Difference between Computer-Assisted Animation and Computer-Generated Animation.

Computer Assisted Animation refers to systems consisting of one or more two-dimensional planes that computerize the traditional (hand-drawn) animation process. Interpolation between key shapes is typically the only use of the computer in producing this type of animation (in addition to the non–motion control uses of the computer in tasks such as inking, shuffling paper, and managing data).

Computer Generated Animation in which the animator is typically working in a synthetic three-dimensional environment with the objective of specifying the motion of both the cameras and the 3D objects (e.g., as in Toy Story ). For discussion purposes, motion specification for computergenerated animation is divided into two broad categories, interpolation and basic techniques  and advanced algorithms. These somewhat arbitrary names have been chosen to accentuate the computational differences among approaches to motion control. The former group can be thought of as low level because the animator exercises fine control over the motion and the expectations of the animator are very precise. The latter group comprises high-level algorithms in which control is at a coarser level with less of a preconceived notion of exactly what the motion will look like. Use of the term algorithms is meant to reinforce the notion of the relative sophistication of these techniques.

The interpolation and basic technique category consists of ways in which the computer is used to fill in the details of the motion once the animator specifies the required information. Examples of techniques in this category are key framing and path following. When using these techniques, animators typically have a fairly specific idea of the exact motion they want; these techniques give animators a direct and precise way of specifying and controlling the motion, with the computer’s function limited to filling in appropriate numeric values that are required to produce the desired motion. 

High-level procedural algorithms and behavioral models generate motion using a set of rules or constraints that specify what is to be done instead of how it is to be done. The animator chooses an appropriate algorithm or sets up the rules of a model and then selects initial values or boundary conditions. The system is then set into motion, so to speak, and the objects’ motions are automatically generated by the algorithm or model. These approaches, such as particle systems and rigid body dynamics, often rely on sophisticated computations.

The motion control methods can also be discussed in terms of the level of abstraction at which the animator is working. At one extreme, at a very low level of abstraction, the animator could individually color every pixel in every frame using a paint program. At the other extreme, at a very high level of abstraction, the animator could (in an ideal world) tell a computer to “make a movie about a dog.” Presumably, the computer would whirl away while it computes such a thing. A high level of abstraction frees the animator from dealing with the myriad details required to produce a piece of animation. A low level of abstraction allows the animator to be very precise in specifying exactly what is to be displayed and when. In practice, animators want to be able to switch back and forth and to work at various levels of abstraction depending on the desired effect. Developing effective animation tools that permit animators to work at both high and low levels of abstraction is a particular challenge.

This distinction between basic techniques and advanced algorithms is made primarily for pedagogical purposes. In practice the collection of techniques and algorithms used in computer animation forms a continuum from low to high levels of abstraction. Each technique requires a certain amount of effort from the animator and from the computer. This distribution of workload between the animator and the computer is a distinguishing characteristic among animation techniques. Intuitively, low-level techniques tend to require more user input and employ fairly straightforward computation. High-level algorithms, on the other hand, require less specific information from the animator and more computation.

Categories of Animation Business

Chances are, you will succeed in any one or more of the seven basic animation categories:
  • Hollywood feature films
  • TV commercials
  • Televised entertainment
  • Games
  • Home videos
  • Business communications
  • E-media

Hollywood Feature Films : Hollywood feature films need not actually be produced in Los Angeles, California, but it really helps if you are located somewhere near this geo-creative nexus. Several excellent animation studios working on feature films exist as far away as Santa Barbara, Seattle, and even Massachusetts. Obviously, the benefit of a global Internet marketplace makes locating your animation business in Bombay, India, practical (and I would bet that the savvy Hollywood producer will one day discover the cost benefits of global sourcing). However, feature film production is still a lunchie, backslapping, meshpuka1 kind of business where personal contact represents a major part of the deal. It’s a little hard to schmooze over a T-1 line.
Cracking into a gig doing 3-D animation for feature films is kind of like cracking into feature films as a director. You have to be really persistent, concentrate exclusively on this market, and be a bit lucky. If you have a really good show reel, particularly with regard to character animation and  compositing, you might get a break.You’ll need to find a new director or producer who is looking to get some good, cheap CGI into a film and needs to find a low-budget supplier to make the budget. It’s like the music video business where you find an unsigned band and get to be their video person. They make it? So do you. Short of that leap, you can send your reel to existing shops that already work the feature film market and hope their needs and your reel match up.

