Thursday, May 1, 2008

Official Maya Learning Tools


Along with the history of Maya the company has produced Maya learning tools which date back to the earlier Alias days. Beginning with an internally produced newsletter on Maya software techniques and workflows, the company continued with the internally produced Art of Maya book and training videos and tutorials. In response to strong user demand the company's education department further developed instructional books and video-based learning content referred to as learning tools. Autodesk continues to develop learning tools with content developed both by internal product specialists as well as industry professionals. The company's video-based learning tools have recently moved away from physical production and are now available as digital downloads.

The system requirements for Maya 2008 are as follows:

  • Windows and Linux: Intel Pentium 4 or higher, AMD Athlon 64, or AMD Opteron processor
  • Macintosh: Power Mac G5 or Intel-based Macintosh computers
  • 2 GB RAM
  • 2 GB hard disk space
  • Qualified hardware-accelerated OpenGL graphics card
  • Three-button mouse with mouse driver software
  • DVD-ROM drive

Version release dates history


  • 2008 Extension 2, Only to subscribers(9.2): February 2008 [3] [4]
  • 2008 Extension 1, Only to subscribers(9.1): December 2007 [5]
  • 2008 (Support for Windows Vista, 9.0): September 2007 [6]
  • 8.5 SP1: June 2007 [7]
  • 8.5: January 2007 [8]
  • 8.0: August 2006 [9]
  • 7.0.1: December 2005
  • 7.0: August 2005 [10]
  • 6.5.1: December 2005
  • 6.5: January 2005 [11] (last shipping IRIX Version)
  • 6.0: May 2004 [12]
  • 5.0: May 2003 [13]
  • 4.5: July 2002 [14]
  • 4.0: June 2001 [15] (no Mac OS X Version)
  • 3.5.1: September 2002 (Mac OS X only)
  • 3.5: October 2001 (first shipping Mac OS X Version only)
  • 3.0: February 2000 [16] (first shipping Linux Version)
  • 2.5.2: March 2000
  • 2.5: November 1999 [17]
  • 2.0: June 1999 [18]
  • 1.5: October 1998 (IRIX only)
  • 1.0.1: October 1998 (Windows Version)
  • 1.0.1: June 1998 (IRIX Version)
  • 1.0: June 1998 (first shipping Windows Version)
  • 1.0: February 1998

References


  • "Inspired 3D modeling and texture mapping" by Tom Capizzi, Premier Press, 2002.
  • "Maya 7 for Windows and Macintosh" by Danny Riddel, Morgan Robinson and Nathaniel Stein. Peachpit Press, 2006.
  • "Mel Scripting for Maya Animators" by Mark R. Wilkins and Chris Kazmier, Morgan Kaufmann Publishers, 2005.

External links


more pages

Unlimited


Maya unlimited version comes with a set of tools not available in the Maya complete version.

Maya Fluid Effects
A realistic fluid simulator (effective for smoke, fire, clouds and explosions, added in Maya 4.5)
Maya Classic Cloth
Cloth simulation to automatically simulate clothing and fabrics moving realistically over an animated character. The Maya Cloth toolset has been upgraded in every version of Maya released after Spider-Man 2. Alias worked with Sony Pictures Imageworks to get Maya Cloth up to scratch for that production, and all those changes have been implemented, although the big studios opted to use third party plugins such as Syflex instead of the (relatively) cumbersome Maya Cloth.
Maya Fur
Animal fur simulation similar to Maya Hair. It can be used to simulate other fur-like objects, such as grass.
Maya Hair
A simulator for realistic-looking human hair implemented using curves and PaintEffects. These are also known as dynamic curves.
Maya Live
A set of motion tracking tools for CG matching to clean plate footage.
Maya nCloth
Added in version 8.5, nCloth is the first implementation of Maya Nucleus, Autodesk's simulation framework. nCloth gives the artist further control of cloth and material simulations.

Scripting & Plugins


In Maya, anything can be connected to anything. E.g. a color intensity of a shader can be used to control the movement of a door opening and closing. To control the node based system of Maya, fully reconfigurable user interface can be scripted with MEL script code which can be dropped onto a shelf to create a new icon that executes that code.

With the release of Maya 8.5 support for the Python scripting language has been included.


