Author: Linda Mayoux

  • Research 4.5: Frame Rates

    TASK: To demonstrate that you fully grasp the concept of frame rates, write a short paragraph explaining the difference between slow motion and frames per second in your ongoing glossary of terms. Cite any web or literature references that you use.

    “Frame rate is the engine behind the cinematic lie.”
    Alice O’Connor

    The amount of time each film frame remains on screen before being replaced by the following image needs to be high enough to create the illusion of movement. 

    The human brain can perceive between 10 and 12 individual frames every second. Anything faster than this makes our brains blend the frames together into an illusion of movement. This is the basis of animation and is called the ‘Phi Phenomenon’. 

    The technology available today for cameras and playback allow for very high frame rates and there has been a trend in recent films (3D, CGI) to shoot and play back on frame rates much higher than those needed for the illusion of movement and those used in conventional cinema.

    History of frame rates

    In the early days of cinema, silent film frame rates varied widely. Cameras and projectors were often hand-cranked. Film strips were projected with a black shutter between each frame and in order for this black flicker of the screen (going dark every second frame) to be undetectable to audiences, each frame was flashed more than once (effectively played back as twos or threes).

    Once sound was introduced, a more stable frame rate was required and the established rate became 24 frames per second (that is, each of the 12 frames needed for the Phi Phenomenon displayed twice, on twos). This set frame rate
    came to dominate the way all cinema and moving image looked, and still mostly does.

    TV: PAL and NTSC

    When electronic frame rates came into being with television, problems with flicker and bandwidth were resolved by ‘interlacing’ frames in a comb-like fashion. Each frame would be refreshed at a rate set to the electrical alternating current (AC) of the country. 25fps (PAL) for countries operating on 50 hz AC – Africa, Europe, most of Asia and 30fps for countries operating on 60 hz AC (NTSC) the Americas and Japan.

    Digital and CGI

    With the introduction of digital media there were less structural reasons to limit what frame rates could be. Filmmakers have tried to push the ‘temporal resolution’ to increase ‘realism’ and decrease motion blur. Tests done on high frame rates such as 60fps were interpreted to produce stronger emotional responses in test audiences and frames as high as 120 fps have been developed (4K) and used in video games and sports broadcasts. Peter Jackson’s CGI
    animated and live action hybrid blockbuster The Hobbit (2012) was screened at 48 fps (frames per second), twice that of normal 24 fps speed. Jackson argued that this high frame rate made for a clearer, more ‘real’ film.

    Questions

    It’s a moot point amongst audiences and critics what ‘more real’ means, particularly in the context of CGI. Audience members of The Hobbit complained of headaches and others complained that the ‘high realism’ of the film gave it the look of a ‘made for TV movie’. 

    It is arguable that the incursion of animated CGI into almost every aspect of commercial narrative film and moving image is beginning to deconstruct the nature of cinema; drawing cinema away from its historically close relationship with literature and pulling it towards the world of computer games both in visual content and structural make up. 

    Most moving image and cinema are still recorded for playback at 24 fps; a cadence that remains for the time being, something that audiences are more comfortable with.

  • Research 4.4: ‘mid-morph’ moments

    TASK:
    Find three examples on the internet of morphing forms that include one example of each: analogue morphing, computer graphic (1990s) and digital (contemporary). Take a screenshot of the midpoint of each transformation to try and capture the point of transition.
    Ian Ferguson, Bush Arnie Morph (2006) Image via Wikimedia commons

  • Research 4.3: Morphing: analogue and digital

    TASK:
    Academics, like Norman M Klein and Vivian Sobchack argue that there is an important difference between analogue morphing and digital morphing. They suggest that digital morphing programmes tend to smooth out glitches and hesitations more than analogue morphing.

    Klein argues that the effects of seamless computer morphing; “displays less of the mercurial, the lighting hand and traced memories.”
    Klein and Sobchack also argue that analogue morphing can be used to express a ‘poetics of loss’ and anxiety about the organic disappearing into the industrial. An audience of analogue morphing is asked to think in terms of allegories of entropy and ruin, whereas digital morphing turns this sense of decay into a sense of fantasy.
    ● Consider the difference between analogue and digital examples of morphing.
    ● Do you agree with Klein and Sobchak’s view? Can you find examples of animations to substantiate your view?
    ● What, if any, are the differences between an analogue approach to morphing and a digital approach?
    Document your research and reflections on analogue and digital morphing with images and clips to illustrate your point and upload this to your learning log.

    Analogue stop motion svankmeier dialogue

  • Research 4.2: Compositing: Masks and Mattes


    Look at the work of animators who use compositing techniques. Reference some of the names mentioned in the preceding text and below are some examples of artists who work with compositing.

