon, Anime & CGI''. Fulhamm London.: Flame Tree Publishing. ISBN 978-1-84451-140-2
* Crafton, Donald (1982). ''Before Mickey''. Cambridge, Massachusetts.: The MIT Press. ISBN 978-0-262-03083-0
* Solomon, Charles (1989). ''Enchanted Drawings: The History of Animation''. New York.: Random House, Inc. ISBN 978-0-394-54684-1


<ref name="Harryhausen_Dalton222–226">{{Harvard citation no brackets|Harryhausen|Dalton|2008|pages=222–26}}</ref>
== External links ==
{{Wiktionary|animation}}
{{Commons category|Animations}}
* {{dmoz|Arts/Animation}}
* [http://web.archive.org/web/20080307025951/http://academic.evergreen.edu/curricular/eat/handouts/Pictures/CutSandPaintRules.pdf Experimental Animation Techniques]
* [http://www.houstonanimation.com Chronology of Animation]
* [http://www.sci.fi/~animato/cartoon/cartoon.html How An Animated Cartoon is Made]
* [http://www.nfb.ca/film/animando_english/ "Animando"], a 12-minute film demonstrating 10 different animation techniques (and teaching how to use them).
* [http://www.cartoon-media.eu/ CARTOON], the European association of animation film, organising coproduction forums and training seminars for animation professionals.


}}

===Sources===
====Journal articles====
{{refbegin|35em}}
* {{cite journal
|url = http://www.uca.edu/org/ccsmi/ccsmi/classicwork/Myth%20Revisited.htm |title = Journal of Film and Video
|date=Spring 1993
|journal=The Myth of Persistence of Vision Revisited
|volume=45
|issue=1
|pages=3–13
|last=Anderson
|first=Joseph and Barbara
|url-status=dead
|archive-url = https://web.archive.org/web/20091124182503/http://www.uca.edu/org/ccsmi/ccsmi/classicwork/Myth%20Revisited.htm
|archive-date=24 November 2009
}}
* {{cite journal
|last=Serenko
|first=Alexander
|year=2007
|title = Computers in Human Behavior
|url = https://www.aserenko.com/papers/Serenko_Animation_Scale.pdf
|journal=The Development of an Instrument to Measure the Degree of Animation Predisposition of Agent Users
|volume=23
|number=1
|pages=478–95
|archive-url=https://web.archive.org/web/20131019154525/http://www.aserenko.com/papers/Serenko_Animation_Scale.pdf
|archive-date=19 October 2013
|url-status=live
}}
{{refend}}

