15.08.2013 Views

Schirmer Encyclopedia of Film

Schirmer Encyclopedia of Film

Schirmer Encyclopedia of Film

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Animation<br />

was not until 1982, however, that the first fully persuasive<br />

applications <strong>of</strong> computer-generated imagery emerged, first<br />

in Disney’s Tron (1982), and then in the ‘‘Genesis’’<br />

sequence <strong>of</strong> Star Trek II: The Wrath <strong>of</strong> Khan (1982).<br />

It was clear, though, that the research and development<br />

undertaken by ILM aspired to move beyond using<br />

computer graphics as purely an effect, to prioritizing the<br />

technology as a new model for the filmmaking process<br />

per se, thus creating a postphotographic mode <strong>of</strong> cinema.<br />

John Whitney left Triple I to establish Digital<br />

Productions and was responsible for the next key development<br />

in CGI by creating over twenty-five minutes <strong>of</strong><br />

material for The Last Starfighter (1984). In 1985 three<br />

works ensured that CGI would have a significant role to<br />

play in future production: John Lasseter’s (b. 1957) ILM<br />

research project The Adventures <strong>of</strong> Andre and Wally Bee,<br />

which showed early signs <strong>of</strong> Lasseter’s trademark combination<br />

<strong>of</strong> traditional cartoon-character animation with<br />

computer aesthetics; Daniel Langlois’s (b. 1961) Tony<br />

de Peltrie, the first convincing CG character performance,<br />

here an aging pianist; and Robert Abel’s Canned Food<br />

Information Council–sponsored commercial Brilliance,<br />

featuring a sexy robot employing some primitive but<br />

nevertheless effective motion capture. Though these works<br />

were in some senses primitive, they signalled the possibility<br />

<strong>of</strong> character-driven narratives in a new aesthetic context<br />

even while drawing upon filmic imagery from earlier<br />

cartoonsmadebyChuckJonesandTexAvery.Tony de<br />

Peltrie used s<strong>of</strong>tware, which would underpin the creation <strong>of</strong><br />

S<strong>of</strong>timage, along with Alias|Waterfront, one <strong>of</strong> the major<br />

computer-animation s<strong>of</strong>tware companies in the world.<br />

Though initially the progress <strong>of</strong> CGI as a process was<br />

compromised by its cost, technical constraints, slowness<br />

<strong>of</strong> execution, and the lack <strong>of</strong> a standardized s<strong>of</strong>tware<br />

package, James Cameron’s Terminator 2: Judgement Day<br />

(1991) demonstrated that CGI could be used for effective<br />

storytelling and aesthetic ends and could work on a<br />

scale different from anything previously envisaged. With<br />

the increasing standardization <strong>of</strong> the requisite s<strong>of</strong>tware,<br />

production facilities proliferated and CGI became an<br />

intrinsic tool <strong>of</strong> expression throughout the commercial<br />

and entertainment sector, in film, video games, and other<br />

multimedia applications.<br />

Jurassic Park (1993) consolidated CGI as a crucial<br />

cinematic tool in the creation <strong>of</strong> its highly realistic dinosaurs,<br />

just as King Kong (1933) vindicated the importance<br />

<strong>of</strong> stop-motion animation as more than just a special<br />

effect in the creation <strong>of</strong> Kong, and Jackson’s remake <strong>of</strong><br />

King Kong progresses the field <strong>of</strong> visual effects once more<br />

in the contemporary era. The process <strong>of</strong> animated film<br />

practice itself also changed with the advent <strong>of</strong> computers,<br />

as much <strong>of</strong> the arduous work involved in cel animation<br />

(in-betweening, ink and paint) could now be done with a<br />

computer. Postproduction in most feature films was also<br />

revolutionized by the impact <strong>of</strong> computer applications<br />

and their intrinsic role as a special effect. Digital compositing<br />

and motion-controlled camera became a norm in<br />

feature production comparatively quickly, but it was the<br />

work <strong>of</strong> PIXAR that prioritized research and development<br />

in the service <strong>of</strong> creating a fully computer-animated<br />

feature—a model echoing Disney’s desire to use the Silly<br />

Symphonies during the late 1920s and early 1930s as<br />

prototypes for the eventual creation <strong>of</strong> Snow White and<br />

the Seven Dwarfs (1937). Each year PIXAR made a short<br />

film—Luxo Jnr (1986), Red’s Dream (1987), Tin Toy<br />

(1989), and Knick Knack (1990)—in anticipation <strong>of</strong><br />

Toy Story (1995), the groundbreaking CGI feature featuring<br />

the now iconic Woody and Buzz.<br />

Less heralded but also important is Reboot (1993),<br />

the first fully computer-generated television animation.<br />

Produced by Ian Pearson, Gavin Blair, and Phil Mitchell,<br />

it self-reflexively used the computer as its narrative<br />

subject, depicting the city <strong>of</strong> Main Frame where Bob,<br />

Enzo, and their friend, Dot Matrix, battle two viruses,<br />

Megabyte and Hexadecimal. Also, Chris Wedge<br />

(b. 1958), who worked initially for Magi, a company<br />

run by a group <strong>of</strong> nuclear particle scientists literally<br />

creating images from the data, went on to make the digital<br />

effects for Tron. Wedge and some Magi colleagues then<br />

formed their own company, Blue Sky, in 1987, making<br />

MTV logos, dancing cockroaches in Joe’s Apartment<br />

(1996), swimming aliens in Alien Resurrection (1997), and<br />

Bunny (1998), which won an Oscar Ò for the best animated<br />

short film. Blue Sky also wrote their own proprietary<br />

s<strong>of</strong>tware for tracing light rays, which has enabled the<br />

company to achieve its own signature aesthetic in Ice Age<br />

(2002) and Robots (2004), and to work within the remit <strong>of</strong><br />

FoxinafashionsimilartoPIXAR’s relationship to Disney.<br />

Inevitably, with the success <strong>of</strong> CGI on the big and<br />

small screens, investment in the technology increased,<br />

and computer-generated images became the dominant<br />

aesthetic <strong>of</strong> animated features and children’s programming.<br />

Equally inevitably, a variety <strong>of</strong> approaches to using<br />

computer animation have characterized the post–Toy<br />

Story era. While Dreamworks’s SKG has emerged as a<br />

serious contender to PIXAR with films such as Shrek<br />

(2001), PIXAR has continued to innovate in features<br />

such as Finding Nemo (2002) and The Incredibles<br />

(2004), creating s<strong>of</strong>tware to extend the range <strong>of</strong> the visual<br />

palette, incorporating underwater visualization and more<br />

cartoon-like aesthetics. With each new feature has come<br />

another innovation—even the holy grail <strong>of</strong> realistic-looking<br />

human hair in The Incredibles. Companies such as<br />

Rhythm and Hues specialize in animated visual effects for<br />

live-action animals in films such as Cats and Dogs (2001);<br />

Sony Pictures Imageworks advanced the complexity <strong>of</strong><br />

special effects in films such as Spiderman 2 (2004);<br />

92 SCHIRMER ENCYCLOPEDIA OF FILM

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!