- INTRODUCTION
To explore 3D animation, one must look further and begin with its predecessor, animation. With the mix of technology and hand drawn creations, computer software were generated that made the process for cartoonists and filmmakers easier. Cartoons on a television screen first began appearing in the early 1900s. The most successful and influential of the early animation studios was the John Bray studio, where Max Fleisher and Walter Lantz (future studio heads) perfected their skills. The largest contribution from this studio to the industry may arguable be the introduction of cels, the process of inking the animator’s drawings onto clear pieces of celluloid and then photographing them in succession on a single painted background. This process resembles present-day stop motion. (Crandol, 1999)
Though many studios contributed to the history of animation, the most influential studio from an artistic and commercial point of view is the Walt Disney Studio. “Without Disney’s streamlined organization of talent and creative collaboration the animated cartoon could never have advanced as rapidly or as beautifully as it has.” (Crandol, 1999) In the mid-1980s, two men known as Alvy Ray Smith and Ed Catmull came along and transformed the industry. They knew little to nothing about business but were computer graphics pioneers and had a lot to offer. They were working for George Lucas until Steve Jobs decided to take a chance on them and funded their project, Pixar Inc. Later on, Pixar would continue to collaborate with Disney before eventually being bought by the Walt Disney Company in 2006. Pixar brought a lot of innovate techniques to the world of animation.
Nowadays, computer generated imagery (CGI) is almost guaranteed to be used in any animated feature. The art form has come a long way since its beginnings in the early 1900s. Many directors such as Martin Scorsese, Michael Bay, and James Cameron have used the devices created to advance in animation in order to create special effects for live action movies. These directors, along with many others, have become innovators in filmmaking, 3D graphics, and special effects.
1.1 Methodology
The research conducted to carry out this topic was done mostly through the form of investigating on the internet. However, to take the research to the next level, an animation conference that is held every year in Torino (the VIEW conference) was attended in order to further understand the innovation behind Pixar Inc. and computer graphics. The software Blender was also downloaded and many tutorials were followed in order to further the knowledge on 3D software. Learning by doing was a major part of this project. By learning and applying what was learned in the Blender software, one is wiser in the practice of 3D animation. The difference between 2D animation software (such as Adobe After Effects) becomes more clear when one learns to use such 3D software as Blender or Cinema 4D. Apart from investigating online and learning Blender, another step was taken in contacting a specialist. Getting different opinions on a topic helps one expand their own opinions, especially if the others are important people in the industry. A professor of cinematographic engineering from the Polytechnic University of Turin was contacted in order to further discuss the future of animation and 3D in the film industry.
1.2 Aims
- To discover how the 2009 movie Avatar changed the way audiences view movies forever.
- To demonstrate the evolution of animation, from hand drawn to computer generated.
- To explain the use and importance of 3D software in today’s entertainment industry.
- AVATAR: THE FUTURE OF 3D ANIMATION
2.1 James Cameron
Born on August 16, 1954 in Ontario Canada, James Cameron is one of the most innovative minds of Hollywood. Cameron first found success with The Terminator (1984). His movie, Titanic (1997) earned three Academy Awards in Best Picture, Best Director, and Film Editing. Cameron’s science fiction epic Avatar (2009) took him almost ten years to make. Avatar became his first feature film since Titanic, only making documentaries and low-budget films in between the two epics. Cameron had written the 80 page script for Avatar in 1995 and in 1996 announced he would be making the film after completing Titanic. However, due to lack of technology, it was later explained that the production would be stalled until the proper technology was available to produce the film. Apart from this factor, studios at the time would not finance the development of visual effects. (NA, 2010)
Avatar broke several box office records, grossing almost $3 billion worldwide, becoming the highest grossing film of all time, surpassing Titanic. It was nominated for nine Academy Awards and won three of them, Best Art Direction, Best Cinematography, and Best Visual Effects. (NA, 2010) James Cameron is a very innovative man who co-developed a 3D camera system called the Fusion Camera System with Vince Pace. Pace was a Hollywood inventor who had worked with Cameron in his 1989 film The Abyss. Pace had developed special underwater lighting for the movie. (Thompson, 2010)
2.2 Technological Devices
