Showing posts with label myths of the animation industry. Show all posts
Showing posts with label myths of the animation industry. Show all posts

Wednesday, August 24, 2011

Where are all the Traditional Hand Drawn Animated films ? (and why study traditional animation?)

When people make the claim: "There are no traditional animation jobs" or "2D is dead" you should realize that what they mostly mean is that the model of big-budget feature length 2D Animation that flourished for a time in the U.S. film industry from roughly 1985 - 1999 and then finally crashed and burned in the years between 2000 - 2003 (for a variety of reasons, both economic and artistic, too complicated to go into here) is no longer viable.

Yes, perhaps that particular model of traditional animation production is "dead" (or maybe "just resting, pining for the fjords") and is not likely to come back the way it was in the 1990's. There will continue to be hand-drawn animated features , but those will probably be for a niche market , smaller indie films, not necessarily major feature animated films like 'Beauty & the Beast' , 'Aladdin', 'The Lion King' , or even slightly smaller scale films like 'Lilo & Stitch'. It's possible that there could be a break-out hand drawn animated hit again on that scale , but it doesn't seem likely, at least not in the short run. (but never say never ... things couldn't have been much more "dead" than in 1985 - '86 when a couple of films came out that I think changed everything: The Great Mouse Detective and An American Tail . Momentum picked up after those , leading to Who Framed Roger Rabbit, The Little Mermaid and beyond ...)

BUT that is not the only viable model of traditional hand-drawn animation production , and it never was the norm. Hand-drawn animation doesn't need to be "saved" or make a "comeback" , because it never really went away. I think there will continue to be smaller scale feature films like "The Secret of Kells" or "The Illusionist" , as well as more truly independent micro productions (one-person , creator driven features or features made by a very small crew) such as "My Dog Tulip" , "Sita Sings the Blues" , "Idiots & Angels" and Nick Cross's forthcoming "Black Sunrise"



There is so much hand-drawn animation still being done for advertisements , short films, games, and web applications (including iPhone/iPad and other tablet apps). And whether it's drawn with pencil on paper or using a Cintiq tablet in an app like TVP Animation , the traditional drawing-based skill sets are still essential to telling a story through images.

Here are a few projects I've seen recently which remind me of how hand-drawn animation is being used in the real world outside of mainstream "Hollywood" features:

Story Corps latest oral history animated piece , "Miss Devine" :



Clever animated advertisements animated by Jason Doll :







Music video animated by Anthony F. Schepperd for Blockhead's 'The Music Scene'.

"The Music Scene" from Anthony Francisco Schepperd on Vimeo.



TIJI Television Network "Colours" :



These are just a few randomly chosen examples from among many. IF you can think beyond "When I graduate I've got to go to work at a giant studio like Disney/Pixar/Dreamworks/BlueSky/CartoonNetwork/Nickelodeon " [not that there's anything wrong with that] you can find a world of opportunity out there for animation. (in particular the hand-drawn variety) .

Tuesday, June 9, 2009

Myths of the Animation Industry


from The Illusionist directed by Sylvain Chomet

Excellent article from the folks at Animation Mentor that should be read by all students of animation:


By Mark Garabedian


The animation industry is the business of creating myth and magic. As such, it's not surprising that a myriad of meta-myths have arisen—easy-to-believe falsehoods about the industry itself. In preparing for their future careers, the next generation of animators and artists need not be waylaid by such rumors. Below are five common myths about the world of cartoons and the realities behind them.


Myth: 2D animation is a dying art -

Nothing could be further from the truth. While 3D animation is filling theaters across the globe, 2D art endures. Internationally, films such as Sony Picture's Persepolis ,Paprika , and The Secret of Kells continue to astound audiences with engrossing, hand-drawn cinema. In Scotland director/animator Sylvain Chomet (The Triplets of Belleville) is nearing completion on his next hand-drawn animated feature , The Illusionist. In the U.S. , Walt Disney Animation is hard at work on its new 2D feature, The Princess and the Frog, while shows such as Nickelodeon's Avatar: The Last Airbender and Cartoon Network's Chowder provide bright futures for the traditional style. Beyond television, the Internet has spawned numerous opportunities for vector animation (Flash and Toonboom) 2D projects as well.

Myth: It's essential to be adept at every facet of the animation process -

To quote G.I. Joe, "Knowing is half the battle." The other half is being good at what you do. Familiarity with the entire animation process can only help you, but you are being hired for a specific position. In the words of Knowledge Adventure 3D Artist Chris Marsh, "Fanning your effort and skills out to do everything the process demands only decreases your quality of work and increases production time, and that's never good." The animation process requires the efforts of many specialized individuals. Walt Disney didn't achieve his whimsical empire by being the greatest animator ever. He did so by assembling the greatest animation team ever. Discover what you do best and strive to do it better.

Myth: You want to work for a big studio -

Certainly there's no shame in working for a large studio. Who wouldn't want to have Mickey Mouse on their business card? But smaller studios have their share of perks too. A smaller company gives a great artist more opportunity to shine. Networking becomes easier, and there's more room to expand your personal style.

Myth: You should stick with a single studio for as long as possible -

Ladders: We all have the urge to climb them, especially corporate ones. But in the animation industry, sometimes it's important to spread your artistic wings. Surely no one wants an artist who never sticks around to finish a project, but by changing studios and production companies from time to time, you make yourself better known to the animation community as a whole, networking, and becoming associated with your body of work rather than your company's. "A good stint at a company is one to three years," says Big Bad Tomato digital storyboard artist Sylvia T. Leung, "it shows you are committed enough to stay, but ambitious enough to leave."

Myth: You don't need to know how to draw-

While drawing is not necessarily a key skill in today's world of texture mapping and wire framing, it's still a valuable technique in almost every step of the animation process. Putting pencil to paper, breaking down complex objects into simple shapes, and translating them into graphite blueprints will help artists of all fields better their craft. This ability will also make you more attractive to a wider number of prospective employers. Remember, even Rodin roughly sketched his figures before casting clay.

Just as 24 drawings a second creates the illusion of motion, assumptions and opinions give the illusion of industry facts. Fortunately, the truth is usually quite optimistic and should give any budding artist hope for their creative and professional future.