====Books====
{{refbegin|35em}}
* {{cite book
|last=Baer
|first=Eva
|title=Metalwork in Medieval Islamic Art
|year=1983
|publisher=[[State University of New York Press]]
|isbn=978-0-87395-602-4
|pages=58, 86, 143, 151, 176, 201, 226, 243, 292, 304
}}
* {{cite book
|last=Beck
|first=Jerry
|title=Animation Art: From Pencil to Pixel, the History of Cartoon, Anime & CGI
|year=2004
|location=Fulhamm London
|publisher=Flame Tree Publishing
|isbn=978-1-84451-140-2
}}
* {{cite book
|last=Beckerman
|first=Howard
|title=Animation: The Whole Story
|publisher=Allworth Press
|year=2003
|isbn=978-1-58115-301-9
|url = https://archive.org/details/animationwholest00beck
}}
* {{cite book
|last=Bendazzi
|first=Giannalberto
|title = Cartoons: One Hundred Years of Cinema Animation
|url = https://archive.org/details/cartoons00gian
|url-access=registration
|location=Bloomington, Indiana
|publisher=Indiana University Press
|year=1994
|isbn=978-0-253-20937-5
}}
* {{cite book
|last=Buchan
|first=Suzanne
|title=Pervasive Animation
|location=New York and London
|publisher=Routledge
|year=2013
|isbn=978-0-415-80723-4
}}
* {{cite book
|last = Canemaker
|first = John
|author-link = John Canemaker
|title = Winsor McCay: His Life and Art
|edition = Revised
|year = 2005
|publisher = Abrams Books
|isbn = 978-0-8109-5941-5
|url = https://archive.org/details/winsormccayhisli00cane
}}
* {{cite book
|last = Cotte
|first = Olivier
|author-link = Olivier Cotte
|title = Secrets of Oscar-winning Animation: Behind the scenes of 13 classic short animations
|year = 2007
|publisher = Focal Press
|isbn = 978-0240520704
|url = https://www.routledge.com/Secrets-of-Oscar-winning-Animation-Behind-the-scenes-of-13-classic-short/Cotte/p/book/9780240520704
}}
* {{cite book
|last=Crafton
|first=Donald
|year=1993
|title=Before Mickey: The Animated Film 1898–1928
|publisher=University of Chicago Press
|location=Chicago
|isbn=978-0-226-11667-9
}}
* {{cite book
|author-link = Shamus Culhane
|last=Culhane
|first=Shamus
|title=Animation: Script to Screen
|publisher=St. Martin's Press
|year=1990
|isbn=978-0-312-05052-8
}}
* {{cite book
|last=Drazin
|first=Charles
|title=The Faber Book of French Cinema
|year=2011
|publisher=Faber & Faber
|isbn=978-0-571-21849-3
|url-access=registration
|url=https://archive.org/details/frenchcinema0000draz
}}
* {{cite book
|last1=Faber
|first1=Liz
|last2=Walters
|first2=Helen
|title=Animation Unlimited: Innovative Short Films Since 1940
|publisher=Laurence King Publishing
|location=London
|year=2004
|isbn=978-1-85669-346-2
|url-access=registration
|url = https://archive.org/details/animationunlimit0000fabe
}}
* {{cite book
|last=Finkielman
|first=Jorge
|title=The Film Industry in Argentina: An Illustrated Cultural History
|year=2004
|publisher=McFarland
|location=North Carolina
|isbn=978-0-7864-1628-8
|page=[https://archive.org/details/filmindustryinar00fink/page/20 20]
|url = https://archive.org/details/filmindustryinar00fink/page/20
}}
* {{cite book
|last=Furniss
|first=Maureen
|title=Art in Motion: Animation Aesthetics
|year=1998
|publisher=Indiana University Press
|isbn=978-1-86462-039-9
}}
* {{cite book
|last1=Godfrey
|first1=Bob
|last2=Jackson
|first2=Anna
|title=The Do-It-Yourself Film Animation Book
|publisher=BBC Publications
|year=1974
|isbn=978-0-563-10829-0
}}
* {{cite book
|last1=Harryhausen
|first1=Ray
|author1-link = Ray Harryhausen
|last2=Dalton
|first2=Tony
|author2-link = Tony Dalton
|title = A Century of Model Animation: From Méliès to Aardman
|year=2008
|publisher=Aurum Press
|isbn=978-0-8230-9980-1
}}
* {{cite book
|last=Herman
|first=Sarah
|year=2014
|title = Brick Flicks: A Comprehensive Guide to Making Your Own Stop-Motion LEGO Movies
|publisher=Skyhorse Publishing
|location=New York
|isbn=978-1-62914-649-2
}}
* {{cite book
|last1=Lawson
|first1=Tim
|last2=Persons
|first2=Alisa
|title = The Magic Behind the Voices
|title-link=The Magic Behind the Voices
|trans-title = A Who's Who of Cartoon Voice Actors
|publisher=University Press of Mississippi
|year=2004
|isbn=978-1-57806-696-4
}}
* {{cite book
|last=Laybourne
|first=Kit
|author-link = Kit Laybourne
|title = The Animation Book: A Complete Guide to Animated Filmmaking – from Flip-books to Sound Cartoons to 3-D Animation
|publisher=Three Rivers Press
|location=New York
|year=1998
|isbn=978-0-517-88602-1
|url = https://archive.org/details/animationbookcom00layb
}}
* {{cite book
|last=Ledoux
|first=Trish
|title = Complete Anime Guide: Japanese Animation Film Directory and Resource Guide
|publisher=Tiger Mountain Press
|year=1997
|isbn=978-0-9649542-5-0
}}
* {{cite book
|editor1-last = Lowe
|editor1-first = Richard
|editor2-last = Schnotz
|editor2-first = Wolfgang
|title = Learning with Animation. Research implications for design
|publisher=Cambridge University Press
|location=New York
|year=2008
|isbn=978-0-521-85189-3
}}
* {{cite book
|last1=Marx
|first1=Christy
|author1-link=Christy Marx
|title=Writing for Animation, Comics, and Games
|date=2007
|publisher=Focal Press
|location=Burlington, Massachusetts
|isbn=9781136144455
|url=https://books.google.com/books?id=m6NPkq_cYVgC}}
* {{cite book
|last=Masson
|first=Terrence
|author-link = Terrence Masson
|year=2007
|title = CG101: A Computer Graphics Industry Reference
|url = https://archive.org/details/isbn_9780977871001
|series = Unique and personal histories of early computer animation production, plus a comprehensive foundation of the industry for all reading levels.
|location=Williamstown, MA
|publisher=Digital Fauxtography
|isbn=978-0-9778710-0-1
}}
* {{cite book
|last=Needham
|first=Joseph
|year=1962
|title=Physics and Physical Technology
|publisher=Cambridge University Press
|chapter=Science and Civilization in China
|volume=IV
}}
* {{cite book
|last=Neupert
|first=Richard
|title=French Animation History
|year=2011
|publisher=John Wiley & Sons
|isbn=978-1-4443-3836-2
}}
* {{cite book
|last1=Parent
|first1=Rick
|title=Computer Animation: Algorithms & Techniques
|year=2007
|publisher=Morgan Kaufmann
|location=Ohio State University
|isbn=978-0-12-532000-9
}}
* {{cite book
|last=Paul
|first=Joshua
|title=Digital Video Hacks
|year=2005
|publisher=O'Reilly Media
|isbn=978-0-596-00946-5
|url = https://archive.org/details/digitalvideohack00paul_0
}}
* {{cite book
|last=Pilling
|first=Jayne
|title = A Reader in Animation Studies
|year=1997
|publisher=Indiana University Press
|editor=Society of Animation Studies
|isbn=978-1-86462-000-9
}}
* {{cite book
|last=Priebe
|first=Ken A.
|title=The Art of Stop-Motion Animation
|year=2006
|publisher=Thompson Course Technology
|isbn=978-1-59863-244-6
}}
* {{cite book
|last1=Rojas
|first1=Carlos
|last2=Chow
|first2=Eileen
|title = The Oxford Handbook of Chinese Cinemas
|year=2013
|publisher=Oxford University Press
|isbn=978-0-19-998844-0
}}
* {{cite book
|last1=Sammond
|first1=Nicholas
|title=Birth of an Industry: Blackface Minstrelsy and the Rise of American Animation
|date=27 August 2015
|publisher=Duke University Press
|location=Durham, NC
|isbn=9780822358527
|doi=10.1515/9780822375784
|oclc=8605897837
|url=https://read.dukeupress.edu/books/book/188
}}
* {{cite book
|last=Sito
|first=Tom
|title = Moving Innovation: A History of Computer Animation
|year=2013
|location=Massachusetts
|publisher=[[MIT Press]]
|isbn=978-0-262-01909-5
}}
* {{cite book
|last=Solomon
|first=Charles
|year=1989
|title = Enchanted Drawings: The History of Animation
|location=New York
|publisher=Random House, Inc.
|isbn=978-0-394-54684-1
}}
* {{cite book
|last=Thomas
|first=Bob
|title = Walt Disney, the Art of Animation: The Story of the Disney Studio Contribution to a New Art
|url = https://books.google.com/books?id=Pw3WAAAAMAAJ
|year=1958
|work=Walt Disney Studios
|publisher=Simon and Schuster
}}
* {{cite book
|last1=Thomas
|first1=Frank
|author1-link = Frank Thomas (animator)
|last2=Johnston
|first2=Ollie
|author2-link = Ollie Johnston
|title = Disney Animation: The Illusion of Life
|title-link=Disney Animation: The Illusion of Life
|publisher=Abbeville Press
|year=1981
|isbn=978-0-89659-233-9
}}
* {{cite book
|title = Industrial Light & Magic: The Art of Special Effects
|first = Thomas G.
|last = Smith
|year = 1986
|publisher = Ballantine Books
|location = New York
|isbn=978-0-345-32263-0
}}
* {{cite book
|last=White
|first=Tony
|title = Animation from Pencils to Pixels: Classical Techniques for the Digital Animator
|year=2006
|location=Milton Park
|publisher=Taylor & Francis
|isbn=978-0-240-80670-9
}}
* {{cite book
|last=Williams
|first=Richard
|author-link = Richard Williams (animator)
|title = The Animator's Survival Kit
|title-link = The Animator's Survival Kit
|year=2001
|publisher=Faber and Faber
|isbn=978-0-571-20228-7
}}
* {{cite book
|first1=Siegfried
|last1=Zielinski
|title=Audiovisions: Cinema and Television as Entr'actes in History
|year=1999
|publisher=Amsterdam University Press
|isbn=978-90-5356-303-8
}}
{{refend}}

