Investing art with the illusion of life is as old as
language itself. From the ancient caves of Altamiri to the twenty-first century
technology of Pixar, artists have historically endeavored to create the
appearance life by giving their characters movement. In fact, “animate,” from
the Latin “animatus,” means “to give breath” to or "to breathe." Fundamentally, to animate is to create
the illusion of movement in an object, whether it is a person, animal, or
inanimate object. While artists up until the eighteenth century ingeniously
played with the idea of movement, it
wasn’t until the advent of cinema in 1895 that animation in its technical sense
was achieved. Cinema allowed artists to create the illusion of movement frame by
frame through a variety of cinematic techniques, such as stop-motion animation,
cel animation and, more recently, revolutionary computer-generated imagery
(CGI).
Optical Toys and the Pre-History of Animation
Animation could arguably begin with a litany of precursors,
extending back to cave graffiti, hieroglyphic friezes, Chinese scrolls, or even
the Bayeux tapestry. A significant development of “breathing life” into art
happened in the fifteenth century when Italian painters added the third
dimension (perspective) to two-dimensional images. In 1645, Jesuit scholar
Athanasius Kircher in The Great Art of Light and Shadow described a new invention called the Magic
Lantern, a box with a light source and a
curved mirror that projected sequential images. In 1763, Dutchman Peter Van
Musschengroak developed a revolving disc with painted sequential images to
create the illusion of movement called a Fantasmoriga. In 1824, Peter Mark Roget, a physiology professor
at the University of London, published Persistence of Vision with
Regard to Moving Objects in which he argues
that the retina holds images for a fraction of a second before being replaced
by the following images. If the images succeeded one another quickly enough,
the viewer perceives motion even when looking at still images (Bendazzi 1994).
A variety of optical toys followed, including the thaumatrope (“turning
marvel”), phenakistiscope (“deceptive view”), stroboscope, and the Zoetrope
(“life wheel”), which all required the viewer to peer through rotating slits
(Crafton 1982).
Before Mickey
Belgian professor of mathematics and science Emile Reynaud
(1844-1918) could perhaps be considered the “grandfather of animation”
(Bendazzi 1994). Reynaud developed
projecting capabilities which allowed the images of his praxinscope
(essentially a more advanced “magic lantern”) to be projected on an appropriate
screen. The pictures were not photographed but hand drawn on long strips of
transparent, perforated celluloid. He used rear projection, hand cranked the
film, and accompanied it with sound effects and music (Bendazzi 1994). Given
these advances, Reynaud may be justifiably considered a forerunner of animation--but
conceptually, his “animations” were not far removed from nineteenth-century
lantern shows (Kanfer 1997). Reynaud perhaps realized his creation was becoming
obsolete, particularly in light of industrialization and, in despair, threw his
three threatres optiques into the Seine
(Bendazzi 1994).
A more direct source of animation is the developments in
cinema rather than the pre-cinematic optical toys. For example, Georges Méliès
and his imitators capitalized on the selective recording properties of the
camera. By stopping the film at carefully calculated moments, making planned
substations, and then restarting the camera, they could produce illusions of
metamorphoses (Crafton 1982). From this “stop-action substitution” technique,
early animators evolved their own techniques. For example, James Stuart
Blackton, a vaudeville chalk-talk artist, produced what is considered America’s
first true animation, the Humorous Phases of a Funny Face (1906) filmed for the Edison Manufacturing Company.
In his film, Blackton draws a face on a chalkboard, shoots a picture of it with
a movie camera, and then redraws the face in a slightly different pose. Blackton repeats this hundreds of
times. Encouraged by his success, Blackton co-founded the Vitagraph Corporation
and later created the Haunted Hotel,
which used the more sophisticated frame-by-frame technique (Kanfer 1997).
Between 1908 and World War I, animation continued to develop
as a genre. Previously, it was merely a “special effect” and not a genre with
narrative structures, iconography, and expectations concerning its content
(Wells Genre 2002). The model of
“regular” cinema also called for longer and more narrative complicated films,
including animation. Furthermore, as newspaper circulation rose from 2.6
million to 15 million copies, daily comic strips such as Katzenjammer
Kids, Mutt and Jeff, Krazy Kat, The Yellow Kid, and Little
Nemo in Slumberland were natural subjects
for animation (Smith 1980).