The Fusion Camera System (FCS) was developed as a way to shoot features in stereoscopic 3D. The FCS first used the Sony HDC-F950 and later updated to the Sony HDC-1500 HD cameras. The cameras are equipped with Fujinon lenses from Fujifilm. The system uses the two high definition cameras in a single camera body in order to create depth perception. The cameras are placed just two and half inches apart to mimic the stereoscopic separation of the human eye. (Thompson, 2010)
To film the shots where CGI and live action interact, a camera known as SimulCam was used – a merger of the 3D fusion camera and the virtual camera systems. The SimulCam allows for the director to instruct the actors how to relate to the virtual material in the scene. While filming live action in real time, the CGI images captured with the virtual camera or designed from scratch are superimposed over the live action images as in amplified reality and shown on a small monitor. Because Cameron wanted to be able to see the actors moving within the virtual environments while still in the motion capture stage of production, he challenged his virtual production supervisor, Glen Derry, to come up with this virtual camera system. The virtual camera would show a low resolution of Pandora with the superimposed performances. (Thompson, 2010)
The resulting swing camera (so called because its screen could swing to any angle to give Cameron greater freedom of movement) is another of Avatar‘s breakthrough technologies. The swing camera has no lens at all, only an LCD screen and markers that record its position and orientation within the volume relative to the actors. That position information is then run through an effects switcher, which feeds back low-resolution CG versions of both the actors and the environment of Pandora to the swing cam’s screen in real time. (Thompson, 2010)
Motion capture is the process of recording the movement of objects or people. Cameron used the motion capture technology used in the Polar Express (2004) and further developed it for Avatar. Nowadays, the process of motion capture is well established. The actors are dressed in “mocap” suits that are studded with reflective reference markers and stripes, and then cameras capture the basic movements of a performance which are mapped to digital characters on a computer. This technology is capable of recording a 360 degree view of performances, so the actors must play out the scenes without knowing where the “camera” will eventually be placed. (Thompson, 2010)
Cameron prefers to call his process of motion capture, performance capture because he decided to take it a step further and also seize the emotions and facial expressions shown in the face of an actor. In order to gain more data from the actors’ faces, Cameron attached a small camera to the front of a helmet to track every facial movement. ‘”I knew I could not fail if I had a 100 percent close up of the actor 100 percent of the time that traveled with them wherever they went,”’ he said. ‘”That really makes a close up come alive.”’ A digital framework of the actors’ faces were produced by the cameras and then given a set of rules that applied the muscle movements from their faces to that of the Avatars or Na’vi people (depending on who the actor was playing). In order for the computer generated character to express the same emotions as the actor, the digital framework had to translate every single feature of the face, from the eyebrow arches to the expressions. (Thompson, 2010)
Figure 2. Robert Zemeckis, The Polar Express, 2004. Film, 100 min.
Figure 3. James Cameron, Avatar, 2009. Film, 161 min.
Only about 25% of the movie was created using traditional live performances on the set. Most of the world of Avatar was created with CGI. Actress Sigourney Weaver plays botanist Grace Augustine and she stated it was “‘the most ambitious movie I’ve ever been in. Every single plant and creature has come out of this crazy person’s head. This is what Cameron’s inner 14-year-old wanted to see.’“ (Thompson, 2010) James Cameron and his innovative techniques, along with his ambition made Avatar a great success and a revolutionary technological advancement for the film industry and for 3D animation. Virtual creations were on a whole different level. The greatness of James Cameron is that he experiments with these technological advances before they are perfected. He is a risk taker, and though that may scare many in Hollywood, it is also rewarding if done successfully.
- DISNEY: FROM 2D TO 3D ANIMATION
3.1 The Evolution of Animation
Today, the Walt Disney Studio holds the monopoly of the film industry. They are commercially successful, own many other studios (such as Marvel, ESPN, and Pixar), and create software and programs when needed in order to continue the advancement of technology necessary to produce their heartwarming motion pictures. With every new movie that is released, their animation techniques advance. The following is a timeline of how technology kept improving with each new movie, as the years passed. This caused a transformation from Disney’s classic 2D animations to their new 3D computer generated animations seen on the big screens today (such as Frozen and Tangled).
