Week 3: Ball & Tail Animation

A animation practice for overlap, follow through, and secondary action.

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Week 3: Six Solid Posing

Here are 3 action poses and 3 drama poses. I’m trying to avoid being too stiff and mirrored when posing these poses.

Drama Pose 1
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Drama Pose 2
Drama Pose 3
Action Pose 1
Action Pose 2
Action Pose 3

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Week 2: Diary of work.

Weekly diary of work for ‘3D Animation Fundamentals’.

This week I strengthened my understanding of the 12 principles of animation through research and used these principles to investigate good and bad sides of animations.

Here is the links to these two blogs:

Week 2: An overview of the 12 Principles of Animation.

Week 2: Good and Bad animation according to my understanding.

Also, some of these principles were used in the bouncing ball animation practice. In animating the bouncing ball obstacle course, I was struggling with how to perfect the timing. Then my instructor Alan told me that once the initial part of timing is set correctly, the rest of the it can be adjusted accordingly. So, basically I adjusted the dope sheet to shorten the time the ball takes to get through the corners. Then I adjusted the acceleration of the ball falling through graph editor. And the result turned good.

Here is the links to my bouncing ball animation:

Week 2: Bouncing Ball with Travel & Obstacle Course.

Bouncing ball is also used in many films. Take Peter Rabbit 2: The Runaway as example. There was a scene of fruit stand and candy stall being knocked over and things falling to the ground. The impact of this scene depends on how well the timing and bouncing of the collisions were done by the animators. Actually, they have continuity editing which allowed me to understand what the protagonist is doing in the chaos. And the physical collisions gave good performance too.

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Week 2: Diary of work & Note.

Weekly diary of work for ‘Design for Animation, narrative structure and film language’.

Always remember that editing should be invisible to the eye. Editing is about making it easier for the audience to read the story, so keep in mind that the audience also needs to be taken into consideration in editing. In addition, editing should be determined by different kind of the shooting scenes. For example, more editing is required for the fight scenes, while less editing maybe better for the lyrical scenes, in order to make the audience feel that they are participants. Animators should always remember that the audience is part of the film, and they can feel the characters’ feeling in the film.

Pay attention to screen direction to avoid confusing the audience.

As The success of Disney has inspired many imitators, I did a research on how Disney’s editing mode impacted the animation industry.

And here is the link to it: Week 2: The animation studios/animators who imitated Disney’s hyperreal animation aesthetic in their editing.

Note

3 Golden Rules of editing

  • •Editing should remain invisible to the eye, only the effect is to be experienced – the best cut is the one you do not see
  • •The storyteller should never let the audience get ahead of them – less is more
  • •The audience has to be a participant, not just a spectator

Continuity

  • Graphic relations
  • Rhythmic relations
  • Spatial relations
  • Temporal relations

Continuity Editing

  • Spatial continuity
  • Temporal continuity
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Week 2: The animation studios/animators who imitated Disney’s hyperreal animation aesthetic in their editing.

Since I want to demonstrate which animation studios’ editing style was similar to Disney, I will first explain what the early Disney’s style was. Therefore, it can be seen from the earliest Snow White that Disney combined film editing skills into animation and successfully applied spatial and temporal continuity to it. At that time, there were few animations that were equally famous. So, a well-known animation series quickly came into my mind – Tom & Jerry.

Maybe that’s a little inappropriate to say imitate, because Tom and Jerry only came out three years after Snow White. But actually, Joseph Barbera had been affected by Disney a long time ago when he watched The Skeleton Dance. We can see a high degree of continuity through the editing. In the close-up, Jerry looks to his right to Tom’s direction outside the picture, while Tom chases from left to right. Jerry also runs right after noticing it. Basically, all the pieces are coherent in space and time. The direction of the characters’ eyes matches each other in different scenes, which makes the whole story readable. The editing is easy to understand for both adults and children. The screen direction is so great that no one would think he couldn’t understand the story in Tom and Jerry.