TV Commercials : TV commercials are another hard market to crack, but easier than feature films. As the commercials get higher in budget, the market gets harder to crack. If you live in a second- or third-tier market (that is, a city that is not New York, Chicago, or Los Angeles), you can pitch your reel to advertising agencies and commercial producers. If your reel is a starter, you should still be able to get some work doing cable commercials, but if you have a stick of dynamite with a sizzling fuse, head for a top-tier market, hire a rep, and go for broke.
The top markets are dominated by the big advertising agencies that have an established custom of seeing new talent. You basically call producers or, better yet, their assistants, send your reel, and pester them a bit until they see it. It’s a hit or miss proposition. Having a rep with existing client contacts helps enormously. Reps come in all flavors, from the ones who have their own businesses, to reps you hire yourself on a full-time basis. Maybe, on second thought, it’s a good idea to get a start in a small town, build a good reel, and work your way to one of the three coasts.

Televised Entertainment : Televised entertainment includes TV shows that use 3-D animation and composited effects as part of their weekly fare. Again, this is primarily a Los Angeles market, but nothing is stopping you from creating your own show in Smalltown, USA, pitching it to a network, and getting a sale. Mike Judge did that with Beavis and Butt-head, although he used primitive, 2-D cell animation instead of sophisticated 3-D computer techniques.
The cost of producing a half-hour or hour-long pilot using 3-D animation is rather small compared to making a filmed presentation. You’re biggest expense will be the voices. Mike Judge did several of his own.
Cable television, especially the public access channels, is a great place to get started. You can test your production techniques, audience response, and enjoyment for the process with little risks.

Games : Game devices, from arcades to set-top boxes (and computers in between), continually increase their capabilities to emulate real 3-D, photorealistic action. The market for 3-D animation in the gaming community is always growing and highly competitive. Skills that will place you at the head of the line include character and creature development, achieving photorealistic playback with minimum memory allocation, understanding moving camera dynamics, and, of course, good teamwork.
You may consider designing your own game and using it to penetrate the market. Certain equipment requirements, such as a motion capture system, may be beyond your reach, but your creative concept, supported by less sophisticated choreography, may be adequate to earn you a significant production contract, or at least a great job.

Home Videos : Home Videos are another outlet for creative 3-D animation. If you decide to make your own televised entertainment, you can extend the selling opportunities of your work by sending it to home video distributors.
You can also go to your local video rental house, look over the special interest videos section, and collect the names of key producers. These enterprising businesspeople are always looking for a way to spice up their productions, and if you can price a package of logos, graphics, special effects, and other eye candy for their productions, you will have found a friend and a long-lasting client.

Business Communications : Business communications is the largest market for 3-D animation, especially videos and DVDs that are made to explain the arcane intricacies of medicine and high technology. Here your market is composed of producers, marketing directors, human resource managers, venture capital entrepreneurs, and training directors, all of whom have a constant need to have their communications embellished by animation and graphics.
Many of these clients have liberal criteria regarding the quality and complexity of the animations they purchase. If you are a beginner, and your reel is not yet replete with the most original, cutting-edge work, you may still be able to make sales in this category. Your client may not have had the opportunity to see some sophisticated work or does not understand the difference between the reels of a beginner and a seasoned pro. This limited window of opportunity should not be exploited by laziness. If you are lucky to get a client after only a few months’ practice in 3-D, don’t sit on your laurels and take your good fortune for granted.Keep pushing yourself and your skills.

