A report on Traditional animation, Animation and Storyboard
Traditional animation (or classical animation, cel animation, hand-drawn animation, or 2D animation) is an animation technique in which each frame is drawn by hand.
- Traditional animationA storyboard is a graphic organizer that consists of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive media sequence.
- StoryboardIn traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film.
- AnimationAnimation production usually begins after a story is converted into an animation film script, from which a storyboard is derived.
- Traditional animationA few minutes of screen time in traditional animation usually equates to months of work for a team of traditional animators, who must painstakingly draw and paint countless frames, meaning that all that labor (and salaries already paid) will have to be written off if the final scene simply does not work in the film's final cut.
- StoryboardThus, animation studios starting with Disney began the practice in the 1930s of maintaining story departments where storyboard artists develop every single scene through storyboards, then handing the film over to the animators only after the production team is satisfied that all the scenes make sense as a whole.
- Animation1 related topic with Alpha
Animator
0 linksAn animator is an artist who creates multiple images, known as frames, which give an illusion of movement called animation when displayed in rapid sequence.
Other artists who contribute to animated cartoons, but who are not animators, include layout artists (who design the backgrounds, lighting, and camera angles), storyboard artists (who draw panels of the action from the script), and background artists (who paint the "scenery").
As a result of the ongoing transition from traditional 2D to 3D computer animation, the animator's traditional task of redrawing and repainting the same character 24 times a second (for each second of finished animation) has now been superseded by the modern task of developing dozens (or hundreds) of movements of different parts of a character in a virtual scene.