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Audio/Visual Art: Animation
ANIMATION
 

 
Animation is the technique in which each frame of a film is produced individually, whether generated as a computer graphic, or by photographing a drawn image, or by repeatedly making small changes to a model unit (see claymation and stop motion), and then photographing the result with a special animation camera. When the frames are strung together and the resulting film is viewed at a speed of 16 or more frames per second, there is an illusion of continuous movement (due to the phi phenomenon). Generating such a film is very labor-intensive and tedious, though the development of computer animation has greatly sped up the process.
 
Animation is very time-consuming and often very expensive to produce.
 
Animation film crews have many of the same roles and departments as live-action films (including directing, production, editing, camera, sound, and so on), but nearly all on-set departments (lighting, electrical, grip, sets, props, costume, hair, makeup, special effects, and stunts) were traditionally replaced with a single animation department made up of various types of animators (character, effects, in-betweeners, cleanup, and so on). In traditional animation, the nature of the medium meant that everything was literally flattened into the drawn lines and solid colors that became the characters, making nearly all live-action positions irrelevant. Because animation has traditionally been so labor-intensive and thus expensive, animation films normally have a separate story department in which storyboard artists painstakingly develop scenes to make sure they make sense before they are actually animated.
 
However, since the turn of the 21st century, modern 3D computer graphics and computer animation have made possible a level of rich detail never seen before. Many animated films now have specialized artists and animators who act as the virtual equivalent of lighting technicians, grips, costume designers, props masters, set decorators, set dressers, and cinematographers. They make artistic decisions strongly similar to those of their live-action counterparts, but implement them in a virtual space that exists only in software than on a physical set. There have been major breakthroughs in the simulation of hair since 2005, meaning that hairstylists have been called in since then to consult on a few animation projects.
 
Animated films have different workflow at the production phase, in that voice talent can record their takes in the recording studio at different times and may not see one another until the film's premiere, while most physical live-action tasks are either unnecessary or are simulated by various types of animators.
 
 

 

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