LESSON 1 INTRODUCTION TO ANIMATION COURSE CODE: EANI0323
Objectives: 1. Understand the History of Animation 2. Identify the Father of Animation 3. Enumerate the 6 Early Animation Devices Pre-assessment 1. It consists of a rotating drum with slits through which viewers could observe a sequence of images to create the illusion of motion. a. Phenakistoscope b. Flipbooks c. Zoetrope d. Shadow Play 2. Ancient civilizations, such as the Chinese and Greeks, used handcrafted figures and light to create moving shadows. a. Phenakistoscope b. Flipbooks c. Zoetrope d. Shadow Play 3. Artists drew a sequence of images on pages that, when flipped rapidly, created the illusion of movement. a. Phenakistoscope b. Flipbooks c. Zoetrope d. Shadow Play 4. It was an image projection device developed in 1603. a. Magic Lantern b. Humorous Phases c. CGI d. Praxinoscope 5. Also known as the Fantascope a. Praxinoscope b. Thaumatrope c. Zoetrope d. Phenakistoscope What is animation? To animate means to give life to. Animations are created from a sequence of still images. The images are displayed rapidly in succession so that the eye is fooled into perceiving continuous motion. This is because of the phenomenon called Persistence of Vision. This is the tendency of the eye and brain to continue to perceive an image even after it has disappeared. For example, in the above shown figure, a sequence of images of a character in various positions gives the illusion of motion when displayed rapidly one after
another. Animation generally deals with hand drawn images in contrast to motion video which deals with actual photographs of real-world objects taken through a camera, although both uses the concept of displaying a sequence of images one after another to depict motion. Uses of Animation In multimedia, animation is regarded as an important and useful tool for communicating information. The main application areas of animation include: Marketing and advertising Staff And Program Development Training Presentations Educational Multimedia Programs Training Programs Sports Edutainment Titles Health-Care Programs Games Process Simulation Cyber Art Interactive Magazines The Internet How animation Works In the traditional animation process, animators will begin by drawing sequences of animation on sheets of paper often using colored pencils, one picture or frame at a time. A key animator or lead animator will draw the key drawings (key in the sense of important) in a scene, using the character layouts as a guide. The key animator draws enough of the frames to get across the major points of the action; in a sequence of a character jumping across a gap, the key animator may draw a frame of the character as he is about to leap, two or more frames as the character is flying through the air, and the frame for the character landing on the other side of the gap. Once the key animation is approved, the lead animator forwards the scene on to the clean-up department, made up of the clean-up animators and the inbetweeners. The clean-up animators take the lead and assistant animators drawings and trace them onto a new sheet of paper, taking care in including all of the details present on the original model sheets, so that it appears that one person animated the entire film. The inbetweeners will draw in whatever frames are still missing in between the other animators drawings. This procedure is called tweening. Animation and Frame Rates Virtually all visual animation media uses framesa series of still images shown very rapidly to simulate motion or change. Anything you see on a computer, television, or movie screen is based on frames. This goes back to the earliest days of cartoon animation, where the individual pictures were drawn on sheets of cellophane and became known as cels, and the earliest motion pictures, where a similar technique was used with multiple photographs. TV video builds 30 entire frames or pictures every second. Movies are shot at a shutter rate of 24 frames per second, but using projections tricks the flicker is increased to 48. On some projectors each frame is shown 3 times before the next frame, for a total of 72 flickers per second which helps eliminate the flicker effect. History of animation The history of animation is a fascinating journey that spans several centuries, starting from ancient times to the present day. Here's a brief overview of the major milestones in the development of animation: Early Predecessors (2,000 BCE - 19th century): Shadow Play: Ancient civilizations, such as the Chinese and Greeks, used handcrafted figures and light to create moving shadows. Zoetrope: In the 19th century, devices like the zoetrope emerged, consisting of a rotating drum with slits through which viewers could observe a sequence of images to create the illusion of motion.
