WEBVTT 00:00:00.000 --> 00:00:02.249 Let's explain a bit the animation techniques. 00:00:02.249 --> 00:00:04.078 So, for starters, 00:00:04.078 --> 00:00:06.923 remember that animation is an illusion, 00:00:06.923 --> 00:00:09.103 so everything you see is not real. 00:00:09.103 --> 00:00:11.482 Even I am not really moving now. 00:00:11.482 --> 00:00:14.366 You're just seeing a semplification... 00:00:14.366 --> 00:00:16.796 ...of the movement I made right now, 00:00:16.796 --> 00:00:21.281 because the video camera takes thirty frames per second, 00:00:21.281 --> 00:00:23.343 which simplify my movement... 00:00:23.343 --> 00:00:27.146 ...and create the illusion, but you don't really see the movement. 00:00:27.146 --> 00:00:29.867 This illusion works incredibly well. 00:00:29.867 --> 00:00:31.228 How does animation work? 00:00:31.228 --> 00:00:33.008 Animation consists in: 00:00:33.008 --> 00:00:37.777 instead of taking someone who is really moving, 00:00:37.777 --> 00:00:43.487 and using a movie camera to record their movement... 00:00:43.487 --> 00:00:45.212 ...and creating a simulation, 00:00:45.212 --> 00:00:46.375 we do the opposite. 00:00:46.375 --> 00:00:48.799 There is no movie camera in animation. 00:00:48.799 --> 00:00:49.777 There is none. 00:00:50.271 --> 00:00:52.832 You don't need the techonolgy of the machine... 00:00:52.832 --> 00:00:55.888 ...recording you with thirty frames per second, 00:00:55.888 --> 00:00:58.102 because each picture can be taken... 00:00:58.102 --> 00:01:00.524 ...potentially even years later. 00:01:01.098 --> 00:01:05.535 Animation is that illusion in which I, human being, 00:01:05.535 --> 00:01:09.918 take pictures whenever I want, 00:01:09.918 --> 00:01:15.626 to create the illusion that something that can't actually move, is moving. 00:01:15.832 --> 00:01:20.300 The most famous and used technique ever is the traditional. 00:01:20.300 --> 00:01:23.715 The traditional technique consists in a drawing, 00:01:23.715 --> 00:01:25.783 which gets redone from scratch, 00:01:25.783 --> 00:01:28.055 and redone again, 00:01:28.055 --> 00:01:30.099 and redone again. 00:01:30.099 --> 00:01:32.909 Each drawing you make has some slight changes, 00:01:32.909 --> 00:01:35.810 so when you see these drawings in sequence... 00:01:35.810 --> 00:01:37.680 ...it creates the illusion of movement. 00:01:37.680 --> 00:01:41.183 Pretty simple concept, right? This is traditional animation. 00:01:41.183 --> 00:01:45.699 Then it takes many names based on the support used to draw. 00:01:45.699 --> 00:01:48.874 If you use a cel, that is an acetate sheet, 00:01:48.874 --> 00:01:51.166 with a paper sheet, strapped together, 00:01:51.166 --> 00:01:54.026 it's hard to explain, but that is an animation cel. 00:01:54.026 --> 00:01:56.636 If you use a real classic drawing, 00:01:56.636 --> 00:01:58.836 done by pen nib and all that, 00:01:58.836 --> 00:02:00.624 that is traditional animation. 00:02:00.624 --> 00:02:03.764 If you instead used the same technique, 00:02:03.764 --> 00:02:05.994 but the sheet was digital... 00:02:05.994 --> 00:02:09.634 ...and the drawings are made on a tablet, for instance, 00:02:09.634 --> 00:02:11.026 it's called paperless. 00:02:11.026 --> 00:02:13.283 And it's the same as traditional technique, 00:02:13.283 --> 00:02:15.517 there's simply no paper waste. 00:02:15.586 --> 00:02:16.956 What if it's with pixels? 00:02:16.956 --> 00:02:18.281 That's pixel animation. 00:02:18.452 --> 00:02:20.924 Pixel animation is the same thing, 00:02:20.924 --> 00:02:23.074 but the drawing this time is made... 00:02:23.074 --> 00:02:25.791 ...using little colored squares called pixels. 00:02:25.935 --> 00:02:29.341 You could animate in any other way, using sand, 00:02:29.341 --> 00:02:31.244 you could use any support... 