In addition to William Hanna, Joseph Barbera, and Metro-Goldwyn-Mayer Studios, Paramount Pictures Corporation also imitated Disney editing techniques. In Paramount’s 1973 film Charlotte’s Web, it’s easily to find the similarity of Disney editing. The animator used a flying bird to guide Wilbur’s eye in order to change screen direction. Also used graphic relations to do the continuity transition between two scenes. In addition, the animator often gave close-ups to Charlotte’s eyes to achieve spatial continuity.

The influence of Disney as the pioneer in the application of film editing techniques in animation is undoubtedly huge. And I think it was their success that laid the foundation for all of the animators. Even if people do not approve of this editing method, it is still necessary to use similar techniques for readability of the audience. This is also something we can learn from Disney.

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Week 2: Bouncing Ball with Travel & Obstacle Course.

This week I created two animations, one bouncing ball with travel and one in the obstacle course. Squash & Stretch was applied.

Bouncing Ball With Travel
Bouncing Ball Obstacle Course
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Week 2: Good and Bad animation according to my understanding.

To me, Inside Out is a good animation. Like all the others Disney animation film, The movie gives the audience a good visual experience. In other words, the appeal is fantastic.

They know when and how to simplify the things in the scene in order to obtain the audience’s focus. And all of the characters’ key actions happened sequencing, so the audience won’t be confused of what to look at. Also, secondary actions is quite good. I easily tell the character’s mood though their body language. In fact, I know that Disney will do well in all aspects.

From the film Inside Out

So, I was beginning wondering is there something that Disney can improve in Inside Out. And I actually did fine something basic on my knowledge of 12 principles of animation. There is a scene that Joy jumps over lava from floating furniture. There is anticipation but her hair was not stirred because of her movement. Her hair remained almost the same throughout the animation, I guessed the reason for that might be no rig on her hair. However it is a failure from the perspective of follow through.

And most of the anime I watch is anime. The main characteristic of anime is actually the narration of the story, many of the characters in the background Always don’t move. So it’s really hard to pick out what I think is a good basic on the 12 Principles of Animation. But apart from that, there is one of the best anime in my mind call Great Pretender.

From the animation Great Pretender

There are plenty of close up shot in this anime, the timing and staging is really good and attractive to the audience. In addition, all the color schemes in this anime are surprisingly good. The colors give the audience a strong sense of impact, but there is no visual fatigue due to the good staging (rule of thirds).

From the animation Great Pretender

And the exaggerations are used very well. These make the characters’ emotions more apparent and real. These exaggerated expressions are undoubtedly more convincing to the audience.

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Week 2: An overview of the 12 Principles of Animation.

*It is important to remember while the 12 principles are the ground rules, don’t rely too much on them or you lose your creativity and imagination.