E-Media : E-media presentations that appear over the Internet represent another large and growing market, which temporarily offers advantages to the beginner. Because most e-media is streamed to the viewer at a comparatively low bandwidth, the complexity of the animation it can play is severely limited. Beginners, whose work is limited by their level of knowledge, can exploit a medium whose resolution is limited by its bandwidth if the beginner is aware of how these two limitations overlap.
Low bandwidth means fewer colors and shading, fewer frames, simpler morphing, and less detail than full-bandwidth imagery. If you plan to get your start in this category, concentrate your initial skill set on achieving good results within the limitations of the medium and expand your skill set as the medium’s bandwidth increases. You just may get in on the ground floor of something big.

Recognizes and Searches Visual Patterns

The famous search engines like GOOGLE work well with the text based searches. In this method the text is searched on the basis of keywords. But this method is not very effective in searching the images.

A technique has developed by Mirela Tanase (A Dutch Researcher) to make the search engines work like the human eye and find the images. In this method the object is divided into the different parts. Then similar objects are searched for each part. She also made a search engine which can find the images using these object parts. This search engine is also called the “part based” search engine. This method is an enhancement of the MPEG7 method which is used to search the contours. The part based search engine can give the 70% accurate results as compared to the MPEG7 method.

For example if you are going to search for a car, then in this method search will be done for every part of the car like wheels, doors, mirrors etc. The results will be the similar objects found. This method increases the chances of effective searching.

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Animation Career

By Shanna Smith

The term "persistence of vision" describes the optical phenomenon that makes animation possible. The human eye retains an image for a split second after the source of the image disappears, so when 24 frames per second of an animated film zip through a projector, the flow of motion on the screen looks seamless.

The same phrase could also be applied to the mind-set of a young (or not quite so young!) person who has his or her heart set on becoming a Disney animator. For generations, the debut of each Disney animated feature film has ignited in the minds of thousands of individuals the desire to be a part of the marvel they see on the screen.

What does it take to be a Disney animator? What spectrums of talent and elements of training are needed to produce these wonder-working "actors with pencils" called animators? We recently put these questions to Frank Gladstone, Manager of Animation Training for Disney, who works out of the Disney-MGM Studios at Walt Disney World.

Gladstone begins by explaining that natural talent will come out at a young age. Every parent knows that a child with an artistic bent considers the family home a vast and inviting canvas. Such children "draw all the time... everywhere, on everything. They see Mommy and they try to draw Mommy. They see the dog and they try to draw the dog," Gladstone says.

Children go through different phases as they explore their skills. Three that Gladstone cites are: 1) The very young child who tries to render his or her own creative fantasies. Mom or Dad may not be able to recognize it as such, but according to the child, that blue scribble is a dinosaur eating an ice-cream cone! (And who is to say it isn't?) 2) The older child who is fascinated by visuals, who sees cartoons or illustrations and attempts to copy them as accurately as possible. (This "draftsman" stage may be difficult and frustrating - more on this later.) 3) The high school student who goes back to the beginning and gives free rein to the imagination, rather than adhering to straight copying.

"This is the bridge," Gladstone says. "This is when someone may be a serious artist. If they draw things they see - the real world - that is a big jump. The intent to interpret what they see in the three-dimensional world is, for me, the tell-all that somebody's interested in art in a serious way."

Getting to that "bridge," that third phase, though, requires passing through phase two - easier said than done.

Gladstone explains, "Most young people who start drawing are trying to make things as accurate as possible. They work very hard to get the eye right, and that's where a lot of people get discouraged.

"There's a certain strength in being an artist, he says "in that at some point every artist I know is trying to draw Mom or Dad and somebody will come up behind them and say `that doesn't look like that.' This is when many people's art career ends."

He continues, "The only time they'll draw again is if they can copy something exactly, which is why many people are good at drawing from a picture, but they can't do the other [draw from life]. The person who is strong enough to say `So what? It's my version of this'- that's another step."

Practice is paramount to maturing as an artist. "Go to the zoo and sketch: draw your friends," Gladstone suggests. "Drawing people and their animals, trying to capture something that's moving - this kind of thing comes with time. It's not something that many children do early on. It comes with experience."