00:02:31.244 --> 00:02:34.082 ...but if every time you have to redraw the character, 00:02:34.082 --> 00:02:35.432 it's traditional animation. 00:02:35.740 --> 00:02:39.327 Rotoscope is one of the types of traditional animation. 00:02:39.327 --> 00:02:40.720 What is the rotoscope? 00:02:40.720 --> 00:02:43.830 It's the same thing, but I didn't make up a drawing, 00:02:43.830 --> 00:02:45.679 I filmed a person... 00:02:45.679 --> 00:02:48.673 ...and now I'm tracing the individual frames. 00:02:48.673 --> 00:02:52.168 There are also full movies made with rotoscope, 00:02:52.168 --> 00:02:54.623 tv series made with rotoscope, 00:02:54.623 --> 00:02:58.043 but in the past the rotoscope was mainly used... 00:02:58.043 --> 00:03:00.247 ...to create more realistic humans, 00:03:00.247 --> 00:03:03.147 who perhaps could be a bit unsettling... 00:03:03.147 --> 00:03:05.692 ...and, I don't know, give off a strange feeling. 00:03:05.692 --> 00:03:07.677 In Pinocchio and 101 Dalmatians... 00:03:07.677 --> 00:03:10.097 ...the vehicles are animated with rotoscope, 00:03:10.097 --> 00:03:12.827 so there are tiny models that actually move, 00:03:12.827 --> 00:03:15.284 they are filmed and then the movement is traced. 00:03:15.284 --> 00:03:17.981 In The Lord of the Rings everything is in rotoscope, 00:03:17.981 --> 00:03:21.101 there are real people actually moving, 00:03:21.101 --> 00:03:22.441 that get traced later. 00:03:22.441 --> 00:03:24.855 Nowadays we hear much about cel-shading. 00:03:24.855 --> 00:03:26.109 What is cel-shading? 00:03:26.109 --> 00:03:28.516 It's just an effect you apply to your drawing. 00:03:28.516 --> 00:03:30.481 So you make traditional animation, 00:03:30.481 --> 00:03:33.285 usually paperless, all chill, 00:03:33.855 --> 00:03:37.996 but then you use the computer to help you with the lights. 00:03:37.996 --> 00:03:40.226 And maybe some other details too. 00:03:40.226 --> 00:03:42.336 That's what happened in Klaus for example. 00:03:42.336 --> 00:03:44.190 So you drew everything by hand, 00:03:44.190 --> 00:03:46.834 the lights are simply done with the computer. 00:03:46.834 --> 00:03:49.954 Disney already used another technology called C.A.P.S., 00:03:49.954 --> 00:03:53.284 which allowed it to create drawings on paper... 00:03:53.284 --> 00:03:55.014 ...then move them to the computer... 00:03:55.014 --> 00:03:56.989 ...and handling them as it pleased. 00:03:56.989 --> 00:04:00.221 But you got the gist: there's traditional animation, 00:04:00.221 --> 00:04:01.681 then there are the variants. 00:04:01.681 --> 00:04:03.371 The thousand ways to do it. 00:04:03.371 --> 00:04:04.944 Then there is stopmotion. 00:04:04.944 --> 00:04:08.994 Stopmotion is one of the most talked about techniques ever, 00:04:08.994 --> 00:04:11.043 everyone knows the word stopmotion. 00:04:11.043 --> 00:04:12.719 And stopmotion animation, 00:04:12.719 --> 00:04:17.329 or stop frame, is the animation where you take an inanimate object... 00:04:17.329 --> 00:04:19.642 ...and you take a series of pictures... 00:04:20.617 --> 00:04:23.181 Don't take pictures while you move the object, 00:04:23.181 --> 00:04:27.090 do it when it's alone, so it will seem that it moved. 00:04:27.090 --> 00:04:30.236 The stopmotion type that almost everyone thinks about is puppet, 00:04:30.236 --> 00:04:35.674 that is when you use the so called articulated toys... 00:04:35.674 --> 00:04:39.640 ...which move bit by bit by taking many pictures. 00:04:39.640 --> 00:04:41.092 In traditional animation, 00:04:41.092 --> 00:04:44.882 if a character jumps it's not hard... 00:04:44.882 --> 00:04:46.870 ...nor different than making it roll. 00:04:46.870 --> 00:04:48.330 In stopmotion animation, 00:04:48.330 --> 00:04:52.330 making a character jump means having to find a special effect... 