  • Appeal – The quality in relation to the personality of the character. It could be movement, the color or any design which bring the character to life. What matters is whether the design is compelling enough to catch the attention or not. Or at least not vapid, because the audience will figure out what is good or not.
  • Staging (storytelling) – The action, the camera, the light … everything that’s on the camera for storytelling need to be comprehensible to the audience. The animator should know where he wants the audience to look. Basically, blend the story into the shot is necessary. Rule of thirds is important! Also, the camera setting is important, always draw storyboards before animating.
  • Solid drawing – The the volume and the structure of the character need to be correct. The movements must be consistent with physics in the story, such as the lower arm cannot turn backwards under normal conditions. The skin weights need to be well painted. The stretching of skeleton cannot beyond limits.
  • Timing – I would say it’s the basic thing in animation. Good timing may not receive good reviews. But bad timing will definitely receive negative reviews.
  • Arcs – It’s the flow of movement. The motion need to be clean. Adding arcs to all the movements will make the movements look more natural.
  • Slow in & Slow out – The motion of objects needs to follow physics. The accelerate and slow down of an object need time. Even the stand up and sit down movements follow that rule. So it needs more frames to show things accelerating and decelerating.
  • Squash & Stretch – To show the mass of an object. The amount of squash and stretch show the object is soft or stiff. It also reflects the personality of the character if it shows in a appropriate way. The overall volume of the mass need to be the same.
  • Straight ahead & Pose to Pose – Straight ahead is to pose the character directly and animate it from beginning to end. The advantage is high degree of freedom. Pose to Pose is setting up the key poses and then going back to fill in the gaps. Just personal preference, I prefer Pose to Pose because it will give me cool key poses based on my storyboards. It also helps to make sure that my key poses are connected smoothly, because I can modify my breakdown poses easily.
  • Anticipation (expectation) – This is the pre-action of an object before its next action, such as straightening up before standing up. It often gives the audience a clue of what is going to happen. Also, anticipation can be elongated to create dramatic.
  • Overlap & Follow through – Because of inertia, part of an object will continue to move after it has stopped moving. This is especially important in animation. And different parts of an object may have different velocities.
  • Exaggeration – Exaggeration can create dramatic effect and is a good way to show one’s character. Remember that exaggeration is aim to perfect storytelling. Don’t push too hard.
  • Secondary action – Secondary actions bring the character to life. It can also be a good expression of character and mood. For example, a character walks with his fist clenched shows he is feeling angry. In contrast if the character swinging his arms, it shows he feels relaxed.
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Week 1: Diary of work & Note.

Weekly diary of work for ‘Design for Animation, narrative structure and film language‘.

I learnt how the camera, mise en scene and editing convey visual language during filming. There’s a lot of information in the videos, so repeating watching them will help a lot.

Also, I went deep into the history of film, animation and CGI. I listed the timelines in my blog with my understanding.

And here is the link to it Week 1: Timeline & Understanding of the history of film, animation and VFX.

Note

The camera

How to Speak Movie Part 1: The Camera

Shot Length

  • Wide shot – You can see the whole subject or scene. Show the action.
  • Extreme wide shot – Watch the whole scene from a distance. Show the place.
  • medium shot – A partial body shot of the subject. Show the character.
  • Two shot – Two objects are in a frame. Show closeness
  • Close up – A complete detail of an actor’s face or object. Show powerful emotion.
  • Extreme close up – Closer than close up. For exposition or disorientation

Angle

  • Eye level – Camera looks straight at the subject.
  • High angle – Camera looks down at the subject. Make a object seem small
  • Low angle – Camera looks up at the subject. Make a object seem large.
  • Dutch angle – Camera looks at a tilted angle.

Focus & Lenses

  • Depth of field – How much is in focus.
  • Deep focus – Long depth of field, everything was focused.
  • Shallow focus – Short depth of field, only part was focused.
  • Rack focus – Changing the focus.
  • Tilt shift – Blur part of the image to create artificial depth of field.
  • Telephoto lens – A long lens that compresses space.
  • Wide angle lens – Give space more depth.
  • Fisheye lens – For disturbing images.

Movement

  • Handheld
  • Steadicam – Handheld with rig for stabilizing.
  • Pan – Swivel the camera on a tripod horizontally.
  • Tilt – Swivel the camera vertically.
  • Zoom – Shot length changed by adjusting the lens.
  • Dolly/Tracking shot – Move both the camera and the rig.
  • Jib/Crane shot – Camera put on a platform and raised above/ brought down to the subject.
  • Dolly zoom – Camera is dolly while rooming.

Mise en Scene

How to Speak Movie Part 2: Mise en Scène

Decor

  • Setting – Outdoor/ Indoor/ Real place/ Green screen.
  • Set dressing – The objects are not used by actors. Show place or character.
  • Props – The objects used by actors. Show character.
  • Costume – Show character.

