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SSS TREATMENT

THE IMPACT OF TECHNOLOGY ON 2D ANIMATION TECHNIQUES

INTRODUCTION TO SPECIALISM
My documentary will cover the techniques used throughout the evolution of 2D character
animation. The difference in character movements from traditionally hand-drawn cells to
digitally rigged characters is noticeable due to the advancement of technology so I will be
going over the traditional technique and digital software techniques alongside the effects
each of them gives off when animating characters.

BRIEF HISTORY OF SPECIALISM


I will give an informative, easy to understand explanation of the animation technique
invented in the late 1800s before technology was as advanced as it is today. 2D animation
was also created and displayed on zoetropes and phenakistiscope and I will briefly explain
how these inventions were created and used while displaying visuals to make my
commentary easier to understand. Additionally, I will be going over how the advancement
of technology lead to the decline of the traditional animation technique and how 2D
animators nowadays lean towards using digital software to animate characters digitally.

HOW TECHNOLOGY HAS IMPROVED IT


Since technology has become plays a big role nowadays, digital animation is considered
more efficient and easier to learn in comparison to traditional animation. To expand on this
statement, I will cover a few digital animation techniques such as rigging, tweening and
stop-motion.

KEY PEOPLE IN THE INDUSTRY


There are lots of examples of studios and animators in the industry who have inspired many
with their use of digital animation techniques so I will include details about them in my
documentary. Studios like Studio Ghibli and Walt Disney Studios who animate 2D animation
traditionally with hand-drawn cells. Then there are studios like Korean Animation Studios,
who animated characters using a simplified cartoon style and Ludo Studio who animated
their characters by rigging them. Furthermore, there are digital animators who use skeletal
animation to create digital avatars for Virtual Youtubers (VTubers) and Twitch streamers
who I will mention in my documentary. Finally, I will introduce another animator, James
Baxter, who worked on several Disney movies and cartoons featured on Cartoon Network.
He uses software and digital animation techniques to achieve impressive high quality
animations.

KEY TECHNIQUES ASSOCIATED WITH THE SUBJECT (2D ANIMATION)


TRADITIONAL:
-Hand-drawn cells which were then photographed and played at a rapid pace in
chronological order.
-Uses physical paint and pens to draw on sheets of paper or plastic for each frame (also
known as cells). Also requires a camera to take pictures of each cell.

DIGITAL:
- STOP- MO – Uses a digitalised version of traditional techniques.
Virtual tools are provided by the animation software and sheets of paper are
replaced with a digital canvas for each frame.
- RIGGING – Uses a virtual skeleton inserted into the 2D (or 3D) model. Each
adjustment on the bone is recorded by keyframing them on the timeline. It’s
efficient and simple to use. (Puppet Tool in After Effects, Bone tool in Animate)
- TWEENING – Used for software-calculated movements like multiplanar sequences. A
number of symbols where the animator sets the start and end position of the symbol
and the software animates the in-betweens.
-
-Animating in 1s (24 FPS), 2s (12 FPS), or 3s (8 FPS).

YOUR OWN ATTEMPTS AT MASTERING A TECHNIQUE(S)


Firstly, I will be making my own zoetrope animation by following a YouTube tutorial with my
own resources.
Then I will be I demonstrating my 2D animation skills using references and my drawing
tablet. I will go over how the software I use (Flipaclip) allows me to use the digitalised
version of traditional animation which I can link to how technology has improved 2D
animation. In the process of attempting to master 2D stop-motion, I will introduce Flipaclip
and add friendly commentary on the techniques that I’m using in Flipaclip, especially since
this software is not industry-standard.
In my attempt, I will be animating my original character in 3s and the movement will be
focused on its hand and head. I will also be giving my own opinion and personal preference
on which 2D techniques I use. To add more feeling along with the facts, the documentary
will include some reflective commentary, my brief comparison and personal opinion on
these two 2D animation techniques so I can some

INTERVIEWS WITH PEOPLE DISCUSSING THE SKILL(S)


Since I am aware that rigging can be done in Animate and After Effects (media software
available at college), I can interview lecturers Trevor and/or Paul. I can ask for examples of
rigging in existing films/series, a comparison between rigging in these software, their
opinions on their difficulty, personal preference on which software to use for rigging. I will
be taking in voice lines of Trevor’s responses to my questions and using character sprite art
inspired by various storytelling Youtuber to represent him in the interview segment.

CONCLUSION THAT EVALUATES THE SKILL AND WHY IT IS IMPORTANT TO THE INDUSTRY
To bring my documentary to a conclusion I will remind the viewers about the main point of
this documentary which was to explore how technology had an impact on the on the
animation industry. I will be making the conclusion that modern technology has improved
the animating process of 2D characters. There will be a comparison between examples of
early and modern technology and their impact which will be explained straightforwardly.

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