Until fairly recently, I’ve always considered a
two-dimensional, hand-drawn countenance to be far more expressive than that of
one digitally crafted. But with features including Tangled (2010) and the award-winning short subject Paperman (2012) showcasing a seamless
amalgamation of the artistry of traditional methods with beautifully rendered
CG plains, the continual evolvement of the animated genre evidently demonstrates
that the old-fashioned methods are far from forgotten, and bear as much
significance and expression as before, if not more. Furthermore, with visuals
continually improving, the computer-animated film looks set to stay and evolve
into something much greater, having already seen substantial progression since
its humble beginnings in the early 1980s. Let’s take a retrospective look at
some key moments in its history.
A New Technology
The potential of computer graphics was considered as early
as the 1960s and 1970s, but was not fully realised until the 1980s, when
Disney’s 1982 feature Tron hit the
silver screen, introducing computer animation to audiences worldwide. At these
early stages, computer animation was not about conveying realism, but
showcasing its abilities, evident in the colourful, digital environments present
in the aforementioned film. Most of the major digital studios were established
during this decade, including Industrial Light and Magic (ILM), Pacific Data
Images (PDI) and Pixar, the most outstanding player in the field of computer
animation.
Pixar’s Beginnings
In 1979, a number of researchers and mathematicians were
hired by George Lucas in order to establish a research department under
Lucasfilm. Initially, their developments were utilised as special effects for
feature films. In 1984, animator John Lasseter joined the department and
directed a computer animated short entitled The
Adventures of André and Wally B, perceived as an early prototypical short
characteristic of (albeit far simpler than) Pixar’s subsequent series of
shorts. In 1986, Lucas sold the department to Steve Jobs, who gave it the name
Pixar (Beck, 2004: 340). Their success in the late 1980s led to further
business opportunities; they were contracted to create CAPS (Computer Animation
Production System), a digital ink and paint system for Disney, the first use of
which was during the final scenes of The
Little Mermaid (1989). This feature was the last by Disney to use
hand-painted cels, being as this technique was thereafter completely replaced
by digital colouring (Beck, 2004: 277).
Other Studios
Meanwhile, other studios also experimented with computer
animation. While Disney’s The Black
Cauldron (1985) included various conspicuous digital effects, their
following feature The Great Mouse
Detective (1986) has garnered much more recognition over the years. Often
incorrectly cited as the first to contain computer animation, Disney’s 26th
animated feature boasts a tense and impressively animated climax inside Big
Ben, the many cogs and gears of which were created digitally. The potential for
CGI to produce realistic imagery was not realised until ILM’s The Abyss in 1989, in which a creature
made of water is juxtaposed with live action characters. ILM saw further
success with Terminator 2 (1991) and
CGI OD?
More recently, the juxtaposition of animation and live
action has developed more so. Tim Burton’s Alice
in Wonderland (2010) contains environments that are entirely
computer-generated; even the Knave’s armour is animated. In some instances,
however, CGI is notably overused. Alice
in Wonderland is no exception to this criticism – while the environments
and digital manipulations of the characters are at times darkly enchanting, its
prolific usage is altogether rather rich, and as a result foregoes the
imitation of realism. The Knave’s horse, for example, is conspicuously
digitalised, and the use of a green screen has never been more discernible. Yet
the fantasy genre is one which can obviate such a criticism far more easily than
others due to its escapist appeal. Recent box office blockbusters such as Baz
Luhrmann’s The Great Gatsby (2013)
and Tom Hooper’s overrated interpretation of Les Miserables (2012) are diminished somewhat by their distracting
and unnecessary usage of CGI, so much so that this attempted mimicking of
realism altogether conveys something of a rather adverse effect.
Final Thought
Despite the occasional overindulgence in computer animation however,
its prolific usage is understandable and perhaps should be praised more so than
it is criticised. Evidently, in little more than thirty years animation has
transgressed over the threshold of a new age and gone beyond, to the extent
where certain digital environments are almost indistinguishable from reality. When
viewed in perspective, with further improvements inevitably around the corner, the
animated film’s so-called ‘new age’ digital environment has only just begun to
be constructed.
For further info, check out these sources:
Beck, J. (ed) (2004) Animation
Art. Fulham: Flame Tree Publishing.
Kanfer, S. (1997) Serious
Business: The Art and Commerce of Animation in America from Betty Boop to “Toy
Story”. New York :
Da Capo Press.
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