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Discourse, Volume 37, Number 3, Fall 2015, pp. 269-297 (Article)
3XEOLVKHGE:DQH6WDWH8QLYHUVLW3UHVV
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Access provided by Emily Carr University of Art and Design (8 Apr 2016 19:36 GMT)
http://muse.jhu.edu/journals/dis/summary/v037/37.3.gadassik.html
Discourse, 37.3, Fall 2015, pp. 269–297.
Copyright © 2016 Wayne State University Press, Detroit, Michigan 48201-1309. ISSN 1522-5321.
Assembling Movement:
Scientiic Motion Analysis and
Studio Animation Practice
Alla Gadassik
[F]or animators—those microscopists of
the cinema—the substitution of images
contains the very fabric of their art, just
as, for biologists, the behavior of cells
contains the secrets of living organisms.
—Alexandre Alexeieff, 1970
In employing an organic analogy in this account of his work, ani-
mator Alexandre Alexeieff echoes a long tradition of linking ani-
mation to the study of life. Animation, as one frequently reads
in popular criticism, is an art form that plays with the boundar-
ies of life: constructing an illusion of a living world or creating
an alternate fantasy life, imbuing inert objects with a vital spirit,
or composing abstract forms that dance about like intentional
beings.1
However, Alexeieff’s deinition goes beyond these famil-
iar tropes and suggests something much more concrete about the
relationship between animation and biology. Just as a biologist dis-
sects organic bodies to understand the inner workings of life, an
animator probes into the essence of cinema by dissecting moving
images. Or, in a more provocative formulation, animators are not
270 Alla Gadassik
just ilmmakers; they are also scientists of ilm. This claim isn’t a
self-aggrandizing gesture (at least, it isn’t only that) but instead
is a statement about the particular skills required to animate an
image. Animation challenges the ilmmaker to synthesize move-
ment where there is none, frame by frame, by orchestrating a
“substitution of images.” Or, as Alexeieff notes in another pas-
sage, whereas photographic live-action cinema begins by break-
ing down and stilling real movement, “[a]nimated movement
is not re-constituted by projection: it is created on the screen for
the irst time.”2
As such, animation requires a certain level of
close, methodical inquiry into the fundamental rules of motion,
whether that means studying the trajectories of moving bodies or
more intangible dynamic processes, such as emotions or musical
rhythms.
The emphasis on understanding the workings of movement
explains why Alexeieff’s analogy does not just point to science in
general but also turns to the life sciences in particular. After all,
by the twentieth century, the study of organic life also became
inseparable from the close study of movement, from the concrete
behaviors of discrete organic particles to the more abstract forces
(reproduction, synthesis, evolution) that propel biological events.
Since many of these dynamic processes cannot be optically seen
or captured in a single still image, modern life sciences also took
interest in the moving image as a device for capturing and analyz-
ing movement.3
Alexeieff’s poetic description of the animator as a biologist
of cinema is thus indicative of a much wider historical and con-
ceptual relationship between animation and scientiic inquiry.
Broadly, I would characterize this relationship as a shared inter-
est in studying and visually rendering movement with the aid of
moving-image technology. For early animators and for modern
life scientists, the cinematograph was an instrument of motion
analysis in advance of (and often in preparation for) serving as an
instrument of movement documentation. While early twentieth-
century biologists and industrial researchers of motion relied on
the cinematograph to disassemble organic and mechanical pro-
cesses into discrete instances or manageable cells, early animators,
working in reverse, used the cinematograph to reassemble move-
ment from discrete poses or images (building toward the celluloid
“cels” in classic drawn animation).
This shared interest fostered a relationship of mutual inluence
in how the different ields approached their study and visual ren-
dering of movement. The life sciences, as a number of scholars note
in this journal issue, have frequently relied on animated igures
Assembling Movement 271
and images in order to model complex biochemical interactions
and communicate the invisible structure of organic processes.4
However, early animators, as I propose below, also drew inluence
(directly or indirectly) from techniques developed by the life sci-
ences in order to visually compose and communicate movement.
This connection was particularly evident in early American studio
animation methods and training guides, which form the focus of
this essay. Whereas many experimental animators took up the lan-
guage of scientiic inquiry as a more symbolic call to dedicate them-
selves to the study of movement, in early studio animation scientiic
motion analysis became both a literal and rhetorical model for the
production of moving images.
The irst part of this essay outlines organizational afinities
between the study of movement in scientiic motion analysis and
the manufacture of movement in early animation studios, using
Walt Disney Studios as an exemplary case. Walt Disney Studios not
only adopted an industrial assembly system for producing ilms but
also turned industrial studies of bodily movement into a systematic
method for structuring and composing animated sequences. The
second part of this essay describes a number of common aesthetic
conventions that scientiic studies of movement and early animated
ilms employed in arranging moving objects and bodies in space.
These common conventions cannot be easily attributed to direct
inluence but instead point to broader underlying assumptions
about the structure of living motion—speciically, its modularity,
cyclicality, and seriality. Driving the development of motion-capture
techniques in both the life sciences and in studio animation was
their shared interest in mining the movements of speciic bodies
(specimens, models, characters) for encrypted signs of some kind
of essential or archetypal patterns. The pursuit of such embedded
universal patterns, as the inal section notes, led to a coincident
transition away from tracking movement through series of discrete
instances and toward the development of abstracted linear move-
ment notation strategies.
The methodological and aesthetic afinities between early
studio animation and early motion analysis persist in the contem-
porary relationship between computer animation and scientiic
imaging practices. From various motion-capture devices, employed
in bioengineering labs and computer-generated imagery (CGI)
animation effects alike, to computer software designed to synthe-
size dynamic processes in virtual 3-D, the life sciences and the com-
mercial animation industry continue to share similar technologies
and aesthetic strategies for modeling and rendering movement. By
locating and examining earlier iterations of such shared techniques
272 Alla Gadassik
and conventions, we can begin to understand these otherwise
widely distinct disciplinary trajectories as adjacent branches in a
common modern history of motion visualization.
Movement Segmentation and Assembly
The cinematographic apparatus served two critical functions in
the advancement of modern scientiic motion analysis.5
First, the
camera’s rapid sampling of images could capture movements that
would otherwise escape even a most diligent observer, such as a
high-velocity event or a micromovement. Conversely, staggered
snapshots of a very slow event could be combined to create a sped-
up portrait of a longer cosmic or organic process. By analyzing
visual recordings of movement, a scientist could note the iner
nuances of a complex kinetic system and could revisit an event that
would otherwise only be accessible to imperfect memory.6
Second
and equally important, the cinematograph ixed the leeting and
temporal nature of movement into static serial objects, such as
a photographic sequence or a ilm strip, that could be tangibly
assessed. The experimental potential of using rapid photography
to spatially entrap the ephemeral quality of motion was enthusias-
tically championed by Étienne-Jules Marey: “shortly before [move-
ment] lew, and now, a prisoner, it reveals itself the rules that
govern it. It can be understood!”7
With the cinematograph and
other early moving image rendering devices, movement could be
arrested into series of instances; those instances could then be
segmented into temporal and spatial coordinates, archived, and
analyzed.
In some ways, the cinematograph as a scientiic instrument
deined its science by providing a visual model in which movement
could be disassembled and reassembled into constituent compo-
nents: limbs and joints, spatial positions, instances. Philosopher
Henri Bergson therefore argued that the cinematograph, as both
a technology and an epistemological model, embodied an instru-
mental and utilitarian approach to movement.8
The cinematograph
turned movement into a discontinuous, malleable, and manage-
able property. Not surprisingly, the favorite subject of motion anal-
ysis was the modern assembly line—its impact on bodies operating
or passing through its sequential stages. Although early scientiic
inquiries into animal and human locomotion were not explicitly
rooted in industrial interests, research indings were most fre-
quently applied to industries invested in managing movements of
Assembling Movement 273
labor and machinery: the factory, the ofice, the military, and even
the ilm industry.
While early industrial motion analysis privileged the assembly-
line mechanism of the modern factory, early animation studios
adapted that mechanism into a system for producing moving
images. Walt Disney Studios, as the largest of its kind by the late
1930s, employed hundreds of people in an assembly line of ilm
manufacture. Character artists developed and designed cartoon
igures, background and layout artists composed the layered mise-
en-scĂšne of each scene, animators worked out the actual gestures
and rhythms in a sequence, assistants rendered many of the neces-
sary drawings, and then each draft of a moving sequence needed
to be cleaned up, inked, painted, prepared for recording, and cap-
tured on camera by a range of other departments. This assembly
process of building movement occurred not only by dividing each
moving sequence into consecutive stages of production but also by
dividing each shot into numerous drawn frames and then divid-
ing each frame into constituent layers. Whereas an independent
animator might need years to complete a short ilm, a ten-minute
ilm could be produced in a matter of weeks at the Disney studio.
Perhaps this is why the journal American Psychology credited its irst
bibliography on industrial motion analysis to an author allegedly
employed by “Walt Disney Productions,”9
while an early book on
motion picture production referred to the studio as a “cartoon
factory” and a “cartooning laboratory.”10
At the Disney cartoon
factory, animated sequences could be completed at an unprece-
dented rate, but the logistics demanded a complex choreography
of departments and laborers.
In addition to the challenge of coordinating multiple depart-
ments, the very process of drawn animation depended on manu-
facturing hundreds of drawings per every minute of ilm. Even the
most fundamental element of classical cel animation—the drawn
line—was a gesture that needed to be taught and repeated by a col-
lective of artists. To this end, even a single moving sequence had to
be divided into stages: animators planning and roughly sketching
the most important poses or turning points of a gesture (the essen-
tial “keyframes”), assistant animators illing in some of the inter-
mediary keyframes, junior assistants completing all of the required
drawings (the “in-betweens”), and inally a range of “cleanup”
employees turning the sequences into fully rendered images with
uniform bold lines. In order to establish the studio’s uniform look
and signature style, the studio studied and then implemented pre-
cise labor guidelines for even the smallest of gestures, especially
274 Alla Gadassik
the gestures of workers responsible for inal cleanup and render-
ing of the images.11
Considering the immense volume of drawings or objects that
make up every single minute of an animated ilm, as well as the
numerous gestures that go into every drawing and frame, the deci-
sion of how much effort and detail to invest in each animated
image frequently became a question of energy conservation.
Thinking about movement as a phenomenon generated twenty-
four times a second introduced a new dimension of kinetic energy
into the cinematograph—the energy of creative corporeal labor.
Movement was a currency with which one paid for the dynamic
life on the screen—hours of drawing the frames at the animation
stand, mere seconds lickering by in the movie theater. Therefore,
as Edwin Lutz wrote in his early guide to animation, an animator
needed to develop “an economy of labor in getting as much action
with the use of as few drawings as possible.”12
This economy bal-
anced between the time of production and the time of projection,
or the movement within the frame and the movement it took to
produce that frame.
Conserving too much effort by cutting down the amount of
drawn frames and the detail of the drawings ran the risk of not
getting enough “action,” making the ilm too inanimate.13
Con-
versely, making too many drawings or investing too much energy
into a frame could become a form of unnecessary expenditure.
The idea that a moving image can have just enough movement or
that ilmmaking can become a form of kinetic waste is an indus-
trial economy of motion that is especially important in the anima-
tion industry. It is also a key historical model for the contemporary
balancing act in CGI cinema between motion sampling, computer
simulation, and manual generation of movement. The particular
qualities of movement or level of “action” needed for any project is
what determines how much costly detailed frame-by-frame anima-
tion is required versus how much can be patterned on prerecorded
or machine-calculated movements. Contemporary CGI animated
ilms and video game environments owe their increased visual veri-
similitude in large part to concerted industry efforts to better auto-
mate the process of animation so that the same images or movement
patterns can be replicated and arranged in new combinations more
rapidly. This automation of movement is not new to computer pro-
duction; it was already embedded in the structure of studio anima-
tion and the economic demands of mass-producing drawn frames.