Lighting

  • Three-point lighting – Combines by Key light, Backlight and Fill light.
  • High key lighting – bright lights and colors with strong key and fill light.
  • Low key lighting – Darker lights with somber mood. Weak key and fill but strong backlight.
  • Chiaroscuro – Light contrast with dark.
  • Hard lighting – Bright harsh key lights to create hard shadows making the scene tough, angular and unflattering.
  • Soft lighting – The lights diffuse through a filter, create a romantic lighting.
  • Ambient lighting
  • Unmotivated lighting – Lighting shape the scene without being an element of it.
  • Motivated lighting – Lighting is the element of the scene.

Color

  • Black and white
  • Tinting – Entire scene is bathed in a certain color.
  • Sepia Tone – One type of tinting with a dusty color.
  • Color film
  • Color grading
  • Saturation – Highly saturated scene can feel bright and exciting. Lowly saturated scene can feel washed out and desolate.
  • Color palette – Can be broad or selective.

Space

  • Balance – Symmetrical balance.
  • Deep space – The scene places elements both far and near to the camera.
  • Shallow space – No depth.
  • Offscreen space – Scene draws attention to the thing out of the frame.
  • Blocking – All the movements the actor makes the scene.

Editing

How to Speak Movie Part 3: Editing
  • Sequence shot – A long-running shot takes a lot of action in a scene.
  • The cut – The transition between the end of one shot and the beginning of another.
  • Dissolve – One shot slowly fades into another
  • Wipe – The second shot rolls over the first.
  • Fade in/ Fade out – Start and end going to and from a black screen.

Continuity editing

  • Continuity error
  • Screen direction – Having a consistent direction of movement between shots.
  • Match on action – Movement from one shot to another smoothly.
  • Eyeline
  • 180 degree rule – The camera always stays on one side.
  • Crossing the axis
  • Establishing shot – Show where the scene takes place.
  • Master shot – A wide shot to show a scene in its entirety to establish everyone’s location.
  • Reverse Angle – The opposite side of the previous angle.
  • Insert shot – To show detail.
  • Shot/ Reverse Shot
  • Cross cutting – The film jumps between two lines of action to show they’re happening simultaneously.

Discontinuity editing

  • Freeze Frame
  • Slow motion
  • Fast motion
  • Reverse motion
  • Jump cut
  • Match cut
  • Split Screen
  • Overlay
  • Montage

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Week 1: Timeline & Understanding of the history of film, animation and VFX.

My understanding of the history of film:

I didn’t realize that the development of film has only taken more than a hundred years. It’s amazing how fast and well such an emerging industry can grow. Film began taking shape in 1895, then Edison perfected the Kinetoscope in 1891, then Hollywood took over as the leader of world cinema. The film industry thrived on its way well ahead. I started to explore further with great interest of what caused the film industry such rapid development.

Like all the new things, the earliest films were a sensation. People were afraid of the coming train in the film, and they were uncomfortable and confused by the cameras set in the street. Instead of waving and talking in front of the camera, as nowadays. This is like the law of diffusion of innovation. If film wants to be accepted by mass market, it needs 16% of early adopters. Because if no one is willing to give it a try there won’t be any people attracted by it. So, what does the film industry do to make black and white films less boring?

People began to perform music when playing silent films. It seems film became another vehicle for musical. This smooth transition certainly makes it easier for the audience to accept. The first films were more about recording and broadcasting what was going on. Neither the audience nor the filmmakers knew what form the film could be produce. So, I believe that’s why serpentine dance becoming a staple of early film.

Fortunately, there are always plenty of people with novel ideas, such as George Méliès. I believe that the multiple exposure technique he used in his films definitely gave all filmmakers a new inspiration. Also, the glass film studio he built was amazing. The glass walls and ceiling perfectly overcome the problem of exposure due to the reason electric light wasn’t power enough.