====Online sources====
{{refbegin|35em}}
* {{cite web |last=Amidi |first=Amid |title = NY Film Critics Didn't like a Single Animated Film This Year |url = http://www.cartoonbrew.com/feature-film/ny-film-critics-didnt-like-a-single-animated-film-this-year-53464.html |publisher=Cartoon Brew |access-date=19 February 2016 |date=2 December 2011
}}
* {{cite magazine
|last=Ball
|first=Ryan
|title=Oldest Animation Discovered in Iran
|url = http://www.animationmagazine.net/features/oldest-animation-discovered-in-iran/
|magazine=Animation Magazine
|access-date=15 March 2016
|date=12 March 2008
}}
* {{cite web
|url = http://www.cartoonbrew.com/cgi/a-little-more-about-disneys-paperman-63782.html
|title=A Little More About Disney's "Paperman"
|last=Beck
|first=Jerry
|date=2 July 2012
|publisher=Cartoon Brew
}}
* {{cite web
|url = http://www.awn.com/mag/issue1.4/articles/bendazzi1.4.html
|title = The Untold Story of Argentina's Pioneer Animator |publisher=Animation World Network
|last=Bendazzi
|first=Giannalberto
|year=1996
|access-date=29 April 2016
}}
* {{cite web
|url = http://www.boi.gov.ph/pdf/valuepropositions/Animation/Animation.pdf
|title=Animation
|date=November 2009
|access-date=24 July 2012
|website=boi.gov.ph
|publisher=Board of Investments
|url-status=dead
|archive-url = https://web.archive.org/web/20121019232801/http://www.boi.gov.ph/pdf/valuepropositions/Animation/Animation.pdf
|archive-date=19 October 2012
|ref = {{SfnRef|Board of Investments |2009 }}
}}
* {{cite web |url = http://academic.evergreen.edu/curricular/eat/handouts/Pictures/CutSandPaintRules.pdf |title = Experimental Animation Techniques |year=2003 |last=Brown |first=Margery |access-date=11 November 2005 |publisher=Evergreen State College |location=Olympia, WA |url-status=dead |archive-url = https://web.archive.org/web/20080307025951/http://academic.evergreen.edu/curricular/eat/handouts/Pictures/CutSandPaintRules.pdf |archive-date=7 March 2008 }}
* {{cite magazine
|last=Carbone
|first= Ken
|title=Stone-Age Animation in a Digital World: William Kentridge at MoMA
|url = http://www.fastcompany.com/1561390/stone-age-animation-digital-world-william-kentridge-moma
|magazine=Fast Company
|access-date=7 March 2016
|date=24 February 2010
}}
* {{cite web
|last = Kenyon
|first = Heather
|title = How'd They Do That?: Stop-Motion Secrets Revealed
|url = http://www.awn.com/animationworld/howd-they-do-stop-motion-secrets-revealed
|publisher=Animation World Network
|access-date=2 March 2016
|date=1 February 1998
}}
* {{cite web
|last=Nagel
|first=Jan
|title = Gender in Media: Females Don't Rule
|url = http://www.awn.com/animationworld/gender-media-females-dont-rule
|publisher=Animation World Network
|access-date=3 March 2016
|date=21 May 2008
}}
* {{cite news
|last=McDuling
|first=John
|title = Hollywood Is Giving Up on Comedy
|url = https://www.theatlantic.com/entertainment/archive/2014/07/the-completely-serious-decline-of-the-hollywood-comedy/373914/
|access-date=20 July 2014
|work=The Atlantic
|publisher=The Atlantic Monthly Group
|date=3 July 2014
}}
* {{cite web
|last=McLaughlin
|first=Dan
|title = A Rather Incomplete But Still Fascinating
|url = http://animation.filmtv.ucla.edu/NewSite/WebPages/Histories.html
|website = Film TV
|publisher=UCLA
|year=2001
|archive-url = https://web.archive.org/web/20091119055944/http://animation.filmtv.ucla.edu/NewSite/WebPages/Histories.html
|archive-date=19 November 2009
|access-date=12 February 2013
}}
* {{cite web
|last = O'Keefe |first = Matt
|url = http://www.themeparktourist.com/features/20141110/29600/6-major-innovations-sprung-heads-disney-imagineers
|title = 6 Major Innovations That Sprung from the Heads of Disney Imagineers
|publisher=Theme Park Tourist
|access-date=9 March 2016
|date=11 November 2014
}}
* {{cite magazine
|last=Watercutter
|first=Angela
|url = https://www.wired.com/2012/05/phil-tippett-feature/
|title=35 Years After Star Wars, Effects Whiz Phil Tippett Is Slowly Crafting a Mad God
|magazine=Wired
|date=24 May 2012
|access-date=6 February 2016
}}
* {{cite magazine
|url = http://www.vanityfair.com/culture/2010/03/disney-animation-girls-201003
|title=Coloring the Kingdom
|last=Zohn
|first=Patricia
|date=28 February 2010
|magazine=[[Vanity Fair (magazine)|Vanity Fair]]
|access-date=7 December 2015
}}
* {{cite web
|title = Władysław Starewicz – Biography
|url = http://culture.pl/en/artist/wladyslaw-starewicz
|website=culture.pl
|date=16 April 2012
|publisher=Adam Mickiewicz Institute
|access-date=9 February 2016
|ref = {{SfnRef|Adam Mickiewicz Institute|2012}}
}}
{{refend}}

==External links==
{{Library resources box
|by=no
|onlinebooks=no
|others=no
|about=yes
|label=Animation }}
* [http://www.sparetimelabs.com/animato/animato/cartoon/cartoon.html The making of an 8-minute cartoon short]
* [https://web.archive.org/web/20091001071111/http://www.nfb.ca/film/animando_english/ "Animando"], a 12-minute film demonstrating 10 different animation techniques (and teaching how to use them) (archived 1 October 2009).
{{sister bar|auto=1|wikt=animation}}
{{Animation}}
{{Animation}}
{{Film genres}}
{{Authority control}}


{{DEFAULTSORT:Animation}}
{{DEFAULTSORT:Animation}}
[[Category:Animation| ]]
[[Category:Animation| ]]
[[Category:Cartooning]]
[[Category:Articles containing video clips]]
[[Category:Film and video technology]]
[[Category:Film and video technology]]
[[Category:Stop motion]]