From the early days of the animation industry, the inal look and
style of an animated ilm has always been partly framed as a kinetic
Assembling Movement 275
conversion of labor movement into cinematographic movement. As
Robert Field writes in his early book on the Disney studio,
This is apparent the moment one realizes that perhaps hundreds of art-
ists are to be employed on the same igure, all having to conform to rigid
formulas and required to work under a time schedule. The possibility of
inconsistency must be discarded at the outset; the greatest economy of
line must be insisted upon to save both time and energy. This opens up
the problem of what is and is not animatable.14
The question of how one would animate was therefore also a ques-
tion of balance between detail and omission, of inding the limits
of a desired movement’s visible expression. As Robert Field’s quote
explicitly asks, what is or is not “animatable”? Here, scientiic and
industrial studies of motion became not only models for organiz-
ing cartoon production but also invaluable reference guides for
achieving a collective consistency of gestural movement.
One of the earliest guides to animation, Edwin G. Lutz’s book
Animated Cartoons, is an illustrative example of the link between
scientiic motion analysis and the study of movement in studio ani-
mation. Even though the book’s author made a career as a cartoon-
ist before his foray into animation, he strongly connects cartoon
ilmmaking to scientiic inquiry, noting that “to become skilled in
animating involves a thoughtful and analytic inquiry into the sub-
ject [of movement].”15
The most important animation skill empha-
sized in the book is not a sense of comedic timing or a creative
imagination but rather the ability to break down movement into
constituent components. To this end, Lutz argues that animators
owe a debt to early scientiic “efforts in solving animal movements
by the aid of photography.”16
Many animation sequences included
in Animated Cartoons were patterned directly on Eadweard Muy-
bridge’s photographic studies of movement, which were described
as “a great help in comprehending the nature of movement and
grasping the character of the attitudes of active igures.”17
Lutz
incorporated several of these studies into his guide, some as direct
reproductions and others as drawn versions of familiar sequences:
the galloping horse, the horse and rider, an elephant, a dog, and a
bird (igure 1). Other sequence examples are patterned more on
Marey’s chronophotographic studies, including marching soldiers
and moving bodies reduced to skeletal limbs.
First published in 1920 in Britain, Lutz’s book was a widely
circulated text for decades, since few other practical guides were
developed and disseminated among competing studios. The book
276 Alla Gadassik
would become an inluential guide for American studio anima-
tors, and subsequent editions even included the promotional tag-
line “The book used by Walt Disney  other animation pioneers.”
Even if the actual examples provided in the book were limited
and simple in visual detail, the underlying model of breaking
down movement into phases and cycles was crucial to how motion
sequences could be taught and standardized across large teams of
artists. Phased cycles of motion could be economically adapted for
animation, and they could also be more eficiently cataloged in a
collective archive of animated samples. Once the movement of a
particular cycle was standardized for animation purposes, it could
be taught to larger teams of animators, repeated, and readapted for
various effects. Animators working in the studio system during the
so-called early golden age of animation (1930s–1960s) considered
their work to be more advanced and even more evolved than work
by their predecessors. However, the central reason for the improve-
ment was not technological advancement, enlarged labor force, or
even the introductions of cinema sound and color. Instead, it was
the expanding archive of igures of motion—a broadening horizon
of what was possible, what could be animated and how.18
Figure 1. Example of an instructional animation cycle from Edwin Lutz’s
1920 book Animated Cartoons. Discrete poses of the horse’s trot are pat-
terned on successive outlines of a Muybridge motion analysis series.
Assembling Movement 277
In addition to referencing scientiic motion studies, it was
common practice for animation studios to record original source
footage for productions and to study frame-by-frame footage of
live-action ilms. Fleischer Studios, one of the largest animation
studios in the 1920s–1930s, recorded its own footage of moving
characters, which was then traced into animated drawings. Studio
founder Max Fleischer invented and patented the rotoscope—a
technical system for tracing over photographed images—so that a
sequence could rely on the underlying movement of a live-action
sequence for greater visual realism and production eficiency. The
rotoscope was later widely used by many other animation studios,
and the technique can be considered an antecedent model for con-
temporary digital tracing and motion-capture technology. It was
Walt Disney Studios, however, that took the study of movement as
a central methodological concern. The studio not only maintained
its own archive of recorded movements but also organized research
trips to study natural dynamics (bodies, plants, environments) and
installed mirrors at every animation table so that animators could
study their own physiognomy for the purpose of modeling faces.19
By the mid-1930s, the Disney studio formally organized a series of
mandatory classes in which animators would analyze, study, and
occasionally perform igures of motion. Although the classes ini-
tially began as informal gatherings among a few animators, Walt
Disney supported their development into a full program, eventu-
ally turning them into a mandatory curriculum.20
In these classes,
the animators would study moving igures and moving images,
slowing down the projector and watching the succession of limbs
and angles through a frame-by-frame analysis of the footage.
The Disney animation training program, best known as “action-
analysis” classes, inluenced a wide range of studio animation prac-
tices, especially as many animators moved on to other studios in
the United States and abroad. Some of the earliest action-analysis
classes were recorded during the studio’s production of Snow White
and the Seven Dwarfs in the late 1930s. While the studio was working
on its irst feature-length animated ilm, the analytical approach
to decomposing movement into constituent standardized compo-
nents became a guiding principle for producing moving images. As
Walt Disney wrote to class instructor Donald Graham in a famous
1935 memo, “I am convinced that there is a scientiic approach to
this business” and that the action-analysis classes could “show the
men ways of visualizing action in their minds, breaking the action
so that the men are prepared in advance to begin animation of the
action and know thoroughly what they are going to animate.”21
For
beginning animators, anatomy classes were greatly encouraged,
278 Alla Gadassik
while Muybridge’s photographic studies of human and animal
locomotion were considered essential reference material. Disney’s
rhetoric about a “scientiic” approach to the business of anima-
tion was also picked up in training and expository literature of the
period. For example, the 1939 book How They Make a Motion Picture
notes that
Artists and animators must be students of physical and animal anatomy for
they must reproduce life-like postures of birds and beasts in almost every
conceivable position. Very often they engage models to pose for them—
but they do not draft from the living model. A regular motion picture is
ilmed, showing the subject going through the action: a dance step, an
acrobatics or some similar but unfamiliar action which the animators wish
to reproduce. This motion picture is then used as a guide to perfect them
in the anatomical movements of the dance or acrobatic trick.22
However, the author mistakenly implies that the studio’s reliance
on anatomy classes and recordings relected an interest in directly
“reproducing” lifelike movement. Recorded motion studies were
never used for directly copying photographed bodies; in fact, the
movement was rarely if ever directly traced. Instead, ilm sequences
functioned as a kind of visible archive or database that could be
accessed, should a particular movement problem require a solution.
The idea that animators can pose movement problems and
work out movement solutions would come to play an important
role in animation discourse over the next century, manifesting
itself in concerted efforts to “solve” complex stochastic movements
(e.g., obsession with working out the movement of fabric and hair)
to more abstract formal experiments (e.g., experimenting with
the minimal elements needed to produce movement in depth and
through color). Scientiic documentations of movement were only
one of many reference sources for identifying and resolving ani-
mation problems. But their accompanying ideals of “grasping the
character” of movement, as noted by Edwin Lutz in his early guide,
framed how animators would come to deine their work and paved
the way for the introduction of movement algorithms in computer
animation.
Poses, Layers, Cycles: Portraying Movement in Space
Early scientiic and industrial motion analysis was not only an
inluential framework for mass-manufacturing moving images but
was also an aesthetic model for portraying movement. The aesthetic
Assembling Movement 279
connections can already be discerned in the above example from
Edwin Lutz’s Animated Cartoons. Like most of the Eadweard Muy-
bridge photographic studies that the book clearly emulates, the car-
toon cycles are almost invariably in proile, with characters moving
sideways in a succession of poses that latten the depth and length
of traversed space. Although some of Muybridge’s published series
included head-on views of moving subjects, none were selected to
model animation principles. Where examples in Animated Cartoons
do deviate from familiar Muybridge plates, they recall the long-
exposure images of marching bodies found in Marey’s chrono-
photographic studies. In the latter examples, the various stages of
a gesture are connected and condensed into a single wide frame
rather than spread into different discrete frames. However, in both
types of examples the predominance of proile views, the lattening
of depth, and the reliance on discrete poses of a single gesture all
work together to represent movement as a series of changing rela-
tionships between parts of a body and a two-dimensional canvas.
For example, a walk is shown as a redistribution of limbs and a
series of shifting angles. Like scientiic motion analysis plates, each
animation cycle always contains a starting position, a concluding
position that returns closely to the starting position, and important
(key) frames that show signiicant peaks or transitional points in
the arc of a gesture.
This approach to ixing, containing, and analyzing movement
was particularly convenient for studio animation in three ways.
First, the representation of a moving body as an interrelationship
of movable limbs and joints was well suited for constructing ani-
mated puppets and for economic decisions about which limbs of
a igure could stay relatively immobile in successive cartoon draw-
ings. Since proile recordings of a body moving across a lattened
background revealed the most marked changes in limb distribu-
tion, in comparison to the fairly uniform shapes and subtle changes
indicated by an advancing igure, proile views were central to the
arrangement of action in early animation. Characters and objects
in early cartoons tend to move horizontally across the width of the
frame and only rarely advance toward the screen and the camera.
During movement, character heads are frequently kept in proile
or three-quarter view, and the bodies are segmented so that only
the most visually dynamic limbs (swinging arms and pacing legs)
are changed and animated between the frames; the remaining por-
tions of the body are simply retraced or rephotographed across the
frames without any drawn changes.
The still image in igure 2, from the early Disney cartoon The
Merry Dwarfs (1929, part of the Silly Symphonies series), is exemplary
280 Alla Gadassik
of how action and movement was arranged across a horizontal
plane and with predominantly proile angles. In addition to keep-
ing a proile or three-quarter view for almost all character poses in
the ilm, all character bodies are disassembled so that some seg-
ments (e.g., legs and beard tips) are exaggerated in their move-
ments, whereas others (e.g., torsos and faces) are kept relatively
static and uniform across the frame. Many animation studios,
especially studios working in the so-called limited animation style,
developed and maintained similar techniques of animating using
stripped-down recurring patterns. The Hanna-Barbera studio, for
example, included a stock archive of gestures, such as eye blinks
and leg thrusts, that could be rapidly combined and assembled into
full character gestures—an archive of stock movements that digital
computer software would facilitate decades later.23
Second, photographic motion studies separated the moving
body from the background, allowing for the two to be moved at
different rates. Scientiic and industrial motion studies suspended
the body in a carefully structured grid-like space, often with the
inclusion of an actual grid in the background, in order to main-
tain stable reference coordinates that could facilitate compara-
tive analysis across various instances. Against the uniform and
rigidly delineated substrate, the moving body appeared at once in
Figure 2. Still frame from Walt Disney Studios’ Merry Dwarfs (1929). Move-
ment is arranged horizontally using recurring cycles.