The History of Maya


Maya is the culmination of three 3D software lines: Wavefront's The Advanced Visualizer (in California), Thomson Digital Image (TDI) Explore (in France) and Alias' Power Animator (in Canada). In 1993 Wavefront purchased TDI, and in 1995 Silicon Graphics Incorporated (SGI) purchased both Alias and Wavefront (due to pressure from Microsoft's purchase of Softimage earlier that year) and combined them into one working company, producing a single package from their collective source code. In the mid-1990s, the most popular pipeline in Hollywood films was a combination of tools: Alias Studio for modeling, Softimage for animation, and PhotoRealistic RenderMan for rendering.[citation needed] This combination was used for numerous films, such as Jurassic Park, The Abyss and Terminator 2: Judgement Day. The combined company was referred to as Alias|Wavefront. It took Alias|Wavefront two more years after the merger to release Maya.

Both Alias and Wavefront were working on their next generation of software at the time of the merger. Alias had taken a Macintosh product, "Alias Sketch!", moved it to the SGI platform and added many features to it. The code name for this project was "Maya", the Sanskrit term for "illusion." Maya was developed in close collaboration with Walt Disney Feature Animation, during the production of Dinosaur, and the GUI was all customizable as a requirement from Disney so they could set up their own GUI and workflow based on decades of animation experience. This had a large impact on the openness of Maya and later also help the software become an industry standard, since many facilities implement extensive proprietary customization of the software to gain competitive advantage.

It was then decided to adopt Alias' "Maya" architecture, and merge Wavefront's code with it.

In the early days of development, Maya used Tcl as the scripting language. After the merger, there was debate amongst those who supported Tcl, Perl and Sophia. Sophia was much faster than the others and won out. However, once error checking was added, it ended up being equally slow.

Upon its release in 1998, Alias|Wavefront discontinued all previous animation-based software lines including Alias Power Animator, encouraging consumers to upgrade to Maya. It succeeded in expanding its product line to take over a great deal of market share, with leading visual effects companies such as Industrial Light and Magic and Tippett Studio switching from Softimage to Maya for the animation software.

Later Alias|Wavefront was renamed Alias. In 2003 Alias was sold by SGI to the Ontario Teachers' Pension Plan and the private equity investment firm Accel-KKR. In October 2005, Alias was sold again, this time to Autodesk, and on January 10, 2006, Autodesk completed the acquisition and Alias Maya is now known as Autodesk Maya.

Maya has been used to animate popular television shows. It is used in combination with CorelDRAW to animate the cartoon South Park,[2] and has been used to make 3D segments on Futurama and games such as Xenosaga, Resident Evil, and character models in F.E.A.R. Every episode of VeggieTales after King George and the Ducky was animated using Maya. It is now used to do the 3D modeling in Channel 4's Grand Designs.

Maya has also been Crystal Dynamics' main software, creating such titles as Tomb Raider: Legend, Tomb Raider: Anniversary. The software was also used to create the best selling game The Sims.


Dynamics and Simulation


Maya features a particle system for handling masses like steam and water drops. Dynamic fields allow adding gravity, wind and vortexes, allowing for effects such as blowing leaves or even tornados. Special tools give artists the ability to brush and style particles like hair and fur. This module is a direct evolution of Wavefront Dynamation.

An artist may create rigid body geometric objects which collide automatically without explicit animation, as well as soft body objects which can ripple and bend, like flags and cloth.

Maya effects are built-in programs that make it easy for users to create complex animation effects such as smoke, fire and realistic water effects, with many options and attributes for tuning the results.

In version 8.5 a powerful cloth simulator called "nCloth" was added, allowing users to simulate cloth with control over aspects such as self-collision and interpenetration. The cloth objects can be modified to behave as rigid or soft bodies.

Rendering and Render Setup


Maya has an open render API, and allows for third party render integration. There is a number of renders supported, here is a list of a few:

Rendered image created using Maya 8.5 using mental ray and subdivision surfaces
Rendered image created using Maya 8.5 using mental ray and subdivision surfaces
Shading
Like most 3D programs, Maya includes a number of parameterized shading models to define an object's visual properties, including Lambert, Blinn, Phong, and anisotropic shaders. Depending on which shading model is used, the parameters affect attributes such as the surface's color, reflective properties, and transparency, with the goal of simulating the appearance of real-life materials such as metal, stone, wood, and skin. Shaders can also incorporate bump maps, which create the illusion of surface textures.
Toon Shading
Toon shading creates the look of 2D cel or cartoon animation using 3D modeling and animation software. Elements of the "toon" look include profile lines (outlines), border lines, crease lines, intersection lines, and solid color shading. Combined, these elements recreate the look of traditional animation's "ink and paint" technique, where ink refers to lines and paint refers to shading.
Lighting
In the real world, when light shines on a surface, the parts of the surface facing toward the light source appear illuminated, and the parts of the surface facing away from the light source appear dark. If one object is located between a second object and the light source, the first object casts a shadow onto the second object.
PaintEffects
A component of Maya used to paint brush strokes and particle effects on a 2D canvas or on or between 3D geometry. Paint Effects can be used as a traditional paint program to paint images on a canvas, to paint repeatable textures applied to 3D geometry in scenes, or to paint in 3D space
’’Paint Effects’’integrates 2D painting tools into a 3D rendering environment. Libraries include numerous trees, grasses, and plants which can be painted to 'grow' off the surface of an object.
Mental ray
Native Mental Ray renderer.
RenderMan for Maya
In 2005, Pixar released RenderMan for Maya renderer which incorporates the full RenderMan Pro Server features into a native Maya plugin. The workflow involves the use of Maya materials converted into RenderMan .

Modeling


NURBS, polygons and subdivision surfaces (or SubDivs) are available in Maya.

Polygons are a widely used model medium due to its relative stability and functionality. Polygons are also the bridge between NURBS and SubDivs. NURBS are used mainly for their ready-smooth appearance and they are used in Dynamics because they respond well to deformations. SubDivs are a combination of both NURBS and polygons. They are ready-smooth and can be manipulated like polygons, providing the artist with an instant representation of a smoothed polygon. Maya's hair cannot be applied to Sub division polygons.

[edit] General overview of animation in Maya


Keyframe Animation

The model is placed in a starting pose or position, and a keyframe is set. Some frames later, another keyframe is set, and the model is moved as desired. This process is repeated as many times as needed. The animation software interpolates the motion needed to move the model smoothly between the keyframes. What this means is that if the animator keys a box, and moves the box across the room in the next keyframe, when the scene is scrubbed or viewed, the box will glide across the floor instead of jumping from frame to frame. This applies to anything in the scene - moving fingers, eyelids, moving lips, etc.

Nonlinear Animation
After animating a character with keyframes or motion capture, its animation data can be collected into a single, editable sequence. This animation sequence is called an animation clip.
In Maya, there are two types of clip: source clips and regular clips. Maya preserves and protects a character's original animation curves by storing them in source clips. Source clips are not used to animate the characters. Instead, copies or instances of source clips called regular clips are used to animate the characters nonlinearly.
Moving, manipulating, and blending regular clips to produce a smooth series of motions for a character is the basis of nonlinear animation. The tool with which all these aspects of a character's nonlinear animation can be managed is the Trax Editor.
Path Animation
A path animation controls the position and rotation of an object along a curve. An object must first be attached to the curve for it to become a path curve. Motion paths can be generated by animating objects using motion path keys.
Motion Capture Animation
Skeletons
Skeletons are hierarchical, articulated structures that let the animator pose and animate bound models. A skeleton provides a deformable model with a similar underlying structure as the human skeleton gives the human body.
Just like in the human body, the location of joints and the number of joints you add to a skeleton determine how the skeleton's bound model or `body' moves. The process of binding a character to its skeleton is called "Skinning". The process of making a skeleton or bones, refining the joints, using IK or FK, putting handles on the joints so animators can manipulate them, and over all making the model ready for animation is called "Rigging"
Forward Kinematics
Forward Kinematics (FK) is an animation method that involves moving each joint without the restriction of an expected final position. Thus, the 'goal' is to move a joint (or series of joints) as desired, and the final pose is a consequence of those movements. Forward Kinematics is often used for finely-tuned joint movement (such as hands & fingers), as it allows for more complete control over posing. For more information, see Forward kinematic animation.
Inverse Kinematics
The reverse of Forward Kinematics, Inverse Kinematics is a method that involves defining a final pose, and generating joint movement as needed to reach that pose. Thus, the 'goal' is for all joints to be in a final pose, and the individual joint movements are a consequence of getting to that final pose. Joints must have carefully defined limits to their possible motion for Inverse Kinematics to work well, or the joints can end up 'flopping' before reaching the goal pose. Inverse Kinematics is often used for large limb movement (such as walking, reaching, etc.). For more information, see Inverse kinematic animation and Inverse kinematics.The inverse kinematics in Maya are directly evolved from Wavefront Kinemation
Full Body IK Solver
When Alias bought Kaydara, Maya got an upgrade, from Kaydara MotionBuilder, with a full body IK solver (FBIK Solver) which simulates real body kinematics. The package comes with a biped and a quadruped FBIK sample.
Skinning
‘‘Skinning’’ is the process of setting up a character's model so that it can be deformed by a skeleton. You skin a model by binding a skeleton to the model. A model can be bound to a skeleton by a variety of skinning methods, including smooth skinning and rigid skinning. Smooth skinning and rigid skinning are direct skinning methods. Indirect skinning methods can also be used, which combine the use of lattice or wrap deformers with either smooth or rigid skinning.
Constraints
‘‘Constraints’’ enable the animator to constrain the position, orientation, or scale of an object to other objects. Further, with constraints specific limits on objects and automate animation processes can be imposed.
Character Sets
In Maya, a character set is a node that brings together into a set all the attributes of any collection of objects that you want to animate together. The character set could be anything: a well-armed robot, an automobile, or even some seemingly unrelated collection of objects. Maya enables you to bring together all the attributes together in a character node, so you only have to select one node, the character node, when you want to animate all the various attributes.
Deformers
‘‘Deformers’’ are high-level tools that you can use to manipulate (when modeling) or drive (when animating) the low-level components of a target geometry. In other software packages, the terms modifiers and space warps are used to refer to what Maya calls deformers. The following are the many types of deformers: Blend Shape deformer, Lattice deformer, Cluster deformer, Nonlinear deformers, Sculpt deformer, Soft Modification deformer, Jiggle deformer, Wire deformer, Wrinkle deformer, Wrap deformer, Point On Curve deformer.