[[af:Animasie]]
[[ar:تحريك]]
[[an:Animación]]
[[az:Cizgi (film janrı)]]
[[be-x-old:Мультыплікацыя]]
[[bs:Animacija]]
[[bg:Анимация]]
[[ca:Animació]]
[[cs:Animace]]
[[cy:Animeiddiad]]
[[da:Animation]]
[[de:Animation]]
[[et:Animatsioon]]
[[el:Animation]]
[[es:Animación]]
[[eo:Animacio]]
[[fa:پویانمایی]]
[[fr:Animation]]
[[gl:Animación]]
[[ko:애니메이션]]
[[hy:Հաջորդապատկեր]]
[[hi:एनिमेशन]]
[[hr:Animacija]]
[[id:Animasi]]
[[is:Teiknimynd]]
[[it:Animazione]]
[[he:הנפשה]]
[[jv:Animasi]]
[[ka:ანიმაცია]]
[[la:Ars animandi]]
[[lv:Animācija]]
[[lt:Animacija]]
[[hu:Animációs film]]
[[mk:Анимација]]
[[ml:അനിമേഷന്‍]]
[[ms:Animasi]]
[[mdf:Анимациесь]]
[[nl:Animatie]]
[[ja:アニメーション]]
[[no:Animasjon]]
[[nn:Animasjon]]
[[uz:Multiplikatsiya]]
[[pnb:اینیمیشن]]
[[ps:ساهيالي]]
[[pt:Animação]]
[[ro:Animație]]
[[ru:Мультипликация]]
[[sq:Animimi]]
[[simple:Animation]]
[[sk:Animácia (film)]]
[[sl:Animacija]]
[[sr:Анимација]]
[[sh:Animacija]]
[[fi:Animaatio]]
[[sv:Animering]]
[[ta:இயங்குபடம்]]
[[te:యానిమేషన్]]
[[th:แอนิเมชัน]]
[[tr:Animasyon]]
[[uk:Анімація]]
[[vi:Phim hoạt hình]]
[[war:Animasyon]]
[[zh-yue:動畫戲]]
[[bat-smg:Moltėplėkacėjė]]
[[zh:动画]]

Latest revision as of 11:51, 31 December 2024

Weare
2D computer animation moving at 10 frames per second (FPS)
The animation above consists of these six frames repeated indefinitely.

Animation is a filmmaking technique by which still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets (cels) to be photographed and exhibited on film. Animation has been recognized as an artistic medium, specifically within the entertainment industry. Many animations are either traditional animations or computer animations made with computer-generated imagery (CGI). Stop motion animation, in particular claymation, has continued to exist alongside these other forms.

Animation is contrasted with live-action film, although the two do not exist in isolation. Many moviemakers have produced films that are a hybrid of the two. As CGI increasingly approximates photographic imagery, filmmakers can easily composite 3D animations into their film rather than using practical effects for showy visual effects (VFX).

General overview

[edit]

Computer animation can be very detailed 3D animation, while 2D computer animation (which may have the look of traditional animation) can be used for stylistic reasons, low bandwidth, or faster real-time renderings. Other common animation methods apply a stop motion technique to two- and three-dimensional objects like paper cutouts, puppets, or clay figures.

A cartoon in the animation sense is an animated film, usually short, featuring an exaggerated visual style. The style takes inspiration from comic strips, often featuring anthropomorphic animals, superheroes, or the adventures of human protagonists. Especially with animals that form a natural predator/prey relationship (e.g. cats and mice, coyotes and birds), the action often centers on violent pratfalls such as falls, collisions, and explosions that would be lethal in real life. A cartoon can also be a still humorous drawing, often with the same elements as animated cartoons but with still versions.

The illusion of animation—as in motion pictures in general—has traditionally been attributed to the persistence of vision and later to the phi phenomenon and beta movement, but the exact neurological causes are still uncertain. The illusion of motion caused by a rapid succession of images that minimally differ from each other, with unnoticeable interruptions, is a stroboscopic effect. While animators traditionally used to draw each part of the movements and changes of figures on transparent cels that could be moved over a separate background, computer animation is usually based on programming paths between key frames to maneuver digitally created figures throughout a digitally created environment.

Analog mechanical animation media that rely on the rapid display of sequential images include the phenakistiscope, zoetrope, flip book, praxinoscope, and film. Television and video are popular electronic animation media that originally were analog and now operate digitally. For display on computers, technology such as the animated GIF and Flash animation were developed.

In addition to short films, feature films, television series, animated GIFs, and other media dedicated to the display of moving images, animation is also prevalent in video games, motion graphics, user interfaces, and visual effects.[1]

The physical movement of image parts through simple mechanics—for instance, moving images in magic lantern shows—can also be considered animation. The mechanical manipulation of three-dimensional puppets and objects to emulate living beings has a very long history in automata. Electronic automata were popularized by Disney as animatronics.

Etymology

[edit]

The word animation comes to the Latin word animātiō, meaning 'bestowing of life'.[2] The earlier meaning of the English word is 'liveliness' and has been in use much longer than the meaning of 'moving image medium'.

History

[edit]
Prof. Stampfers Stroboscopische Scheibe No. X (1833)
A projecting praxinoscope, from 1882, here shown superimposing an animated figure on a separately projected background scene
Fantasmagorie (1908) by Émile Cohl

Before cinematography

[edit]

Long before modern animation began, audiences around the world were captivated by the magic of moving characters. For centuries, master artists and craftsmen have brought puppets, automatons, shadow puppets, and fantastical lanterns to life, inspiring the imagination through physically manipulated wonders.[3]

In 1833, the stroboscopic disc (better known as the phenakistiscope) introduced the principle of modern animation, which would also be applied in the zoetrope (introduced in 1866), the flip book (1868), the praxinoscope (1877) and film.

Silent era

[edit]

When cinematography eventually broke through in the 1890s, the wonder of the realistic details in the new medium was seen as its biggest accomplishment. It took years before animation found its way to the cinemas. The successful short The Haunted Hotel (1907) by J. Stuart Blackton popularized stop motion and reportedly inspired Émile Cohl to create Fantasmagorie (1908), regarded as the oldest known example of a complete traditional (hand-drawn) animation on standard cinematographic film. Other great artistic and very influential short films were created by Ladislas Starevich with his puppet animations since 1910 and by Winsor McCay with detailed hand-drawn animation in films such as Little Nemo (1911) and Gertie the Dinosaur (1914).[4]

During the 1910s, the production of animated "cartoons" became an industry in the US.[5] Successful producer John Randolph Bray and animator Earl Hurd, patented the cel animation process that dominated the animation industry for the rest of the century.[6][7] Felix the Cat, who debuted in 1919, became the first fully realized anthropomorphic animal character in the history of American animation.[8]

Feline Follies with Felix the Cat, silent, 1919

American golden age

[edit]

In 1928, Steamboat Willie, featuring Mickey Mouse and Minnie Mouse, popularized film-with-synchronized-sound and put Walt Disney's studio at the forefront of the animation industry. Although Disney Animation's actual output relative to total global animation output, has always been very small; the studio has overwhelmingly dominated the "aesthetic norms" of animation ever since.[9]

The enormous success of Mickey Mouse is seen as the start of the golden age of American animation that would last until the 1960s. The United States dominated the world market of animation with a plethora of cel-animated theatrical shorts.[10] Several studios would introduce characters that would become very popular and would have long-lasting careers, including Walt Disney Productions' Goofy (1932) and Donald Duck (1934), Fleischer Studios/Paramount Cartoon Studios' Out of the Inkwell' Koko the Clown (1918), Bimbo and Betty Boop (1930), Popeye (1933) and Casper the Friendly Ghost (1945), Warner Bros. Cartoon Studios' Looney Tunes' Porky Pig (1935), Daffy Duck (1937), Elmer Fudd (1937–1940), Bugs Bunny (1938–1940), Tweety (1942), Sylvester the Cat (1945), Wile E. Coyote and the Road Runner (1949), MGM cartoon studio's Tom and Jerry (1940) and Droopy, Universal Cartoon Studios' Woody Woodpecker (1940), Terrytoons/20th Century Fox's Mighty Mouse (1942), and United Artists' Pink Panther (1963).