Silent Era and Early Animation (Late 19th century - 1920s): Flipbooks: Artists drew a sequence of images on pages that, when flipped rapidly, created the illusion of movement. Emile Reynaud: A French inventor, Reynaud, created the Praxinoscope (1877), an improved version of the zoetrope. The Humorous Phases of Funny Faces (1906): J. Stuart Blackton's film is considered the first animated film using stop-motion techniques. Golden Age of Animation (1920s - 1960s):
Walt Disney: Disney revolutionized animation with the introduction of synchronized sound in Steamboat Willie (1928) featuring Mickey Mouse. This led to the creation of numerous iconic characters and films, including Snow White and the Seven Dwarfs (1937), considered the first full-length animated feature. Warner Bros. and Looney Tunes: Warner Bros. introduced beloved characters like Bugs Bunny, Daffy Duck, and Porky Pig, creating a rich universe of animated shorts. Technological advancements: During this period, various techniques like cel animation, multiplane cameras, and the introduction of color were developed, enhancing the quality and appeal of animated films. Rise of Television and New Techniques (1950s - 1980s): TV Animation: Animated series gained popularity, with shows like The Flintstones (1960) and The Simpsons (1989) becoming cultural phenomena. Stop-motion animation: Ray Harryhausen and others expanded the possibilities of stop-motion animation with films like Jason and the Argonauts (1963). Limited animation: Studios like Hanna-Barbera embraced limited animation techniques, allowing for costeffective production of animated TV shows. Digital Era and Modern Animation (1990s - Present): Computer-generated imagery (CGI): Pixar's Toy Story (1995) marked the first feature-length film entirely created using CGI, opening up new horizons for animation. 2D and 3D animation: Traditional 2D animation continued to evolve alongside advancements in 3D animation, leading to visually stunning films like Spirited Away (2001) and Frozen (2013). Expansion of Animation: Animated films gained critical acclaim and commercial success worldwide, with studios like DreamWorks Animation, Studio Ghibli, and Illumination Entertainment producing a vast array of memorable movies. The history of animation is an ever-evolving and dynamic field, constantly pushing boundaries and exploring new techniques and styles. From its humble beginnings to the vibrant industry we see today, animation has become a prominent part of our entertainment and artistic expression. 6 Examples of Early Animation Devices Throughout history, there have been numerous devices and toys capable of depicting active scenes of animated cartoon characters, people, objects, and events: 1. Magic lantern: The magic lantern was an image projection device developed in 1603. This device used a mirror in the back of a light source (originally a candle) that would direct the light through long glass slides, projecting the slide’s illustrations. Placing the slides together formed movement, making the magic lantern the first instance of “moving pictures.”
2. Thaumatrope: The thaumatrope was a nineteenth-century optical toy that featured a picture disk held by two strings. When the strings were twirled, they would spin the disk, moving images on either side of the disk into one by the “persistence of vision,” an optical illusion that tricks the eye into seeing movement long after the movement has stopped. 3. Phenakistoscope: Also known as the Fantascope, and sometimes spelled “phenakistiscope,” the phenakistoscope debuted around 1833, featuring spinning, painted cardboard disks reflected in mirrors, which created the illusion of movement. The phenakistoscope’s innovative experience could only be enjoyed by one viewer at a time. 4. Zoetrope: The phenakistoscope’s successor, the zoetrope was a spinning cylindrical version that presented images in sequential phases of motion that multiple viewers could watch at a time. The cylinder contained several vertical slits, which provided a mechanism for the eye to keep the spinning photographs from blurring together while in motion.
5. Kineograph: Latin for “moving picture,” the kineograph (known as the flipbook) debuted in 1868. The kineograph is a small book of drawings, with each page conveying a different form of movement, so that when the pages are flipped quickly in sequence, they animate a scene. 6. Praxinoscope: In 1877, the praxinoscope succeeded the zoetrope, replacing the latter’s narrow vertical slits with an inner circle of angled mirrors instead. These angled mirrors helped provide a clearer and more vivid animation than peering at the moving illustrations through slits. What Was the First Animated Film? Émile Reynaud’s Pauvre Pierrot (1892) was created by using a longer image roll for the praxinoscope, allowing for a longer viewing time. Pauvre Pierrot is often credited as the first animated film because Reynaud’s picture roll was hand-painted with 500 individual images (rather than using photographs). However, film historians argue that Émile Cohl’s Fantasmagorie (1908), is the first instance of a film produced with traditional animation techniques, making it the first true animated movie. Some consider Britsh-American producer J. Stuart Blackton’s Humorous Phases of Funny Faces (1906) to be the animation industry’s first film. Blackton used stop-motion animation to depict a series of animated characters changing movements throughout the three-minute movie. Humorous Phases of Funny Faces was