Overview


Maya is a popular, integrated node-based 3D software suite, evolved from Wavefront Explorer and Alias PowerAnimator using technologies from both. The software is released in two versions: Maya Complete and Maya Unlimited. Maya Personal Learning Edition (PLE) is available at no cost for non-commercial use, although the resulting rendered images are watermarked.

Maya was originally released for the IRIX operating system, and subsequently ported to the Microsoft Windows, Linux and Mac OS X operating systems. IRIX support was discontinued after the release of version 6.5. When Autodesk acquired Alias in October 2005, they continued Maya development. The latest version, 2008 (9.0), was released in September 2007.

An important feature of Maya is its openness to third-party software, which can strip the software completely of its standard appearance and, using only the kernel, can transform it into a highly customized version of the software. This feature in itself made Maya appealing to large studios which tend to write custom code for their productions using the provided software development kit.

A Tcl-like cross-platform scripting language called Maya Embedded Language (MEL) is provided not only as a scripting language, but as means to customize Maya's core functionality (much of the environment and tools are written in the language). Additionally, user interactions are implemented and recorded as MEL scripting code which users can store on a toolbar, allowing animators to add functionality without experience in C or C++ programming and compilers, though that option is provided with the software development kit. Support for Python scripting was added in version 8.5.

The core of Maya itself is written in C++[1].

Project files, including all geometry and animation data, are stored as sequences of MEL operations which can be optionally saved as a 'human readable' file (.ma, for Maya ASCII), editable in any text editor outside of the Maya environment which allows for a high level of flexibility when working with external tools.

A marking menu is built into larger menu system called Hotbox that provides instant access to a majority of features in Maya at the press of a key.

Maya (software)


Maya is a high end 3D computer graphics and 3D modeling software package originally developed by Alias Systems Corporation, but now owned by Autodesk as part of the Media and Entertainment division. Autodesk acquired the software in October 2005 upon purchasing Alias. Maya is used in the film and TV industry, as well as for computer and video games, architectural vizualisation and design.


In 2003, Maya (then owned by Alias|Wavefront) won an Academy Award "for scientific and technical achievement", citing use "on nearly every feature using 3-D computer-generated images."[1]


Maya civilization


The Maya civilization is a Mesoamerican civilization, noted for the only known fully developed written language of the pre-Columbian Americas, as well as its spectacular art, monumental architecture, and sophisticated mathematical and astronomical systems. Initially established during the Preclassic period, many of these reached their apogee of development during the Classic period (c. 250 to 900), and continued throughout the Postclassic period until the arrival of the Spanish. At its peak, it was one of the most densely populated and culturally dynamic societies in the world.

