When one thinks
of the animation process, the classic image that usually comes to
mind, is that of a roomful of dedicated artists, toiling away for
countless long hours in a studio, lovingly hand-drawing our favorite
characters and scenes with pencil and sketch pad. Thousands of such
drawings are completed, which are then transferred to sheets of
transparent acetate called "cells", each of which is
hand-painted and photographed, one at a time, by a special movie
camera. This is how the film animation process was first developed,
by such pioneers as Winsor McCay and Walt Disney, and the process
was largely unchanged for most of this century, with the likes of
Tex Avery, Chuck Jones, Walter Lantz, Bill Hanna and Joe Barbera all
using the same basic techniques. This is how virtually all of the
classic animated films we know and love were produced: Snow
White, Fantasia,
the Bugs Bunny shorts, and the
list goes on and on. In fact, many films are still made this way
today, for both theatrical and television release.
You don't usually think of computers as being a big part of this
process - animation is supposed to be a hand-crafted medium. But in
the last twenty years or so, computers have become a much larger
part of film animation. These days, the individual drawings of the
animators are often scanned into a computer, where they are
digitally cleaned and painted using special software. And the
process of "in-betweening" (or producing all of the
drawings that come in between the key frames drawn by the lead
animators), which used to be done by hand, is often handled by
computers, which mathematically "estimate" what the images
in between the key frames should look like. Only after all of the
thousands of final images are finished, are they scanned onto film,
to be shown in theaters. In many cases, these modern, "digital"
changes to the traditional animation process have resulted in
greater productivity, or at least have given the animators more
flexibility in their work. In some cases, they also result in more
visually dynamic images.
The first "traditionally animated" film to really push
the use of computers, was Disney's Beauty
and the Beast (1991), in which the backgrounds for
certain scenes were rendered digitally. And more recent films, like
The Lion King, have used
computers to animate complex, large-scale motions, such as herds of
stampeding animals. Certainly, there have been several
feature-length animated films, that were created entirely in the
digital realm, such as Toy Story,
ANTZ and A
Bug's Life. But few recent "traditionally"
animated films have pushed the technological and artistic boundaries
of computers in animation, as much as DreamWorks' The
Prince of Egypt.
The Prince of Egypt was the
fledgling studios' first feature-length animated film. The idea was
born in a 1994 conversation between studio founders Steven
Spielberg, Jeffrey Katzenberg, and David Geffen. The idea was to
take the epic, larger-than-life story of the book of Exodus from
The Bible, and bring it to the
big screen in the kind of powerful, stylized and timeless way, that
is only really possible in animation. Once the script was finalized,
it was shown to numerous religious leaders, theologians and
historians, to ensure its faithfulness to the story. Then, a
multinational team of artists, designers and computer technicians
was assembled to bring the story to life. And a state-of-the-art
animation and digital effects studio was built from the ground up to
get the job done.
The Prince of Egypt uses
computers in all of the previously-developed ways, and goes several
steps further as well. For example, how many of you would think that
an animated film would involve the same kinds of CGI special effects
usually seen in live-action movies? The
Prince of Egypt actually involves far more digital
effects than most such films - even more than James Cameron's Titanic.
The difference is that since nothing you see in an animated film is
real, it becomes harder to tell what is traditionally-created, and
what is CGI. In fact, digital effects touched EVERY frame of The
Prince of Egypt in its final form.
There are several ways in which computer-generated imagery (CGI)
was integrated with traditional animation to help tell the story: 2D
effects plus CGI (2D/CGI), 3D effects plus CGI (3D/CGI), and a
variety of combined techniques.
The technique of 2D/CGI, or using computer generated imagery to
enhance a two-dimensional image, was employed to create dust storms,
and rays of light in certain scenes. It was also used to create
special back-lighting effects and shadows. In these cases, the
actual dust clouds, rays of light, "glowing" effects and
shadows, were all generated by computer, and were then digitally
superimposed over the traditionally-created 2D artwork.
Above and
below: Dust storm effects, created using CGI to enhance a 2D
image (2D/CGI). The character of Moses, and the desertscape are
all traditionally animated, while the dust cloud itself is
computer generated.
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One of the ways in which work on The
Prince of Egypt resulted in a technical breakthrough, was
in the use of 3D/CGI techniques, where three-dimensional "models"
were created in a computer, and then manipulated in a
three-dimensional, computer generated environment to create the
final image. A special software package was created, in conjunction
with Silicon Graphics, Inc., called the Exposure Tool, which allowed
the animators to create a 3D "virtual" space in the
computer, and then place traditional, hand-drawn 2D artwork into
that space. The "camera" (or point-of-view) could then be
moved anywhere in and around that set, to create the desired
movement or angle. And the software "warps" the 2D artwork
in the 3D space, to maintain the proper perspective. The chariot
race sequence in the film is just one of many such scenes created
using this process. Use of the Exposure Tool gave the animators
great creative flexibility when building scenes, and saved a
tremendous amount of time, compared to traditional techniques.
Above: The
chariot race was created using 3D/CGI techniques, and a custom
software package called the Exposure Tool. In this case, the
actual chariots were modeled as three-dimensional objects, as
was the roadway. The horses, people and background were
traditionally drawn 2D artwork, inserted into the 3D space.
Above and
below: Once the chariots were created as virtual "objects"
in a virtual environment, they could be "moved" though
that environment (this hilltop, for example), creating a sense
of dynamic movement through space, while the software maintained
the proper perspective.
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Another example of the use of innovative 3D/CGI techniques, is the
creation and animation of computer generated "extras", in
scenes that required hundreds or even thousands of background
characters. The Exodus sequence is a perfect example of this. Each
individual character was built in a software package called Alias,
and animated in another called Soft Image. In order to simulate
large crowds, special software was custom designed in-house,
specifically for The Prince of Egypt,
that then combined these characters into large groups.
Note the
numerous background characters in the shot above. A variety of
off-the-shelf and custom software was used to create sequences
such as this, where hundreds and even thousands of 3D "extras"
were required. The same technique was used to animate the
background laborers in the shot below.
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