Assembling Movement 281
constant motion and perpetually stuck in place—trapped for analy-
sis. For animators, this process of ixing the body into a stable geo-
metrical grid extended the mechanical principles of Renaissance
perspective to the temporal dimension, already anticipating the
geometric coordinate system of computer animation. Space was at
once potentially ininitely traversable and yet more easily lattened
and deined. More important, the relationship between a moving
object and its surrounding or deining environment was unlinked.
Figure and background were not mutually dependent—one could
take precedence over the other.
An animated sequence built on the same principles could
therefore keep the background static or could move the back-
ground at a different rate than the foreground object. Space could
become a container of movement with its own potential rates of
change and motion. Within this container moving characters can
be easily duplicated and cloned, producing a multiplicity of igures
from one primary sample, while the single background supporting
the numerous clones combines them into the illusion of a uniied
environment. Moving sequences based on cloned multitudes, from
locks of geese to cabaret lines of dancing creatures, can be pro-
duced by repeating the same movement cycle numerous times
against a single aggregating background.
The image from The Merry Dwarfs (see igure 2) once again
demonstrates how this strategy could facilitate a complex moving-
image system based on relatively simple motion cycles. The dwarfs
are animated on one plane, their legs kicking and bending in
ways that might suggest they are hopping in place. Additionally,
the dwarfs are designed from nearly identical components, such
as thrusting legs and bobbing hats, so that they could act as clones
of one another. Even if animators did not reuse the same drawings
for each dwarf, the kinds of gestures that are required to outline
each dwarf are nearly identical and therefore easily repeated. The
background, however, is animated on a different plane and moved
sideways at its own pace, generating the optical effect of dwarfs
prancing forward across a landscape rather than simply jerking and
thrusting their legs in one place. Occasionally the entire image is
reframed with a tighter or more distant view of the scene, and these
reframing cuts are used as an occasion to reset the background
cycle, giving the effect of a much more expansive uninterrupted
space. The upper half of the background is painted with a busy pat-
tern that provides both horizontal and vertical position markers,
forming a stylized version of a grid for establishing spatial refer-
ence. The lower half of the background is kept relatively bare so
that the character limbs and any painted shadows can distinguish
282 Alla Gadassik
the bodies from their containing space. Combined together, the
moving backdrop grid and the foreground igures create a single
moving system within which the characters appear as an advancing
multitude within a single environment.24
Third, photographic motion studies represented the move-
ment of living beings as phases of a recurring cycle, a set of repeat-
ing gestures that could be extended indeinitely, visually framing
the organism as a prospective perpetual motor. The gallop cycle of
each horse, or even the individual gallop cycles of the same horse,
could have internal unique variations; however, photographic stud-
ies mined the movement of individual samples for some underly-
ing pattern that could be practically applied as a universal case.
Even when early photographic studies were followed by cinemat-
ographic studies, such as those organized by Frederick Taylor or
conducted by Frank and Lillian Gilbreth, the ilmed footage simi-
larly analyzed repeating worklow patterns for the appearance of
a single normative cycle that drove speciic individual variations.
For animation, thinking about movement in terms of repeating
cycles turned characters into modular and interchangeable motion
machines. Instead of animating a walking character by drawing
alternating leg thrusts twenty times, one could draw a single cycle
and repeat it twenty times. The complexity and variation within
a sequence would occur by recombining different cycles or by
slightly shifting the phase of a single cycle. For example, a single
photographic motion plate of a running cat, consisting of twelve
distinct poses, offered twelve potential coexisting phases—twelve
cats moving through the same cycle but staggered a frame apart to
create a differentiating effect.
In The Merry Dwarfs cartoon, each of the dwarfs looks slightly
different because each character’s moving components are phased
at different rates. A simple turn of the head from a three-quarter
grin to a proile smile is staggered so that no more than two or
three of the characters are repeating the same frame at the same
time. Bobbing hats and wobbling beards are similarly redistrib-
uted across the different characters so that the aggregate moving
system includes internal variation. Ultimately, only the musical
instruments introduce the most signiicant changes among the
characters. Using such a modular assembly system for producing
movement, animators could therefore insert a high degree of vari-
ability and complexity into a moving image by calculating the cen-
tral “animatable” components and combining those components
at different points of space and time. Although this essay focuses
on character animation within the studio system, a similar model
for producing complexity from sampled elements was crucial to
Assembling Movement 283
the compositional aesthetics of many independent and experimen-
tal animators as well.25
Animators’ acquired knowledge of how movement appeared
to the human eye and how one could simulate it with the aid of
the camera was applied to lend what Disney called “factual” weight
to the animated image. By producing movement through segmen-
tation of limb poses, a layered system of foregrounds and back-
grounds, and recurring phased cycles of motion, early animation
shared an analytical approach to movement that aligned it with the
aesthetics of early scientiic motion visualization. In early scientiic
motion studies, the separation of igure from ground made it eas-
ier to analyze and quantify the body’s internal dynamic workings.
The igure was of primary interest, and the background was a stable
box for measuring positions over time. In the early animation stu-
dio process, this separation allowed for further interplay between
igure and ground, and it could also make room for multiple coex-
istent layers that joined together into a larger system of moving
parts. In Walt Disney Studios, the development of the multiplane
animation method in the 1930s ultimately standardized this model
of visually animating movement as a combined function of layered
changes in lat space (movement along the surface of a frame or
across a single layer of drawings) and changes in depth (movement
across a layered stack of coexisting drawings).
Lines of Activity: Notating Movement in Time
Although photographed and ilmed motion studies were integral
to the history of animation, the goal of analyzing movement was to
learn its basic underlying dynamics, not to perfectly reproduce nat-
uralistic movement from recordings. As Walt Disney stressed in his
memo to animation instructor Donald Graham, “The point must
be made clear to the men that our study of the actual is not so that
we may be able to accomplish the actual, but so that we may have a
basis upon which to go into the fantastic, the unreal, the imagina-
tive—and yet to let it have a foundation of fact.”26
Animators were
encouraged to discover principles of movement so they could use
those principles to produce fantastical or imaginary events with a
believable weight of “real” observed motion. A prancing man could
become a clown, a dancing girl could be animated as a princess,
and the gestures of a moving human could be adapted for move-
ments of an animal character or a puppet.
For this reason, directly copying ilmed footage or trac-
ing photographed outlines of igures was often restrictive and
284 Alla Gadassik
counterproductive for animators. The recorded image dictated
a certain perspective (the angle of the camera), a certain rate of
transition (the rhythm of the actor), and distribution of limbs.
Any deviation from the surface details of a recorded movement
was frequently more complicated than drawing that movement
without any external aid. In order to transform naturalistic move-
ment into more malleable animated movement, to play with pac-
ing and temporal elasticity of the image, an animator needed to
break away from the two-dimensional image prescribed by the
recorded footage and envision the eventual animated sequence.
Walter Stanchield, one of Don Graham’s successors in the Disney
animation training program, writes the following description in his
own curriculum for aspiring animators:
Occasionally a bit of live action ilm is used as source material for anima-
tion. Since it is impossible to ind actors who are constructed like the
cartoon characters, the animator has to extract the essence of the action
from the ilm or Photostat and transfer that to the drawings. It takes a
kind of “double-vision”—you are looking at the live action but you are
seeing the cartoon character.27
The animator’s capacity for “double-vision” extracts the motion
pattern of a photographic sequence and uses it as a connecting
medium between two completely different types of objects. In other
words, animators directly observed and recorded movements, look-
ing for underlying patterns of motion, in much the same way as
observers of scientiic motion studies. However, if scientiic and
industrial motion studies searched for the most exemplary or
eficient patterns of movement in order to compare one body to
another or one occupation’s gestures to another’s, then animators
had to go one step further and manipulate the uncovered patterns
by greatly exaggerating them into cartoon igures or by translating
them from living to inanimate bodies. For instance, a gesture of
someone kneeling down and prostrating the arms in a welcoming
bow may need to be translated from a human body to an object
(e.g., a broom or a candelabra) with a signiicantly altered shape
yet still maintain its recognizable gestural qualities as a welcom-
ing bow. As such, the type of indexicality that interested animators
in the photographic sequence was the appearance of identiiable,
believable movement, not some faithful impression of a concrete
body. Yet petriied in a sequence of poses or a grid of Cartesian
coordinates, photographic motion studies were like an extremely
complicated set of instructions for the most basic actions, produc-
ing ininitely divisible steps for gestures that almost anybody could
Assembling Movement 285
perform in seconds. Motion analysis restricted the diversity of ani-
matable subjects to ilmed subjects and did not address the question
of which details were necessary to the appearance of movement or
which details could be omitted by the animator. In this balance
between animated detail and omission, the most essential detail—
the object’s individual style of moving and its trajectory—inevitably
remained hidden in the variation between the images.28
By the 1930s, Disney studio animators were already noting the
limitations of copying live-action footage, repeating stock move-
ment cycles, and animating through the so-called pose-to-pose
approach.29
The database system of using the same familiar poses
and basic cycles was extremely effective and eficient, but aestheti-
cally it still lacked a certain elasticity and luidity of movement.
Animator Eric Larson described the limitations of precalculated
pose-to-pose animation in this way: “It was like stretching a strand of
barbed wire tightly between two posts—it didn’t ‘give.’ It exhibited
a certain tight, mechanical feeling, with everything being moved
the same distance at the same time, with no concern for looseness,
overlap, or follow-through.”30
In one action-analysis class during the
production of Snow White and the Seven Dwarfs, one of the lead ani-
mators, Bill Tytla, noted that this rigidity and invariability became
apparent whenever animators needed to differentiate between the
movements of characters with similar appearances: “[A]nimators
have memorized a good stock walk or a stock run, and probably a
single stock way of doing everything to be done. This is evident in
cartoons where all the characters, regardless of type or personal-
ity, walk, run, move the same way.”31
Tytla may as well have been
describing the studio’s own earlier work, such as the cloned and
repetitive movements of all of the dwarfs in The Merry Dwarfs.
Whether or not such mechanical effects had their own aes-
thetic appeal, they were unsatisfactory for a studio that increasingly
pushed for character development and sophisticated, expressive
movement. Therefore, in the second half of the 1930s the studio
began to emphasize the importance of the animator’s ability to
understand the underlying internal forces driving movement—
emotion, cognition, directed intent—in advance of learning how
to break down and draw discrete gestural poses. As Donald Crafton
notes, Walt Disney’s Silly Symphony cartoon The Merry Dwarfs and
the studio’s feature ilm Snow White and the Seven Dwarfs, released
less than a decade apart, look like they were made by completely
different studios.32
If in The Merry Dwarf the titular characters all
move and march in synchronized unison, repeating identical ges-
ture cycles, in Snow White the dwarfs are endowed with more dis-
tinct outlines, behavioral rhythms, and patterns of movement.
286 Alla Gadassik
My analysis of animation methods in this period indicates
that the studio’s interest in animating more luid and expressive
motion was accompanied by a shift in how movement was planned,
visualized, and rendered. The studio’s action-analysis classes called
this a shift from “animating forms” to “animating forces.” The
“animation of forms” created moving igures by taking an existing
outline of a igure or a shape and moving it in increments across
a screen—like the sequential stages of a motion analysis study. Con-
versely, in the “animation of forces,” animators sought and notated
the underlying palpable forces that were moving or propelling
characters. The new notation took on a dual form: lines of action
and lines of activity. In any single pose of a character, the pose would
be notated through a rough line of action, a loosely drawn line
that indicated the overall tension of the body and only hinted at
the eventual positioning of the limbs. The line of action borrowed
from rapid sketching techniques in art pedagogy, in which a char-
acter’s outline and pose were determined by an overall distribution
of central weight. However, since in animation movement was built
through small increments of variation over time, one needed to
also indicate how the movement of the line would progress across
the frames. Here, a second type of drawn line dictated the overall
trajectory of movement—what I call the line of activity.