The Maya civilization shares many features with other Mesoamerican civilizations due to the high degree of interaction and cultural diffusion that characterized the region. Advances such as writing, epigraphy, and the calendar did not originate with the Maya; however, their civilization fully developed them. Maya influence can be detected as far as central Mexico, more than 1000 km (625 miles) from the Maya area. Many outside influences are found in Maya art and architecture, which are thought to result from trade and cultural exchange rather than direct external conquest. The Maya peoples never disappeared, neither at the time of the Classic period decline nor with the arrival of the Spanish conquistadores and the subsequent Spanish colonization of the Americas. Today, the Maya and their descendants form sizable populations throughout the Maya area and maintain a distinctive set of traditions and beliefs that are the result of the merger of pre-Columbian and post-Conquest ideologies (and structured by the almost total adoption of Roman Catholicism). Many different Mayan languages continue to be spoken as primary languages today; the Rabinal Achí, a play written in the Achi' language, was declared a Masterpiece of the Oral and Intangible Heritage of Humanity by UNESCO in 2005.

Type of animations


There are at least three distinctive types of animation:

- process animation: is the type of animation used to present a process of defined work method in stages. This includes the types of training animation, instruction animation and the likes.

- effect animation: are the type of animation used to stress or emphasize. powerpoint presentations are a typical usage of effect animations where the animation serves to emphasize the message or process.

- story animation: are the type of typical cartoon animations where stories are told using simple animation that are less expensive to produce, are simpler and more direct in delivering the message and due to the simplistic factor, are usable and last for a long time unlike videos that are more age and era specific.

[edit] Further reading

Techniques


Traditional animation

An example of traditional animation, a horse animated by rotoscoping from Edward Muybridge's 19th century photos.
An example of traditional animation, a horse animated by rotoscoping from Edward Muybridge's 19th century photos.
Main article: Traditional animation

(Also called cel animation) Traditional 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 cels, 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.

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 mediums, including traditional 35 mm film and newer media such as digital video. The "look" of traditional cel animation is still preserved, and the character animators' 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.

Examples of traditionally animated feature films include Pinocchio (United States, 1940), Animal Farm (United Kingdom, 1954), and Akira (Japan, 1988). Traditional animated films which were produced with the aid of computer technology include The Lion King (US, 1994) Sen to Chihiro no Kamikakushi (Spirited Away) (Japan, 2001), and Les Triplettes de Belleville (2003).

  • 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 realistically designed works such as those produced by the Walt Disney studio, to the more "cartoony" styles of those produced by the Warner Bros. animation studio. Many of the Disney animated features are examples of full animation, as are non-Disney works such as An American Tail (US, 1986) and The Iron Giant (US, 1999)
  • Rotoscoping is a technique, patented by Max Fleischer in 1917, where animators trace live-action movement, frame by frame. The source film can be directly copied from actors' outlines into animated drawings, as in 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 (US, 2006).

[edit] Stop motion

  • Stop-motion animation, 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.
A clay animation scene from a TV commercial.
A clay animation scene from a TV commercial.
  • Clay 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, where clay creatures morph into a variety of different shapes. Examples of clay-animated works include The Gumby Show (US, 1957-1967) Morph shorts (UK, 1977-2000), Wallace and Gromit shorts (UK, 1989-1995 and 2000 - ?), Jan Švankmajer's Dimensions of Dialogue (Czechoslovakia, 1982), The Amazing Mr. Bickford (US, 1987), and The Trap Door (UK, 1984).
  • 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.
  • Object animation refers to the use of regular inanimate objects in stop-motion animation, as opposed to specially created items. One example of object animation is the brickfilm, which incorporates the use of plastic toy construction blocks such as LEGOs.
  • 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 Norman McLaren's Neighbours (Canada, 1952).
  • 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 Le Roman de Renard (The Tale of the Fox) (France, 1937), the films of Jiří Trnka, The Nightmare Before Christmas (US, 1993), and the TV series Robot Chicken (US, 2005-present).
    • Puppetoon, created using techniques developed by George Pál, are puppet-animated films which typically use a different version of a puppet for different frames, rather than simply manipulating one existing puppet.

