All This and 230M MIP-Mapped Textels/Sec, Too
(Author's note: Mention of the products
listed below does not imply endorsement, especially since the author
does not remotely understand how any of them actually work.) One
of the joys of publishing articles and columns on animation is that
I somehow get placed on mailing lists that could lead me to an exciting
new career. Of late I have received several sales pitches and special
offers from animation technology companies. These promotions mistakenly
presume that I work in the industry (seemingly as an animator),
and that I will soon be sending checks their way for the latest
and greatest personal animation studio(s) ever digitized onto software.
They also presume that I have peripherals for my computer that could
only be installed through the use of several paychecks and the sale
of my car. This is way cool, but here are the facts: Given a stencil
of Mickey Mouse, and with Fred Moore's spirit hand guiding mine,
I would still produce a drawing that more resembled Popeye. If I
actually attempted to install and use the software in the brochures,
the result would make the Y2K prophecy look like a gypsy palm-reading
and much of the Midwest would be plunged into cyberchaos. In short,
it would have been a better idea to mail this literature to my Yorkshire
Terrier, except I'm certain that he would humiliate me by installing
the software correctly.
Internal Innovation
Still...how can I not be impressed by how far technology has
extended the animator's reach? Back in the age before silicon, advances
in animation technology were largely the result of in-house labor.
In 1911 Winsor McKay thought that his Little Nemo film
would be more impressive in color, so he painstakingly hand-tinted
every frame. Not long afterwards, John R. Bray patented most of
the inventions that would move his studio into the modern age of
animation production. Animator Raoul Barré came up with the
peg registration system, and another animator, George Stallings,
developed the rotating glass disk for animation tables. When Max
Fleischer wanted more realistic animation, he developed the machinery
for the rotoscope. Again, when Max wanted to create 3D backgrounds
he built and perfected his famous rotating tabletop system and achieved
his goal using nary a consultant.
The multiplane camera, a more sophisticated method of replicating
3D, was developed in-house by Disney's technical wizards. Ub Iwerks
decided that he could use a multiplane too, and reportedly improvised
one out of spare automobile parts. Disney did use an important outside
source when he struck a deal with Nathalie Kalmus for the use of
Technicolor, but during the making of Fantasia
new special effects were developed by Disney's own artists using
airbrush, transparent paint, stipple paint and other novel tricks.
For that matter, the Fantasound system that Walt Disney intended
for use with the film was developed within the studio under the
direction of Bill Garity. This forerunner of true stereo sound was
just one of many noteworthy innovations that tumbled out of animation
studios over the years. Some ideas were simple, others awesomely
complex, but all were invariably produced through the ingenuity
of a given studio's own animators, artists and technicians.
Turnin' the Tables
Today the art of animation is the beneficiary of the computer industry. A well-written program and/or workstation can now make any individual animator the equal -- or better -- of a traditional Hollywood cartoon studio. When I say any animator, I mean just that: last month my mail included an invitation to purchase the AXA Team 2D Pro, described in the exciting literature as "Your Personal Animation Studio." For only $2,995 (which I keep readily on hand for just such offers) I could own the same technology that produces the cartoons and commercials that I see on TV. Classes are not a prerequisite; the software itself does the educating and there is a direct tech support hotline. If you believe I was mistaken in saying that this software can make one the equal of a studio, the folks at AXA assure me that: "...one animator can scan, paint, and output a 30 second spot, complete with multiplane camera moves, in a single day." I forgo the details here; they are awesome indeed, but no less jaw-dropping than the fact that AXA Team 2D Pro is only one of many available products that can turn a desktop into a one-man (or woman) production company.

























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