    Heather Phillipson, Zero point garbage matte (2014)

    Andy Holden, Chewy Cosmos (Panels to the Walls of Heaven) (2013)

    Benjamin Popp, East Lake Sans Souci (2017)
  • Research 4.1 : Analogue and digital

    TASK: Find some analogue and digital animations to compare and contrast their visual qualities. You could look at early cartoons and their later digital remakes or compare CGI animations with claymation.
    Look at their visual qualities and consider what is lost or gained. Can you
    obviously tell that one is digital and the other hand crafted and what visual clues give this away? What does each offer in terms of the image they present.
    Add your research notes and reflections to your learning log.

    • Analogue (from the Greek ana-logos meaning “proportion” or “ratio”). The continuous physical relationship between the original message and its reproduction. Speech and writing are represented by print in a book; light bounces off an object and is focused by a camera lens, changing the colours of chemicals on film. These are one-to-one correspondences between a signal and its translation into a physical medium.
    • Digital (from the Latin digitus -finger or toe) implies the medium of binary digits (bits) that computers use to process information. Two states, ‘On’ and ‘Off’ are represented by 0 and 1 to code all types of digital information. Digital is not a continuous stream, as with analogue signals but a set of information.

    Analog media can no longer mean what it did in the pre-digital era, but now stands in relation to the dominant digital animation culture.

    Allan Warburton argues that:

    in mainstream media, as in art production, analogue practice is often fetishized, with the traditional idea of craft being amplified into spectacle. 

    Tonya Jameson:

    “Creating something with our hands gives us a false sense of control at a time when we have little”

    Fiona Hackney:
    the popularity of craft in media production

    “may be read as a means of addressing the problems and anxieties surrounding the acceleration of modern life (unemployment, the strain of new work processes and their effects on physical and mental life)”

    “This is a file, which was unintentionally downloaded from my brain, 14355 days after my birth, around twenty minutes past four in the afternoon, and was forgotten to delete.”

    Alex Heim on 14355_16_23_05.rts (2015)
    See vimeo page 

    Motion Capture

    In the 1880s, Etienne-Jules Marey attempted to record pure movement. He invented a ‘geometric chronophotographic’ system to isolate graphic
    representations of movement that were discrete from the original subject. In one example (pictured above) he attached a multiple cross section of white sticks to his subject’s back and photographed the subject walking. The subject was dressed completely in black and placed before a black background. In the
    resulting images the person would ‘disappear’ leaving only the denoting white lines. These lines were then composited onto a single photographic plate, which Marey took to represent ‘pure movement’.

    Current motion- capture software and technology uses essentially the same approach either magnetic or optically based. Both systems rely on placing points
    on an actor or subject, then reading the motion by a series of sensors or cameras. This technology was used in James Cameron’s animated feature film
    Avatar (2009).

    Other types of motion capture (mocap systems) ‘directly measure joint angles of rods and potentiometers’ which provide a recording of movement abstracted from the original form. A similar process referred to as video-based motion capture, allows one to extract pure movement information from already existing film or video footage. Motion capturing has found its way into everyday appliances from video games systems to mobile devices. Each of these motion capture systems represents a significant shift in the recording of ‘pure motion’ and an effective method by which to consider movement abstracted from form

    https://youtu.be/7OON424H1vU
    https://youtu.be/qoaJleGZ6_Q
    https://youtu.be/FSnWHppN7x8
  • Research 3.3: Landscape animators


    Ataru Sakagami, A Place to Name (2015)

    Jane Aaron, Set In Motion (1987)

    Jane Aaron, Traveling Light (1985)

    Jane Cheadle, Sharks (2008)

    Anne Harild, Tobacna Mesto (2017)

  • Research 3.2: Animated documentaries

    Watch some animated documentaries and consider the relationship between image and voice-over and the creative decisions the animator has made to help reinforce messages or meanings within the pieces.
    Write short reflections for two animations with accompanying screenshots,
    making comparisons between the two. As a starting point watch the animated documentaries below, or find your own examples:

    Ainsley Hendersen, It’s about Spending Time Together (2010)

    Broomberg and Chanarin, Bureaucracy of Angels (2017)

    Broomberg and Chanarin’s animated video is narrated by the hydraulic jaws of the digger that was used to destroy migrant boats that had arrived in Porto Pozallo, Sicily carrying refugees from North Africa. The artists filmed the rescue missions by the Migrant Offshore Aid Station (MOAS) foundation off the coast of Libya as well as the destruction of the boats left to decay once the migrant journeys have been made, in a vast shipping graveyard in Porto Pozallo. The film is narrated by the hydraulic jaws of the digger charged with the job of destroying these boats, tearing them apart into their constituent parts of timber and metal, a process that took forty days to complete. The digger appears in the narrow corridors of the boat yard, on the open sea and in the midst of a rescue operation off the coast of Libya, as a Cantastoria or ‘singing storyteller’, recounting the Sicilian ballad Terra ca nun senti. The song speaks of the fear and pain associated with immigration to and from Europe’s most southerly territory over the last 150 years. The commission was shown within King’s Cross St. Pancras station in a location close to the exit of the Eurostar, a passageway between the UK and greater Europe, embedding the work within the station and enabling it to be shown to a transient audience. In order for the film to be powerful, it seems important that the digital reconstruction of the digger is meticulously accurate and that the boat yard and rescue operation in the film uses documentary footage rather than constructed on a film set. The ‘footprint’ of the camera or digital image becomes more complicated and seems to gain more power as it plays with our knowing disbelief (that the jaws of a digger can sing) and our belief in the reality of the scene (rendered visually seamless using 3D animation software, lighting and editing).


