Dictionary of Media and Communication Studies, 8th edition

(Ann) #1
Animation

A B C D E F G H I

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L M N O P R S T U V

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Among the most celebrated movie examples
using performance capture are Andy Serkis’s
Gollum in Peter Jackson’s Lord of the Rings:
The Fellowship of the Ring (2001), and James
Cameron’s Avatar (2009), the highest grossing
film of all time. Here, the Na’vi, inhabitants
of Pandora, are seven-foot CG fantasies yet
capturing human motion and emotion with an
amazingly heightened sense of reality.
At one time during the making of Avatar
the New Zealand visual eff ects company Weta
Digital employed 900 people, an indicator of
the prodigious scale and expense of Cameron’s
innovative enterprise.
Motion capture animation has also become
familiar in projects for TV, an example in the
UK being Headcases (2008), a satirical current
aff airs show created by Henry Naylor for ITV,
using 3D animation in the style of Spitting Image
(ITV, 1984–96).

In November 1928 Walt Disney (1901–66)
presented Mortimer, later Mickey Mouse, to the
world using synchronous sound, in Steamboat
Willie, along with his Skeleton Dance (1929), one
of the true classics of animation fi lm. Th e labo-
riousness of producing thousands of drawings
for fi lming was dramatically altered in the 1980s
by the introduction to animated fi lm-making of
computer graphics.
Cel (handdrawn) animation was generally
displaced by computer-generated (CG) anima-
tion, increasingly in the fi lm industry in 3D (see
three-dimensional (3D). Live action using
actors is integrated by CG imaging, blending the
real with the synthetic. What has been termed
motion capture (extensively used in video games)
records actor movement to activate digital char-
acter models. When facial expression and fi nger
movement are included, the process becomes
performance capture.

Andersch, Staats and Bostrom’s model of communication, 1969

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