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Essay / History of 2D Animation
"Say no to plagiarism. Get a tailor-made essay on "Why violent video games should not be banned"?Get an original essayFrom what we know, animation found its feet around 100 years ago Although Walt Disney is often credited with creating 2D animation with Mickey Mouse, he was not the first person to create 2D animation. called Fantasmagorie, a short cartoon directed by Emile Cohl, created entirely in black and white. The cartoon begins with Emile drawing a simple man live. The animation begins when the man falls from a bar. several brief scenes, including a man stuck in a theater behind a lady with a large hat and the stick man jumping out of a small box. The cartoon ends with the stick man walking out of the screen. a horse The drawing lasts approximately 75 seconds and it took approximately 700 different drawings to create this historic animation. , which predates Steamboat Willie (the first cartoon to feature Mickey Mouse) by about 20 years. In animation, one normally very notable thing that is talked about is the pioneers of animation referring to the creators of the best techniques still used today in animation. This young French cartoonist is affectionately known as the father of cartoons. In 1908, he created the first fully animated cartoon ever produced on film. Popularly called the world's first filmmaker, this French filmmaker quickly became known in the industry for the use of special effects in his films. Known as the father of "real" animation, Winsor McCay surprised moviegoers with his production of "Litte Nemo," which featured two minutes of pure animation previously unseen in film. Inspired by the inventions of Thomas Edison, J. Stuart Blackton founded the American Vitagraph Company and began producing films. His first film was The Enchanted Drawing in 1900. Muybridge's studies of animal locomotion were not exactly animation; they were one of the very first experiments in moving images, laying the foundation for generations of videographers to come. 2D animation is the traditional animation method that has been around since the late 1800s. It's one drawing followed by another in a slightly different pose, followed by another in a slightly different pose, over and over again for 24 frames per second. Traditional animation involved animators drawing by hand for each frame. Traditional animation involves creating drawings one by one on the frame. 2D animation involves creating many drawings, then feeding them into plastic cells, painting them by hand, and creating the animated sequence over a painted background image. Computer animation, 2D and 3D were used when the famous Mickey Mouse animation was created using the 2D animation technique. During the 1960s, many popular cartoons like The Jetsons and The Flintstones were created using 2D animation. If the creditors want to transform the unreal characters into realistic ones, then it is 3D digital animation. 3D digital animation characters are much quicker to create and are very popular in the film industry. Using computer software, 3D animated images are used to create many short films, feature films and even television commercials. A career in 3D digital animation is very rewarding. Compared to 2D animation and traditional approach, 3D animation models are very realistic. Have you ever wondered if a piece of stone could walk or talk, well anything is possible in animation?With stop-motion animation, static physical objects are moved and during post-production, they are displayed in smooth motion. Stop motion animation has been around since the evolution of puppets. Many films have been created using the stop motion method, some of the best examples are "Fun in a bakery shop" created in 1902. Edwin Porter directed "The Teddy Bears", which was one of the first films stop motion animation. . The film is a short teddy bear play sequence, lasting just over a minute, which took over 50 hours to animate. machines can be animated using the mechanical animation technique. Instead of creating the original machine, creating these mechanical animations allows the animator to understand how the machine works. Explaining the functionality of these machines is quite simple using this type of animation technique. The 12 principles of animation are the principles that animation artists learn to practice their craft and they will always stick to these techniques when making an animation. The first is squash and stretch. The most important principle is squash and stretch, the aim of which is to give a sense of weight and flexibility to drawn objects. It can be applied to simple objects, such as a bouncing ball, or to more complex constructions, such as the musculature of a human face. Anticipation is used to prepare the audience for an action and to make the action more realistic. A dancer jumping off the floor must first bend their knees; a golfer making a swing must first swing the club back. This principle is similar to staging in the theater, as it is called in theater and cinema. Its purpose is to grab the audience's attention and convey what is most important in a scene, whether it is a facial expression trying to convey an emotion or a reaction. Direct action and pose after pose, these are two different approaches to the actual drawing process. "Straight action" means drawing a scene frame by frame from start to finish, while "pose to pose" involves drawing a few key frames first, then filling in the intervals later. Tracking and overlapping action is a general title for two closely related techniques that help render movement more realistically and make characters appear to be following the laws of physics, including the principle of inertia . Ease of entry and exit is movement. The human body, and most other objects, needs time to speed up and slow down. For this reason, animation looks more realistic if it has more drawings at the beginning and end of an action, emphasizing the extreme poses, and less in the middle. Arc: The most natural action tends to follow an arcing path, and animation should adhere to this principle by following implied arcs for greater realism. This technique can be applied to a limb in motion by rotating a joint or to a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which generally moves in straight lines. Adding secondary actions to the main action gives more life to a scene and can help support the main action. A walking person may simultaneously swing their arms or keep them in their pockets, talk or whistle, or express their emotions through facial expressions. Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film. Exaggeration is a particularly useful effect for animation, because animated movements that aim for a perfect imitation of reality can appear"