Cartoons, Computers and Antics

In Part Two Alan Kitching gives a detailed account of his own creation: Antics. In the last issue, I gave a general outline of the different types of computer graphics machines around today, and what relevance, if any, they might have for animators. The majority are “3-D” modelling systems, which aim to achieve a machine-made … Read more

Cartoons, Computers and Antics – Page 2

Frame-grabbing is used to feed images direct into the machine with a video camera, scanner, or any similar gadget and there are facilities for retouching, tinting, colour balance, posterising, solarising, high-contrast, and enhancement. At present, this is used only for background images. Such backgrounds can also be full live-action, and perfectly matted to overlaying animation. … Read more

Cartoons, Computers and Antics – Page 3

Camera FX are much the same as on a rostrum camera, but much more flexible, for example, drawings and cels can zoom independently of backgrounds and other drawings., so an “animated zoom” doesn’t need to be drawn, multi- plane effects are easy, and the zoom ratio can go to well over ten-thousand to one. Graphic … Read more

Cartoons, Computers and Antics – Page 4

Cartoon production with Antics generally involves a blend of all these techniques. Some are extremely easy, others are quite difficult. Careful planning is essential, right from storyboard stage, to get the best balance of different techniques for the various different scenes. Basic decisions of style and story can make a great deal of difference to … Read more

Cartoons, Computers and Antics – Page 5

In contrast, Antics began as a concept, a clear vision of an “ideal” animation machine, which grew out of my previous ten years experience in conventional animation, graphic design, and architecture. In effect, Antics has been a concept waiting for hardware to come along with sufficient power to handle it properly, and at an affordable … Read more