[edit] Computer animation

A short gif animation
A short gif animation
Main article: Computer animation

Like stop motion, computer animation encompasses a variety of techniques, the unifying idea being that the animation is created digitally on a computer.

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.
Examples: Foster's Home for Imaginary Friends, Jib Jab, Mickey the Squirrel
3D animation
Digital models manipulated by an animator. In order to manipulate a mesh, it is given a digital armature (sculpture). 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. Many 3D animations are very believable and are commonly used as special effects for recent movies.
Examples: The Incredibles, Shrek, Finding Nemo, Flatland
3D animation Terms

[edit] Experimental 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 and Len Lye.
  • Paint-on-glass animation: a technique for making animated films by manipulating slow drying oil paints on sheets of glass.
  • 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 backlighted or frontlighted piece of glass to create each frame for an animated film. This creates an interesting effect when animated because of the light contrast.

[edit] Other techniques and approaches

Early Examples


Early examples of attempts to capture the phenomenon of motion into a still drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting to convey the perception of motion.

The phenakistoscope, zoetrope and praxinoscope, as well as the common flip book, were early popular animation devices invented during the 1800s. These devices produced movement from sequential drawings using technological means, but animation did not really develop much further until the advent of motion picture film.

There is no single person who can be considered the "creator" of the art of film animation, as there were several people doing several projects which could be considered various types of animation all around the same time.

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 horse 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 horse. This was just one of the great contributors to animation in the early years.

J. Stuart Blackton was possibly the first American filmmaker to use the techniques of stop-motion and hand-drawn animation. Introduced to filmmaking by 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.

Another French artist, Émile Cohl, began drawing cartoon strips and created a film in 1908 called 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 (hand-drawn) animation.

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).

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.

History


A basic summary of animation: past, present and future

[edit] The past

[edit] Cave paintings

Early examples of attempts to capture the phenomenon of motion into a still drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting to convey the perception of motion.[1]

[edit] Spinning pottery

A 5,200-year old earthen bowl found in Iran has five images painted along the sides. When the bowl is spun, it shows a goat leaping up to a tree to take a piss. [2][3]

[edit] Frieze reliefs

One of the earliest successful depictions of an image in motion is evident in the Greek era. Ex. A Parthenon frieze relief which depicts a series of horses that appear to gallop at increasing speeds as they progress. Another example was found at the palace of Ashurbanipal II (884–859 BC) in Nineveh, excavated under the supervision of the Iraqi archeology professor Liahim Yalemut.

[edit] Leonardo shoulder study (ca. 1510)

Seven drawings extending over two folios in the Windsor Collection, Anatomical Studies of the Muscles of the Neck, Shoulder, Chest, and Arm, show detailed drawings of the upper body (with a less-detailed facial image), illustrating the changes as the torso turns from profile to frontal position and the forearm extends.

[edit] The magic lantern (1671)

The magic lantern was classed as the inventor of the modern day projector. It consisted of a translucent oil painting and a simple lamp. When put together in a darkened room, the image would appear larger on a flat surface. Athonasius Kircher spoke about this originating from China in the 1600s.

[edit] Thaumatrope (1824)

A thaumatrope was a toy used in the Victorian era. It was a disk or card with two different pictures on each side that was attached to two pieces of string. When the strings were twirled quickly between the fingers the two pictures appear to combine into a single image. The creator of this invention may have been either John Ayrton Paris or Charles Babbage.

[edit] Zoetrope (1832)

A zoetrope is a device which creates the image of a moving picture. This contraption was produced in 1834 by William George Horner. The device is basically a cylinder with vertical slits around the sides. Around the inside edge of the cylinder there are a series of pictures on the opposite side to the slits. As the cylinder is spun, the user then looks through the slits producing the illusion of motion. No one thought this small device would be the initial beginnings for the animation world to come. As a matter a fact in present day beginning animation classes the Zoetrope is still being used to illustrate early concepts of animation.

[edit] Praxinoscope (1877)

The praxinoscope, invented by French scientist Charles-Émile Reynaud, was a more sophisticated version of the zoetrope. It used the same basic mechanism of a strip of images placed on the inside of a spinning cylinder, but instead of viewing it through slits, it was viewed in a series of stationary mirrors around the inside of the cylinder, so that the animation would stay in place, and also provided a clearer image. Reynaud also developed a larger version of the praxinoscope that could be projected onto a screen, called the Théâtre Optique.

