An animator will draw individual images in a series, and then those images are strung together and run at 24 frames per second. The eye basically sees those frames move so fast that it interprets it as motion. It is. Disney started with 24 frames per second — they started with 24 frames of individual drawings per second. TV usually uses "animating on twos" and they animate at 12 frames per second. Each screen is on the frame a few times to make up the 24 frames per second. That lowers the cost but also lowers quality of animation.
Still They would capture it on millimeter film and then run that film at 24 frames per second. A lot of animation today -- it depends on the studio, but a lot of it is digital.
They can use vector-style drawings like in Adobe Illustrator The computer will take care of some in-betweening, and artists just clean up or fix up the animation they have to by hand. The biggest challenge is the time and effort it takes. Especially if you're a lone animator doing a short film -- you have to drop thousands and thousands of images, and do the background work, and then capture those images.
There are different schools of thought out there right now about using computers to animate. Recently, a video of Hayao Miyazaki outraged by a presentation about computer-generated animation went viral.
Is that a divide among animation professionals today? Miyazaki is, like, the originator of the Japanese anime industry. Japan animation studios, though, you can watch a "making of" film of "Little Witch Academia" and those animators are still animating on paper in Japan. I think digital animation is a more Western — we accept it more readily than Japan has. Are 2-D animators in the industry nervous about how much "Finding Nemo" catches on as opposed to "Aladdin"?
I think, from what I can understand from the situation, is the major studios have moved from 2-D to 3-D animation just because that's what target audiences want. Children born from to have grown up to have this sense that 2-D animation is for TV, and movies are 3-D animation.
Each cartoon is carefully plotted out by a timer before it goes to Korea. We won't try to explain it here. Cartoonists go to graduate school to learn how. So when the Korean artists get the "Hey Arnold! The frames, formerly called "cells," are still hand-drawn. The backgrounds are hand-drawn and hand-painted. But the characters and other movable items props are colored by computer. He's the production manager for the show. Why Korea? Drawing cartoons is labor-intensive.
Labor is cheaper in South Korea. This is a common practice for cartoons. Watch the credits at the end of "The Simpsons" sometime. Why not use a computer to do all the coloring? Hand-painting gives scenes a different look, Mr. Slater says. Hand-painted backgrounds have a "deeper texture," he says. The completed frames used to be photographed with a special movie camera.
Now they are scanned into a computer. The finished cartoon is a digital tape that is the equivalent of 1, feet of film. It takes the Korean studio about three months to do the "in-betweening" on a typical "Hey Arnold! Now the episode has voices and images. The final step is adding a little music and a little noise. For a cartoon like "Hey Arnold! He takes cartoon music seriously.
The music "creates a groove and supports dramatically what is going on. Jim Lang composes all the music for "Hey Arnold! Listen for the violin music at moments when gruff Helga shows that she has a secret crush on Arnold. And what would a cartoon be without noise?
That's where the "foley" team come in. Foley artists named for Jack Foley, a movie sound-effects pioneer add or create the sound effects. When Helga throws a pie at a cafeteria bully, the foley team adds the noise you hear in the final cartoon.
Some of the sounds are prerecorded. You can buy sound-effects CDs by mail. Instead, Horta engineers use a library of sounds they've collected over the past 30 years. Such sounds might be traffic noises, voices on the street, dogs barking, a trash truck, or a motor scooter going by. On a side note, some recent video games have managed to bring that art style back into the modern area. This is one of the most common art styles that you can see on a channel like Cartoon Network.
On a general note, the main characteristics of this art style are thick outlines, very geometric shapes, and colorful colors. One of the big reasons to do the art this way is that by using simple shapes with not many details, it makes the overall animation process quicker, and saves money to the studios.
A more uncommon cartoon style, since in general cartoon drawing tends to simplify shapes, the realistic cartoon art style tends to add details and keep shapes very in line with reality. In fact, this art style is mostly seen by artists doing vectorizations of photos of people. To some extent, you can also include Caricatures in this category. Caricatures are generally very realistic, besides the whole enlargement and shrinking of specific body parts! In fact, I decided to divide this into 3 different specific art styles since they are quite different from each other.
Old Japanese manga characters tend to have very human-like proportions when it comes to their bodies, with the difference of having quite big eyes most of the time. In general, this art style also tends to focus on more feminine bodies, with very angular chins and thin bodies. Some styles would even exaggerate some parts of the body, for example, really long legs, compared to the rest to the body!
The modern anime style tends to have more of a complexity, which is mostly seen in drawings of characters in motion. Nowadays, this art style also has lots of shadows and highlights in their characters and environments, giving it a new level of complexity.
This art style is focused mostly on making your characters into a tiny version of themselves. Like if you were compacting them into a very small container.
The minimalist cartoon art style is mostly seen in video games, and tend to be used for either liking the overall style, or for time saving! Since these tend to be more simplistic, they also tend to be quicker to create and most importantly, faster to animate. A lot of times this cartoon drawing art style is done with the use of vector art. For example, there is the video game Thomas Was Alone. As you can see, there can still be quite a level of detail on this art style, while keeping it pretty minimalistic.
This is a very basic style of art, but it can work pretty well if done properly. One of the most known examples of stickman done right is the xkcd comics. Most of these are very popular and highly recognizable right away. Tim Burton has a very characteristic and dark art style that still carries a lot of emotion.
For example, the Simpson Maker. The style itself had some gradual evolution throughout the years, but the main features always remained! The yellow bodies and the big and white sphere-like eyes were always there.
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