the first animated film recorded on standard picture film, technically making it the first animated movie captured on real film. What Was the First Feature-Length Animated Movie? The first animated feature film is Walt Disney Studios’ Snow White and the Seven Dwarfs (1937). This film used the traditional animation process of cel animation, which involved rendering two-dimensional visuals on a transparent sheet of celluloid. The cel animation process allowed transferring illustrations between frames, rather than having to redraw from scratch each time, speeding up the process, saving time and labor. What Is the History of Computer Animation? People began to experiment with computer graphics as early as the 1940s, for science and research purposes. Composer, animator, and inventor John Whitney Sr. built a custom computer device from a converted Kerrison Predictor (a World War II-era anti-aircraft fire-control system). Using mathematics to control the device in more specific ways,they had the ability to produce precise lines and shapes. Whitney Sr., with the assistance of legendary graphic designer Saul Bass, animated the opening title sequence for Alfred Hitchcock’s 1958 film Vertigo. The classic film is considered to be one of the first live-action films to use computer animation. By the 1960s, innovative digital graphics boomed as more computers entered the mainstream, and by the 1970s, many people began using computer graphics as an art form. Graphic design tools and software for computers continued to evolve, and government funding allotted to the University of Utah saw an emergence in groundbreaking animation projects, notably one produced by Ed Catmull, Hand/Face (1972). The abilities of computer animation continued to expand, as more people discovered the capabilities of this new medium, eventually evolving into the CGI masterpieces that dominate our media today. Father of Animation The title of the "Father of Animation" is often attributed to different individuals, depending on the context and criteria used. Here are a few notable figures who have been associated with this title: Émile Reynaud: Reynaud, a French inventor, is often considered one of the pioneers of animation. In 1877, he created the Praxinoscope, an improvement upon earlier animation devices. Reynaud also developed the Theatre Optique, which allowed for the projection of animated films to a larger audience.
While these individuals are often associated with the title of the "Father of Animation," it's important to note that animation itself is a collaborative and evolving art form that draws upon the contributions of many talented artists, technicians, and innovators throughout its history. Discovery of Animation The discovery of animation can be traced back to various origins and the collective efforts of many inventors and artists throughout history. While it is difficult to attribute the discovery of animation to a single individual, there were key milestones and inventions that contributed to its development. Here are some important highlights: Persistence of Vision: The phenomenon known as "persistence of vision" was observed by early scientists and artists. It refers to the optical illusion that occurs when the human eye retains an image for a fraction of a J. Stuart Blackton: Blackton, an American filmmaker, is credited with creating the first animated film using stop-motion techniques. His short film, "The Humorous Phases of Funny Faces" (1906), featured hand-drawn animations that came to life through stop-motion photography. Winsor McCay: McCay, an American cartoonist and animator, is widely recognized for his groundbreaking work in early animation. His film, "Gertie the Dinosaur" (1914), was one of the earliest examples of character animation and showcased McCay's skill in bringing a dinosaur to life through animation. Walt Disney: Walt Disney is arguably one of the most influential figures in the history of animation. He co-founded Disney Brothers Studio (now known as The Walt Disney Company) and pioneered numerous advancements in animation techniques, storytelling, and character development. Disney's creation of synchronized sound animation in "Steamboat Willie" (1928) and the success of films like "Snow White and the Seven Dwarfs" (1937) solidified his impact on the industry. .
second after it disappears. This phenomenon forms the basis of animation, as it allows us to perceive a series of still images as continuous motion. Predecessors of Animation: Before the advent of film, various forms of visual entertainment laid the groundwork for animation. For instance: Magic Lantern: Invented in the 17th century, the magic lantern used a light source and painted slides or transparencies to project moving images onto a screen. Thaumatrope: In the 19th century, John Ayrton Paris and Peter Mark Roget independently developed the thaumatrope, a disk with different images on each side. When spun, it created an illusion of merging images. Zoetrope: In the early 19th century, the zoetrope emerged as one of the earliest animation devices. It consisted of a rotating drum with vertical slits and a sequence of images on the inside. When spun and viewed through the slits, the images appeared to move. Stop-Motion Techniques: The discovery of photography and the development of the concept of frame-byframe imaging laid the foundation for stop-motion animation. Inventors like Eadweard Muybridge and Etienne-Jules Marey used multiple cameras to capture sequential images of people and animals in motion, providing valuable insights into movement. Celluloid and Film: The invention of celluloid by John Wesley Hyatt in the 1860s and the subsequent development of flexible film by George Eastman and Thomas Edison revolutionized animation. These materials allowed for the creation of long strips of sequential images, making it easier to capture and project animated sequences. The Lumière Brothers: The Lumière brothers, Auguste and Louis, are renowned for their contributions to early cinema. They developed the cinematograph, a combination of camera, printer, and projector, which enabled the mass production and screening of motion pictures. Their public screenings in 1895 marked the birth of the film industry. Emile Reynaud and the Praxinoscope: Emile Reynaud, a French inventor, developed the Praxinoscope in 1877. This device featured a strip of images placed on the inside of a spinning drum with mirrors. When viewed, it created the illusion of moving pictures. Winsor McCay and Gertie the Dinosaur: Winsor McCay's groundbreaking work in animation played a crucial role in its development. His film "Gertie the Dinosaur" (1914) was one of the first animated films to feature a character with a distinct personality and storyline, showcasing the potential for animation as a storytelling medium. While these milestones and inventors contributed to the discovery and development of animation, it's important to acknowledge that animation evolved through the collective efforts of many artists, inventors, and technological advancements over time. The field continues to thrive and push boundaries in the modern era with the aid of digital technology and innovative techniques. Learning Activity 1 Title: Thaumatrope Creation Activity