Features before CGI

[edit]
Italian-Argentine cartoonist Quirino Cristiani showing the cut and articulated figure of his satirical character El Peludo (based on President Yrigoyen) patented in 1916 for the realization of his films, including the world's first animated feature film El Apóstol[11]

In 1917, Italian-Argentine director Quirino Cristiani made the first feature-length film El Apóstol (now lost), which became a critical and commercial success. It was followed by Cristiani's Sin dejar rastros in 1918, but one day after its premiere, the film was confiscated by the government.[12]

After working on it for three years, Lotte Reiniger released the German feature-length silhouette animation Die Abenteuer des Prinzen Achmed in 1926, the oldest extant animated feature.[13]

In 1937, Walt Disney Studios premiered their first animated feature Snow White and the Seven Dwarfs, still one of the highest-grossing traditional animation features as of May 2020.[14][15] The Fleischer studios followed this example in 1939 with Gulliver's Travels with some success. Partly due to foreign markets being cut off by the Second World War, Disney's next features Pinocchio, Fantasia (both 1940), Fleischer Studios' second animated feature Mr. Bug Goes to Town (1941–1942) and Disney's feature films Cinderella (1950), Alice in Wonderland (1951) and Lady and the Tramp (1955) failed at the box office. For several decades, Disney was the only American studio to regularly produce animated features, until Ralph Bakshi became the first to release more than a handful of features. Sullivan-Bluth Studios began to regularly produce animated features starting with An American Tail in 1986.[16]

Although relatively few titles became as successful as Disney's features, other countries developed their own animation industries that produced both short and feature theatrical animations in a wide variety of styles, relatively often including stop motion and cutout animation techniques. Soviet Soyuzmultfilm animation studio, founded in 1936, produced 20 films (including shorts) per year on average and reached 1,582 titles in 2018. China, Czechoslovakia / Czech Republic, Italy, France, and Belgium were other countries that more than occasionally released feature films, while Japan became a true powerhouse of animation production, with its own recognizable and influential anime style of effective limited animation.[citation needed]

Television

[edit]

Animation became very popular on television since the 1950s, when television sets started to become common in most developed countries. Cartoons were mainly programmed for children, on convenient time slots, and especially US youth spent many hours watching Saturday-morning cartoons. Many classic cartoons found a new life on the small screen and by the end of the 1950s, the production of new animated cartoons started to shift from theatrical releases to TV series. Hanna-Barbera Productions was especially prolific and had huge hit series, such as The Flintstones (1960–1966) (the first prime time animated series), Scooby-Doo (since 1969) and Belgian co-production The Smurfs (1981–1989). The constraints of American television programming and the demand for an enormous quantity resulted in cheaper and quicker limited animation methods and much more formulaic scripts. Quality dwindled until more daring animation surfaced in the late 1980s and in the early 1990s with hit series, the first cartoon of The Simpsons (1987), which later developed into its own show (in 1989) and SpongeBob SquarePants (since 1999) as part of a "renaissance" of American animation.[citation needed]

While US animated series also spawned successes internationally, many other countries produced their own child-oriented programming, relatively often preferring stop motion and puppetry over cel animation. Japanese anime TV series became very successful internationally since the 1960s, and European producers looking for affordable cel animators relatively often started co-productions with Japanese studios, resulting in hit series such as Barbapapa (The Netherlands/Japan/France 1973–1977), Wickie und die starken Männer/小さなバイキング ビッケ (Vicky the Viking) (Austria/Germany/Japan 1974), Maya the Honey Bee (Japan/Germany 1975) and The Jungle Book (Italy/Japan 1989).[citation needed]

Switch from cels to computers

[edit]

Computer animation was gradually developed since the 1940s. 3D wireframe animation started popping up in the mainstream in the 1970s, with an early (short) appearance in the sci-fi thriller Futureworld (1976).[17]

The Rescuers Down Under was the first feature film to be completely created digitally without a camera.[18] It was produced using the Computer Animation Production System (CAPS), developed by Pixar in collaboration with The Walt Disney Company in the late 1980s, in a style similar to traditional cel animation.[19][20][21]

The so-called 3D style, more often associated with computer animation, became the dominant technique following the success of Pixar's Toy Story (1995), the first computer-animated feature in this style.[22]

Most of the cel animation studios switched to producing mostly computer-animated films around the 1990s, as it proved cheaper and more profitable. Not only the very popular 3D animation style was generated with computers, but also most of the films and series with a more traditional hand-crafted appearance, in which the charming characteristics of cel animation could be emulated with software, while new digital tools helped developing new styles and effects.[23][24][25][26][27][28]

Economic status

[edit]

In 2010, the animation market was estimated to be worth circa US$80 billion.[29] By 2021, the value had increased to an estimated US$370 billion.[30] Animated feature-length films returned the highest gross margins (around 52%) of all film genres between 2004 and 2013.[31] Animation as an art and industry continues to thrive as of the early 2020s.[32][33][34]

Education, propaganda and commercials

[edit]

The clarity of animation makes it a powerful tool for instruction, while its total malleability also allows exaggeration that can be employed to convey strong emotions and to thwart reality. It has therefore been widely used for other purposes than mere entertainment.[35]

During World War II, animation was widely exploited for propaganda. Many American studios, including Warner Bros. and Disney, lent their talents and their cartoon characters to convey to the public certain war values. Some countries, including China, Japan and the United Kingdom, produced their first feature-length animation for their war efforts.[citation needed]

Animation has been very popular in television commercials, both due to its graphic appeal, and the humour it can provide. Some animated characters in commercials have survived for decades, such as Snap, Crackle and Pop in advertisements for Kellogg's cereals.[36] Tex Avery was the producer of the first Raid "Kills Bugs Dead" commercials in 1966, which were very successful for the company.[37]

Other media, merchandise and theme parks

[edit]

Apart from their success in movie theaters and television series, many cartoon characters would also prove lucrative when licensed for all kinds of merchandise and for other media.