00:04:52.330 --> 00:04:55.214 ...or visual effect that lets you hide the fact... 00:04:55.214 --> 00:04:58.348 ...that the toy can't stay hanging in the air... 00:04:58.348 --> 00:04:59.849 ...to get a picture taken. 00:04:59.849 --> 00:05:03.633 So you need an alternative solution in order to have it hanging, 00:05:03.633 --> 00:05:06.156 looking like it's jumping but it's really not. 00:05:06.156 --> 00:05:09.818 So in stopmotion things like rain are very hard to achieve, 00:05:09.818 --> 00:05:12.047 when in traditional animation it takes nothing. 00:05:12.047 --> 00:05:16.047 However if your stopmotion toy isn't just a toy, 00:05:16.047 --> 00:05:17.541 but you can actually modify it, 00:05:17.541 --> 00:05:20.294 you can reshape it because it's made of clay, 00:05:20.294 --> 00:05:22.032 we're talking about claymation. 00:05:22.551 --> 00:05:23.816 line:1 Claymation. 00:05:24.579 --> 00:05:27.080 Not claymotion as I said in the last video. 00:05:27.080 --> 00:05:29.980 I said it because it's easy to make mistakes, 00:05:29.980 --> 00:05:33.022 but I swear that actually no, it's always been claymation. 00:05:33.473 --> 00:05:35.893 And claymation is the same as stopmotion, 00:05:35.893 --> 00:05:39.009 but you can actually change your characters, 00:05:39.009 --> 00:05:43.009 modify them, and use a lot of clay or modelling materials. 00:05:43.009 --> 00:05:45.399 Then there's cut-out, same as stopmotion... 00:05:45.399 --> 00:05:49.621 ...but you move pieces of cut paper on a sheet of paper. 00:05:49.926 --> 00:05:51.892 You're not redrawing the characters, 00:05:51.892 --> 00:05:54.749 because the face and the body are still the same. 00:05:54.749 --> 00:05:57.268 You are moving them with the stopmotion technique, 00:05:57.268 --> 00:06:01.268 but the visual result is much more similar to the traditional technique. 00:06:01.268 --> 00:06:04.449 It's the animation you always saw with South Park, for example. 00:06:04.449 --> 00:06:09.133 But careful, because South Park at some point changed technique. 00:06:09.133 --> 00:06:12.128 Before it used real pieces of paper layed on, 00:06:12.128 --> 00:06:14.041 then it started using vector animation, 00:06:14.041 --> 00:06:16.301 also called rigged animation. 00:06:16.301 --> 00:06:18.490 Gosh how do I explain the vector now? 00:06:18.490 --> 00:06:19.410 Let's do this way, 00:06:19.410 --> 00:06:22.070 vector animation could allow it to say: 00:06:22.070 --> 00:06:24.083 happy birthday NordVPN! 00:06:24.286 --> 00:06:25.971 In reality it's a drawing, 00:06:25.971 --> 00:06:28.947 that I then cut in its joints... 00:06:28.947 --> 00:06:30.227 ...and I can move them. 00:06:30.227 --> 00:06:32.577 If you buy one of NordVPN's biannual plans... 00:06:32.577 --> 00:06:34.740 ...through the link of your favorite creator, 00:06:34.740 --> 00:06:36.784 which in this case I hope it's me, 00:06:36.784 --> 00:06:39.367 you will get four extra months for you, 00:06:39.367 --> 00:06:43.121 a coupon to gift three months of NordVPN to whoever you want, 00:06:43.121 --> 00:06:46.761 and your bestie will also get the type of offer you bought. 00:06:46.761 --> 00:06:49.490 So if you subcribed to NordVPN and Nordpass... 00:06:49.490 --> 00:06:51.230 ...and give your friend the coupon, 00:06:51.230 --> 00:06:53.146 they will get NordVPN and Nordpass. 00:06:53.277 --> 00:06:56.010 In this type of animation your character can have, 00:06:56.010 --> 00:06:58.023 for instance, twenty possible movements, 00:06:58.023 --> 00:06:59.768 just twenty and they can't increase. 00:06:59.768 --> 00:07:02.688 But it's also such a fast and cheap technique... 