Figure 4. Burny Mattinson, David Michener, John Musker, Ron Clements, The Great Mouse Detective, 1986. Film, 74 min.
The Great Mouse Detective (1986), though still using hand drawn animation, capitalized on the CGI techniques used for producing the movie The Black Cauldron (1985), as layouts were done on computers and the climactic sequence within the interior of Big Ben relied heavily on computer-generated animation.[1]
Figure 5. Ron Clements, John Musker, The Little Mermaid, 1989. Film, 82 min.
The Little Mermaid (1989) was the last Disney feature film to utilize hand-painted cel animation. It was the first to use the newly developed Computer Animation Production System process (CAPS) to generate artwork for a few sequences. This was essentially a digital ink system that allowed artists to create and catalogue their work using computers.[1]
Figure 6. Hendel Butoy, Mike Gabriel, The Rescuers Down Under, 1990. Film, 77 min.
The Rescuers Down Under (1990) was the first feature film done all in CAPS. The founders of Pixar Animation Studio created CAPS while still working at Lucasfilm and then finished it while at Pixar. The founders of Pixar, Alvy Ray Smith and Ed Catmull, went to Disney constantly trying to sell their ideas and software to the studio in the 1970s, but it was not until Michael Eisner and Frank Wells took over the Disney Studio in 1984, that Pixar was finally able to begin collaboration with Disney. The CAPS project was a system for digitizing the old cel animation process, where everything is digital except the art work. The system worked better than anyone hoped and Disney never made another cel animated movie again. Alvy Ray Smith said many people argue that The Rescuers Down Under is the first CGI (Pixar) movie, but because the art was not done digitally, he does not consider it to be the first one. Nevertheless, it was this movie and this innovation that sealed a relationship with Pixar and Disney.[2]
Figure 7. Ron Clements, John Musker, Aladdin, 1992. Film, 90 min.
In Aladdin (1992), CGI enabled the animators and filmmakers to create the amazing magic carpet ride through the Cave of Wonders, the complexly patterned flying carpet, and the tiger head cove (pictured in Figure 7). [1]
Figure 8. Chris Buck, Kevin Lima, Tarzan, 1999. Film, 88 min.
A process called “Deep Canvas” technology was developed for the movie Tarzan (1999) and was later used to create a new process called “Virtual Sets” that allowed the production team to create 360-degree sets for animated environments. This enabled them to use live-action cinematography techniques in an animated world. The production team developed a 3D painting and rending technique to produce the 3D backgrounds. The software was able to track brushstrokes applied in 3D space and allowed the computer-generated backgrounds to maintain a traditional animated look. [1]’
Figure 9. Mark Dindal, Chicken Little, 2005. Film, 81 min.
Though not very successful at the Box Office, Chicken Little (2005) was Disney’s first complete CG-animated feature film. It was the first movie to be presented in Disney Digital 3D. [1]
Figure 10. Chris Williams, Byron Howard, Bolt, 2008. Film, 96 min.
Bolt (2008) was Disney’s first animated feature to be conceived and designed for 3D, despite the fact that a change of directors from Chris Sanders to Chris Williams and Byron Howard, caused the project to be rushed. The normal time frame for a 3D CG movie to be created is four years, yet the animation team was given the task to complete the movie in 18 months, shortly after Sanders was replaced. [1]
Figure 11. Ron Clements, John Musker, The Princess and the Frog, 2009. Film, 97 min.
