Animation, in its essence, is the design of visual communication. Specifically, animation is the design of two illusions: the illusion that drawings or inanimate objects are moving, and the illusion that they possess their own life, thoughts, and human emotions. "Animation can explain whatever the mind of man can conceive." - Walt Disney (Johnston, Thomas 1981: 15) The word "animation" comes from Latin and means "to give life." The birth and development of this medium have been driven by the desire of various communicators throughout history to create the illusion of bringing any idea they could imagine to life, without further limits. This intersection between limitless creativity and the magnetic attraction of the illusion of vitality has proven to be a unique opportunity for these communicators to tell any story or convey any message to a wide audience. This thesis aims to analyze how some of the most prominent animators and communicators in history have used this medium to effectively communicate, entertain, and "deceive" millions of people with their characters. Specifically, this thesis will focus on the technique of traditional animation, also known as frame-by-frame animation, which involves placing a certain number of drawings (frames) in rapid temporal sequence for each second. The choice to analyze this technique and its major proponents is driven by the fact that it was the cradle of development and constant improvement, not only technically but also narratively and communicatively, for the entire medium. Frame-by-frame animation is the technique where communication of human, animal, and fantastical characters with their own personalities has developed, and where the medium has reached its peak in technical quality and complex communication. With the history of traditional animation, different philosophies and approaches to the medium have emerged, employing principles, rules, expedients, and theories or empirical experiments according to their goals. Finally, the frame-by-frame technique is the form of animation that offers the most freedom and challenges to the designer, as it always starts from a blank sheet. Starting from the blank page, the animator must: communicate a message, clearly convey what is happening, communicate the thoughts, emotions, and intentions of the characters. All of this must be represented graphically on a support, in an unequivocal and attractive way, in order to succeed in communication. Within this thesis, two main approaches to animation will be analyzed. The first is the realistic approach, the "Illusion of Life," a term coined within the Disney studio. This approach sets as its main goal to get as close as possible to the representation of lifelike movements, characters, and environments, which deceive the viewer into believing that these characters have a life of their own and that the animated events can somehow be real. The Disney animation studio plays a central role in this analysis as the cradle of the search for realism in animation, the communication of complex personalities and stories, and especially because it was the animation studio where twelve specific principles were first theorized to guide the designer in animating and communicating as effectively as possible. Disney also plays a fundamental role because, with its dominance in technical and communicative quality in the history of animation, it has led to the emergence of completely different, even diametrically opposed, approaches to the medium, born from the need to differentiate and break free from Disney's dominance. Many animators and communicators have thus approached traditional animation with a new philosophy that denies the need to imitate physical reality at all costs but rather celebrates the differences from it and the absence of creative limits. This is the second approach analyzed, which we will call "Cartoon as a Cartoon," a term coined by animator and essayist John Canemaker to define Tex Avery's approach to his works, celebrating animation for being animation, not reality. The second approach is therefore an exploration of the surreal and absurd potential of animation, the ability to deform and change characters, break or vary the laws of physics and logic, and exploit the complete freedom of the medium to communicate in a unique way. At the same time, the detachment from the imitation of reality has allowed proponents of the "Cartoon as a Cartoon" approach to experiment with an approach to design, particularly in post-war America and Italy, combining the two disciplines and blending animated storytelling with the synthesis and revolution of visual language imported to the United States from European Bauhaus.
