Evolution of 3D technology - Animated Films.
Where
it all started…
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| stino-san (2016) |
A computer animated hand is one of the first three-dimensional animated
(short) movie ever created using a digital program that Edwin Catmull (and
Frederic Parke) made during his tenure at University of Utah, 1972 (shieldsdundee, 2011; see also Stanford,
2014; Loc, 2011). Catmull
used his own left hand as the model, which he later drew polygons on to
digitize the surface of the hand into the computer (Stanford, 2014), which is mentioned after 2:45 min in
the YouTube video. A very interesting fact is that according to Catmull 3:47
min into the video, he claims that “And it was only those of us who actually
ignored the existing software and wrote our own that stayed in computer
graphics” (Stanford,
2014), which probably indicates that not only did he create one of the first
3D animated movie, but also with his complete own software. The world would see
more to come by Catmull’s achievement.
Pixar
(n.d.) made a huge breakthrough in 1995, with Catmull as an executive
producer (stated in credits) (para.18),
Toy story was produced by Pixar and Disney, and was the first feature movie ever
created with only using three dimensional computer graphics (stated in awards) (para.19).
In the Toy Story YouTube video, Eben Ostby mentions the
method of his technique in 3d modeling,
which is the computer capturing the points of the sculpted head of the
character (for organics) with a device, so the points build up a facial
structure as the character. Director John Lasseter explains that “every object
you see on a screen has to be created from scratch, we start with blueprints,
we call them modelpacks, and then that’s given to a modeler and they create the
model within the computer” (Disney,
2016). How is the technology now though after all those year of 3D animated
movies?
Almost as a rival to Pixar, Dreamworks’ engineers created a software to ease
the workload for the animators, named Apollo. According to Simon Otto in the video,
the previous software before Apollo was industry standard but also was “cutting
edge” for its time, though taking lots of hours as a cost to creativity. The biggest achievement seemed to be that the
complexity for the animators was greatly reduced. Simon Otto comments on Apollo
that “I’m not limited by technology, I’m limited by my own imagination” (DreamworksTV, 2014; see also
Dreamworks, n.d.).
Reference list:
Disney*Pixar. (2016, Oct 19). Modeling and Rigging |Toy Story | Disney*Pixar [Video file].
Retrieved from https://www.youtube.com/watch?v=z_FYmhkOf4Q
DreamworksTV. (2014, June 24). The Technology Behind How to Train Your Dragon 2. [Video file]. Retrieved
from https://www.youtube.com/watch?v=iepGUcvsWB0
Dreamworks. (n.d.). DreamWorks
Animation. Retrieved November 8, 2018, from https://www.dreamworksanimation.com/technology/
Loc. (2011, December 28). 2011 National Film Registry More
Than a Box of Chocolates. A Computer
Animated Hand (1972). Retrieved November 8, 2018, from https://www.loc.gov/item/prn-11-240/
Pixar. (n.d). Toy
Story. Retrived October 23, 2018, from https://www.pixar.com/feature-films/toy-story/#toy-story-main
shieldsdundee. (2011, December 29). ”A computer animated hand”-1972 [Video file]. Retrieved from https://www.youtube.com/watch?v=wdedV81UQ5k
Stanford eCorner. (2014, May 5). Ed Catmull: Creativity, Inc. [Entire Talk] [Video file]. Retrieved
from https://www.youtube.com/watch?v=ffixfwt654I/
stino-san. (2016). A
Computer Animated Hand [Online image]. Retrieved from https://steemit.com/animation/@stino-san/-a-computer-animated-hand
Undare,M. (2014). How To
Train Your Dragon [Online image]. Retrieved from https://www.deviantart.com/mahesh-undare/art/How-To-Train-Your-Dragon-498269105


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