Animation has traditionally been very closely related to comic books. While many comic book characters found their way to the screen (which is often the case in Japan, where many manga are adapted into anime), original animated characters also commonly appear in comic books and magazines. Somewhat similarly, characters and plots for video games (an interactive form of animation that became its own medium) have been derived from films and vice versa.[38]

Some of the original content produced for the screen can be used and marketed in other media. Stories and images can easily be adapted into children's books and other printed media. Songs and music have appeared on records and as streaming media.[citation needed]

While very many animation companies commercially exploit their creations outside moving image media, The Walt Disney Company is the best known and most extreme example. Since first being licensed for a children's writing tablet in 1929, their Mickey Mouse mascot has been depicted on an enormous amount of products, as have many other Disney characters. This may have influenced some pejorative use of Mickey's name, but licensed Disney products sell well, and the so-called Disneyana has many avid collectors, and even a dedicated Disneyana Fan Club (since 1984).[39]

Disneyland opened in 1955 and features many attractions that were based on Disney's cartoon characters. Its enormous success spawned several other Disney theme parks and resorts. Disney's earnings from the theme parks have relatively often been higher than those from their movies.

Awards

[edit]

As with any other form of media, animation has instituted awards for excellence in the field. Many are part of general or regional film award programs, like the China's Golden Rooster Award for Best Animation (since 1981). Awards programs dedicated to animation, with many categories, include ASIFA-Hollywood's Annie Awards, the Emile Awards in Europe and the Anima Mundi awards in Brazil.[40][41][42]

Academy Awards

[edit]

Apart from Academy Awards for Best Animated Short Film (since 1932) and Best Animated Feature (since 2002), animated movies have been nominated and rewarded in other categories, relatively often for Best Original Song and Best Original Score.

Beauty and the Beast was the first animated film nominated for Best Picture, in 1991. Up (2009) and Toy Story 3 (2010) also received Best Picture nominations, after the academy expanded the number of nominees from five to ten.[43]

Production

[edit]
Joy & Heron

The creation of non-trivial animation works (i.e., longer than a few seconds) has developed as a form of filmmaking, with certain unique aspects.[44] Traits common to both live-action and animated feature films are labor intensity and high production costs.[45]

The most important difference is that once a film is in the production phase, the marginal cost of one more shot is higher for animated films than live-action films.[46] It is relatively easy for a director to ask for one more take during principal photography of a live-action film, but every take on an animated film must be manually rendered by animators (although the task of rendering slightly different takes has been made less tedious by modern computer animation).[47] It is pointless for a studio to pay the salaries of dozens of animators to spend weeks creating a visually dazzling five-minute scene if that scene fails to effectively advance the plot of the film.[48] Thus, animation studios starting with Disney began the practice in the 1930s of maintaining story departments where storyboard artists develop every single scene through storyboards, then handing the film over to the animators only after the production team is satisfied that all the scenes make sense as a whole.[49] While live-action films are now also storyboarded, they enjoy more latitude to depart from storyboards (i.e., real-time improvisation).[citation needed][50]

Another problem unique to animation is the requirement to maintain a film's consistency from start to finish, even as films have grown longer and teams have grown larger. Animators, like all artists, necessarily have individual styles, but must subordinate their individuality in a consistent way to whatever style is employed on a particular film.[51] Since the early 1980s, teams of about 500 to 600 people, of whom 50 to 70 are animators, typically have created feature-length animated films. It is relatively easy for two or three artists to match their styles; synchronizing those of dozens of artists is more difficult.[52]

This problem is usually solved by having a separate group of visual development artists develop an overall look and palette for each film before the animation begins. Character designers on the visual development team draw model sheets to show how each character should look like with different facial expressions, posed in different positions, and viewed from different angles.[53][54] On traditionally animated projects, maquettes were often sculpted to further help the animators see how characters would look from different angles.[53][55]

Unlike live-action films, animated films were traditionally developed beyond the synopsis stage through the storyboard format; the storyboard artists would then receive credit for writing the film.[56][57] The traditional approach worked for several decades because prior to the 1960s, no one except Disney was attempting to regularly produce feature-length animated films.[57] All other animation studios, with occasional exceptions, were producing short films only a few minutes in length.[57]

In 1960, Hanna-Barbera pioneered the longer animated sitcom format for television with The Flintstones.[57] Hanna-Barbera and the other early television animation studios soon discovered that storyboarding was far too inefficient to fill up a half-hour episode on the extremely tight budgets typical of television.[57] During the 1960s, these studios experimented with a more efficient method for developing story material: a screenwriter is hired to draft a written screenplay which is approved and handed over to the storyboard artists for storyboarding.[57] This method creates significant tension between screenwriters and storyboard artists, in that some artists feel that people who cannot draw should not be writing for animation, while some writers feel that artists do not understand how to write.[57] Despite that tension, it has become and remains the dominant method by which animation studios develop both feature-length films and television shows.[57]

Techniques

[edit]

Traditional

[edit]
An example of traditional animation, a horse animated by rotoscoping from Eadweard Muybridge's 19th-century photos

Traditional animation (also called cel animation or hand-drawn animation) is the process that was used for most animated films of the 20th century.[58] The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper.[59] To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels,[60] which are filled in with paints in assigned colors or tones on the side opposite the line drawings.[61] The completed character cels are photographed one-by-one against a painted background by a rostrum camera onto motion picture film.[62]

The traditional cel animation process became obsolete by the beginning of the 21st century. In modern traditionally animated films, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system.[1][63] Various software programs are used to color the drawings and simulate camera movement and effects.[64] The final animated piece is output to one of several delivery media, including traditional 35 mm film and newer media with digital video.[1][65] The "look" of traditional cel animation is still preserved, and the character animators' work has remained essentially the same over the past 90 years.[55] Some animation producers have used the term "tradigital" (a play on the words "traditional" and "digital") to describe cel animation that uses significant computer technology.

Examples of traditionally animated feature films include Pinocchio (United States, 1940),[66] Animal Farm (United Kingdom, 1954), Lucky and Zorba (Italy, 1998), and The Illusionist (British-French, 2010). Traditionally animated films produced with the aid of computer technology include The Lion King (US, 1994), Anastasia (US, 1997), The Prince of Egypt (US, 1998), Akira (Japan, 1988),[67] Spirited Away (Japan, 2001), The Triplets of Belleville (France, 2003), and The Secret of Kells (Irish-French-Belgian, 2009).