L’animazione, nella propria essenza, è la progettazione di una comunicazione visiva. In particolare, l’animazione è la progettazione di due illusioni: l’illusione che dei disegni, o degli oggetti inanimati, si muovano, e l’illusione che essi siano dotati di vita propria, pensieri ed emozioni umane. Animation can explain whatever the mind of man can conceive. -Walt Disney (Johnston, Thomas 1981: 15) Animare, dal latino, significa “vivificare, dar vita” e la nascita e sviluppo di questo medium sono stati trainati dal desiderio di diversi comunicatori, nel corso della storia, di creare l’illusione di poter donare vita a qualsiasi idea potessero immaginare, senza ulteriori limiti. Questa intersezione tra l’assenza di limiti creativi e l’attrazione magnetica che l’illusione di vitalità crea nell’uomo, si è rivelata un’opportunità unica per questi comunicatori di raccontare qualsiasi storia o messaggio a un vasto bacino di destinatari. Questa tesi si propone di analizzare con quale approccio, filosofia e scelte progettuali, alcuni degli animatori e comunicatori più illustri della Storia, hanno sfruttato questo medium per comunicare efficacemente, intrattenendo e “illudendo” milioni di persone con i propri personaggi. Nello specifico, questa tesi si concentrerà sulla tecnica dell’animazione tradizionale, anche chiamata frame by frame, consistente nel porre in rapida sequenza temporale un certo numero di disegni (fotogrammi) per ogni secondo. La scelta di analisi di questa tecnica e dei suoi maggiori esponenti è dettata dal fatto che è stata la culla dello sviluppo e costante miglioramento non solo tecnico, ma soprattutto narrativo e comunicativo, per l’intero medium; l’animazione frame by frame è la tecnica dove si è sviluppata la comunicazione di personaggi umani, animali e fantastici, dotati di personalità propria e dove il medium ha raggiunto nella storia il picco di qualità tecnica e comunicazione complessa. Con la storia dell’animazione tradizionale sono nate filosofie e approcci al medium completamente differenti tra loro, che impiegano per raggiungere i propri obiettivi comunicativi principi, regole, espedienti, teorizzati o sperimentati empiricamente, in accordo con essi. Infine, la tecnica frame by frame è la forma di animazione che offre più libertà e più sfide al progettista: si inizia, infatti, sempre da un foglio bianco. Partendo dal foglio l’animatore deve: comunicare un messaggio, comunicare ciò che sta avvenendo in modo chiaro, comunicare pensieri, emozioni, intenzioni dei personaggi. A seconda della filosofia di approccio al medium un animatore deve possedere una tecnica di disegno o di sintesi grafica eccellente, una conoscenza profonda del mondo reale, di come oggetti, umani e animali si muovono, in quali tempi e spazi, di come le leggi della fisica li influenzano e di come questi movimenti appaiano visivamente da diversi punti di osservazione. Il tutto va rappresentato graficamente su un supporto, in modo inequivocabile e attraente, per poter riuscire nella comunicazione. All’interno di questa tesi si analizzeranno due principali filoni di approccio all’animazione. Il primo è l’approccio realistico, l’Illusione della Vita, un’espressione coniata all’interno dello studio Disney: si tratta di un approccio al progetto che si pone come obiettivo principale di avvicinarsi il più possibile alla rappresentazione di movimenti, personaggi e ambienti verosimili, che illudano lo spettatore, appunto, che questi personaggi posseggano vita propria e che gli eventi animati possano in qualche modo essere reali. Lo studio di animazione Disney ha un ruolo centrale in questa analisi in quanto culla dell’approccio di ricerca del realismo in animazione, della comunicazione di personalità e storie complesse, ma soprattutto perchè è lo studio di animazione in seno a cui sono stati teorizzati per la prima volta dei principi, dodici nello specifico, che guidassero il progettista nell’animare e comunicare il meglio possibile. La Disney ha un ruolo fondamentale anche perchè, con la propria egemonia sulla qualità tecnica e comunicativa nella storia dell’animazione, ha scaturito la nascita di approcci al medium completamente diversi, anche diametralmente opposti, nati dal bisogno di differenziarsi, di rompere il dominio disneyano; Molti animatori e comunicatori hanno così affrontato l’animazione tradizionale con una filosofia di pensiero nuova, che negasse la necessità di imitare la realtà fisica ad ogni costo, ma piuttosto ne celebrasse le differenze rispetto ad essa, l’assenza di limiti creativi. Si tratta del secondo approccio analizzato, che chiameremo Cartoon as a Cartoon, una definizione coniata dall’animatore e saggista John Canemaker per definire l’approccio di Tex Avery, noto precursore di questo filone, alle proprie opere, celebrando l’animazione per essere animazione, non realtà. Il secondo approccio è quindi un’esplorazione del potenziale surrealista e assurdista dell’animazione, la possibilità di deformare e mutare i personaggi, rompere o variare le leggi della fisica e della logica, sfruttare la completa libertà del medium per comunicare in modo peculiare ad esso. Allo stesso tempo lo svincolo dall’imitazione della realtà ha permesso ad esponenti dell’approccio Cartoon as a Cartoon di sperimentare un avvicinamento alla disciplina del design, in particolare nel Dopoguerra americano ed italiano, combinando le due discipline e mescolandone lo story-telling animato con la sintesi e rivoluzione del linguaggio visivo importate negli Stati Uniti dal Bauhaus europeo.