In 2009, The Princess and the Frog became Disney’s last film to be done with hand drawn animation. It was an important movie for many different reasons but most importantly it was a return to classical Disney 2D animation. The relationship with Disney and these hand drawn cartoons is massive and brings authorship back to the animators of the company. John Lasseter, Chief Creative Officer of Pixar Animation Studios and Walt Disney Studios said, “If there’s a studio in the world that should still be doing hand drawn animation, it should be the Walt Disney Animation Studio… the studio that started it all.”[3]
After Tiana, Rapunzel became the next princess in the Disney Princess lineup. She also became the first Disney CGI princess. Tangled (2010) is Disney Animation Studio’s 50th animated feature film and is also their first fairy tale to be created using 3D CG animation instead of 2D animation. Rapunzel’s hair was a big part of her personality and also the most difficult part to animate. (Carter, 2013)
Animator Jesus Canal describes Rapunzel’s hair as being an important part of her character that required a great deal of collaboration between the animator and the technical team. The technical team developed a system that combined rig-based key-frame animation with hair simulation. This allowed the character animators to control the motion, poses and silhouettes of the hair in response to Keane’s “draw-overs.” This deliberate effort to extend the Disney aesthetic to the CG medium makes Tangled ideally suited to close analysis. (Carter, 2013)
Figure 12. Chris Buck, Jennifer Lee, Frozen, 2013. Film, 109 min.
Although, Rapunzel’s hair was tricky for the animators and contained 27,000 extra-long strands, in the 2013 blockbuster Frozen, Elsa’s hair surpassed Rapunzel’s with 400,000 individual CG threads. The project was so large that it required the creation of a new program in order to execute it. The program was called Tonic. Software called Spaces was also created in order to bring to life the character of Olaf in the movie. This software allowed the animators to deconstruct and rebuild him as part of the animating process. Apart from Spaces, software called Flourish was also invented in order to allow for easier movements of Olaf, such as the movement of his twig arms. (THR Staff, 2013)
- HOW TO CREATE 3D ANIMATIONS: SOFTWARE
Just as any studio decides what editing software to use, each studio also decides what 3D software they use to edit their movies. Some television studios use Avid to edit their programs, some film studios will use Final Cut Pro, while yet other studios can use Adobe Premiere and After Effects. The movie Avatar used many companies and software in order to produce their final result. However, most shots for the film were created on Autodesk Maya. Though Maya is probably the most popular 3D animation software in Hollywood, university professors will start their animation students off with something more basic. Such examples of startup software are Blender and Cinema 4D. In this case, the software used to explain how 3D animation works will be Blender.[4]
4.1 The Basics of Blender
Figure 13. Interface of default screen of Blender software
After downloading the Blender software onto the computer, the first step is to open a new project. The default setting always shows a cube as the central 3D object with a blue, green, and red arrow to control the axis you want to work on (x axis is red arrow, y axis is green arrow, and z axis is blue arrow). The rectangle with the black triangle on top in the top left corner of the screen is the camera, while the line with the black circle on top to the right of the cube is the lamp. What one can find in Figure 13 is the 3D view, where an artist or designer does the majority of their work (from modeling to animating to rendering…).[5]
Figure 14. The right corner of the InfoBar
Figure 14 depicts the data visible in the top right corner of the InfoBar. This shows information reports about the current scene. In the above example, one can see that the current scene has eight vertices, six faces, twelve triangles, three objects (one of which is selected), one lamp, and the amount of memory that is being installed.[5]
Figure 15. Outliner in the default Blender interface
The outliner in Blender is the hierarchy of the current scene. It can be found on the right of the screen, right below the information reports previously mentioned. One can select a layer by simply clicking on them in the outliner. If one presses the eye icon to the right of each object, they can hide the object on the 3D view. By pressing the cursor icon next to the eye, one locks the object so that it may no longer be selected at any point. The third icon next to the cursor is a camera, which removes the object from the render. If an animator does not want to delete an object, but wants to prevent it from contributing to a render or hide its visibility, they must click the camera icon. [5]
Figure 16. Properties panels in Blender
Found below the outliner is the properties panels, where one adjusts everything from their render resolution to their anti-aliasing settings. One can switch among their settings (camera is the scene, the cube is the object…) by clicking the little boxes in the very top, seen in Figure 16. [5]
Figure 17. Timeline in Blender
The timeline is useful for scrubbing through time by left clicking the mouse and dragging it. The current frame can be found where the number 87 is seen in Figure 15. One can notice the frame count next to the current frame. The start is 1 and the end is 250, stating there are a total of 250 frames in the animation. Settings such as cameras and views can be changed in the View menu button found directly above the timeline (also pictured in Figure 17). [5]
There are many other features to be learned about 3D software that take animators many hours of dedicated practice and studying to master. Once the knowledge of how to navigate the software is acquired, the artist may begin their 3D project with ease. For an amateur, any computer graphics software may look almost impossible to learn, as they are composed of many factors. However, with practice, one masters this software and eventually becomes successful in producing virtual creations.