Clear examples of the line of action and the line of activity can
be found in two exercise charts from Preston Blair’s seminal ani-
mation reference guide (igure 3). In the upper row of images, an
animated igure’s skeleton and his eventual corporeal outlines are
built around numerous embedded lines of action that transition
from more bent arc shapes toward the vertical windup. However,
the overall principle of change that underpins the different lines
of action in the upper row of images is a kind of straightening-
out of the curve. The poses move from a more horizontal stretch-
ing of the action to an upright and tense stance preparing for the
pitch. To illustrate such a change of the body’s energy over time
and to communicate it to a team of fellow employees, studio ani-
mators would frequently sketch out a second line, the line of activ-
ity, which would traverse the different frames and help guide the
various lines of action. The bottom rows of igures illustrate one
version of a line of activity, which appears as a dotted curved line
that varies its phase and amplitude from row to row. The line of
activity could introduce different movements and attitudes into an
otherwise identical body—an upright bounce for a conident strut
or a swooping downturn for a dejected slump. The line of activ-
ity roughly indicates the trajectory of the moving shape over time
and also allows for a subsequent decision of where and how many
Assembling Movement 287
individual poses to actually render. In later animation software this
would sometimes be called the motion guide, through which the ani-
mator could indicate the particular path of an object that would
later be illed by any potential number of frames.
Figure 3. Two extracts from Preston Blair’s 1946 animation guide Advanced
Animation. The upper set of images illustrate what animators term the “line
of action.” The bottom set of images demonstrate the introduction of what
I term the “line of activity.” Reprinted courtesy of the Preston Blair Estate.
288 Alla Gadassik
During the production of Snow White and the Seven Dwarfs, lead
animators were thus encouraged to abandon deined contours of
igures in favor of lines of action and lines of activity. In action-
analysis classes, Donald Graham writes that
in the making of the roughs, it is possible to symbolize those forces with
very few lines (provided, of course that the animator has a irst-rate
cleanup man who understands these symbols), so that instead of actually
drawing shapes, the animator may indicate the forces involved, and his
assistant can then follow up with the forms.33
In other words, the main task of the animator was not to render
detailed key frames of sequential poses but rather to indicate the
underlying trajectory of a gesture by using the line as a kind of
movement-notation system. The lines of action and activity would
become the primary task of the animator, with the actual rendering
to be interpreted and completed by so-called below-the-line labor
(low-paid staff, eventually equipped with or replaced by computer
software). The animated line became a visual language for rep-
resenting a diverse array of organic and inorganic processes. As
Walter Stanchied argued, “Line is not just a tracing tool—it is a
living, organic thing, capable of describing just about anything you
can dream up.”34
Eric Larson similarly noted that a line could have
expressive properties that could evoke rhythm, movement, weight,
balance, and attitude.35
By privileging movement and energy over
an outlined shape, the drawn line could exceed familiar and recog-
nizable images and could instead evoke a greater range of kinetic
and emotional expressivity.
The studio’s shift away from traced outlines of moving bod-
ies toward notating underlying forces of motion may seem like
a departure from the conventions and techniques developed by
scientiic motion analysis. However, the studio’s transition in fact
mirrored and replayed a similar shift that occurred in scientiic and
industrial approaches to rendering movement. This transition was
characterized by waning enthusiasm for mechanical and behavior-
ist models of bodily movement as well as a gradual return to a more
encompassing psychodynamic approach. Like studio animators,
industrial motion analysts gradually came to pay as much attention
to the underlying psychologies of movement and internal forces
propelling the body as to any external actions and effects that it
produced. It is my contention that in coming to emphasize distinct
character psychology and developing a more luid, linear notation
system of portraying movement, animation studios weren’t trading
scientiic and industrial modes of visualization for some kind of
Assembling Movement 289
romantic expressionism but instead were changing alongside the
disciplines that inluenced animators from the start. By consider-
ing the reasons why studio animators found serial motion-capture
techniques insuficient for fully comprehending and rendering
movement, we can better understand what assumptions and chal-
lenges motivated similar changes in scientiic motion visualization.
By the turn of the twentieth century, the visual igure of the
luid line as a symbol for hidden movement was already a cen-
tral visual motif in scientiic visualization. The growing interest in
charting invisible phenomena, bodily vitals, and environmental
forces was facilitated by instruments that could translate change
into a single continuous interpretable form. Such forms included
not only the pulsing lines of an oscilloscope or the rolling waves
of a statistical sine graph but also the implied lines of change
appearing in the interstices of Marey’s chronophotographs, which
divested the moving igure of its bodily contour and turned it into
a pattern of dots and dashes that could be connected into a single
linear pattern.
Nearer to the history of ilmmaking, industrial motion scien-
tists Frank and Lillian Gilbreth grappled with the limitations of
frame-by-frame photographic studies by developing the method
of chronocyclegraphy. In the production of a chronocyclegraph,
bright lights were attached to a subject’s hands or joints so that pro-
longed photographic exposure of the subject’s gestures produced
an image of an interrupted line, like an electric doodle, that left a
trace of limb trajectories (igure 4). Unlike a photographic series,
which tracked the external spatial progression of a moving body by
sampling discrete instances of its sequential positions, the chrono-
cyclegraph privileged the overall path of the body’s gestures, mak-
ing visible the overall arrangement of motion that underpinned the
eventual discrete poses. The repetition and variation between dif-
ferent phases of a gestural cycle and its evolution over time become
particularly apparent in the overlap and dissonance between the
different segments of the line. The moving body itself, visualized
through this long exposure, becomes a blurry and indistinct shape
beneath the line of its own activity. If a photographic motion study
separated the moving body from its background, then a chronocy-
clegraphic study separated the line of movement from its body. In
stilling and ixing the line of activity, the chronocyclegraph turned
the dynamic arc of a gesture into a ixed and determined igure,
ready for analysis, interpretation, and comparison across different
ields.36
The Gilbreths even proposed that by using the chrono-
cyclegraph’s line of action the gestures of a factory worker could
be compared to the gestures of a surgeon at the operating table,
290 Alla Gadassik
with the line of action becoming a type of universal language that
allowed for the translation of movement across seemingly disparate
and incompatible spheres.
The strategy of notating and comparing movements by visual-
izing them through ixed luid lines had different but related con-
ceptual consequences for motion studies and for studio character
Figure 4. A demonstration of chronophotography of gestural patterns
(above) and a stereoscopic chronophotograph of a trade laborer’s move-
ments (below). Discrete limbs and poses recede in favor of continuous
trajectories. Frank and Lillian Gilbreth Library of Management Research
and Professional Papers, Courtesy of Purdue University Libraries, Karnes
Archives  Special Collections.
Assembling Movement 291
animation. If one could ind out something about the underlying
dynamics of human activity by capturing a body’s patterns of move-
ment, could this model extend to other types of elusive or invisible
activities, such as movements of the spirit, character, or psychologi-
cal state? From early lie detection to neurological testing, the lines
produced by measuring instruments became a kind of graphic
language that allowed for analysis and interpretation of otherwise
intangible processes. Elsewhere in graphology and experimental
psychology, clinicians strived to interpret the movements of the
human spirit through its traces in handwritten and drawn igures.37
These different branches of scientiic and pseudoscientiic enter-
prises shared a common assumption about movement: movement
was not just a mechanical property of the body but was also a reveal-
ing trace of personality or essence, whether it was the essence of
the individual or the essence of an activity, such as a state of mind
or an ideal pattern for performing a labor task. Strategies for locat-
ing and rendering those essential hidden lines of movement would
become the foundation of movement notation and visualization.
Concrete bodily positions and gestural analysis would follow only
in the aftermath, for training or pedagogical purposes.
The line of activity in animation relied on the same connec-
tion, building character and personality through notated lines. In
interpreting the drawn line as a kind of universal system of legible
movement, animation studios such as Walt Disney Studios were
able to translate lines borrowed from recorded footage into dispa-
rate bodies of ictional cartoon characters. A character’s identity or
attitude would be shaped as much by external visual markers (its
shape and appearance) as by its way of moving through the world.
In the history of the Disney studio, the importance of this shift
was marked by the deliberate choice of Snow White and the Seven
Dwarfs for the studio’s irst feature ilm. The ilm’s star character
was not the titular Snow White, whose body and movements were
closely based on recorded footage of a female dancer, but rather
the expressive seven dwarfs. The more distinct personalities of the
dwarfs were carefully worked out in advance and endowed with
different gestural tendencies. The example in igure 5 by Bill Tytla
demonstrates how differently the “animation of forces” looked on
paper from the previous pose-by-pose approach. In the bottom
row of sketches, even though the distinct details of the body could
belong to any one of the ilm’s seven dwarfs, the particular dis-
tribution of weight (coiled and tightly collected pool of lines in
one pose and assertively stretched lines in another) establish an
identiiable way of moving associated with Grumpy. In the upper
row of images, Tytla establishes the characters’ interactions and
292 Alla Gadassik
creates a blueprint for subsequent assistants by employing a rough
and luid pattern of motion that is reminiscent of a chronocycle-
graphic approach. The distinct limb shapes and bodily outlines
are almost indiscernible in the upper sketch. The inal solid lines
that will need to be drawn from frame to frame will emerge some-
where in between the various poses and postures suggested by the
arcs of movement (the lines of activity). In fact, one would need
to be initiated into the particular code of this notation (either
the speciic characters of this ilm or the studio’s animation style
more broadly) to understand the nuances of this type of motion
choreography.
The crucial function of dynamic lines of activity in both
scientiically driven and commercially animated images of move-
ment may provide an additional clue as to why animation became
an appealing aesthetic strategy for representations of medical and
biological processes. It was not just that animation could visually
show optically inaccessible phenomena or portray abstract con-
cepts; the very method of synthesizing movement in animation
emphasized underlying trajectories of movement and change over
and above speciic visual details. Drawn animated ilms, made by
adapting and varying graphic lines, spoke a language of movement
that was already familiar to scientiic visualization.
Figure 5. Vladimir (Bill) Tytla’s loose preparatory sketches of dwarf move-
ment for Walt Disney Studios’ Snow White and the Seven Dwarfs (1937).
Gestural continuity and movement pattern precede discrete poses or char-
acter outlines. Reprinted courtesy of the Bill Tytla Estate.
Assembling Movement 293
Conclusion
Film theorist Andre Bazin provocatively wrote that early scientists
of motion, such as Étienne-Jules Marey and Eadweard Muybridge,
could not be considered the inventors of the cinema because
their work was propelled by an interest in analyzing movement,
as opposed to the cinema’s interest in synthesizing motion.38
And
yet for animators, the synthesizers of movement par excellence,
scientiic analysis of motion became a major strategy for grasp-
ing and simulating the dynamics of moving objects. By using the
photographic and cinematographic apparatus to study movement,
animation could theoretically extract some kind of ineffable prop-
erties of motion that would allow ilmmakers to generate imagined
movements with a foundation of factual kinesthetic accuracy.