French animator Emile Cohl, inspired by Blackton, helped
develop the genre by creating the first fully animated film, Fantasmagoria, in 1908 in which he borrowed from Blackton’s chalk
line effect (filming black lines on white paper and then reversing the
negative). Cohl later created the widely successful animated Newlywed
series using hinged cut-out figures
animated by stop motion. Often called the father animation, Cohl proved that
animation could be commercially successful. Canadian Winsor McCay streamlined
the animation process by tracing separate drawings on cards, each depicting a
continuity of movement from the preceding card, and then photographing them
frame-by-frame with a movie camera. However, Cohl’s cut-out method and McCay’s
tracing method were arduous one-person jobs, often creating “jittery” effects
(Bendazzi 1994). For animation to be practical, it had to become more
efficient.
French Canadian Raoul Barre began to solve this problem in
the early 1900s by creating a peg system to keep animation drawings aligned and
by drawing characters and backgrounds on separate transparent frames. After
him, Americans Earl Hurd (1914) and John Randolph Bray (1915), also known as
the “Henry Ford of Animation,” transformed animation by patenting the cel
process, which was revolutionary both in terms of animation’s commercial range
and graphic qualities (Bendazzi 1994). In cel animation, after a background or
scene is drawn on a medium, such as paper, a transparent sheet of celluloid is
placed on top of it. Anything drawn on the cel becomes part of the scene. Cels
can often be layered, which saves a lot of time because the background does not
have to be redrawn while at the same time allowing for more perspective. All
productions of big American studios (Disney, Warner Brothers, MGM,
Hanna-Barbera) were based on the cel technique (Crafton 1982).
After 1918, the industry began to change. Production costs
rose and small producers disappeared as three or four major producers vied for
power. The market began to become saturated with comic strip gags, and the same
narrative structure week after week began to lose the audience’s attention.
Audiences began to want personal characters rather than stereotypes, and soon
“continuity character series” became popular. Characters moved from caricature
representations of humans to animals as in Paul Terry’s 1920 Aesop’s Fables, which likely influenced the Disney “animal
universe.” The first animal to achieve superstar status, however, was Otto
Messmer and Pat Sullivan’s Felix the Cat in 1919 (Bendazzi 1994).
The Dawn of Disney
Walt Disney was not an instant success. Originally an
advertisement cartoonist, Disney was often turned down. He successfully
convinced his brother Roy to invest $1200 to create the Disney Brothers Cartoon
Studio, later renamed the Walt Disney Company at Roy’s suggestion (Kanfer
1997). Their first animations were a series of short films titled Alice
Comedies which placed a live-action person
in animated surroundings. Later Disney and Ub Iwerks created their first
successful animation star, Oswald the Rabbit. However, in a dispute with his
distributor Charles B. Mintz, Disney was forced to give up the character.
Angered by the loss of Oswald, Disney learned his lesson in retaining full
ownership of his characters and, together with Iwerks, went on to find immense
success with Mortimer Mouse, later renamed Mickey Mouse. Disney created the
first animation ever with post-produced synchronized soundtrack in Steamboat
Willie, often considered Mickey Mouse’s
first debut. Disney’s work in Steamboat Willy serves as a convenient end bracket, capping the
silent period and heralding the golden 1930s and 1940s in which sound provided
a whole new dimension for music and comic effects in animation. Indeed, it was
the synchronization of sound and color of the Mickey cartoons that would launch
the modern age of cartoon (Gifford 1990).
Disney also created Silly Symphonies, a series of shorts that won several Academy Awards
and were played before feature films. The Silly Symphonies were important because they were the first
animations to be filmed in full three-color Technicolor. Though arguably Otte
Reinger’s The Adventures of Prince Achmed (Die Abebteuer des Prinzin Achmed) may have been the first surviving full-length animation, most people
are instead familiar with Disney’s first full-length animated film,
Snow White and the Seven Dwarves, released on
December 21, 1937. This film was
revolutionary because Disney used a new multiplane camera that allowed cels to
be physically set apart at intervals, creating a sense of depth. Viewers could
now see Snow White’s tears fall down a wishing well and splash at the bottom. Snow
White took four years to make and cost $1.5
million. It earned $8 million at the box office, making it a top money maker in
1938 and kicking off Disney’s Golden Age (Bendazzi 1994).
Warner Brothers, MGM, and Challenges to Disney
The pastoral style of Disney was challenged by Warner
Brother’s Looney Toons and Merry Melodies with more adult-orientated and urban
themes, especially when Tex Avery joined Warner Brothers. Avery was responsible
for much of the violent, crude characters and slapstick comedy in the Warner
Brother’s cartoons. Together with greats such as Friz Freleng and Bob Clampett,
Avery created enduring characters such as Daffy Duck, Bugs Bunny, Road Runner,
and PePe LePew. Parodying Disney’s Fantasia, Warner Brothers created Rabbit of Seville (1950) featuring Elmer Fudd and Bugs Bunny as opera
singers. They also created the critically acclaimed Duck Amuck which stars Daffy Duck battling an animator.