4.2 Interview with a Specialist
Riccardo Antonino is the CEO and founder of the small Italian production studio, Garybald. In Garybald, Antonino takes on multiple projects such as working on animations and special effects for films, editing and filming music videos, and bringing to life his own projects. Apart from running a studio, Antonino is a professor of cinematographic engineering at the best engineering school in Italy, the Polytechnic University of Turin. The Polytechnic University is first in Italy and eighth in Europe for Engineering. The following is an interview conducted with the specialist Riccardo Antonino regarding the future of film and animation. (Jerez, 2014)
Q = Question (Conducted by Claudette Jerez)
A = Answer (Response from Riccardo Antonino)
Q: How important are computer graphics in the future of animation?
A: That’s not the future. It’s the present. The largest entertainment industries are videogames, animation and blockbuster movies. All of them already make an extensive use of CGI with a huge number of companies involved in outsourcing jobs from the majors. The future CGI animation passes through differentiation in animation styles and simplification of the software, thus making the production process more accessible to amateurs.
Q: How often are you required to work with computer graphics in your studio?
A: Very often. Even in a small promo for an artist or in a television ad there’s always a small amount of CGI, 2D or 3D, visible or invisible.
Q: What is the largest difference between old hand drawn animation and the new CGI?
A: Hand drawn animation is more similar to stop motion than to CGI. Hand drawn animation gives you much less technical freedom, but still shows more differences in the artistic styles of the different authors. In CGI many more components of a scene can be animated, although making it expensive, long and complicated to make if you want to achieve the Hollywood movies level. I think it’s because of this that I often see that artistic styles of animation in the film industry tend to be very similar to each other. I personally like when hand drawn animation and CGI merge into something unique.
Q: In your opinion, is 3D the future of film and animation?
A: If you talk about 3D stereoscopy, the answer is no, because it’s based on a wrong technical principle: the fixed point of view of the observer. It’s because of this, of the price, of the low brightness of polarized glasses that people still prefer to enjoy a standard 2D movie. Maybe, in the near future, ultra-bright holographic projectors and holographic cameras will be out on the market and real 3D will eventually rule the market.
- CONCLUSION
Though animation has been around for over a century, with technological advances, these animated creations have continued to evolve. What started as hand drawn cartoons in a studio in the 1910s has become an entire industry. This industry in the 2000s shifted from traditional 2D animations to 3D computer graphics. Though some professionals and amateurs alike may argue that with 3D CG authorship has been lost, studios like Disney continue to leave a mark on young and old alike in the world. Apart from studios, directors themselves have become ambitious with these new arising technologies and have used software and cinematography to manipulate filmmaking into colossal projects. James Cameron waited a decade to have the technology available to create his 2009 hit Avatar, yet for ten years he did not just sit and wait. Cameron developed software and camera systems to help bring his imagination to life. Many like Cameron have devoted time and money into the development of special effects and computer generated imagery. The future is now, and with every day that passes it becomes more evident that 3D creations are in control of the entertainment and gaming industries.
[1] Information taken from the Walt Disney Animations Studio website: http://www.disneyanimation.com/studio/our-films
[2] Alvy Ray Smith, Own Transcription (View Conference 2014: Pixels to Pixar)
[3] Information taken from the Special features of the Princess and the Frog DVD on https://www.youtube.com/watch?v=tZOAMoNtp7k
[4] If one goes to File>User Preferences>Input, one can change the Blender software to work like Maya or 3Dsmax, in order to avoid having to learn a completely new software. (This was my favorite feature about Blender)
[5] Tutorials for the use of Blender can be found on http://cgcookie.com/blender/lessons/interface-and-navigation