At the same time there was a group of people who had their own ideas about making films. I was impressed by La Gallina Misteriosa, a 1902 Spanish comedy about what came first, the chicken or the egg. It doesn’t have to be a realistic recording and spreading of existing art (such as serpentine dance). It can be a comedy, or something else, that conveys an unconventional view and attitude about the world. I was also surprised that filmmakers would hire people to manually color black and white films frame by frame in pursuit of visual effect, and sure enough, people always find a way to overcome the difficulty.

So, what motivated people doing so much for films? George Albert Smith and George Méliè gave their answer, to produce entertaining and amusing film. I believe this kind of interest and determination gives them such enthusiasm and motivation. This was the reason why they or the people at that time can accelerate the development of the film.

Furthermore, Smith began to use close-ups to accentuate the character’s personality and fade out the scene to show the transition from dream to reality, techniques like these are still used in film and television nowadays. I find Smith increasingly adept at using these techniques in his film. The extreme close up he used reminds me of the Match cut. For example, in the war scene, the extreme close-up of a spear can match cut to a flying arrow, and then zoom out to show the grand scene of the war.

I found that the performance techniques of silent films at this stage were exaggerated, and actors often used exaggerated actions similar to those in musicals to express themselves. For example, Blood & Bosh. This may because at the early stage, actors did not know the appropriate way to attract audiences’ attention. It could also because early films themselves grew out of musicals. But it might also fit with people’s perception of what was novelty. And it’s also the first time I find the the original silent film began to use the black background of white subtitles as expression technique

Also in 1900s, more audiences weren’t content to just passively absorb the information of the film, they begin to pursue actors to express the personality of the character. At the same time, silent films began to pursue sound effects in addition to music such as the sound of a hammer or a clarinet. I think this is also the gradual progress of people’s aesthetic appreciation of movies.

Timeline for the history of film:

  • 1895, Moving pictures projected onto a big screen.
  • 1877, Eadweard Muybridge set up a camera system to take a series of pictures of horses in motion for his bet. It’s the basis of film.
  • 1891, Thomas Edison had perfected the Kinetoscope.
  • 1892, Emile Reynaud projected the first animated film on his Kinetoscope.
  • 1890s, Serpentine dance becoming early film because there was no cinema.
  • 1895, Robert W. Paul and Bert Akers had invented the first British 35 millimeter camera
  • December 28th 1895, Lumiere brothers demonstrated their invention of motion pictures in Paris. It includes scenes of people coming out and a train coming. Just simple shots.
  • February 21th 1896, Robert W. Paul demonstrated his projector the theatre graph. Also Lumiere system was displayed in London.
  • June 1896, The Derby, one of the earliest examples of newsreel by Robert W. Paul’s Kinetoscopes.
  • George Méliès – One of the first filmmakers to use special effects.
  • 1893, Thomas Edison constructed the world’s first film production studio, the Black Maria.
  • 1896 or 1897, Alice Guy-Blaché began making films for Gaumont
  • 1897, George Méliès built the world’s first film studio in Montreuil made entirely of glass walls and ceilings. (According to the YouTube video ‘BBC Paul Mertons Weird and Wonderful World of Early Cinema.’)
  • 1900, George Smith showed close up for the first time in film.
  • 1901, James Williamson The Big Swallow using extreme close-up. He developed multi shot films and cutaways.
  • 1902, La gallina misteriosa (Pathé Frères, 1902) A chicken-and-egg comedy about what came first.
  • 1903, George Smith used close-ups to highlight the personalities of the characters and fades out to show the transition from dream to reality.
  • 1905, People are wooden and curious when they reaction to the camera for the first time recorded by Alice Guy-Blaché.
  • 1900s, André Deed, the first comic star in cinema. He had strong personality.
  • 1902, A trip to the moon is one of the most famous films at the time. The first ever worldwide success in fiction film.
  • 1911, Max Linder, the most popular comedian in the world. His comic creation of the coat was remembered by other comedians.
  • 1917, the First World War caused Max Linder depression because he narrowly escaped death.
  • 1918, Hollywood took over as the leader of world cinema the end of the First World War. The language of cinema was already fully formed.
  • 1923, Pathé was able to take over Star Films and the Montreuil studio. George Méliès burned 500 negatives of all his films.
  • 1925, Max Linder committed suicide.