Milton Gray, in his book Cartoon Animation: Introduction to a Career, recommends studying animated films frame by frame, using a VCR or laser videodiscs.

Gladstone agrees. "I had the opportunity to put an old-time print of "Pinocchio" on a Moviola and spent an entire night going through the scenes I like frame by frame and finding out how they created that movie.

"It won't teach you everything," he warns, but, "we still do that. We still study how [certain segments] were done - how did Frank Thomas approach this problem. It's a very good way to do things, but it's only one of the ways."

Hand-in-hand with practice is formal art training. A young person, brimming with talent though she or he may be, needs structured schooling to make animation a career.

"They're not going to get a job here when they're fifteen years old," Gladstone says. "We recommend not only high school, but additional schooling as well - hopefully a college degree."

This schooling would, of course, have art as its primary focus - not merely drawing, but other disciplines as well, such as painting and sculpting. Milton Gray recommends studying actors and books on acting, learning something of staging, choreography, and principles of music.

Beyond the fine arts, some background in history, geography, the life sciences, et al., makes for a more knowledgeable, flexible animator.

"You have to bring things to the table," Gladstone explains. "Half of doing Disney-style feature animation is the ability to draw, paint, run a computer, or whatever, but the other half is communication skill. We find that people who have some post-secondary education are more well-rounded, more adapted to the needs of our studio.

"We realize," he adds "that not everybody can go to college, but we seem to see more seasoned players if they have." Can you be an animator without being able to draw? Gladstone replies, "If a kid wants to do animation and he or she can't draw, there are ways to do that. There always have been ways to do that - stop-action, pixilation (which is stop-action using people instead of objects), things like that. Now there's another one, the computer. You don't have to learn to draw to learn how to animate on a computer."

He cautions, however, "Computer animators just have a very fancy electronic pencil. If they can draw traditionally, they're that much ahead of the game. In all the computer work that I've seen in my life, [work] that has really pushed the animation limits - not just the movement limits, there's a difference - the animators have either come from traditional areas or had good traditional skills."

These skills, be they traditional or high-tech, can be utilized in a variety of ways. An animated feature film employs the talents of a wide variety of artists. Animators make up a fairly small population of the people that create an animated film. There are also assistant animators; in-betweeners; breakdown, background and layout artists; effects animators; storyboard artists; visual development or inspirational artists; computer animators; and graphic designers - to name a few!

All these individuals work as a team (hence the importance of communication) during the long, arduous process of producing an animated film. Gladstone gives an example of how the artist (in this case the layout artist), director, and art director work together. These individuals interpret the storyboard into the various sets, backgrounds and foregrounds for each shot of an animated film.

"The layout artist has a lot to do with the lighting of the film, the scope, the way the camera moves through the sets," he explains. "The layout artist is in a very great way the cinematographer of an animated film, deciding what the camera is going to see and where the characters will be blocked in a scene."

The in-betweener has traditionally been looked upon as the first rung on the ladder of a animation career. Although there are exceptions, Gladstone says, "Most people come up through the ranks, starting as an in-betweener and working their way up to an animator. I think that's a good way to do it. Eventually, if they become an animator, they will have had the experience of the people that follow them up. They were there before."

So, the path is charted - now, where to go for the all-important formal instruction? There are many schools that offer good fundamental art programs and consistently produce graduates with the skills necessary to become Disney animators. These schools are by no means the only choices available to the future animator.

Gladstone speaks from experience, "If you need to go to a state school - great! Find a state school that has an art program and take the best advantage of it you can. Learn how to draw well. Draw better than everybody there. If you can only go to trade school, great! Go to trade school and do it that way."

The various roads to an animation career all demand hard work, discipline, and patience. We asked Frank Gladstone what crucial advice he would give animators. He responded, "Keep trying. Don't get too frustrated. Realize your potential, be honest with yourself, and apply yourself to whatever that particular goal is you want to reach."


Animation Career