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The change and prospects of digital technology in movies
Use of computer in film industries
The change and prospects of digital technology in movies
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Tami Nguyen
September 25, 2015
CO101 B7
TA: Haley Bascom
Introduction of CGI in Disney and Pixar’s Toy Story:
Greatest Milestone Achieved in Animation History
Imagine drawing thousands of movie scenes at the pace of 24 frames per second. One may forget that many beloved animated movies were once drawn by hand. Snow White and the Seven Dwarfs, Pinocchio, and Dumbo were a few of the first films released by Disney. Now with the availability and increasing use of technology, the so-called impossible scenes can be achieved with the rise of CGI, Computer Generated Images. Disney and Pixar created a stunning impact in the film industry by transitioning into the digital world and incorporating computers in their animated musical films at the end of
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the 20th century. Walt Disney Animation Studios approached a computer-based company, called Pixar, with the idea of collaboration, “suggesting that Pixar make a CG (computer generated) feature that Disney would finance and distribute” (Finch), and together they created one of the greatest pivotal films of all time: Toy Story.
The stunning animation was the first feature film from Disney and Pixar, and the studios presented this masterpiece in 1995, which triumphantly brought the film protagonists, Woody and Buzz, to life with their cutting edge 3D animation and flawless storyline. Toy Story blossomed into a well-marketed film that not only targeted imaginative children, but it was—and still is—appealing to audiences of all ages. Derived from hundreds of artists who used 3D computer graphics tools to entirely create the film, Toy Story proudly brings toys to life and presents the first full-length, all-digital movie (Robertson). The animation, which successfully became one of the greatest trilogies that spanned over fifteen years elaborates …show more content…
on the power of technology and special effects and the path it has created for future animated films, affecting the film industry and its society tremendously. Unlike other feature animation films, which use cel animation to allow hand-drawn animated characters, 3D computer graphic tools created “depth and breadth” in Toy Story, easily bringing at least seventy-six characters to life and providing “a wide variety of sets and locations just as actors might in a live-action movie” (Robertson). Released just days before Thanksgiving in 1995, the feature holiday movie paved a path for future movies involving computer graphics: In all, Toy Story has about 1700 shots, and each shot has been modeled, animated, texture-mapped, shaded, lighted with a combination of proprietary and off-the-shelf computer graphics tools (running primarily on Silicon Graphics workstations), and rendered on rack after rack of Sun SPARCstation 20s--87 dual-processor and 30 quad-processor SPARCstations (294 processors in all) running 24 hours a day in a special room aptly named the "Sunfarm." It's just frame-by-frame animation, but Pixar has, somehow, imbued it with life (Robertson).
In a digital age where technology is incorporated in every day tasks, technology was taken to a whole new level with a “remarkable creative team at Disney and Pixar's brilliant computer graphics scientists” provided by the talented John Lasseter, Toy Story’s film director, and his creative team consisting of one hundred and ten people, which included thirty technical directors as well as twenty-eight animators
(Robertson). Lasseter once said, “The [Toy Story] world is a caricatured world. The audience knows it doesn't exist, but [with 3D] there is a sense of reality that's greater than with cel [animation].” Cel animation had always been the gateway for past animations, but with the availability of 3D computer graphics, Toy Story is brought to life as realistically as possible with one of the main protagonists, Buzz, having “rivets and embossing on his butt that says 'copyright Disney' that's there because [Lasseter’s] GI Joe had [embossing],” (Robertson). CG animation also guarantees consistency, whereas “With hand-drawn animation, characters can change significantly when drawn by two different animators, even if both are equally skilled draftsmen” (Finch). Lasseter believed “This collaboration of art and technology is absolutely vital” (Robertson), and he used many variations of new technological programs to mold the blueprint for Toy Story. Unusual for an animated film, Toy Story introduced over three hundred and sixty-six objects, and the details are the most intricate ever seen in animations. Realistic models were created, “including Andy's bed, the minivan, Andy himself, Andy's sister's tea set, etc” (Robertson). Pixar not only used 3D computer graphics that already existed, they also created many