00:07:02.688 --> 00:07:04.978 ...that I could use it to make him say: 00:07:04.978 --> 00:07:08.223 If you're an entrepeneur you can also pay NordVPN with your business, 00:07:08.223 --> 00:07:10.587 you just need a VAT number and ask for an invoice. 00:07:10.587 --> 00:07:14.934 And this year too NordVPN's no-log policy has been confirmed. 00:07:14.934 --> 00:07:16.522 In doubt, go into the infobox, 00:07:16.522 --> 00:07:19.164 you will find my link to get NordVPN, okay? 00:07:19.164 --> 00:07:22.052 And remember to check all of its many features. 00:07:22.052 --> 00:07:26.052 But it's also important to tell this technique apart from cgi. 00:07:26.052 --> 00:07:29.772 Cgi has basically infinite potential. 00:07:29.772 --> 00:07:33.254 The animator has a control over the character that allows them... 00:07:33.254 --> 00:07:38.000 ...to both preset some things, and also sit there... 00:07:38.000 --> 00:07:41.665 ...and correct on the way any small movement, 00:07:41.665 --> 00:07:44.800 invent new movements that the figure can do, 00:07:44.800 --> 00:07:47.608 teach the computer how to behave, 00:07:47.608 --> 00:07:50.620 or take complete control of the character to animate, 00:07:50.620 --> 00:07:52.340 of the setting to animate, 00:07:52.340 --> 00:07:54.339 or whatever thing they want to move... 00:07:54.339 --> 00:07:56.182 ...inside this simulation. 00:07:56.261 --> 00:07:58.955 Classic cgi is so unlimited that it's used... 00:07:58.955 --> 00:08:02.065 ...to make special effects in movies because, potentially, 00:08:02.065 --> 00:08:03.855 you can do anything with it. 00:08:03.855 --> 00:08:07.855 Remember that more realistic does not mean better though. 00:08:08.223 --> 00:08:10.138 There is no correlation between the two, 00:08:10.138 --> 00:08:12.878 cgi has its choices based on its needs, 00:08:12.878 --> 00:08:14.298 you can discuss for hours. 00:08:14.298 --> 00:08:17.165 Then we have mocap, that is motion capture: 00:08:17.165 --> 00:08:20.525 it's same as cgi, so you create everything on the computer, 00:08:20.525 --> 00:08:25.440 but the character's movement are not given by an animator, 00:08:25.440 --> 00:08:29.440 like in the rotoscope they trace the real movements of an actor... 00:08:29.440 --> 00:08:31.258 ...who was likely wearing sensors... 00:08:31.258 --> 00:08:35.378 ...that relayed to a computer the movements made by the character... 00:08:35.378 --> 00:08:37.708 ...and replayed them with the animated character. 00:08:37.708 --> 00:08:39.778 And we can have cel-shading here too, 00:08:39.778 --> 00:08:42.448 it works in the opposite way to what I said before. 00:08:42.448 --> 00:08:45.562 Earlier I talked about cel-shading on a drawing, so it's flat... 00:08:45.562 --> 00:08:47.316 ...but we put a 3D thing on top, 00:08:47.316 --> 00:08:48.750 I can also do the opposite. 00:08:48.750 --> 00:08:51.348 Therefore creating a 3D evniroment etcetera... 00:08:51.348 --> 00:08:53.425 ...and with cel-shading sticking... 00:08:53.425 --> 00:08:56.915 ...over the 3D figures something that looks like 2D drawings. 00:08:56.915 --> 00:08:58.665 Then we have the mixed technique. 00:08:58.665 --> 00:08:59.888 Mixed technique, I mean... 00:08:59.888 --> 00:09:04.193 As a term it defines any technique that mixes different techniques. 00:09:04.193 --> 00:09:08.113 The issue is that the techniques always get mixed with each other. 00:09:08.113 --> 00:09:10.943 It's hard to find a single animated movie... 00:09:10.943 --> 00:09:15.329 ...that always uses only one single technique without aid from the others. 00:09:15.329 --> 00:09:16.979 When we say mixed technique, 00:09:16.979 --> 00:09:19.877 we usually mean those few existing films... 00:09:19.877 --> 00:09:24.599 ...that actually mix real people and animation. 00:09:24.599 --> 00:09:27.675 How can you tell if it's mixed technique or special effects? 