My understanding of the history of animation:

I found that all animation is based on the theory of “persistence of vision”. In fact, films are the same. However, unlike the early films, animation does not rely on camera, so it needs “persistence of vision” from the very beginning.

Thaumatrope was the toy used that theory. Basically, it’s a disc with two sides pictures on it. When someone twirl the rope at two ends, the picture will merge into one. To my surprise, this toy, which appeared in 1825, was played when I was a child. It really appeals to kids. I remember I always twirled the rope to see the picture. This is probably closer to the enlightenment of animation, both ages ago and now.

Then Zoopraxiscope was made, and more people began to know what animation is. It might be the first time Frame Per Second was understood and observed in animation. So, why FPS is really matter? I believe it is because our brains understand things in terms of frames. It’s the same way as waving hands. If I wave my hand really fast, it feels like it blurs. But actually, the hand didn’t get blurry but brain is trying to interlace the frame of what is happening. And it turns out the brain work on the same thing a film camera does. A lot of frames combined together and played rapidly will make people feel motion. And that’s how animation works.

Time goes to 1937, Snow White was on the big screen. The multi depth camera used in it is really interesting to me. It divided pictures into different layers in order to show the depth. Sound like how photoshop does but it not. I noticed people have been thinking about how to give animations a sense of space since that time.

What’s more, Disney also created elaborate sound effects and music for Snow White. I think this is probably the beginning of sound production. The rustle of leaves, the tap of shoes on the floor, the noise of the street, all these sound effects together built a wonderful animation world.

Another point worth noting is that the name of the character might fit the personality. It’s like the name of the Seven Dwarfs. It also allows the audience to relate their names to the characters’ characteristics from the beginning, creating more or less a sense of immersion.

What Cresta does is also interesting to me. They used animations in the ads to make them attractive. I think that’s the reason they had become widely remembered since those ads.

Animation is not just a fantasy. People often take things from reality and modify them accordingly. For example, in the beginning, tyrannosaurus rex had a straight back in animation. Later, the correct standing posture of tyrannosaurus rex was discovered according to the study of fossils, which helped the animation to correctly depict the proper pose.

Of course, only people in the animation industry cannot effectively promote development. I believe that after the huge success of Toy Story in 1995, more capital discovered the potential market value of animation. And began to invest in produce and development, such healthy competition makes the market better.

Then it’s the time for CGI to show its power. We have Titanic, Avatar, The Avengers and so many other excellent films. But there is no doubt that 2D animation without CGI still has a large share of the market. Anime can be a representative of 2D animation. I’m a big fan of it. And I also believe that anime will not be replaced by CGI. In fact, anime makers are already experimenting with adding 3D elements to 2D, such as passing planes or cars. I believe this technology will get even better in the near future.

Timeline for the history of animation:

  • 1609, The Magic Lantern, moving images was projected onto a screen, but it’s assisted by human hands.
  • 1825, Thaumatrope, the first actual animation, this is a disc toy with pictures on both sides. When the rope is twirled, the pictures will merge into one because of the theory of “persistence of vision”.
  • 1879, Zoopraxiscope, the first contraption to show a clip of animation, this is a cylinder, and as successive images are placed and rotated, images can be seen moving through the slits.
  • 1900-1910, Animation began to exist on the big screen, started with simple faces.
  • 1914, Gertie the Dinosaur, the first characteristic animation by Winsor McCay.
  • 1928, Steamboat Willie, showed Mickey Mouse to the world. Music and violence appeared in it.
  • 1929, Because of the great Depression, People keep going to the theater to watch cartoons as entertainment. Because of this demand, more cartoons were made.
  • 1937, Snow White, the first feature film to be created by Disney. Using lots of new techniques.
  • 1969, Animator began trying to create real looking monsters such as skeleton soldiers and dinosaurs.
  • 1970, Cresta discovered children’s love of animation and created an animated commercial to promote its drink. The main character is a polar bear wearing sunglasses.
  • 1986, Pixar Animation Studios was founded. CGI (Computer-generated imagery) began to play an important role in producing animation.
  • 1995, Toy Story, the first entirely computer-animated feature film was released by Pixar. The film caused a sensation all over the world.
  • 2009, Avatar was on the screen. Fantastic CGI made the movie a great success.
  • 2014, CGI became a dominant species of animation.