new creative computer tools to help design animations, including Toy Story. According to CGW magazine, “Through the years, the group grew as it developed technology and invented the algorithms that made computer graphics useful for the film industry,” (Robertson). Among these contributions are programs like the Alias software and patch-editing tools in MenV. The Alias gave the character, Buzz, a “manufactured look”, and the MenV gave an organic look for Woody and the humans (Robertson). Interestingly enough, the program MenV was designed originally for Lasseter, the film’s director, by technical directors Eben Ostby and Bill Reeves (Robertson). Also, rather than assigning characters and objects to certain animators, Disney and Pixar decided to give all characters to all animators, allowing the awareness “of what everyone else was doing,” thus changing the way animation is created for future film projects (Robertson). After modeling was finished, “Shaders, which describe surfaces and define how the surfaces react to light, were used for general ‘distressing’ for splotches, stains, spills, cracks--to ‘visually present the disparity between a manufactured look of the toys and a human look’” (Robertson). For example, Woody gets burned by a magnifying glass in Toy Story. The texture of the smoke and the burn mark far exceeded any expectations from a computer generated movie, especially in a movie meant for children. The audience can actually see the most realistic smoke. It is groundbreaking for the world to observe what once was a dream by Ed Catmull, the President of Pixar Animation and Disney Animation. Shaders gave what past Disney animations could have not achieved: presenting multilayered texture and actual humanlike flaws. According to Thomas Porter, Toy Story’s visual effects director, “It's unrealistic to have a plastic-looking baseboard when you know it's been kicked,” (Robertson). Therefore, Porter gathered a team to add the imperfections and splotches to give the illusion of realism. With the grand team from Pixar and Disney and the power of technology, Toy Story opened the door for future feature animations, timing it perfectly after the Disney Renaissance in the 1990s, eight hundred thousand hours and 114,240 frames of animation later (Finch). Triumphantly, Disney and Pixar established a monumental movement for all animations, and perfected the combination of art and technology. They brought the “magic and believability” that depended “on the imaginations of the story team and on the creative achievements of the technical team, which quite simply blew audiences away” (Finch). The characters moved and acted just as professional actors and actresses in live-action movies. Unlike past Disney movies, “Wood looked like wood, plastic looked like plastic, metal looked like metal and, even more remarkably, hair looked like hair” (Finch). Pixar allowed their audience to experience another whole world: the Toy Story world, and it has been embedded into our daily lives, with sweet nostalgia and every day references. The marriage of computer animation and storytelling were both enjoyable to the audiences of all ages, due to the manifestation of “gags or allusions often accessible only to older viewers” (Gilbey). Steve Jobs successfully pushed “Pixar into a brand so that when people go see a Pixar film, there's a certain level of integrity they can trust, even without seeing anything in advance about the film” (Gilbey). Toy Story created an animation revolution by transitioning hand-drawn features into computer graphics, and fortunately, it did not lose the animation elements that offer timeless entertainment. Buzz Lightyear’s phrase “To Infinity and Beyond” became a marketing success and Mr. Potato Head and Etch-A-Sketch merchandises rose, becoming instant childhood classics that are filled with the right amount of reminiscence. The world renowned film, Toy Story, introduced new technology and special effects used by hundreds of animators today and established the path for many more future animated films in today’s society.
In the 1995 film Toy Story, the toys must learn to accept new challenges and to let go of the “old” way of doing things. They learn that they must stick together, forgive one another, and trust each other even when it is the most difficult thing to do. We mainly see the interactions between the cowboy, Woody, and the space ranger, Buzz who must learn to overcome their differences. Throughout their journey we are able to see and learn from their experiences as they are engulfed in the daily challenges of being toys.
Have you ever had a dream your toys came to life? Well that’s what happens in Toy Story and Toy Story 3. In these animations, the toys talk and walk around when their owner Andy isn’t playing with them. Some may think the original movies are the best but one could disagree. Between the two animations, Toy Story 3 is better than Toy Story because of the fascinating plot, the courageous characters and riveting action.