    Tim Webb, A is for Autism (1992)

    Dee Hibbert-Jones and Nomi Talisman, Last Day of Freedom (2015)

    Christoff Steiger, Jeffery and the Dinosaurs (2017):

    https://vimeo.com/309034119

    A nostalgic male voice over and atmospheric music drive this narrative about time and death. High contrast, soft focused and textured black and white still images are sequenced as action footage. There are occasional dissolves and zooms, but mostly cut with movement between black and white shapes in opposing parts of the image. Throughout these images shake very slightly to give the feeling of movement.

    ‘Deep State’ Karen Mirza Brad Butler 2012. commissioned by Film and Video Umbrella. Funded by Arts Council England and London Councils. Courtesy of Waterside Contemporary, London and Galerie Non, Istanbul.

    brings together and juxtaposes video and film footage of protests in different parts of the world with the reading of protest manuals and narration. And what seem to be pairing of primal human vocalisations and gestures of warnings and sitting back. Asking questions about what protest is and what we expect from it.

    Made with Padlet



  • Research 3.1: Evaluating Rotoscoping

    ‘Rotoscoping’ is the process of frame-by-frame tracing of recorded movements of actual humans or events.

    The technique was developed in 1915 by animator Max Fleisher who used this technique as a way to create a seemingly more ‘realistic’ (or photorealistic) style of movement. Disney and other studios used this technique as one way of enhancing ‘realism’ in animation through the mimicry of live action.

    However rotoscoping is not necessarily a satisfactory alternative to drawing freehand:

    • it limits possibilities for creating imagined worlds and narrative
    • real actors and objects do not have line, so tracing often results in lines being too prominent and sharp, too flaccid or too stiff.
    Rotoscoping techniques

    Digital rotoscoping: Filmed or live media are used as a reference point for the creation of digital animated movement: motion capture, interpolated rotoscoping, mattes and frame by frame rotoscoping.

    Motion capture: Uses live actors and the signals of their movement is
    interpreted by a computer. (See Part 2 of this unit??).

    Mattes/Masks/Stencils: Similar to motion capture but uses two dimensional sources to create a silhouette (called a matte) that can be used to extract that object’s shape from a scene for use on a different background. This extraction is often aided by green screen technology, motion-tracking and/or digital onion-skinning. Then images are composited in layers these in much the same way as a stencil or cut out shape would work in analogue collage/layering. Digital rotoscoping plays a large role in the production of visual effects and animation.

    Interpolated Rotoscoping: the digital equivalent to the pose-to-pose approach. The animator sets a particular style, line weight and colour. They then link key drawings to anchor points in the source footage. The computer then ‘interpolates’ all the in-between movements according to the action on screen. The first software to do this, ‘Rotoshop Software’, was developed by computer scientist Bob Sabiston in the 90’s which he used to make his film “ Snack and Drink ”. Subsequently this software was used by director Richard Linklater for the production of his feature films Waking Life (2001) and Scanner Darkly (2006).

    Digital Frame By Frame Rotoscoping does the in-betweens by hand – either in physical or digital media. Each frame of the video footage is drawn or painted over, one by one. Done digitally the technique requires import of the source video, but can be done in most professional animation programmes. In physical media every source frame is printed out and manipulated before being rescanned and played in sequential order.

    Look at a range of animations that use rotoscoping as a technique and compare the results.
    As a starting point, view the animation links below and use Vimeo or other online sources to find other examples of animations that appear to have used the rotoscoping technique.
    Choose examples to analyse and express your opinion of their use of
    rotoscoping. How has each animation used copying/rotoscoping and to what effect? Is it always effective as a technique and are there any pitfalls?

    ‘Rotoshop Software’, was
    developed by computer scientist Bob Sabiston in the 90’s which he used to make
    his film “ Snack and Drink ”. Subsequently this software was used by director
    Richard Linklater for the production of his feature films Waking Life (2001) and
    Scanner Darkly (2006).

    Babiston




    Elizabeth Hobbes, Finding My Way (2014)

    Dee Hibbert-Jones and Nomi Talisman, Last Day of Freedom (2015)

    Tommy Pallotta, Snack and Drink (1999)

    Elizabeth Hobbs & K T Tunstall, Layman, Shaman, Dreamin (2010)

    Jane Cheadle & Cobi Labuscagne, Swimmer (2005)
  • Lisa Pau

    MFA Experimental Animation

    California Institute of the Arts

    available for work inquiries – loupau@alum.calarts.edu

    https://vimeo.com/321408180