My understanding of the history of VFX:

Compared with films and animations, the history of visual effects have only been less than 100 years. But VFX is growing as fast as both of them. From low-frame king Kong in 1933 to lifelike dinosaurs in Jurassic Park in 1993, it only took about half a century.

Since then, the visual effects have continued to appear in the film and get great acclaim. As a fan of Final Fantasy, I have to say that while Final Fantasy: The Spirits Within received mixed reviews, but the visual effects in Kingsglaive: Final Fantasy XV was really miraculous.

I found that all the visual effects used in films and animation today basically include facial capture and motion capture. There is no doubt that these two techniques can save huge amount of time. Basic movement and speed no longer have to be manually adjusted frame by frame. But at the same time special-effects artists began to look for more detail.

Timeline for the history of VFX:

  • 1933, KING KONG, the visual effect is as engaging as human actors.
  • 1958, The 7th Voyage Of Sinbad, the motion of the monster is controlled frame by frame.
  • 1963, Jason And The Argonauts, the skeleton battle animation took 4 months.
  • 1985, Young Sherlock Holmes, computer generated character from photo.
  • 1989, The Abyss, used an earlier version of Photoshop to complete the 75s liquid water animation. Took 6 months.
  • 1991, Terminator 2: Judgment Day, water effect was improved.
  • 1993, Jurassic Park, the animator nearly bring the dinosaur in real life by using armature devices.
  • 1995, Casper, the first computer animated title character was created.
  • 1995, Toy story, the first entirely computer-animated feature film.
  • 1996, Dragonheart, the special effects took 15 months to produce.
  • 1999, Star Wars: Episode I – The Phantom Menace, over 2000 visual effects, including sixty digital characters were create in that film.
  • 2001, Final Fantasy: The Spirits Within, the first Hyper Real, fully computer generated feature film based on original designs.
  • 2002, The Lord of the Rings: The Two Towers, Weta Digital was awarded the Oscar for best visual effects for three consecutive years for this film.
  • 2002, Star Wars: Episode II – Attack of the Clones, improved new character
  • 2003, The Matrix Reloaded, used a process called Universal Capture recording the real actor’s performance. And played back from different angles and under different lighting conditions.
  • 2005, King Kong, the remake version, having the largest number of visual effect shots in a single film.
  • 2006, Pirates of the CaribbeanDead Man’s Chest, Davy Jones was generated by computer so real that people thought they were watching a real person.
  • 2007, Beowulf, advanced motion capture technique to transform life action into digital animation.
  • 2008, The Curious Case of Benjamin Button, The actor’s face was captured to create an aging face.
  • 2009, Avatar, using face capture and motion capture.

`Reference:

  1. Silent Film Locations, 2015. BBC Paul Mertons Weird and Wonderful World of Early Cinema. [online video]. Available from: https://www.youtube.com/watch?v=87km5sFrIQQ [Accessed 8 Oct 2021].
  2. Jack webb, 2014. History Of Animation Documentary. [online video]. Available from: https://www.youtube.com/watch?v=Sfzy05M-nzY [Accessed 8 Oct 2021].
  3. World Documentary Channel, 2016. A History of CGI Characters – DOCUMENTARY. [online video]. Available from: https://www.youtube.com/watch?v=jZqSAYE5Mrw [Accessed 8 Oct 2021].

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