00:09:27.675 --> 00:09:32.376 Because in the end in King Kong the gorilla is made in stopmotion, 00:09:32.376 --> 00:09:36.266 and in the new King Kong the gorilla is made in cgi. 00:09:36.266 --> 00:09:39.906 Yes, but in both cases they use animation techniques... 00:09:39.906 --> 00:09:42.176 ...in order to simulate a real creature. 00:09:42.176 --> 00:09:43.691 Mixed technique is such... 00:09:43.691 --> 00:09:46.656 ...when you put together cartoons and real characters, 00:09:46.656 --> 00:09:50.656 without pretending that one is part of the other or something like that. 00:09:50.656 --> 00:09:55.233 Mixed technique uses human characters as such and cartoons as such. 00:09:55.233 --> 00:09:57.375 It's the most expensive technique... 00:09:57.375 --> 00:10:00.190 ...and this is also why almost nobody uses it. 00:10:00.190 --> 00:10:02.559 And then we have the new technique, 00:10:02.559 --> 00:10:04.799 which everyone is talking about. 00:10:04.799 --> 00:10:07.841 They made very few films with it but it already charmed everyone. 00:10:07.841 --> 00:10:10.727 But I saw many doubts about it, so let's explain it. 00:10:10.727 --> 00:10:12.172 Some call it meander, 00:10:12.172 --> 00:10:13.822 some call it comiclook, 00:10:13.822 --> 00:10:16.407 there are many names for this new technique. 00:10:16.407 --> 00:10:18.247 It hasn't been decided yet, 00:10:18.247 --> 00:10:21.392 because it depends on which one will be more frequent in speech. 00:10:21.392 --> 00:10:24.412 For instance traditional animation wasn't called as such... 00:10:24.412 --> 00:10:26.842 ...before the other types existed... 00:10:26.842 --> 00:10:30.842 ...and rose the need to give a name to animation, 00:10:30.842 --> 00:10:31.969 "the normal one". 00:10:31.969 --> 00:10:34.940 The new technique consists in a mix of all the others. 00:10:34.940 --> 00:10:38.784 Cgi is usually the base, but in almost all the animation work... 00:10:38.784 --> 00:10:40.881 ...the computer is wrong and gets corrected. 00:10:40.881 --> 00:10:44.116 It's complicated to explain, but as a rapid example, 00:10:44.116 --> 00:10:47.139 look at the Puss in boots rotating on himself. 00:10:47.139 --> 00:10:49.778 In a cgi animation film, 00:10:49.778 --> 00:10:52.333 the computer would just take the character, 00:10:52.333 --> 00:10:54.357 and it would make it rotate on itself, 00:10:54.357 --> 00:10:57.034 perfectly creating its rotation. 00:10:57.034 --> 00:11:00.055 Instead, it was retouched with the traditional technique: 00:11:00.055 --> 00:11:02.443 so first with the rotoscope... 00:11:02.443 --> 00:11:05.925 ...they traced the cat's main shape, 00:11:05.925 --> 00:11:11.454 then modify what it should do with traditional technique, 00:11:11.454 --> 00:11:15.004 teaching the computer not to do what it would be doing, 00:11:15.004 --> 00:11:16.481 what it was taught, 00:11:16.481 --> 00:11:19.456 to interrupt the fluidity of movements, 00:11:19.456 --> 00:11:22.228 in order to make it do something... 00:11:22.228 --> 00:11:25.232 ...that usually would not be a good simulation, 00:11:25.232 --> 00:11:27.352 but that creates a more powerful illusion... 00:11:27.352 --> 00:11:30.821 ...using what are actually traditional animation techniques. 00:11:30.821 --> 00:11:34.434 The final result is animation that used cgi... 00:11:34.434 --> 00:11:37.687 ...to get impossible things for traditional animation, 00:11:37.687 --> 00:11:41.687 but the actual movements of the characters are made... 00:11:41.687 --> 00:11:43.667 ...and thought by traditional technique. 00:11:43.667 --> 00:11:46.824 00:11:46.824 --> 00:11:49.384 00:11:49.384 --> 00:11:54.759 00:11:54.759 --> 00:11:55.857 00:11:55.857 --> 00:11:58.816 00:11:58.816 --> 00:12:01.981 00:12:01.981 --> 00:12:05.367 00:12:05.000 --> 00:12:08.150