Meanwhile, William Hanna and Joseph Barbera created Tom and Jerry for MGM, a success that tied with Disney’s Academy
Award record (Kenfer 1997).
Animation Matures
During the 1970s, animation lost much of its innocence with
Rob Crumb’s creation of Fritz the Cat
(1972), the first X-rated animated cat who enjoys sex and drugs. And in his
animation Lord of the
Rings (1978), Ralph Bakshi captures much of
J.R.R. Tolkien’s darkness using rotoscoping in which human actors are filmed
and traced as cartoon characters. Other animations, such as Watership
Down and Plague Dogs, treat mature topics such as death and dying in a
much more sophisticated way than Disney’s framing of Bambi’s mother’s death off
screen. Other complex animations include Tim Burton’s Nightmare
Before Christmas, which offers a Gothic
feel to traditional stop-motion animation (Wells America 2002).
Anime
No discussion of animation would be complete without
mentioning Japanese animation, or anime.
Influenced by kabuki (a form of
traditional Japanese theater), woodblock prints, and manga (Japanese cartoons--particularly the way they
suggest more than what is in the frame and emphasize aesthetic distance), anime
makes use of worldwide animation techniques of the twentieth century,
particularly Disney. The father of anime, Osamu Tezuka, notes the influence of
Disney on his own work, but he developed animation in a very different
direction, including more adult themes and more complex story lines. In fact, otaku (American fans) often compare anime disparagingly
with Disney, noting that anime tends to be intellectually superior (Levi 1996).
The most important date in Japanese animated history is 1963 with the premiere
of Tezuka’s legendary Astro Boy (Tetsuwan
Atomu) followed by Kimba the
White Lion. Other anime series, such as the Vampire Princess Miyu, highlight anime’s preference for moral
ambiguity as seen by the heroine’s pretty face and ribbons that hide her eerie
nature. Another important series is Anno Hideakis’ bleak television series Neon
Genesis Evangelion, which offers a type of
overripe maturity with profound existential concerns. The popularity of anime
in the United States, an audience it was never intended for, suggests that all viewers
are ready for more challenging animation that makes use of complex imagery,
emotions, and powerful symbolism (Napier 2001).
Emergence of Pixar and Digital 3D
Traditional cel animation process became largely obsolete in
the twenty-first century with the advances in computer technology, and Pixar
has been at the forefront of that technology. Pixar began when Steve Jobs
purchased the computer graphics division of Lucasfilm Ltd and made it into an
independent company, thus creating Pixar. Pixar corroborated with Disney to create the first-ever
completely computer-generated animated feature film, Toy Story, followed by ANTZ, A Bug’s Life, and Finding Nemo, which
won an Academy Award for animated feature film in 2004. In 2006, Walt Disney
Company bought Pixar for $7.4 billion in stocks.
Upcoming films such as Disney’s A Christmas Carol (2009) and Toy Story 3 (2010) use the newest computer-generated animation
techniques, including Disney Digital 3D in which all the digital elements are
built in 3D. Indeed, as Pixar’s success suggests, the versatility of computer
animation is limited only by the creativity of its user. What makes Pixar
successful as the leaders of twenty-first-century animation is its awareness
that even the most visually astounding and technically awesome computer
generated images can quickly pale if they have no more substance than
technological wizardry (Bendazzi 1994).
References
Bendazzi, Giannalberto. 1994. Cartoons: One Hundred Years of Cinema Animation. Bloomington, IN: Indiana University Press.
Crafton, Donald. 1982. Before Mickey: The Animated Film 1898-1928. Cambridge, MA: The MIT Press.
Gifford, Dennis. 1990. American Animated Films: The Silent Era, 1897-1929. Jefferson: NC, McFarland and Company, Inc.
Kanfer, Stefan. 1997. Serious Business: The Art and Commerce of Animation in America from Betty Boop to Toy Story. New York, NY: Scribner.
Levi, Antonia. 1996. Samurai from Outer Space: Understanding Japanese Animation. Chicago, IL: Open Court.
Napier, Susan J. 2001. Anime: From Akira to Princess Mononoke: Experiencing Contemporary Japanese Animation. New York, NY: Palgrave.
Smith, Conrad. 1980. “The Early History of Animation.” The American Animated Cartoon. Eds. Danny Peary and Gerald Peary. New York, NY: E.P.Dutton.
Wells, Paul. 2002. Animation and America. New Brunswick, NJ: Rutgers University Press.
---. 2002. Animation: Genre and Authorship. New York, NY: Wallflower Press.