Topic > History of 2D Animation

"Say no to plagiarism. Get a tailor-made essay on "Why violent video games should not be banned"? Get an original essay From what we know animation has found its feet approx. 100 years ago. Although Walt Disney is often credited with making 2D animation featuring Mickey Mouse, he was not the first person to create a 2D animation ever made was called Phantasmagorie, a short cartoon made by Emile Cohl. The cartoon begins with Emile drawing a simple stick man in live action. The animation begins when the stick man falls from a bar a theater behind a woman with a large hat and the stick man jumping out of a small box. The cartoon ends with the stick man riding off the screen. The cartoon lasts about 75 seconds around 700 different drawings to create this historic animation, which predates Steamboat Willie (the first cartoon featuring Mickey Mouse) by around 20 years. In animation, one normally very notable thing that is talked about is the pioneers of animation, referring to the creators of the best techniques still used in animation today. This young French cartoonist is affectionately known as the father of cartoons. In 1908, he created the first fully animated cartoon ever produced on film. Popularly called the world's first movie magician, this French director quickly became famous in the industry for the use of special effects in his films. Known as the father of "real" animation, Winsor McCay surprised viewers with his production of "Litte Nemo," which featured two minutes of pure animation never seen in film. Inspired by Thomas Edison's inventions, J. Stuart Blackton founded the American Vitagraph Company and began producing films. His first film was The Enchanted Drawing in 1900. Muybridge's studies of animal locomotion weren't exactly animation; they were one of the very first experiments in moving images, laying the foundation for generations of videographers to come. 2D animation is the traditional animation method that has been around since the late 1800s. It is one drawing followed by another in a slightly different pose, followed by another in a slightly different pose, back and forth at 24 frames per second. Traditional animation required animators to draw by hand for each individual frame. Traditional animation creates drawings one by one on the frame. 2D animation involves creating numerous drawings that fit into plastic cells, painting them by hand, and creating the animated sequence over a painted background image. Computer animation, 2D and 3D were used when the famous Mickey Mouse animation was created using the 2D animation technique. During the 1960s many popular cartoons such as the Jetsons and the Flintstones were created using 2D animation. If creditors are interested in transforming unreal characters into realistic ones, then it is 3D digital animation. 3D digital animation characters are much faster to create and are quite popular in the film industry. Using computer software, 3D animated images are used to create numerous short films, feature films and even television commercials, and a career in digital 3D animation is highly rewarding. Compared to 2D animation and the traditional approach, 3D animation models are highly realistic. Have you ever wondered if a piece of stone can walk or talk, well anything is possible in animation? Using frame-by-frame animation, static physical objects are moved and shown during post productionin one fluid motion. Stop motion animation has been around since the evolution of puppets. There have been many films created using the stop motion method, some of the best examples are "Fun in a Bakery Shop" created in 1902. Edwin Porter directed ""The Teddy Bears"", one of the first stop-motion animation films. . The film is a short sequence of teddy bears playing, just over a minute long, which took more than 50 hours to animate. machines can be animated using the mechanical animation technique. Instead of creating the original machine, creating these mechanical animations allows the animator to understand how the machine works. Explaining the functionality of these machines is quite simple through this type of animation technique. The 12 Principles of Animation are the principles that animation artists learn to do their craft and will always stick to these techniques when making an animation. The first of which is squashing and stretching. The most important principle is squashing and stretching, the purpose of which is to give a sense of weight and flexibility to the drawn objects. It can be applied to simple objects, such as a bouncing ball, or to more complex constructions, such as the musculature of a human face. Anticipation is used to prepare the audience for an action and to make it appear more realistic. A dancer jumping from the ground must first bend his knees; a golfer taking a swing must first swing the club back. This principle is similar to theatrical staging, as it is known in theater and cinema. Its purpose is to direct the audience's attention and make clear what is of most importance in a scene, whether it is a facial expression trying to indicate an emotion or a reaction. Direct action and pose after pose, these are two different approaches to the actual drawing process. ""Direct action"" means drawing a scene frame by frame from start to finish, while ""pose to pose"" involves starting by drawing a few keyframes and then filling in the gaps later. Continuous and overlapping action is a general title for two closely related techniques that help render movement more realistically and help give the impression that characters follow the laws of physics, including the principle of inertia. Movement is facilitated and facilitated. The human body, and most other objects, needs time to speed up and slow down. For this reason, the animation appears more realistic if it has more drawings at the beginning and end of the action, emphasizing the extreme poses, and less in the center. Arc: Most natural actions tend to follow an arc trajectory, and animation should adhere to this principle by following implied arcs for greater realism. This technique can be applied to a moving limb by rotating a joint or to a thrown object moving along a parabolic trajectory. The exception is the mechanical movement, which typically moves in a straight line. Adding secondary actions to the main action gives the scene more life and can help support the main action. A person walking can simultaneously swing their arms or hold them in their pockets, talk or whistle, or express emotions through facial expressions. Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film. Exaggeration is a particularly useful effect for animation, as animated movements that try to perfectly imitate reality can seem static and boring. The level of exaggeration depends on whether you are going for realism or a particular style, such as a caricature or the style of a specific artist. The principle of solid design"