Animation vs. Live-Action:
Because all film is based on the illusion of movement created by running individual images together at high speed, every film is technically animated. We define animation, then, not based on the content or the illusion itself, but rather on the method of production. Live action film is created in real time. In other words, an action that takes a character 10 seconds to perform in the film actually took 10 seconds to perform in real life. Animation is created one frame at a time in still pictures (whether in front of a camera or on a computer). So, an action that takes a character 10 seconds to perform in the film actually took much longer to perform in real life. In the example films below, notice that though the first film is created with drawings and looks animated-ish, it was actually filmed in real time and is a live action film (though it's played back at a slightly higher speed). The second film has real human characters and a real setting, but it was created in stop motion and is, therefore, animated.
LIVE ACTION:
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ANIMATION:
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Animation's Advantages and Disadvantages:
Because animation is created frame-by-frame rather than in real time, the biggest disadvantage is the enormous amount of time (and, therefore, often money) it takes to produce. Full-length animated features can take years to create. This disadvantage is worsened by some modes (like stop motion) and lessened by others (like CGI), but it is always there. Also, because of the disconnection between the film's imagery and reality, audiences tend not to get as emotionally invested in the characters or story of an animated film.
However, anything is possible in an animated film, and (depending on the mode and the quality) animation enables the film to get away with content that a live action film could not. These advantages make stories, metaphors, symbols, and themes possible that would be impossible in live action.
However, anything is possible in an animated film, and (depending on the mode and the quality) animation enables the film to get away with content that a live action film could not. These advantages make stories, metaphors, symbols, and themes possible that would be impossible in live action.
Types / Modes:
There are three main modes of animation: cel animation (often called "traditional," "classic," or "hand-drawn"), stop motion, and computer-generated imagery (CGI). Within these modes there are many types, like 2D, 3D, animated graphics, claymation, object animation, and etc.
CEL ANIMATION (named for the transparent sheets of celluloid often used in its production) is created by drawing (usually by hand) individual frames, photographing each frame, and then running those frames together at about 24 fps to create the illusion of movement. The earliest animated films were created this way in the early 1900s, and it remained the most popular and pervasive mode of animation into the early 2000s. This mode encompasses more and more diverse styles than the other two modes. It is easier, faster, and cheaper than stop motion, but usually not as easy, fast, or cheap as CGI.
CEL ANIMATION (named for the transparent sheets of celluloid often used in its production) is created by drawing (usually by hand) individual frames, photographing each frame, and then running those frames together at about 24 fps to create the illusion of movement. The earliest animated films were created this way in the early 1900s, and it remained the most popular and pervasive mode of animation into the early 2000s. This mode encompasses more and more diverse styles than the other two modes. It is easier, faster, and cheaper than stop motion, but usually not as easy, fast, or cheap as CGI.
STOP MOTION ANIMATION is created by photographing real, 3-dimensional objects, moving them slightly, and then photographing them again. This mode encompasses the least styles and far less variety than the other modes. It has never been extremely popular with the larger public (with a few notable films as exceptions), but it has a very dedicated fan base and can be very effective. It is the most time consuming and most expensive mode.
CGI or COMPUTER ANIMATION is created using computer software to fill in movement between "key frames" or base images. The software uses algorithms, motion capture, or both to create the illusion of movement. Since it's introduction in the 1980s, CGI has been consistently gaining in technology, quality, and popularity. It is now the most common and most popular mode of animation, probably due to it's slick appearance, endless style and variety possibilities, and it's relatively easy, fast, and cheap production (depending on the desired quality and the software used).
Form and Function:
Many people try to analyze or evaluate animation by simply looking at the quality of the animation or the visuals themselves. A better, more critical-thinking-oriented approach is to understand the relationship between the form the animation takes and the animation's function. In other words, does the quality, style, or mode of the animation enhance or promote it's overall meaning or theme? The choice of mode and style, the choice of visual quality, and the level of overall realism can impact audience reception and understanding even more than the content of the film itself. Generally speaking the more realistic and high quality the animation is, the more invested the audience will be. However, the advantage of infinite possibility and the advantage in acceptable content get progressively minimized. A film that is unrealistically animated in fairly low quality has less audience impact but greater freedom with content. So, an analysis or evaluation of the animation should include an analysis of how well the form meets the function. If the function of the film is to make a serious, emotional argument, the form should not be anthropomorphized cartoon animals against a brightly colored backdrop. Notice the difference in feel among the following styles of Tom and Jerry.
For another example, watch the two films below, and imagine if their modes, styles, and quality were reversed.
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The Uncanny Valley:
"The Uncanny Valley" is a term that describes a severe dip in a line graph measuring empathetic responses from humans viewing images of humans or humanoid figures. As the humanoid figures get more realistic, in general, the more empathy the draw from the viewer. However, as the figure gets closer to reality, differences and flaws become much more apparent. At that point, those minor differences produce less empathy from the viewer (even to the point of being repulsive or disgusting). Most viewers, in fact, describe these "almost-real" figures as "creepy." Animators, as they attempt to gain empathy from audiences by creating more realistic characters, run a serious risk of falling into that valley and producing the opposite result.
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For example, in the following images, the figures progress from abstract to real. The third picture is close to real, but the eyes are overly large. Viewers would be much more likely to describe that image as "creepy" than any of the other three.
Many filmmakers (and other creators of humanoid figures) have fallen into the valley and produced significantly negative responses from their audiences. The following are some examples of figures in the valley.