[edit] Flip book (1868)

The first flip book was patented in 1868 by a John Barns Linnet. This was another step closer to the development of animation. Like the Zoetrope, the Flip Book creates the illusion of motion. A set of sequential pictures seen at a high speed creates this effect. The Mutoscope (1894) is essentially a flip book in a box with a crank handle to flip the pages.

[edit] The present

[edit] Stop motion

Stop motion is used for many animation productions using physical objects rather than images of people, as with traditional animation. An object will be photographed, moved slightly, and then photographed again. When the pictures are played back in normal speed the object will appear to move by itself. This process is used for many productions, for example, clay animations such as Chicken Run and Wallace and Gromit, as well as animated movies which use poseable figures, such as The Nightmare Before Christmas and James and the Giant Peach. Sometimes even objects are used, such as with the films of Jan Švankmajer.

Stop motion animation was also commonly used for special effects work in many live-action films, such as The 1933 version of King Kong and The 7th Voyage of Sinbad.

[edit] CGI animation

Computer-generated imagery (CGI) changed animated films forever. The first fully computer generated feature film created was Toy Story, produced by Pixar Animation Studios in 1995. Toy Story proved that companies were slowly making the transition from traditional animation to CGI animation. The process of CGI animation is still very tedious and similar in that sense to traditional animation, and it still adheres to many of the same principles.

A principal difference of CGI Animation compared to traditional animation is that drawing is replaced by 3D modeling, almost like virtual version of stop-motion, though a form of animation that combines the two worlds can be considered to be computer aided animation but on 2D computer drawing (which can be considered close to traditional drawing and sometimes based on it).

[edit] The future

[edit] Animated humans

Most CGI created films are based on animal characters, monsters, machines or cartoon-like humans. Animation studios are now trying to develop ways of creating realistic-looking humans. A couple films that attempted this were Final Fantasy: The Spirits Within in 2001, and Beowulf in 2007. However, due to the complexity of the human body functions, emotions and interactions, this method of animation is rarely used. Of principal complexity is the creation of a convincing human face model. Of secondary complexity but still a modern approach are techniques for the production of convincing hair or cloth movement. Later this form was tried again by scanning humans into computers such as the movie Beowulf in 2007.

[edit] Film animation

The history of film animation began in the 1890s with the earliest days of silent films and continues through the present day. The first animated film was created by Charles-Émile Reynaud, inventor of the praxinoscope, an animation system using loops of 12 pictures. On October 28, 1892 at Musée Grévin in Paris, France he exhibited animations consisting of loops of about 500 frames, using his Théâtre Optique system - similar in principle to a modern film projector.

The first animated work on standard picture film was Humorous Phases of Funny Faces (1906) by J. Stuart Blackton. It features a cartoonist drawing faces on a chalkboard, and the faces apparently coming to life.

Fantasmagorie, by the French director Émile Cohl (also called Émile Courtet), is also noteworthy. It was screened for the first time on August 17, 1908 at Théâtre du Gymnase in Paris. Émile Courtet later went to Fort Lee, New Jersey near New York City in 1912, where he worked for French studio Éclair and spread its technique in the US.

The first puppet-animated film was The Beautiful Lukanida (1912) by the Russian-born (ethnically Polish) director Wladyslaw Starewicz (Ladislas Starevich).

The first animated feature film was El Apóstol, made in 1917 by Quirino Cristiani from Argentina. He also directed two other animated feature films, including 1931's Peludopolis, the first to use synchronized sound. None of these, however, survive to the present day. The earliest-surviving animated feature, which used colour-tinted scenes, is the silhouette-animated Adventures of Prince Achmed (1926) directed by German Lotte Reiniger and French/Hungarian Berthold Bartosch. Walt Disney's Snow White and the Seven Dwarfs (1937), often considered to be the first animated feature when in fact at least eight were previously released, was the nevertheless first to use Technicolor and the first to become successful within the English-speaking world.

The first Japanese-made anime film was the propaganda film Momotaro's Divine Sea Warriors (桃太郎 海の神兵) by the Japanese director Mitsuyo Seo. The film, shown in 1945, was ordered to be made to support the war by the Japanese Naval Ministry. The film's song AIEUO no Uta (アイウエオの歌) was later used in Osamu Tezuka's anime series Kimba the White Lion. Originally thought to have been destroyed during the American occupation, a negative copy survived and the film is now available in Japan on VHS.