Progetto dell'illusione: analisi dei principi dell'animazione e dei differenti approcci all'animazione tradizionale
PERICO, MARCO
2022/2023
Abstract
Animation, in its essence, is the design of visual communication. Specifically, animation is the design of two illusions: the illusion that drawings or inanimate objects are moving, and the illusion that they possess their own life, thoughts, and human emotions. "Animation can explain whatever the mind of man can conceive." - Walt Disney (Johnston, Thomas 1981: 15) The word "animation" comes from Latin and means "to give life." The birth and development of this medium have been driven by the desire of various communicators throughout history to create the illusion of bringing any idea they could imagine to life, without further limits. This intersection between limitless creativity and the magnetic attraction of the illusion of vitality has proven to be a unique opportunity for these communicators to tell any story or convey any message to a wide audience. This thesis aims to analyze how some of the most prominent animators and communicators in history have used this medium to effectively communicate, entertain, and "deceive" millions of people with their characters. Specifically, this thesis will focus on the technique of traditional animation, also known as frame-by-frame animation, which involves placing a certain number of drawings (frames) in rapid temporal sequence for each second. The choice to analyze this technique and its major proponents is driven by the fact that it was the cradle of development and constant improvement, not only technically but also narratively and communicatively, for the entire medium. Frame-by-frame animation is the technique where communication of human, animal, and fantastical characters with their own personalities has developed, and where the medium has reached its peak in technical quality and complex communication. With the history of traditional animation, different philosophies and approaches to the medium have emerged, employing principles, rules, expedients, and theories or empirical experiments according to their goals. Finally, the frame-by-frame technique is the form of animation that offers the most freedom and challenges to the designer, as it always starts from a blank sheet. Starting from the blank page, the animator must: communicate a message, clearly convey what is happening, communicate the thoughts, emotions, and intentions of the characters. All of this must be represented graphically on a support, in an unequivocal and attractive way, in order to succeed in communication. Within this thesis, two main approaches to animation will be analyzed. The first is the realistic approach, the "Illusion of Life," a term coined within the Disney studio. This approach sets as its main goal to get as close as possible to the representation of lifelike movements, characters, and environments, which deceive the viewer into believing that these characters have a life of their own and that the animated events can somehow be real. The Disney animation studio plays a central role in this analysis as the cradle of the search for realism in animation, the communication of complex personalities and stories, and especially because it was the animation studio where twelve specific principles were first theorized to guide the designer in animating and communicating as effectively as possible. Disney also plays a fundamental role because, with its dominance in technical and communicative quality in the history of animation, it has led to the emergence of completely different, even diametrically opposed, approaches to the medium, born from the need to differentiate and break free from Disney's dominance. Many animators and communicators have thus approached traditional animation with a new philosophy that denies the need to imitate physical reality at all costs but rather celebrates the differences from it and the absence of creative limits. This is the second approach analyzed, which we will call "Cartoon as a Cartoon," a term coined by animator and essayist John Canemaker to define Tex Avery's approach to his works, celebrating animation for being animation, not reality. The second approach is therefore an exploration of the surreal and absurd potential of animation, the ability to deform and change characters, break or vary the laws of physics and logic, and exploit the complete freedom of the medium to communicate in a unique way. At the same time, the detachment from the imitation of reality has allowed proponents of the "Cartoon as a Cartoon" approach to experiment with an approach to design, particularly in post-war America and Italy, combining the two disciplines and blending animated storytelling with the synthesis and revolution of visual language imported to the United States from European Bauhaus.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/210983