Two creators, Dan Povenmire and Jeff Marsh, had a chance to meet each other in designers’ convention for series The Simpsons in 1990s, and they have become familiar sharing their personality and sense of humor. Soon, they get along when working in a brand new project, series Rocko’s Modern Life, for Nickelodeon, where they have learnt so many experiences in animation industry. After their success in the new series for Nickelodeon, Povenmire and Marsh got an opportunity working together in series Phineas and Ferb for Disney’s Company. The series was inspired by Dan’s childhood in Mobile, Alabama, when his mother encouraged him taking advantage of every single summer day to be productive; one in his project was known as home making movie. Phineas and Ferb is a great American animated comedy musical-cartoon series; this is a succeed animated movie of Disney from 2007, which appeal all ages from children to students and adults. The movie focus on the story of two brothers, Phineas and Feb, who daily create phenomenal projects during their summer adventure in accompany with the snooping of their jealous sister. Watching Phineas and Ferb, viewers are not only conquered by a vivid story, ear- catching music or the excellent voice style but also by the abundant imagination of the two creators.
The standard Disney story from the mid 1930s to the beginning of the 1940s is one of the pursuit and somewhat linear progression towards realism. Many theorists used the term ‘hyperrealism’ to describe what appeared to be Disney’s “attempt to represent reality in a medium predicated on artificiality” during the Disney-Formalist period (Disney Formalism, Pallant, 40). Indeed, as the animation and technology employed by the company became more advanced, productions relied less on gag-based humor and metamorphosis and more on realistic animation to develop character and narrative. Many critics of this evolution viewed them as “a move away from animation’s main province, as well as a kind of non-artistry produced from simply duplicating live
Toy Story brings to life the question of every six-year-old, “Do my toys love me as much as I love my toys?” Produced by Pixar and published by Disney in 1995, Toy Story is about Andy and his toys as they grow up together. Woody has been Andy’s favorite toy for his whole life, the toys get along and live happily together. But Andy’s birthday is coming up, and it is a stressful time for all the toys because of fear of replacement. The last gift Andy receives is a Buzz Lightyear, Space Ranger. Buzz becomes Andy’s new favorite, replacing Woody. Woody and the rest of the toys have to adapt, but Woody struggles the most with being replaced. Throughout the movie, many psychological perspectives are explored. Conformity, disorders, and prejudice are
The widely popular film Shrek, produced and distributed by DreamWorks in 2001, grossed a total of $484,409,218 in worldwide sales (Box Office Mojo). The success of the film has led DreamWorks to create several shorts, companion films, and sequels. From its memorable characters to its whimsical, edgy humor, Shrek was an amazing, highly successful animation that would pave the way for DreamWorks to make billions off the franchise. Shrek’s success can be attributed to three main factors: the range of ages it appeals to, its creative use of intertextuality, and its ability to cover a wide range of the fairy tale functions proposed by Vladimir Propp.
Analysis of Pinocchio and Toy Story Recently I have been watching two Disney films on completely different sides of the Disney timeline. “Pinocchio” was made in 1940 using cell animation with the story taken from an existing folk tale. “Toy Story” was made in 1995 and it was the first computer generated feature film. This created a whole new genre of computer-animated films such as “Finding Nemo” and the recent “Incredibles”.
Toy story, deemed as Pixar 's best film, launched a brand new era in filmmaking and gave birth to animations. In the Toy Story movie series, it showed the idea of animism where all objects possess a soul through humanlike behaviors of the toys. Pixar indicated this belief of animism by bringing the toys to life and giving them characteristics, which then concludes that they have a soul. These toys pretend to be inanimate objects when their owners are around and they come to life with a mind of their own when their owners are out of sight.