[edit] Europe

  • Animation before film in 20th century.

[edit] History of British animation

[edit] History of Czech animation

[edit] History of Estonian animation

[edit] History of French animation

The first animated cartoon (1908), and most animation techniques: morphing (1909), puppet animation and color animated cartoon (1910), pixilation (1911), first animated series (Le chien Flambeau, 1916).

[edit] History of Italian animation

  • The 1970 Italian animated cartoon art and industry (La Linea (cartoon), Caliméro...)
  • The 1977 animated Italian classic, Allegro non troppo, is both a parody of and homage to Disney's Fantasia. This is director Bruno Bozzetto's most ambitious work and his only feature-length animation, although he also directed several notable shorter works including West and Soda, an animated spaghetti western. [4]

[edit] History of Russian animation

  • 1910-1913 Ladislas Starevich creates puppet animations
  • 1935 First animated feature film in the USSR, The New Gulliver
  • 1935 Soyuzmultfilm Studio is created, will go on to fund many thousands of short animated films, mostly for kids
  • late 1930s to 1950s - enforced Socialist Realism in cartoons (with a few exceptions).
  • 1953 Puppet animation division re-founded at Soyuzmultfilm (it was closed shortly after The New Gulliver was released)
  • 1962 Fyodor Khitruk's short film History of a Crime introduces new aesthetic to Soviet animation
  • 1969 First episode of popular series Nu, Pogodi!
  • 1972 First Cheburashka short is made
  • 1979 Yuriy Norshteyn releases Tale of Tales, since then voted twice by a large panel of international critics as the best animated film ever made.
  • 1989 Studio Pilot, the first private animation studio in the USSR, is founded
  • 1990s government subsidies shrink dramatically, while the number of studios grows. Soyuzmultfilm is beset by corruption and banditism, slowly loses its dominant place among Russian studios.
  • 2000s some high-profile animated features are made. Government diverts some funds to animation again. Nevertheless, many studios experience budget shortfalls and have difficulties finishing their ambitious projects.

[edit] History of animation in Croatia (in former Yugoslavia)

[edit] North and South America

[edit] History of Argentinian animation

[edit] History of Canadian animation

  • Early Work
  • Contributions of the National Film Board of Canada's animation department
  • Early commercial productions
    • Contributions of Canadian voice actor recordings
  • The 1980s- rise of the major indigenous industry

[edit] History of Cuban animation

[edit] History of United States animation

History of animation
in the United States
Felix the Cat
The Silent Era
The Golden Age
The TV Era
The Renaissance
This box: view talk edit
  • Beginning of industrial production of animated cartoon.

Because the history of Hollywood animation as an art form has undergone many changes in its hundred-year history, Wikipedia presents four separate chapters in the development of its animation:

Animation in the United States during the silent era (1900s through 1920s)
  • Max and Dave Fleischer formed their own studio Fleischer Studios, and created the Koko the Clown, Out of the Inkwell, and Sound Car-Tunes series.
The Golden Age of Hollywood animation (1930s and 1940s)
Animation in the United States in the television era (1950s through 1980s)
Modern animation of the United States (1980s through present)

[edit] Asia

[edit] History of Iranian animation

The oldest records of animation in Persia (Iran) dates back to 5000 years ago. An animated piece on an earthen goblet that belongs to 5000 years ago was found in Burnt City in Sistan and Baluchestan Province, southeastern Iran. On this ancient piece that can be called the first animation of the world, the artist has portrayed a goat that jumps toward a tree and eats its leaves.

The art of animation as practiced in modern day began in Iran in the 1950s. Iran's animation owes largely to the animator Noureddin Zarrinkelk. Zarrinkelk was instrumental in founding the Institute for Intellectual Development of Children and Young Adults (IIDCYA) in Tehran in collaboration with the late father of Iranian graphics Morteza Momayez and other fellow artists like Farshid Mesghali, Ali Akbar Sadeghi, and Arapik Baghdasarian.[4]

[edit] History of Chinese animation

[edit] History of Japanese animation (Anime)

  • The first Japanese Animation

Found recently in Kyoto, the film depicts a boy wearing a sailor uniform performing a salute. The film dates back to around the year 1900 and is on 35mm Celluloid, composed of 50 frames put together with paste

Naruto Kodocha

[edit] History of Korean Animation

[edit] See also

[edit] Media

[edit] References

[edit] External links