1. INTRODUCTION
Disney Animation has marked new history by showing its artistic excellence as well as technological innovations through a lot of feature animation films that they released. Especially,
The purpose of this study is to analyze different styles of game worlds, Disney's layout pipeline, and in-house camera capture system used in
Disney Animation developed new in-house camera capture system, which is similar to live-action film's one, and made a great use of the system in first person point-of-view shooting game, Hero’s Duty. This camera capture system not only makes realistic camera movements and shake possible, but also enhances efficiency of layout production process to a great extent.
This study is not the first paper to analyze styles of animation film or camera system at Disney. Jae-Yoon Park's paper "Disney Feature-length Drawn Animation Since Using Digital Technology" [1] analyzes development of Disney’s camera systems such as multi-plane camera, CAPS, and Deep Canvas. This study differs from the former study in that the former one focuses mainly on camera technology that Disney developed before year 2000 and applied to 2D animations, whereas this paper focuses on the camera system used from 3D animation
Jong-Hyeok Ahn's paper "Analysis of Animation
In following chapters, this paper will analyze styles of the game worlds featured in this film, character animation and camera movement used, Disney’s layout production process, and newly developed camera capture system.
2. STYLES OF GAME WORLDS IN
It is very common that after feature animation film is released, game related to its content is released. However, in
This film features three different game worlds which are Fix-It Felix Jr., a 8-bit arcade game, Sugar Rush, a racing game, and Hero’s Duty, a realistic shooting game. First of all, Fix-It Felix Jr. is a 8-bit pixel game where characters can only move in either vertical or diagonal way like most of the games in 1980s. On the other hand, Sugar Rush is similar to Nintendo’s Mario Kart, very popular game of the 1990s. It's like classical Disney Animation and world consists of vivid and delicious-looking desserts. In order to express cute and lovely atmosphere, the world is pastel-tone colored, bright, and rounded. Whereas two games listed above are close to cartoon styles, Hero’s Duty, first person point-of-view shooting game is much closer to realism. This game has an atmosphere which is similar to Microsoft’s popular game, Halo's, and has lots of exciting action scenes.
So far, this paper analyzed three different game world styles of
Fig. 1.(a) Ralph and Felix, the game heroes of Fix-It Felix Jr. Game[5] (b) Character and camera's movement, intentionally limited in 8 bit game world[5] (c) Lovely styles in Sugar Rush Game[6] (d) Fast and rough camera movement in chasing scene of Hero’s Duty Game[7]
3. DISNEY LAYOUT DEPARTMENT'S PIPELINE
In 3D animation, layout department is similar to cinematography team of live-action film. It is first department in production which does pre-visualization[8] and creates 3D shots from 2D storyboard.
Disney's layout department consists of two groups: first group is 'Layout'. It arranges each element and background, locates the camera and its movement, and animate character roughly (a.k.a blocking). The second group is ‘Layout Finaling’. It re-checks camera animation after animation department publishes[9] its work, checks whether all elements of a scene through a camera look fine, and exchanges layout models with actual production models to make a set.
Director has to make a plan for every single shot and give directions of his or her expectation to layout artists[10]. Since diverse experiments are required in layout stage to save downstream departments' time, layout artist sometimes show a couple of shots using different camera animation so that director can choose the best shot among them[11]. In some cases, elements in a scene are added or removed after director reviews works from layout department which influences downstream departments' works. (Figure. 2(b))
Table 1.Styles of Game Worlds in
Fig. 2.(a) ‘Layout’ and ‘Layout Finaling’ dept. in Disney Animation's Production Pipeline (b) Disney Tool to add or remove characters and props. ex)
In conclusion, layout department creates 3D animatic which not only include precise camera direction, audio, length of a shot, timing, staging[12] which has locations of character and props and scene composition, but also cover the overall control of the tone, and character’s eye contacts and even moods.
As seen in production pipeline in [Figure 2](a), finished work from layout department is handed down in consideration with importance of shot's effects. If the effects leads and influences an entire shot (for example, a space shuttle in a scene catches on fire and falls), work is then handed down to the ruff effect department first. If not, work is passed to animation department. After animation department publishes its work, then it is passed to layout finaling department. Since director manages overall flow of the work by reviewing movie files from layout department first, and since he or she might try new ideas or makes modifications to the works, layout department's work efficiency and production time are pivotal in the whole process of animation pipeline.
Through in-house web-based database tool, Disney lets all the artists to see on-going and finished shots from each department's. [Figure 3] shows production records from different departments of
Fig. 3.Disney's tool to show production date of each dept.'s work.
When layout artist finishes a shot, it goes through publish process and are saved onto Disney's database, and follow-up departments use a program, as seen in [Figure 4], to download previous department's work in order to create new shot. The reason for not using existing Maya scene file from previous department, but creating new file, is to prevent passing along useless elements, garbages, possible problems in a scene which may cause Maya crashes, unusual lateness, and file corruption.
Fig. 4.Disney’s program letting users select elements needed to create new Maya shots.