Objective: To learn about persistence of vision and create a thaumatrope, an optical toy that creates an illusion of motion. Materials: 1. Cardstock or stiff paper 2. Pencil or pen 3. Markers or colored pencils 4. Scissors 5. String or thin ribbon 6. Hole puncher Instructions: 1. Introduction : • Our brain retains an image for a split second after the image is gone, creating the illusion of motion when a series of images is shown rapidly. • The thaumatrope, a popular Victorian-era optical toy that exploits persistence of vision. Explain that it consists of a disk with different images on each side. When spun or twirled, the images combine to create a single animated image. 2. Brainstorming and Design : • Think of simple, contrasting images that can be easily drawn and combined. • Examples such as a bird and a cage, a fish and a bowl, or a cat and a mouse. • It should be positioned such that they align when the thaumatrope is spun. 3. Creating the Thaumatrope: • Partcipants should cardstock or stiff paper each. • Draw chosen images on separate circles. The circles should be approximately 2-3 inches in diameter. Use the template provided or trace a circular object to ensure consistency. • Color the images using markers or colored pencils. • Cut out the circles along the drawn lines. • Punch a hole near the top and bottom of each circle using the hole puncher.
4. Assembly: • Attach the circles together using a piece of string or thin ribbon. • Pass the string through the holes in both circles, aligning the images back to back. • Tie a knot or secure the string on each end to keep the circles in place. 5. Testing and Observations: • Participants should hold the string between their palms and rapidly twist it back and forth to spin the thaumatrope. • Focus on the spinning thaumatrope and observe the illusion of the combined images merging into one. Learning Activity 2 Tittle: Creating Flipbooks Objective: The objective of this activity is to introduce students to the concept of animation and provide them with a hands-on experience in creating their own flipbooks. Through this activity, students will develop their creativity, fine motor skills, and understanding of sequential storytelling. Materials Needed: • Blank sheets of paper (preferably in a small booklet format) • Pencils or colored pencils • Stapler or binder clips • Scissors (optional) • Markers or crayons (optional) Instructions: 1. Introduction: • Begin the activity by explaining the concept of animation and its history, including the early animation devices such as thaumatropes, zoetropes, and flipbooks. • Show examples of flipbooks or play a short video demonstrating how flipbooks work. • Discuss the persistence of vision and how it allows us to perceive a sequence of images as continuous motion. 2. Brainstorming and Storyboarding: • Brainstorm ideas for flipbook stories. Choose a simple storyline or a more elaborate narrative. • Sketch out their ideas on a separate sheet of paper, creating a rough storyboard for their flipbook. 3. Creating the Flipbook:
• Students number the bottom right corner of each page to keep track of the sequence. • Now start drawing flipbooks frames on the pages, with each frame showing a slight progression in movement. • Be creative and experiment with different characters, objects, or scenes in their flipbooks. • Decorate the pages with markers or crayons. • Stack the pages in numerical order, making sure the drawings align. • Use a stapler or binder clips to secure the pages together on the left side. 4. Testing and Sharing: • Test flipbooks by holding the book with one hand and using the thumb or fingers of the other hand to flip through the pages. Summary of the Lesson Animation is the process of creating the illusion of motion by displaying a sequence of still images in rapid succession. It is achieved through the phenomenon called Persistence of Vision, where the eye and brain continue to perceive an image even after it has disappeared. Animation has various applications in marketing, advertising, training, education, entertainment, and more. The history of animation dates back centuries and has seen significant milestones. Early predecessors include shadow play, thaumatropes, zoetropes, and flipbooks, which used different techniques to create the illusion of movement. The silent era and early animation introduced techniques like stop-motion and cel animation. The Golden Age of Animation saw the emergence of iconic studios like Disney and Warner Bros., along with technological advancements in animation techniques. Television and the rise of digital technologies in the mid-20th century brought new opportunities for animation. Computer-generated imagery (CGI) revolutionized the industry, leading to the production of the first feature-length animated film, Snow White and the Seven Dwarfs. Since then, animation has continued to evolve, with advancements in 2D and 3D animation, the expansion of animated films and series, and the use of CGI in modern animation. Throughout its history, animation has been shaped by numerous individuals who have contributed to its development. While figures like Émile Cohl, Winsor McCay, and Walt Disney are often associated with pioneering achievements, animation is a collaborative art form that relies on the contributions of many talented artists, technicians, and innovators. The discovery of animation can be attributed to various milestones, including the understanding of persistence of vision, the invention of devices like the magic lantern, thaumatrope, and zoetrope, and the development of celluloid and film. The Lumière brothers' cinematograph and Emile Reynaud's Praxinoscope were instrumental in advancing animation techniques. Winsor McCay's "Gertie the Dinosaur" showcased animation's storytelling potential. Overall, animation has a rich history that continues to evolve, incorporating new technologies and pushing the boundaries of creativity. It has become a prominent form of visual storytelling and entertainment in our modern world.