In tracing the history of modern scientiic objectivity, Lorraine
Daston and Peter Galison compellingly argue that the scientiic
ethos is deined in large part by methods of observation and rep-
resentation that are developed and promoted in everyday prac-
tice: “Perceptions, judgments, and, above all, values are calibrated
and cemented by the incessant repetition of minute acts of see-
ing and paying heed.”39
By pairing notable examples of scientiic
motion studies with visual analyses of movement in studio anima-
tion guides, I have considered the practice of animation as a differ-
ent form of “incessant repetition of minute acts” that reveals and
rehearses particular perceptions about the world, especially about
the nature of living movement. Although this broad deinition can
extend beyond the practices typically associated with conventional
animation and encompass many forms of ilmmaking, we can join
Alexandre Alexeieff in deining animation as an approach to mov-
ing-image production that pays particular heed to the structure
and synthesis of movement. In doing so, we can come to recognize
and understand the parallels between how scientiic visualization
and early studio animation negotiated the balance between motion
and stasis, or between detail and omission, in studying and repre-
senting moving bodies.
These parallels also help account for why animation studios
have always been eager early adapters of motion imaging tech-
niques developed in life science and bioengineering labs. Digital
motion-capture devices, the most prominent of these techniques,
appealed to animation studios not because they could record
and digitally replicate an object’s exact visual surface, but instead
because they could translate the moving body and face into suppos-
edly characteristic motion data that could then be transferred from
actor to character, or from a real body to its animated alter ego.40
294 Alla Gadassik
To recall and modify Alexeieff’s metaphor from the introduction
to this essay, digital visualization devices—like the cinematograph
before them—could become a microscope through which one
might study real movement, visually render invisible types of move-
ment, and generate entirely new forms of motion hitherto unseen.
Acknowledgments
This research was supported by the Social Sciences and Humanities Research Council
of Canada. My extended gratitude to Scott Curtis, Kirsten Ostherr, and James Leo
Cahill for feedback on various versions of this draft.
Notes
The epigraph is from Alexandre Alexeieff, “The Synthesis of Artiicial Movements
in Motion Picture Projection,” translated by Guy Glover and Norman McLaren, Film
Culture, no. 48–49 (Winter–Spring 1970): 44–45.
1.
The “illusion of life” description most famously and prominently appears
in the title of the book penned by key early Disney animators Frank Thomas and
Ollie Johnston, Disney Animation: The Illusion of Life (New York: Hyperion, 1995).
More recently, this account has been theoretically reexamined and questioned by
Alan Cholodenko, “Speculations on the Animatic Automaton,” in The Illusion of Life
2: More Essays on Animation, edited by Alan Cholodenko, 486–528 (Sydney: Power
Publications, 2007), and by Thomas Lamarre, “Coming to Life: Cartoon Animals
and Natural Philosophy,” in Pervasive Animation, edited by Suzanne Buchan, 117–42
(London: Routledge, 2013).
2.
Alexeieff, “The Synthesis of Artiicial Movements in Motion Picture Projection,”
43. We might note, of course, that certain methods of working with photographed
images, such as montage or pixilation, also constitute new forms of movement,
which are synthesized on the screen for the irst time. Perhaps this is why Sergei
Eisenstein, the early Soviet ilmmaker most closely connected to the development
of montage theory and practice, considered his work as itting the same lineage as
Disney animation.
3.
On the role of modern scientists in promoting and shaping cinematography
as a tool for motion analysis, see Hannah Landecker, “Microcinematography and
the History of Science and Film,” Isis 97, no. 1 (March 2006): 121–32, and Scott
Curtis, The Shape of Spectatorship: Art, Science, and Early Cinema in Germany (New York:
Columbia University Press, 2015).
4.
For other recent discussions of animation in the history of scientiic visualiza-
tion other than those included in this journal issue, see Scott Curtis, “Rough and
Smooth: The Rhetoric of Animated Images in Scientiic and Educational Film,” Kra-
cauer Lecture in Film and Media Theory, May 7, 2003, http://www.kracauer-lectures.
de/en/sommer-2013/scott-curtis/; Oliver Gaycken, “‘A Living, Developing Egg Is
Present before You’: Animation, Scientiic Visualization, Modeling,” in Animating
Assembling Movement 295
Film Theory, edited by Karen Beckman, 68–83 (Durham, NC: Duke University Press,
2014); Kirsten Ostherr, “Operative Bodies: Live Action and Animation in Medical
Films of the 1920s,” Journal of Visual Culture 12, no. 2 (2012): 352–77.
5.
In using the term “cinematographic apparatus,” I refer to a wide range of
technologies designed to capture or produce moving images, not all of which are
necessarily connected to technology widely known as cinema.
6.
A number of excellent texts have been published on the history of scientiic
cinema, including biographical accounts of relevant igures. For a seminal introduc-
tion and overview of this history, see Virgilio Tosi, Cinema before Cinema: The Origins of
Scientiic Cinematography, translated by Sergio Angelini (London: British Universities
Film Council, 2006). Tosi emphasizes that the Muybridge plates were designed to
appeal simultaneously to scientists and artists (71–72).
7.
Qtd. in Tosi, Cinema before Cinema, 85.
8.
Henri Bergson, Creative Evolution, translated by Arthur Mitchell (New York:
Random House, 1944), 332–34.
9.
Joseph E. Zerga, “Motion and Time Study: A Resume and Bibliography,” Ameri-
can Psychology (1944): 477–500. The text indicates that Zerga is writing on behalf of
Walt Disney Studios. However, these credentials are most certainly invented, because
in other bibliographies written for the journal, Zerga’s occupation is changed and
attributed to other companies. The fact that Walt Disney Studios is the company
selected to headline the “Motion and Time Study” is indicative of how synonymous the
animation studio has become with successful implementation of industrial research
on movement and temporality.
10.
Ray Hoadley, How They Make a Motion Picture (New York: Thomas Crowell,
1939), 101–8. Promotional material for Walt Disney Studios during the early decades
also occasionally refers to the studio as a “plant.” See, for example, the promotional
documentary How Walt Disney Cartoons Are Made (Walt Disney Studios, 1939).
11.
See Kirsten Moana Thompson, “Quick, Quick, Like a Bunny: The Ink
and Paint Machine, Female Labor and Color Production.” Animation Stud-
ies Online Journal, February 3, 2014, http://journal.animationstudies.org/
kirsten-thompson-quick-like-a-bunny.
12.
Edwin G. Lutz, Animated Cartoons: How They Are Made, Their Origin and Develop-
ment (New York: Scribner, 1926), 59. First published in Britain in 1920.
13.
In his introductory lecture on animation, Disney animator Ham Luske
warns animators against animating “too much” instead of “too little.” Ham Luske,
“Entertainment I: Animation Theory  Practice—Notes from a Lecture by Ham
Luske, 08.19.1936,” 5–6, Animation Meat, http://www.animationmeat.com/pdf/
nineoldmen/ELEnt1_HamLuske.pdf.
14.
Robert D. Field, The Art of Walt Disney (New York: Macmillan, 1942), 228.
15.
Lutz, Animated Cartoons, 120. The book also begins and concludes with a
prognosis that animation will become the leading ilmmaking tool for the portrayal
and dissemination of scientiic information.
16.
Ibid., 38.
17.
Ibid., 120.
18.
See transcripts of the following Disney action-analysis classes: 12/10/36,
296 Alla Gadassik
6/21/37, and 6/28/37. Extended gratitude to the John Canemaker Collection at
the Fayles Library and Special Collections at New York University and to Michael
Sporn for sharing his copies of these transcripts.
19.
For popular press coverage of Disney research trips and accompanying photo-
graphs, see “Slow Movies Aid Mickey Mouse,” Popular Mechanics 58 (September 1932):
434–36; “Color-Shooting in Fairyland,” Popular Mechanics 66 (January 1940): 17–24.
20.
Shamus Culhane, Talking Animals and Other People (New York: St. Martin’s,
1986), 116.
21.
Ibid., 119.
22.
Hoadley, How They Make a Motion Picture, 113. See also Eric Larson’s lectures
on studying animal anatomy, especially “Entertainment V: The Character  Texture
of Action in Animation (05.25.82),” Animation Meat, http://www.animationmeat.
com/pdf/nineoldmen/ELEnt5_Action.pdf.
23.
Tom Sito, Drawing the Line: The Untold History of Animation Unions from Bosko
to Bart Simpson (Lexington: University of Kentucky Press, 2006), 224.
24.
Of course, one of the amusing and clever conceits in this particular ilm (built
around a merry dance of increasingly intoxicated dwarfs) is that the static background
is eventually replaced with a fully animated background layer in the inal seconds of
the ilm. The new background inserted at the end includes less visual detail, but it is
animated to twist and undulate behind the igures, giving the effect of a warped world
coming to life and dancing around the drunk characters. This dizzying intoxication
effect is achieved precisely because the composition disrupts the otherwise dominant
and expected convention of keeping a rigid and static background layer to anchor
character movement.
25.
Prominent examples include Len Lye’s use of animation stencils, which he
combined in different layers and with different phases throughout the 1930s, and
John and James Whitney’s arrangements of recurring light patterns into different
variations in their ilm experiments throughout the 1940s.
26.
Culhane, Talking Animals and Other People, 119.
27.
Walter Stanchield, “Gesture Drawing for Animation,” Flooby Nooby, http://
www.loobynooby.com/pdfs/gesturedrawingforanimation.pdf, 144.
28.
Alexandre Alexeieff called this the “sequence of gaps” or “OTHER HALF”
of an animated ilm (Alexeieff, “The Synthesis of Artiicial Movements in Motion
Picture Projection,” 46).
29.
Johnston and Thomas, Disney Animation, 47.
30.
See Eric Larson’s lecture “Entertainment X: Poses vs. Straight-Ahead anima-
tion, 02/22/83,” Animation Meat, http://www.animationmeat.com/pdf/nineold-
men/ELEnt10_Posing.pdf, 3.
31.
Disney action-analysis transcript for 6/28/37, John Canemaker Collection at
the Fayles Library and Special Collections, New York University.
32.
Donald Crafton, Shadow of a Mouse: Performance, Belief, and World-Making in
Animation (Berkeley: University of California Press, 2012). Crafton calls this period
a shift toward “embodied animation,” as the role of natural acting took on a primary
role, with the goal of creating fully realized characters that in turn dictated how
movement would be constructed and arranged.
Assembling Movement 297
33.
Disney action-analysis transcript for 6/21/37, John Canemaker Collection at
the Fayles Library and Special Collections, New York University.
34.
Stanchield, “Gesture Drawing for Animation,” 31.
35.
Eric Larson, “Entertainment XI: Angles, Straight Lines and Curves,” 2–4,
Animation Meat, September 8, 1983, http://www.animationmeat.com/pdf/nineold-
men/ELEnt11_AnglesLinesCurves.pdf.
36.
Frank and Lillian Gilbreth, Applied Motion Study (New York: Sturgis and
Walton, 1917), 116–18.
37.
Inluential igures in the development and popularization of graphology in
the early twentieth century include Jules Crépieux-Jamin, author of Traité Pratique
de Graphologie (Paris: Flammarion, 1885); Alfred Binet, author of Les Révélations de
L’écriture D’aprĂšs un Controle Scientiique (Paris: FĂ©lix Alcan, 1920); and Ludwig Klages,
author of Handschrift und Charakter (Leipzig: J. A. Barth, 1920).
38.
AndrĂ© Bazin, “The Myth of Total Cinema,” in What is Cinema?, translated by
Hugh Gray (Berkeley: University of California Press, 1967), 23–24.
39.
Lorraine J. Daston and Peter Galison, Objectivity (New York: Zone Books,
2010), 367.
40.