Full

[edit]

Full animation is the process of producing high-quality traditionally animated films that regularly use detailed drawings and plausible movement,[68] having a smooth animation.[69] Fully animated films can be made in a variety of styles, from more realistically animated works like those produced by the Walt Disney studio (The Little Mermaid, Beauty and the Beast, Aladdin, The Lion King) to the more 'cartoon' styles of the Warner Bros. animation studio. Many of the Disney animated features are examples of full animation, as are non-Disney works, The Secret of NIMH (US, 1982), The Iron Giant (US, 1999), and Nocturna (Spain, 2007). Fully animated films are often animated on "twos", sometimes on "ones", which means that 12 to 24 drawings are required for a single second of film. [70]

Limited

[edit]

Limited animation involves the use of less detailed or more stylized drawings and methods of movement usually a choppy or "skippy" movement animation.[71] Limited animation uses fewer drawings per second, thereby limiting the fluidity of the animation. This is a more economic technique. Pioneered by the artists at the American studio United Productions of America,[72] limited animation can be used as a method of stylized artistic expression, as in Gerald McBoing-Boing (US, 1951), Yellow Submarine (UK, 1968), and certain anime produced in Japan.[73] Its primary use, however, has been in producing cost-effective animated content for media for television (the work of Hanna-Barbera,[74] Filmation,[75] and other TV animation studios[76]) and later the Internet (web cartoons).

Rotoscoping

[edit]

Rotoscoping is a technique patented by Max Fleischer in 1917 where animators trace live-action movement, frame by frame.[77] The source film can be directly copied from actors' outlines into animated drawings,[78] as in The Lord of the Rings (US, 1978), or used in a stylized and expressive manner, as in Waking Life (US, 2001) and A Scanner Darkly (US, 2006). Some other examples are Fire and Ice (US, 1983), Heavy Metal (1981), and Aku no Hana (Japan, 2013).[citation needed]

Live-action blending

[edit]

Live-action/animation is a technique combining hand-drawn characters into live action shots or live-action actors into animated shots.[79] One of the earlier uses was in Koko the Clown when Koko was drawn over live-action footage.[80] Walt Disney and Ub Iwerks created a series of Alice Comedies (1923–1927), in which a live-action girl enters an animated world. Other examples include Allegro Non Troppo (Italy, 1976), Who Framed Roger Rabbit (US, 1988), Volere volare (Italy 1991), Space Jam (US, 1996) and Osmosis Jones (US, 2001).[citation needed]

Stop motion

[edit]

Stop motion is used to describe animation created by physically manipulating real-world objects and photographing them one frame of film at a time to create the illusion of movement.[81] There are many different types of stop-motion animation, usually named after the materials used to create the animation.[82] Computer software is widely available to create this type of animation; traditional stop-motion animation is usually less expensive but more time-consuming to produce than current computer animation.[82]

Stop motion
Typically involves stop-motion puppet figures interacting in a constructed environment, in contrast to real-world interaction in model animation.[83] The puppets generally have an armature inside of them to keep them still and steady to constrain their motion to particular joints.[84] Examples include The Tale of the Fox (France, 1937), The Nightmare Before Christmas (US, 1993), Corpse Bride (US, 2005), Coraline (US, 2009), the films of Jiří Trnka and the adult animated sketch-comedy television series Robot Chicken (US, 2005–present).
Puppetoons
Created using techniques developed by George Pal,[85] are puppet-animated films that typically use a different version of a puppet for different frames, rather than manipulating one existing puppet.[86]
A clay animation scene from a Finnish television commercial
Clay animation or Plasticine animation
(Often called claymation, which, however, is a trademarked name). It uses figures made of clay or a similar malleable material to create stop-motion animation.[81][87] The figures may have an armature or wire frame inside, similar to the related puppet animation (below), that can be manipulated to pose the figures.[88] Alternatively, the figures may be made entirely of clay, in the films of Bruce Bickford, where clay creatures morph into a variety of different shapes. Examples of clay-animated works include The Gumby Show (US, 1957–1967), Mio Mao (Italy, 1974–2005), Morph shorts (UK, 1977–2000), Wallace & Gromit shorts (UK, as of 1989), Jan Švankmajer's Dimensions of Dialogue (Czechoslovakia, 1982), The Trap Door (UK, 1984). Films include Wallace & Gromit: The Curse of the Were-Rabbit, Chicken Run and The Adventures of Mark Twain.[89]
Strata-cut animation
Most commonly a form of clay animation in which a long bread-like "loaf" of clay, internally packed tight and loaded with varying imagery, is sliced into thin sheets, with the animation camera taking a frame of the end of the loaf for each cut, eventually revealing the movement of the internal images within.[90]
Cutout animation
A type of stop-motion animation produced by moving two-dimensional pieces of material paper or cloth.[91] Examples include Terry Gilliam's animated sequences from Monty Python's Flying Circus (UK, 1969–1974); Fantastic Planet (France/Czechoslovakia, 1973); Tale of Tales (Russia, 1979), Matt Stone and Trey Parker the first cutout animation South Park (1992), the pilot episode of the adult television sitcom series (and sometimes in episodes) of South Park (US, 1997) and the music video Live for the moment, from Verona Riots band (produced by Alberto Serrano and Nívola Uyá, Spain 2014).
Silhouette animation
A variant of cutout animation in which the characters are backlit and only visible as silhouettes.[92] Examples include The Adventures of Prince Achmed (Weimar Republic, 1926) and Princes et Princesses (France, 2000).
Model animation
Stop-motion animation created to interact with and exist as a part of a live-action world.[93] Intercutting, matte effects and split screens are often employed to blend stop-motion characters or objects with live actors and settings.[94] Examples include the work of Ray Harryhausen, as seen in films, Jason and the Argonauts (1963),[95] and the work of Willis H. O'Brien on films, King Kong (1933).
Go motion
A variant of model animation that uses various techniques to create motion blur between frames of film, which is not present in traditional stop motion.[96] The technique was invented by Industrial Light & Magic and Phil Tippett to create special effect scenes for the film Star Wars: Episode V – The Empire Strikes Back (1980).[97] Another example is the dragon named "Vermithrax" from the 1981 film Dragonslayer.[98]
Object animation
The use of regular inanimate objects in stop-motion animation, as opposed to specially created items.[99]
Graphic animation
Uses non-drawn flat visual graphic material (photographs, newspaper clippings, magazines, etc.), which are sometimes manipulated frame by frame to create movement.[100] At other times, the graphics remain stationary, while the stop-motion camera is moved to create on-screen action.
Brickfilm
A subgenre of object animation involving using Lego or other similar brick toys to make an animation.[101][102] These have had a recent boost in popularity with the advent of video sharing sites, YouTube and the availability of cheap cameras and animation software.[103]
Pixilation
Involves the use of live humans as stop-motion characters.[104] This allows for a number of surreal effects, including disappearances and reappearances, allowing people to appear to slide across the ground, and other effects.[104] Examples of pixilation include The Secret Adventures of Tom Thumb and Angry Kid shorts, and the Academy Award-winning Neighbours by Norman McLaren.