Post-assessment 1. What is animation? a. The process of capturing real-world objects through a camera b. The creation of continuous motion from a sequence of still images c. The use of 3D models to depict motion d. The manipulation of digital graphics in real-time 2. Which phenomenon is responsible for the illusion of motion in animation? a. Persistence of Vision b. Motion Capture c. Frame Rate Enhancement d. Optical Illusion 3. Which of the following is NOT an application area of animation? a. Marketing and advertising b. Staff and program development training c. Medical d. Games 4. In traditional animation, what is the role of a key animator? a. .Drawing the key frames that depict important actions b. Tracing the drawings onto a new sheet of paper c. Drawing inbetween frames to complete the animation d. Approving the final animation sequence 5. Which film is considered the first animated film? a. Pauvre Pierrot b. Fantasmagorie c. Snow White and the Seven Dwarfs d. Humorous Phases of Funny Faces 6. What is the first feature-length animated movie? a. Pauvre Pierrot b. Fantasmagorie c. Snow White and the Seven Dwarfs d. Humorous Phases of Funny Faces 7. When was computer animation first used in a live-action film? a. 1940s b. 1950s c. 1960s d. 1970s 8. Which of the following is NOT an early animation device?
a. Magic lantern b. Zoetrope c. Phenakistoscope d. Television 9. Who is often credited as the "Father of Animation"? a. Walt Disney b. Émile Cohl c. Ray Harryhausen d. John Whitney Sr. 10. What is the phenomenon that allows us to perceive a series of still images as continuous motion? a. Persistence of Vision b. Persistence of c. Illusion of Continuity d. Frame Rate Synchronization 11. Which animation technique involves drawing a sequence of images on pages that, when flipped rapidly, create the illusion of movement? a. Cel animation b. Stop-motion animation c. Flipbook animation d. Computer-generated animation 12. Who created the first feature-length film entirely using CGI? a. Walt Disney b. Ray Harryhausen c. John d. Pixar 13. What invention allowed for the creation of long strips of sequential images for animation? a. Zoetrope b. Magic lantern c. Celluloid d. Kineograph 14. Which film is considered one of the first to use computer animation in a live-action movie? a. Gertie the Dinosaur b. Snow White and the Seven Dwarfs c. Vertigo d. Westworld 15. Which animation technique involves physically manipulating objects and photographing them frame by frame? a. Cel animation
b. Stop-motion animation c. Flipbook animation d. Computer-generated animation Self-evaluation / Performance Task Instruction: After you create your own thaumatrope and flipbook it’s time to e record a video or capture images of your creation in action. 1. Prepare a presentation, a video documentation of your performance task: a. Write a brief explanation of your chosen images and the concept behind your animation. b. Include a description of the materials you used and the steps you followed to create your thaumatrope. c. Display your recorded video or images to showcase your animation. d. Reflect on the process of designing and creating your animation. Discuss any challenges you faced and what you learned from the experience. 2. Share your thaumatrope and flipbook animation with your classmates, friends, or family members to demonstrate the magic of this early animation device. Rubrics Answer Keys Pre-assessment 1. C 2. D 3. B 4. A 5. D Creativity and originality of the chosen images and animation concept. 20 % Design and craftsmanship 20 % Smoothness and effectiveness of the animation when spun. 20 % Clarity and coherence of the presentation or documentation. 20 % Reflection on the process and demonstration of learning. 20 % Total: = 100 %
Post-assessment 1. B 2. A 3. C 4. A 5. D 6. C 7. B 8. D 9. B 10. A 11. C 12. D 13. C 14. D 15. B