The belief that certain patterns of movement can relect underlying personal-
ity or character intentions persists, which is why CGI ilms and game producers still
rely on recording particular actors and why microgestures and micromovements
become increasingly important for motion capture. In one recent popular video
game, L.A. Noir, part of the game’s objective is to be able to discern truth or deception
in a character’s bodily gestures or facial expressions—a conceit developed in large
part to take advantage (with mixed success) of more nuanced and accurate facial
movement registration.

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Scientific Motion Analysis and Early Animation

  • 1. $VVHPEOLQJ0RYHPHQW6FLHQWLILF0RWLRQ$QDOVLVDQG 6WXGLR$QLPDWLRQ3UDFWLFH $OOD*DGDVVLN Discourse, Volume 37, Number 3, Fall 2015, pp. 269-297 (Article) 3XEOLVKHGE:DQH6WDWH8QLYHUVLW3UHVV For additional information about this article Access provided by Emily Carr University of Art and Design (8 Apr 2016 19:36 GMT) http://muse.jhu.edu/journals/dis/summary/v037/37.3.gadassik.html
  • 2. Discourse, 37.3, Fall 2015, pp. 269–297. Copyright © 2016 Wayne State University Press, Detroit, Michigan 48201-1309. ISSN 1522-5321. Assembling Movement: Scientiic Motion Analysis and Studio Animation Practice Alla Gadassik [F]or animators—those microscopists of the cinema—the substitution of images contains the very fabric of their art, just as, for biologists, the behavior of cells contains the secrets of living organisms. —Alexandre Alexeieff, 1970 In employing an organic analogy in this account of his work, ani- mator Alexandre Alexeieff echoes a long tradition of linking ani- mation to the study of life. Animation, as one frequently reads in popular criticism, is an art form that plays with the boundar- ies of life: constructing an illusion of a living world or creating an alternate fantasy life, imbuing inert objects with a vital spirit, or composing abstract forms that dance about like intentional beings.1 However, Alexeieff’s deinition goes beyond these famil- iar tropes and suggests something much more concrete about the relationship between animation and biology. Just as a biologist dis- sects organic bodies to understand the inner workings of life, an animator probes into the essence of cinema by dissecting moving images. Or, in a more provocative formulation, animators are not
  • 3. 270 Alla Gadassik just ilmmakers; they are also scientists of ilm. This claim isn’t a self-aggrandizing gesture (at least, it isn’t only that) but instead is a statement about the particular skills required to animate an image. Animation challenges the ilmmaker to synthesize move- ment where there is none, frame by frame, by orchestrating a “substitution of images.” Or, as Alexeieff notes in another pas- sage, whereas photographic live-action cinema begins by break- ing down and stilling real movement, “[a]nimated movement is not re-constituted by projection: it is created on the screen for the irst time.”2 As such, animation requires a certain level of close, methodical inquiry into the fundamental rules of motion, whether that means studying the trajectories of moving bodies or more intangible dynamic processes, such as emotions or musical rhythms. The emphasis on understanding the workings of movement explains why Alexeieff’s analogy does not just point to science in general but also turns to the life sciences in particular. After all, by the twentieth century, the study of organic life also became inseparable from the close study of movement, from the concrete behaviors of discrete organic particles to the more abstract forces (reproduction, synthesis, evolution) that propel biological events. Since many of these dynamic processes cannot be optically seen or captured in a single still image, modern life sciences also took interest in the moving image as a device for capturing and analyz- ing movement.3 Alexeieff’s poetic description of the animator as a biologist of cinema is thus indicative of a much wider historical and con- ceptual relationship between animation and scientiic inquiry. Broadly, I would characterize this relationship as a shared inter- est in studying and visually rendering movement with the aid of moving-image technology. For early animators and for modern life scientists, the cinematograph was an instrument of motion analysis in advance of (and often in preparation for) serving as an instrument of movement documentation. While early twentieth- century biologists and industrial researchers of motion relied on the cinematograph to disassemble organic and mechanical pro- cesses into discrete instances or manageable cells, early animators, working in reverse, used the cinematograph to reassemble move- ment from discrete poses or images (building toward the celluloid “cels” in classic drawn animation). This shared interest fostered a relationship of mutual inluence in how the different ields approached their study and visual ren- dering of movement. The life sciences, as a number of scholars note in this journal issue, have frequently relied on animated igures
  • 4. Assembling Movement 271 and images in order to model complex biochemical interactions and communicate the invisible structure of organic processes.4 However, early animators, as I propose below, also drew inluence (directly or indirectly) from techniques developed by the life sci- ences in order to visually compose and communicate movement. This connection was particularly evident in early American studio animation methods and training guides, which form the focus of this essay. Whereas many experimental animators took up the lan- guage of scientiic inquiry as a more symbolic call to dedicate them- selves to the study of movement, in early studio animation scientiic motion analysis became both a literal and rhetorical model for the production of moving images. The irst part of this essay outlines organizational afinities between the study of movement in scientiic motion analysis and the manufacture of movement in early animation studios, using Walt Disney Studios as an exemplary case. Walt Disney Studios not only adopted an industrial assembly system for producing ilms but also turned industrial studies of bodily movement into a systematic method for structuring and composing animated sequences. The second part of this essay describes a number of common aesthetic conventions that scientiic studies of movement and early animated ilms employed in arranging moving objects and bodies in space. These common conventions cannot be easily attributed to direct inluence but instead point to broader underlying assumptions about the structure of living motion—speciically, its modularity, cyclicality, and seriality. Driving the development of motion-capture techniques in both the life sciences and in studio animation was their shared interest in mining the movements of speciic bodies (specimens, models, characters) for encrypted signs of some kind of essential or archetypal patterns. The pursuit of such embedded universal patterns, as the inal section notes, led to a coincident transition away from tracking movement through series of discrete instances and toward the development of abstracted linear move- ment notation strategies. The methodological and aesthetic afinities between early studio animation and early motion analysis persist in the contem- porary relationship between computer animation and scientiic imaging practices. From various motion-capture devices, employed in bioengineering labs and computer-generated imagery (CGI) animation effects alike, to computer software designed to synthe- size dynamic processes in virtual 3-D, the life sciences and the com- mercial animation industry continue to share similar technologies and aesthetic strategies for modeling and rendering movement. By locating and examining earlier iterations of such shared techniques
  • 5. 272 Alla Gadassik and conventions, we can begin to understand these otherwise widely distinct disciplinary trajectories as adjacent branches in a common modern history of motion visualization. Movement Segmentation and Assembly The cinematographic apparatus served two critical functions in the advancement of modern scientiic motion analysis.5 First, the camera’s rapid sampling of images could capture movements that would otherwise escape even a most diligent observer, such as a high-velocity event or a micromovement. Conversely, staggered snapshots of a very slow event could be combined to create a sped- up portrait of a longer cosmic or organic process. By analyzing visual recordings of movement, a scientist could note the iner nuances of a complex kinetic system and could revisit an event that would otherwise only be accessible to imperfect memory.6 Second and equally important, the cinematograph ixed the leeting and temporal nature of movement into static serial objects, such as a photographic sequence or a ilm strip, that could be tangibly assessed. The experimental potential of using rapid photography to spatially entrap the ephemeral quality of motion was enthusias- tically championed by Étienne-Jules Marey: “shortly before [move- ment] lew, and now, a prisoner, it reveals itself the rules that govern it. It can be understood!”7 With the cinematograph and other early moving image rendering devices, movement could be arrested into series of instances; those instances could then be segmented into temporal and spatial coordinates, archived, and analyzed. In some ways, the cinematograph as a scientiic instrument deined its science by providing a visual model in which movement could be disassembled and reassembled into constituent compo- nents: limbs and joints, spatial positions, instances. Philosopher Henri Bergson therefore argued that the cinematograph, as both a technology and an epistemological model, embodied an instru- mental and utilitarian approach to movement.8 The cinematograph turned movement into a discontinuous, malleable, and manage- able property. Not surprisingly, the favorite subject of motion anal- ysis was the modern assembly line—its impact on bodies operating or passing through its sequential stages. Although early scientiic inquiries into animal and human locomotion were not explicitly rooted in industrial interests, research indings were most fre- quently applied to industries invested in managing movements of
  • 6. Assembling Movement 273 labor and machinery: the factory, the ofice, the military, and even the ilm industry. While early industrial motion analysis privileged the assembly- line mechanism of the modern factory, early animation studios adapted that mechanism into a system for producing moving images. Walt Disney Studios, as the largest of its kind by the late 1930s, employed hundreds of people in an assembly line of ilm manufacture. Character artists developed and designed cartoon igures, background and layout artists composed the layered mise- en-scĂšne of each scene, animators worked out the actual gestures and rhythms in a sequence, assistants rendered many of the neces- sary drawings, and then each draft of a moving sequence needed to be cleaned up, inked, painted, prepared for recording, and cap- tured on camera by a range of other departments. This assembly process of building movement occurred not only by dividing each moving sequence into consecutive stages of production but also by dividing each shot into numerous drawn frames and then divid- ing each frame into constituent layers. Whereas an independent animator might need years to complete a short ilm, a ten-minute ilm could be produced in a matter of weeks at the Disney studio. Perhaps this is why the journal American Psychology credited its irst bibliography on industrial motion analysis to an author allegedly employed by “Walt Disney Productions,”9 while an early book on motion picture production referred to the studio as a “cartoon factory” and a “cartooning laboratory.”10 At the Disney cartoon factory, animated sequences could be completed at an unprece- dented rate, but the logistics demanded a complex choreography of departments and laborers. In addition to the challenge of coordinating multiple depart- ments, the very process of drawn animation depended on manu- facturing hundreds of drawings per every minute of ilm. Even the most fundamental element of classical cel animation—the drawn line—was a gesture that needed to be taught and repeated by a col- lective of artists. To this end, even a single moving sequence had to be divided into stages: animators planning and roughly sketching the most important poses or turning points of a gesture (the essen- tial “keyframes”), assistant animators illing in some of the inter- mediary keyframes, junior assistants completing all of the required drawings (the “in-betweens”), and inally a range of “cleanup” employees turning the sequences into fully rendered images with uniform bold lines. In order to establish the studio’s uniform look and signature style, the studio studied and then implemented pre- cise labor guidelines for even the smallest of gestures, especially
  • 7. 274 Alla Gadassik the gestures of workers responsible for inal cleanup and render- ing of the images.11 Considering the immense volume of drawings or objects that make up every single minute of an animated ilm, as well as the numerous gestures that go into every drawing and frame, the deci- sion of how much effort and detail to invest in each animated image frequently became a question of energy conservation. Thinking about movement as a phenomenon generated twenty- four times a second introduced a new dimension of kinetic energy into the cinematograph—the energy of creative corporeal labor. Movement was a currency with which one paid for the dynamic life on the screen—hours of drawing the frames at the animation stand, mere seconds lickering by in the movie theater. Therefore, as Edwin Lutz wrote in his early guide to animation, an animator needed to develop “an economy of labor in getting as much action with the use of as few drawings as possible.”12 This economy bal- anced between the time of production and the time of projection, or the movement within the frame and the movement it took to produce that frame. Conserving too much effort by cutting down the amount of drawn frames and the detail of the drawings ran the risk of not getting enough “action,” making the ilm too inanimate.13 Con- versely, making too many drawings or investing too much energy into a frame could become a form of unnecessary expenditure. The idea that a moving image can have just enough movement or that ilmmaking can become a form of kinetic waste is an indus- trial economy of motion that is especially important in the anima- tion industry. It is also a key historical model for the contemporary balancing act in CGI cinema between motion sampling, computer simulation, and manual generation of movement. The particular qualities of movement or level of “action” needed for any project is what determines how much costly detailed frame-by-frame anima- tion is required versus how much can be patterned on prerecorded or machine-calculated movements. Contemporary CGI animated ilms and video game environments owe their increased visual veri- similitude in large part to concerted industry efforts to better auto- mate the process of animation so that the same images or movement patterns can be replicated and arranged in new combinations more rapidly. This automation of movement is not new to computer pro- duction; it was already embedded in the structure of studio anima- tion and the economic demands of mass-producing drawn frames. From the early days of the animation industry, the inal look and style of an animated ilm has always been partly framed as a kinetic