In order to enhance efficiency of layout department's pipeline and express shots more effectively, Disney developed in-house camera capture system. Next chapter analyzes camera system used prior to
4. DISNEY'S CAMERA SYSTEM
4.1 Camera System prior to
As Jae-Yoon Park's paper "A Study on Disney Feature-length Drawn Animation Since Using Digital Technology" mentions, Disney has developed multiplane camera technology which gave a visual depth in film in 1930s films such as
In 3D animation
Fig. 5.Camera System developed by Disney prior to
4.2 Camera Capture System in
In contrast to the previous method, in which camera movements could only be controlled within Maya, new method used in
Fig. 6.A layout artist at Disney is using new Camera Capture System[13].
As in live-action filming, where director changes camera movements by changing characters, backgrounds, or props' location first, this camera capture studio allows its users to do the same, with much ease and speed. In the world of animation, it's 24 frames per second. Expressing real and detailed movements of camera requires an experienced layout artist to insert numerous keys in proper place appropriately in 3D computer program such as Maya. By using new system, however, the user can use real camera, conveying the real and vivid details of movement at ease.
Furthermore, even artists who are not familiar with Maya, such as storywriters, 2D animators, or artists from live-action film can use this system at ease and show result. Especially directors can do numerous tests and suggest a guideline for shots. Before this system is developed, after a director give orders, he or she has to wait for weeks to actually see works done by layout department. With new system, director and layout artists can control camera movements even together and modify locations of characters, backgrounds, and props at ease, discussing modification decisions on the spot[13]. Director can show shot plans in his or her mind using real camera in camera capture studio and also suggest scene structure or composition in front. These all boil down into a significant decrease in layout department's work time and communication time between director and artists as well.
Table 2.Steps using Camera Capture System
This system was adequately used in all of the game worlds, but was most prominently used in the world of Hero’s Duty, the world with numerous battle action scenes and thrilling chasing scenes. Detailed movements from cameraman’s waist, shoulders, or even feet movement can be conveyed to the audience. As Disney presented in FMX (Film and Media Exchange) 2012 Conference[14], Disney is willing to improve this system further to let users make use of the system with convenience, and also to be able to express even the subtle movements of simulation particles.
Fig. 7.Shots of game world "Hero's duty" created from camera capture system[15].
This research proves that camera capture system has advantages of live-action filming method and let pre-visualization possible inside camera capture studio. By letting director and artists collaborate in the studio to change camera movements and staging in a virtual set even in real time, it increases efficiency layout department’s production process to a great extent. When compared to the traditional animation studio where layout departments work with cameras within a computer program only such as Maya, development of new system is fundamental change and noteworthy innovation.
5. CONCLUSION
This study analyzes unique styles of game worlds from
John Lasseter, the CCO of Disney and Pixar Studios, says ‘The art challenges the technology, and the technology inspires the art’. This film is combination of Disney's indispensable know-hows from long time experience and revolutionary innovation to create outstanding visuals. Especially Hero's duty which new in-house camera capture system is extensively used maximizes unseen visuals by perfectly making the realistic and believable game worlds. This study shows that this system allows real camera's motion and shake and make real-time camera's movement and correction within animation set possible. After analysis, we can conclude that new camera capture system improves directing of feature animation and enhances efficiency of the layout department's pipeline.
Comparing to the way that how layout is done in traditional animation pipeline where artists work with cameras within a computer program only such as Maya, new system is fundamental change and innovation. Therefore, this system contributes to a great extent to animation films business as a whole.
Future research will focus on analyzing production pipeline studios in South Korea and major studios in other countries such as US and find innovative system such as camera capture system. Domestic studios need a better system and pipeline as Sung-Kyu Choi's paper "A Study on Technology Trends of CG in Visual Effects and Suggestion[16]" also points it out since domestic studios have less budget, limited number of artists, and shorter time period comparing to major studios in foreign countries. Therefore, the goal of future study is to adjust new system to domestic industry field and propose it to provide a stepping stone for the progress of the animation films’ business in South Korea.
참고문헌
- Jae-Yoon Park, "A Study on Disney Featurelength Drawn Animation Since Using Digital Technology," Cartoon & Animation Studies, Vol. 26, pp. 57-78, 2012. https://doi.org/10.7230/KOSCAS.2012.26.057
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Jong-Hyeok Ahn, "Analysis of Animation
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- Wreck-It Ralph' Inspires Technological Innovations at Walt Disney Animation Studios, https://thewaltdisneycompany.com/blog/wre ck-it-ralph-inspires-technological-innovations- walt-disney-animation-studios, 2012.
- Maggie Malone and Jennifer Lee, The Art of Wreck-It Ralph, Chronicle Books, San Francisco, pp. 50-51, 2012.
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- Jeremy Cantor and Pepe Valencia, Inspired 3D Short Film Production, Thomson, Boston, 2005.
- All The World's a Virtual Stage in Disney's New Camera Capture System, AWN, http:// www.awn.com/articles/technology/all-theworld- a-virtual-stage-in-disneys-newcamera- capture-system, 2013.
- Evan Goldberg, "Camera Capture for "Wreckit Ralph": Introducing Capture Technology into a Feature Animation Pipeline", FMX 2012, 2012.
- Walt Disney Animation Studio's "Wreck-It Ralph" Trailer Page, http://www. disneyanimation. com/projects/wreckitralph, 2012.
- Sung-Kyu Choi, "A Study on Technology Trends of CG in Visual Effects and Suggestion", Journal of Korea Multimedia Society, Vol. 12, No. 4, pp. 591-598, 2009.