| CAPS and Similar Animation
Programs
Two-dimensional classic animation
is somewhat looked down upon by other, more artistically expressive
and experimental animators. With classic animation much of
the success of an animation is tied to its story and character
development. Animation techniques and styles are geared so
that they are additive to the narrative. Classic animation
intentionally constitutes a particular style which reinforces
the story and achieves an invisibility of its aesthetic accomplishment.
This is considered to be its industrial context. (Wells 37)
Because quality animation of this style was at one point only
economically possible with a studio size budget it is not individually
expressive of the many individual animators who create it. But
CAPS and animation systems such as Softimage Toonz, Animo, and
Restas!Pro, while still relatively expensive, are making it possible
for small animation groups to put together films that can compete
in quality with animation produced by larger studios.
These small animation groups have more independence
in the types of animation they can create. This is because
they are not under corporate pressure to produce huge block-busters
and in this way they push the limits of animation.
Animo, one of the best animation systems on
the market, allows users to import or scan in animation sketches
and backgrounds, manipulate and clean images, create color
model sheets, paint, construct scenes, render final frames,
edit, add sound, break down voice recordings, and output the
final animation to whatever output device you have(Griffin
2). It pretty well covers all aspects of production and postproduction
including sound recording and layout, which could be considered
preproduction. The only thing the system does not do is make
creative choices. The system does not draw the animation,
nor does it decide what parts should be colored, or determine
frame composition. This process cuts inking, painting, physical
photographing, physical cutting, film processing, and track
reading, eliminating days of manpower and much expense.
Many strongly art oriented animators prefer
working single-handedly and computers allow them to do this
(Pilling 8). Animator Koji Morimoto, involved with such films
as Akira, Memories, and Extra, notes one advantage of computers
in animation is that, “in the past, people without animation
experience could not be in the industry, whereas now, if they’re
competent with a computer, and have interesting personalities,
they can find a place in the industry” (Pilling 137).
Animator Philip Hunt agrees. He feels computers have unleashed
a whole flood of creativity, and is excited about what he
is seeing currently being done(Pilling 48).
Digital Art/Graphics Programs
Programs such as Photoshop, Paintshop, Microsoft
Image Composer and other art/graphics programs have been used
to put together bits of animation. I used Microsoft Image
Composer to create the animation in the top-left corner of
every page. This animation experimentation is typical of animators
developing their basic skills. Programs such as these, can
also be used to get good ideas out to investors, even if they
are not of broadcast quality.
Neville Astley and Mark Bake, creators of The Big Knight, used
low-end computers to make their trailer, which got BBC involved
and allowed them to move up to broadcast quality production equipment
(Pilling 14). Baker enjoys using digital drawing tablets to draw
instead of scanning his pencil drawings. He noted how erasing
is particularly easy using the computer, with paper it takes
longer and too much erasing can destroy your paper (Pilling 16).
However, computer technology can also be used
to cut corners, as in the ship scene (right) of Captain Pugwash,
when the animation team used a CG ship in place of an animator-drawn
ship. There are two reasons I dislike this use of CGI, first,
the ship does not fit the style of the show as you can see
by looking at the character model of its main character, Captain
Pugwash (right), and second, it was done to cut corners, “Sailing
ships are technically difficult for animators, so we decided
to look into how we could build them on the computer”
(Pilling 26).
Flash
Flash is perhaps one of the biggest success
stories in amateur experimentation by taking a tool and using
it in a way not intended by its creators. Flash has become
so popular in amateur animation that many professional animators
are starting to use it. In fact, shows completely animated
in Flash are appearing on regular television programming.
¡Mucha Lucha! and Kid Notorious are
examples of Flash shows that are meeting a mass audience with
success. Flash has a fair learning curve and its expense is
nothing compared to Animo and others. This makes it a great
tool for those who want to start in animation, hitting home
Morimoto’s earlier quote.
With a large diverse group of new animators, who knows what
new cool things are to come?
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The Big Knights, a computer-animated show

poor example of using CGI 
Captain Pugwash

¡Mucha Lucha!

Kid Notorious
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