  • 8. Assembling Movement 275 conversion of labor movement into cinematographic movement. As Robert Field writes in his early book on the Disney studio, This is apparent the moment one realizes that perhaps hundreds of art- ists are to be employed on the same igure, all having to conform to rigid formulas and required to work under a time schedule. The possibility of inconsistency must be discarded at the outset; the greatest economy of line must be insisted upon to save both time and energy. This opens up the problem of what is and is not animatable.14 The question of how one would animate was therefore also a ques- tion of balance between detail and omission, of inding the limits of a desired movement’s visible expression. As Robert Field’s quote explicitly asks, what is or is not “animatable”? Here, scientiic and industrial studies of motion became not only models for organiz- ing cartoon production but also invaluable reference guides for achieving a collective consistency of gestural movement. One of the earliest guides to animation, Edwin G. Lutz’s book Animated Cartoons, is an illustrative example of the link between scientiic motion analysis and the study of movement in studio ani- mation. Even though the book’s author made a career as a cartoon- ist before his foray into animation, he strongly connects cartoon ilmmaking to scientiic inquiry, noting that “to become skilled in animating involves a thoughtful and analytic inquiry into the sub- ject [of movement].”15 The most important animation skill empha- sized in the book is not a sense of comedic timing or a creative imagination but rather the ability to break down movement into constituent components. To this end, Lutz argues that animators owe a debt to early scientiic “efforts in solving animal movements by the aid of photography.”16 Many animation sequences included in Animated Cartoons were patterned directly on Eadweard Muy- bridge’s photographic studies of movement, which were described as “a great help in comprehending the nature of movement and grasping the character of the attitudes of active igures.”17 Lutz incorporated several of these studies into his guide, some as direct reproductions and others as drawn versions of familiar sequences: the galloping horse, the horse and rider, an elephant, a dog, and a bird (igure 1). Other sequence examples are patterned more on Marey’s chronophotographic studies, including marching soldiers and moving bodies reduced to skeletal limbs. First published in 1920 in Britain, Lutz’s book was a widely circulated text for decades, since few other practical guides were developed and disseminated among competing studios. The book
  • 9. 276 Alla Gadassik would become an inluential guide for American studio anima- tors, and subsequent editions even included the promotional tag- line “The book used by Walt Disney other animation pioneers.” Even if the actual examples provided in the book were limited and simple in visual detail, the underlying model of breaking down movement into phases and cycles was crucial to how motion sequences could be taught and standardized across large teams of artists. Phased cycles of motion could be economically adapted for animation, and they could also be more eficiently cataloged in a collective archive of animated samples. Once the movement of a particular cycle was standardized for animation purposes, it could be taught to larger teams of animators, repeated, and readapted for various effects. Animators working in the studio system during the so-called early golden age of animation (1930s–1960s) considered their work to be more advanced and even more evolved than work by their predecessors. However, the central reason for the improve- ment was not technological advancement, enlarged labor force, or even the introductions of cinema sound and color. Instead, it was the expanding archive of igures of motion—a broadening horizon of what was possible, what could be animated and how.18 Figure 1. Example of an instructional animation cycle from Edwin Lutz’s 1920 book Animated Cartoons. Discrete poses of the horse’s trot are pat- terned on successive outlines of a Muybridge motion analysis series.
  • 10. Assembling Movement 277 In addition to referencing scientiic motion studies, it was common practice for animation studios to record original source footage for productions and to study frame-by-frame footage of live-action ilms. Fleischer Studios, one of the largest animation studios in the 1920s–1930s, recorded its own footage of moving characters, which was then traced into animated drawings. Studio founder Max Fleischer invented and patented the rotoscope—a technical system for tracing over photographed images—so that a sequence could rely on the underlying movement of a live-action sequence for greater visual realism and production eficiency. The rotoscope was later widely used by many other animation studios, and the technique can be considered an antecedent model for con- temporary digital tracing and motion-capture technology. It was Walt Disney Studios, however, that took the study of movement as a central methodological concern. The studio not only maintained its own archive of recorded movements but also organized research trips to study natural dynamics (bodies, plants, environments) and installed mirrors at every animation table so that animators could study their own physiognomy for the purpose of modeling faces.19 By the mid-1930s, the Disney studio formally organized a series of mandatory classes in which animators would analyze, study, and occasionally perform igures of motion. Although the classes ini- tially began as informal gatherings among a few animators, Walt Disney supported their development into a full program, eventu- ally turning them into a mandatory curriculum.20 In these classes, the animators would study moving igures and moving images, slowing down the projector and watching the succession of limbs and angles through a frame-by-frame analysis of the footage. The Disney animation training program, best known as “action- analysis” classes, inluenced a wide range of studio animation prac- tices, especially as many animators moved on to other studios in the United States and abroad. Some of the earliest action-analysis classes were recorded during the studio’s production of Snow White and the Seven Dwarfs in the late 1930s. While the studio was working on its irst feature-length animated ilm, the analytical approach to decomposing movement into constituent standardized compo- nents became a guiding principle for producing moving images. As Walt Disney wrote to class instructor Donald Graham in a famous 1935 memo, “I am convinced that there is a scientiic approach to this business” and that the action-analysis classes could “show the men ways of visualizing action in their minds, breaking the action so that the men are prepared in advance to begin animation of the action and know thoroughly what they are going to animate.”21 For beginning animators, anatomy classes were greatly encouraged,
  • 11. 278 Alla Gadassik while Muybridge’s photographic studies of human and animal locomotion were considered essential reference material. Disney’s rhetoric about a “scientiic” approach to the business of anima- tion was also picked up in training and expository literature of the period. For example, the 1939 book How They Make a Motion Picture notes that Artists and animators must be students of physical and animal anatomy for they must reproduce life-like postures of birds and beasts in almost every conceivable position. Very often they engage models to pose for them— but they do not draft from the living model. A regular motion picture is ilmed, showing the subject going through the action: a dance step, an acrobatics or some similar but unfamiliar action which the animators wish to reproduce. This motion picture is then used as a guide to perfect them in the anatomical movements of the dance or acrobatic trick.22 However, the author mistakenly implies that the studio’s reliance on anatomy classes and recordings relected an interest in directly “reproducing” lifelike movement. Recorded motion studies were never used for directly copying photographed bodies; in fact, the movement was rarely if ever directly traced. Instead, ilm sequences functioned as a kind of visible archive or database that could be accessed, should a particular movement problem require a solution. The idea that animators can pose movement problems and work out movement solutions would come to play an important role in animation discourse over the next century, manifesting itself in concerted efforts to “solve” complex stochastic movements (e.g., obsession with working out the movement of fabric and hair) to more abstract formal experiments (e.g., experimenting with the minimal elements needed to produce movement in depth and through color). Scientiic documentations of movement were only one of many reference sources for identifying and resolving ani- mation problems. But their accompanying ideals of “grasping the character” of movement, as noted by Edwin Lutz in his early guide, framed how animators would come to deine their work and paved the way for the introduction of movement algorithms in computer animation. Poses, Layers, Cycles: Portraying Movement in Space Early scientiic and industrial motion analysis was not only an inluential framework for mass-manufacturing moving images but was also an aesthetic model for portraying movement. The aesthetic
  • 12. Assembling Movement 279 connections can already be discerned in the above example from Edwin Lutz’s Animated Cartoons. Like most of the Eadweard Muy- bridge photographic studies that the book clearly emulates, the car- toon cycles are almost invariably in proile, with characters moving sideways in a succession of poses that latten the depth and length of traversed space. Although some of Muybridge’s published series included head-on views of moving subjects, none were selected to model animation principles. Where examples in Animated Cartoons do deviate from familiar Muybridge plates, they recall the long- exposure images of marching bodies found in Marey’s chrono- photographic studies. In the latter examples, the various stages of a gesture are connected and condensed into a single wide frame rather than spread into different discrete frames. However, in both types of examples the predominance of proile views, the lattening of depth, and the reliance on discrete poses of a single gesture all work together to represent movement as a series of changing rela- tionships between parts of a body and a two-dimensional canvas. For example, a walk is shown as a redistribution of limbs and a series of shifting angles. Like scientiic motion analysis plates, each animation cycle always contains a starting position, a concluding position that returns closely to the starting position, and important (key) frames that show signiicant peaks or transitional points in the arc of a gesture. This approach to ixing, containing, and analyzing movement was particularly convenient for studio animation in three ways. First, the representation of a moving body as an interrelationship of movable limbs and joints was well suited for constructing ani- mated puppets and for economic decisions about which limbs of a igure could stay relatively immobile in successive cartoon draw- ings. Since proile recordings of a body moving across a lattened background revealed the most marked changes in limb distribu- tion, in comparison to the fairly uniform shapes and subtle changes indicated by an advancing igure, proile views were central to the arrangement of action in early animation. Characters and objects in early cartoons tend to move horizontally across the width of the frame and only rarely advance toward the screen and the camera. During movement, character heads are frequently kept in proile or three-quarter view, and the bodies are segmented so that only the most visually dynamic limbs (swinging arms and pacing legs) are changed and animated between the frames; the remaining por- tions of the body are simply retraced or rephotographed across the frames without any drawn changes. The still image in igure 2, from the early Disney cartoon The Merry Dwarfs (1929, part of the Silly Symphonies series), is exemplary
  • 13. 280 Alla Gadassik of how action and movement was arranged across a horizontal plane and with predominantly proile angles. In addition to keep- ing a proile or three-quarter view for almost all character poses in the ilm, all character bodies are disassembled so that some seg- ments (e.g., legs and beard tips) are exaggerated in their move- ments, whereas others (e.g., torsos and faces) are kept relatively static and uniform across the frame. Many animation studios, especially studios working in the so-called limited animation style, developed and maintained similar techniques of animating using stripped-down recurring patterns. The Hanna-Barbera studio, for example, included a stock archive of gestures, such as eye blinks and leg thrusts, that could be rapidly combined and assembled into full character gestures—an archive of stock movements that digital computer software would facilitate decades later.23 Second, photographic motion studies separated the moving body from the background, allowing for the two to be moved at different rates. Scientiic and industrial motion studies suspended the body in a carefully structured grid-like space, often with the inclusion of an actual grid in the background, in order to main- tain stable reference coordinates that could facilitate compara- tive analysis across various instances. Against the uniform and rigidly delineated substrate, the moving body appeared at once in Figure 2. Still frame from Walt Disney Studios’ Merry Dwarfs (1929). Move- ment is arranged horizontally using recurring cycles.