In conclusion, I feel that Toy Story is a much more advanced film when compared to some of Disney’s other animated films. Apart from the obvious technological advances made in animation technology, it also appeals on a much deeper level. The camera angles and techniques used help to add to the “realism” of the film but still give it an edge of the unreal. The way it appeals on all levels to both adults and children is helped by the fact that there is no clean-cut good and evil and even the good characters aren’t perfect. This is something that Toy Story has over even its followers such as “A Bug’s Life”.
Walt Disney himself once said that he does “[...] not make films primarily for children [...].” Therefore, his ...
All of these tools have a specific use and a specific medium that they are compatible with. These tools can be used to mold clay, sculpt prosthetics, life cast, and design. With Catmall’s help, Toy Story became the first ever, full length CGI enhanced movie. CGI was first presented to the world in 1973, in the movie Westworld.
This broke the door down for other companies to start up and aid films in creating better and better effects that appealed to a larger market. Although the effects were not good in the early days, the general film going public was astonished by computer generated effects and flocked to the theaters to see these cheesy attempts to use basic technology that did not transfer well to the silver screen. It was not until later films like “Jurassic Park,” “Toy Story,” and “The Lord of the Rings” until CGI became a film making powerhouse and the killer application for high budget movies. The evolution of the 1980’s saw the pioneers of the early ages of CGI, but it was not until major revolutions in computer aided film making when the industry took a notice. Steven Spielberg’s 1993 film “Jurassic Park,” one of the first major motion pictures to use CGI on a large scale, is one of the largest grossing movies of all time (imdb.
Computer Generated Images, or CGI, is a form of Computer Graphics design, and animations, that make a image look 3D. These images are shown all throughout the media world, industry, and business, such as print media, tv, movies, pictures, commercials, etc. CGI’s have improved rapidly on software that helps our world improve on computer generated imaging. CGI software’s is used to make graphical design for purposes like movies in the theater. CGI companies and software’s, has made the technology age, and its computer has increase in speeds, and has allowed computer graphics programmers, and other companies, to make better quality films, games, and electronic digital photos on their CPU’s, or laptops. Because of the new advancement in software technology in CGI, and graphics designing, it has brought new internet religious cultures, its own new experiences, such as celebrities, and newer technological vocabulary. Technology advancement has increased so much that CGI’s has lead to the new beginning or era of virtual cinema photography.
The first 2D animation was created in by Emile Cohl in 1908 called “Fantasmagorie”. The animated film was 70 seconds made with 700 images and 24 frames per second for making the ending according to Kieran Kane’s presentation “The History of Animation”. In 1928, Walt Disney used 2D animation to create the first Mickey Mouse cartoon “ Steamboat Willie”. The cartoon was also the first animated film to have a sound track in the background according to “ The History of Animation”. After this event, many companies like Walt Disney, Warner Bros, and Hanna-Barbera started creating cartoons and commercials with paper 2D animation in 1930s to 1970s; these were known as the “year of animation”. Now, most animations have the problem of consuming time
In the beginning of animation, animators created images using pen and paper. They were then arranged to give the illusion of movement and depth. This type of animation is called traditional or 2D animation. This style is a great option if the animator is working with characters and want the benefits of a hand drawn quality. However, with 2D animation the animator would need to start completely from a scratch piece of paper to change the camera angle for a scene. Also, truth is fewer and fewer animators can create drawings needed to make a beautiful 2D animation. Today, animators have turned more to 3D animation. 3D animations are created on a computer, with modeling programs to produce a much more realistic and complex animation experience. What helps in making a lifelike animation, is the simple fact that it can be viewed and lit from all angles. 3D animation also adds textures that can be placed into live scenes and elements. This style can work for any concept and offers flexible, customizable, and an overall fluid motion. A friend (a non-animator) of J.K. Riki was asked why he thought 3D compared to 2D was “more real”. He replied and said, “blurs the line between fantasy and reality” and “a child’s daydream – and all other ages – is theoretically 3D, so it’s like their fantasies come to life”. However, what an animator must know is to achieve beautiful movement within the animation, animators must apply the same principles that apply to 2D. Just because it 3D is done digitally, doesn’t mean it is done completely for the