Computer

[edit]

Computer animation encompasses a variety of techniques, the unifying factor being that the animation is created digitally on a computer.[64][105] 2D animation techniques tend to focus on image manipulation while 3D techniques usually build virtual worlds in which characters and objects move and interact.[106] 3D animation can create images that seem real to the viewer.[107]

2D

[edit]
A 2D animation of two circles joined by a chain

2D animation figures are created or edited on the computer using 2D bitmap graphics and 2D vector graphics.[108] This includes automated computerized versions of traditional animation techniques, interpolated morphing,[109] onion skinning[110] and interpolated rotoscoping. 2D animation has many applications, including After Effects Animation, analog computer animation, Flash animation, and PowerPoint animation. Cinemagraphs are still photographs in the form of an animated GIF file of which part is animated.[111]

Final line advection animation is a technique used in 2D animation,[112] to give artists and animators more influence and control over the final product as everything is done within the same department.[113] Speaking about using this approach in Paperman, John Kahrs said that "Our animators can change things, actually erase away the CG underlayer if they want, and change the profile of the arm."[114]

When working with game animations, skeletal 2D animations are commonly created using tools like Spine, DragonBones, Blender COA Tools, Rive, and the built-in Unity editor. The primary benefit of this approach is the ability to reuse images, which reduces the amount of graphics stored in RAM. This principle of maximizing resource efficiency means that by reusing existing elements, you can enhance the visual appeal of animations without needing to create additional graphics.[115]

3D

[edit]
Caminandes | Llama Drama

3D animation is digitally modeled and manipulated by an animator. The 3D model maker usually starts by creating a 3D polygon mesh for the animator to manipulate.[116] A mesh typically includes many vertices that are connected by edges and faces, which give the visual appearance of form to a 3D object or 3D environment.[116] Sometimes, the mesh is given an internal digital skeletal structure called an armature that can be used to control the mesh by weighting the vertices.[117][118] This process is called rigging and can be used in conjunction with key frames to create movement.[119]

Other techniques can be applied, mathematical functions (e.g., gravity, particle simulations), simulated fur or hair, and effects, fire and water simulations.[120] These techniques fall under the category of 3D dynamics.[121]

Terms
[edit]

Mechanical

[edit]
  • Animatronics is the use of mechatronics to create machines that seem animate rather than robotic.
    • Audio-Animatronics is a form of robotics animation, combined with 3-D animation, created by Walt Disney Imagineering for shows and attractions at Disney theme parks move and make noise (generally a recorded speech or song).[127] They are fixed to whatever supports them. They can sit and stand, and they cannot walk. An Audio-Animatron is different from an android-type robot in that it uses prerecorded movements and sounds, rather than responding to external stimuli. In 2009, Disney created an interactive version of the technology called Autonomatronics.[128]
    • Linear Animation Generator is a form of animation by using static picture frames installed in a tunnel or a shaft. The animation illusion is created by putting the viewer in a linear motion, parallel to the installed picture frames.[129]
  • Chuckimation is a type of animation created by the makers of the television series Action League Now! in which characters/props are thrown, or chucked from off camera or wiggled around to simulate talking by unseen hands.[130]
  • The Magic Lantern used mechanical slides to project moving images. Christiaan Huygens was thought to have invented the Magic Lantern in the mid-1600s.[131]

Other

[edit]
World of Color hydrotechnics at Disney California Adventure creates the illusion of motion using 1,200 fountains with high-definition projections on mist screens.
  • Hydrotechnics: a technique that includes lights, water, fire, fog, and lasers, with high-definition projections on mist screens.[132]
  • Drawn-on-film animation: a technique where footage is produced by creating the images directly on film stock; for example, by Norman McLaren,[133] Len Lye and Stan Brakhage.
  • Paint-on-glass animation: a technique for making animated films by manipulating slow drying oil paints on sheets of glass,[134] for example by Aleksandr Petrov.[135]
  • Erasure animation: a technique using traditional 2D media, photographed over time as the artist manipulates the image. For example, William Kentridge is famous for his charcoal erasure films,[136] and Piotr Dumała for his auteur technique of animating scratches on plaster.[137]
  • Pinscreen animation: makes use of a screen filled with movable pins that can be moved in or out by pressing an object onto the screen.[138] The screen is lit from the side so that the pins cast shadows. The technique has been used to create animated films with a range of textural effects difficult to achieve with traditional cel animation.[139]
  • Sand animation: sand is moved around on a back- or front-lighted piece of glass to create each frame for an animated film.[140] This creates an interesting effect when animated because of the light contrast.[141]
  • Flip book: a flip book (sometimes, especially in British English, called a flick book) is a book with a series of pictures that vary gradually from one page to the next, so that when the pages are turned rapidly, the pictures appear to animate by simulating motion or some other change.[142][143] Flip books are often illustrated books for children,[144] they also are geared towards adults and employ a series of photographs rather than drawings. Flip books are not always separate books, they appear as an added feature in ordinary books or magazines, often in the page corners.[142] Software packages and websites are also available that convert digital video files into custom-made flip books.[145]
  • Character animation
  • Multi-sketch animation
  • Special effects animation
  • 2.5D Animation: A mix of 2D and 3D animation elements that emphasize the illusion of depth utilizing the pseudo-3D effect.[146] During the 1970s, the term "2.5D" started to gain recognition.[147] But its background comes from anime and manga during the 1920s where theatrical stage productions were popular.[148] Stage adaptations of well-liked anime series featured live performances by voice actors called 2.5D.[147]

See also

[edit]

References

[edit]

Citations

[edit]
  1. ^ a b c Buchan 2013.
  2. ^ "The definition of animation on dictionary.com".
  3. ^ "How Modern Animation Originated from Live and Stage Performances - studio9". studio9.ie. Retrieved 18 February 2024.
  4. ^ "Winsor McCay: American Animator". Britannica. 22 July 2023.
  5. ^ Solomon 1989, p. 28.
  6. ^ Solomon 1989, p. 24.
  7. ^ Solomon 1989, p. 34.
  8. ^ Cart, Michael (31 March 1991). "The Cat With the Killer Personality". The New York Times. Archived from the original on 11 April 2014. Retrieved 30 December 2022.
  9. ^ Furniss, Maureen (2007). "Classical-era Disney Studio". Art in Motion, Revised Edition (2014 print-on-demand ed., based on 2007 revised ed.). New Barnet: John Libbey Publishing. pp. 107–132. doi:10.2307/j.ctt2005zgm.9. ISBN 9780861966639. JSTOR j.ctt2005zgm.9. OCLC 1224213919.
  10. ^ Barrier, Michael (2003). Hollywood Cartoons American Animation in Its Golden Age. Oxford University Press. ISBN 9780199839223.
  11. ^ Bendazzi 1994, p. 49.
  12. ^ "animafest.hr". www.animafest.hr. Retrieved 18 February 2024.
  13. ^ Lewis, Maria (15 December 2020). "The Lasting Legacy of Lotte Reiniger". Australian Centre for the Moving Image. Retrieved 8 August 2023.
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Journal articles

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Books

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Online sources

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