  • 14. Assembling Movement 281 constant motion and perpetually stuck in place—trapped for analy- sis. For animators, this process of ixing the body into a stable geo- metrical grid extended the mechanical principles of Renaissance perspective to the temporal dimension, already anticipating the geometric coordinate system of computer animation. Space was at once potentially ininitely traversable and yet more easily lattened and deined. More important, the relationship between a moving object and its surrounding or deining environment was unlinked. Figure and background were not mutually dependent—one could take precedence over the other. An animated sequence built on the same principles could therefore keep the background static or could move the back- ground at a different rate than the foreground object. Space could become a container of movement with its own potential rates of change and motion. Within this container moving characters can be easily duplicated and cloned, producing a multiplicity of igures from one primary sample, while the single background supporting the numerous clones combines them into the illusion of a uniied environment. Moving sequences based on cloned multitudes, from locks of geese to cabaret lines of dancing creatures, can be pro- duced by repeating the same movement cycle numerous times against a single aggregating background. The image from The Merry Dwarfs (see igure 2) once again demonstrates how this strategy could facilitate a complex moving- image system based on relatively simple motion cycles. The dwarfs are animated on one plane, their legs kicking and bending in ways that might suggest they are hopping in place. Additionally, the dwarfs are designed from nearly identical components, such as thrusting legs and bobbing hats, so that they could act as clones of one another. Even if animators did not reuse the same drawings for each dwarf, the kinds of gestures that are required to outline each dwarf are nearly identical and therefore easily repeated. The background, however, is animated on a different plane and moved sideways at its own pace, generating the optical effect of dwarfs prancing forward across a landscape rather than simply jerking and thrusting their legs in one place. Occasionally the entire image is reframed with a tighter or more distant view of the scene, and these reframing cuts are used as an occasion to reset the background cycle, giving the effect of a much more expansive uninterrupted space. The upper half of the background is painted with a busy pat- tern that provides both horizontal and vertical position markers, forming a stylized version of a grid for establishing spatial refer- ence. The lower half of the background is kept relatively bare so that the character limbs and any painted shadows can distinguish
  • 15. 282 Alla Gadassik the bodies from their containing space. Combined together, the moving backdrop grid and the foreground igures create a single moving system within which the characters appear as an advancing multitude within a single environment.24 Third, photographic motion studies represented the move- ment of living beings as phases of a recurring cycle, a set of repeat- ing gestures that could be extended indeinitely, visually framing the organism as a prospective perpetual motor. The gallop cycle of each horse, or even the individual gallop cycles of the same horse, could have internal unique variations; however, photographic stud- ies mined the movement of individual samples for some underly- ing pattern that could be practically applied as a universal case. Even when early photographic studies were followed by cinemat- ographic studies, such as those organized by Frederick Taylor or conducted by Frank and Lillian Gilbreth, the ilmed footage simi- larly analyzed repeating worklow patterns for the appearance of a single normative cycle that drove speciic individual variations. For animation, thinking about movement in terms of repeating cycles turned characters into modular and interchangeable motion machines. Instead of animating a walking character by drawing alternating leg thrusts twenty times, one could draw a single cycle and repeat it twenty times. The complexity and variation within a sequence would occur by recombining different cycles or by slightly shifting the phase of a single cycle. For example, a single photographic motion plate of a running cat, consisting of twelve distinct poses, offered twelve potential coexisting phases—twelve cats moving through the same cycle but staggered a frame apart to create a differentiating effect. In The Merry Dwarfs cartoon, each of the dwarfs looks slightly different because each character’s moving components are phased at different rates. A simple turn of the head from a three-quarter grin to a proile smile is staggered so that no more than two or three of the characters are repeating the same frame at the same time. Bobbing hats and wobbling beards are similarly redistrib- uted across the different characters so that the aggregate moving system includes internal variation. Ultimately, only the musical instruments introduce the most signiicant changes among the characters. Using such a modular assembly system for producing movement, animators could therefore insert a high degree of vari- ability and complexity into a moving image by calculating the cen- tral “animatable” components and combining those components at different points of space and time. Although this essay focuses on character animation within the studio system, a similar model for producing complexity from sampled elements was crucial to
  • 16. Assembling Movement 283 the compositional aesthetics of many independent and experimen- tal animators as well.25 Animators’ acquired knowledge of how movement appeared to the human eye and how one could simulate it with the aid of the camera was applied to lend what Disney called “factual” weight to the animated image. By producing movement through segmen- tation of limb poses, a layered system of foregrounds and back- grounds, and recurring phased cycles of motion, early animation shared an analytical approach to movement that aligned it with the aesthetics of early scientiic motion visualization. In early scientiic motion studies, the separation of igure from ground made it eas- ier to analyze and quantify the body’s internal dynamic workings. The igure was of primary interest, and the background was a stable box for measuring positions over time. In the early animation stu- dio process, this separation allowed for further interplay between igure and ground, and it could also make room for multiple coex- istent layers that joined together into a larger system of moving parts. In Walt Disney Studios, the development of the multiplane animation method in the 1930s ultimately standardized this model of visually animating movement as a combined function of layered changes in lat space (movement along the surface of a frame or across a single layer of drawings) and changes in depth (movement across a layered stack of coexisting drawings). Lines of Activity: Notating Movement in Time Although photographed and ilmed motion studies were integral to the history of animation, the goal of analyzing movement was to learn its basic underlying dynamics, not to perfectly reproduce nat- uralistic movement from recordings. As Walt Disney stressed in his memo to animation instructor Donald Graham, “The point must be made clear to the men that our study of the actual is not so that we may be able to accomplish the actual, but so that we may have a basis upon which to go into the fantastic, the unreal, the imagina- tive—and yet to let it have a foundation of fact.”26 Animators were encouraged to discover principles of movement so they could use those principles to produce fantastical or imaginary events with a believable weight of “real” observed motion. A prancing man could become a clown, a dancing girl could be animated as a princess, and the gestures of a moving human could be adapted for move- ments of an animal character or a puppet. For this reason, directly copying ilmed footage or trac- ing photographed outlines of igures was often restrictive and
  • 17. 284 Alla Gadassik counterproductive for animators. The recorded image dictated a certain perspective (the angle of the camera), a certain rate of transition (the rhythm of the actor), and distribution of limbs. Any deviation from the surface details of a recorded movement was frequently more complicated than drawing that movement without any external aid. In order to transform naturalistic move- ment into more malleable animated movement, to play with pac- ing and temporal elasticity of the image, an animator needed to break away from the two-dimensional image prescribed by the recorded footage and envision the eventual animated sequence. Walter Stanchield, one of Don Graham’s successors in the Disney animation training program, writes the following description in his own curriculum for aspiring animators: Occasionally a bit of live action ilm is used as source material for anima- tion. Since it is impossible to ind actors who are constructed like the cartoon characters, the animator has to extract the essence of the action from the ilm or Photostat and transfer that to the drawings. It takes a kind of “double-vision”—you are looking at the live action but you are seeing the cartoon character.27 The animator’s capacity for “double-vision” extracts the motion pattern of a photographic sequence and uses it as a connecting medium between two completely different types of objects. In other words, animators directly observed and recorded movements, look- ing for underlying patterns of motion, in much the same way as observers of scientiic motion studies. However, if scientiic and industrial motion studies searched for the most exemplary or eficient patterns of movement in order to compare one body to another or one occupation’s gestures to another’s, then animators had to go one step further and manipulate the uncovered patterns by greatly exaggerating them into cartoon igures or by translating them from living to inanimate bodies. For instance, a gesture of someone kneeling down and prostrating the arms in a welcoming bow may need to be translated from a human body to an object (e.g., a broom or a candelabra) with a signiicantly altered shape yet still maintain its recognizable gestural qualities as a welcom- ing bow. As such, the type of indexicality that interested animators in the photographic sequence was the appearance of identiiable, believable movement, not some faithful impression of a concrete body. Yet petriied in a sequence of poses or a grid of Cartesian coordinates, photographic motion studies were like an extremely complicated set of instructions for the most basic actions, produc- ing ininitely divisible steps for gestures that almost anybody could
  • 18. Assembling Movement 285 perform in seconds. Motion analysis restricted the diversity of ani- matable subjects to ilmed subjects and did not address the question of which details were necessary to the appearance of movement or which details could be omitted by the animator. In this balance between animated detail and omission, the most essential detail— the object’s individual style of moving and its trajectory—inevitably remained hidden in the variation between the images.28 By the 1930s, Disney studio animators were already noting the limitations of copying live-action footage, repeating stock move- ment cycles, and animating through the so-called pose-to-pose approach.29 The database system of using the same familiar poses and basic cycles was extremely effective and eficient, but aestheti- cally it still lacked a certain elasticity and luidity of movement. Animator Eric Larson described the limitations of precalculated pose-to-pose animation in this way: “It was like stretching a strand of barbed wire tightly between two posts—it didn’t ‘give.’ It exhibited a certain tight, mechanical feeling, with everything being moved the same distance at the same time, with no concern for looseness, overlap, or follow-through.”30 In one action-analysis class during the production of Snow White and the Seven Dwarfs, one of the lead ani- mators, Bill Tytla, noted that this rigidity and invariability became apparent whenever animators needed to differentiate between the movements of characters with similar appearances: “[A]nimators have memorized a good stock walk or a stock run, and probably a single stock way of doing everything to be done. This is evident in cartoons where all the characters, regardless of type or personal- ity, walk, run, move the same way.”31 Tytla may as well have been describing the studio’s own earlier work, such as the cloned and repetitive movements of all of the dwarfs in The Merry Dwarfs. Whether or not such mechanical effects had their own aes- thetic appeal, they were unsatisfactory for a studio that increasingly pushed for character development and sophisticated, expressive movement. Therefore, in the second half of the 1930s the studio began to emphasize the importance of the animator’s ability to understand the underlying internal forces driving movement— emotion, cognition, directed intent—in advance of learning how to break down and draw discrete gestural poses. As Donald Crafton notes, Walt Disney’s Silly Symphony cartoon The Merry Dwarfs and the studio’s feature ilm Snow White and the Seven Dwarfs, released less than a decade apart, look like they were made by completely different studios.32 If in The Merry Dwarf the titular characters all move and march in synchronized unison, repeating identical ges- ture cycles, in Snow White the dwarfs are endowed with more dis- tinct outlines, behavioral rhythms, and patterns of movement.
  • 19. 286 Alla Gadassik My analysis of animation methods in this period indicates that the studio’s interest in animating more luid and expressive motion was accompanied by a shift in how movement was planned, visualized, and rendered. The studio’s action-analysis classes called this a shift from “animating forms” to “animating forces.” The “animation of forms” created moving igures by taking an existing outline of a igure or a shape and moving it in increments across a screen—like the sequential stages of a motion analysis study. Con- versely, in the “animation of forces,” animators sought and notated the underlying palpable forces that were moving or propelling characters. The new notation took on a dual form: lines of action and lines of activity. In any single pose of a character, the pose would be notated through a rough line of action, a loosely drawn line that indicated the overall tension of the body and only hinted at the eventual positioning of the limbs. The line of action borrowed from rapid sketching techniques in art pedagogy, in which a char- acter’s outline and pose were determined by an overall distribution of central weight. However, since in animation movement was built through small increments of variation over time, one needed to also indicate how the movement of the line would progress across the frames. Here, a second type of drawn line dictated the overall trajectory of movement—what I call the line of activity. Clear examples of the line of action and the line of activity can be found in two exercise charts from Preston Blair’s seminal ani- mation reference guide (igure 3). In the upper row of images, an animated igure’s skeleton and his eventual corporeal outlines are built around numerous embedded lines of action that transition from more bent arc shapes toward the vertical windup. However, the overall principle of change that underpins the different lines of action in the upper row of images is a kind of straightening- out of the curve. The poses move from a more horizontal stretch- ing of the action to an upright and tense stance preparing for the pitch. To illustrate such a change of the body’s energy over time and to communicate it to a team of fellow employees, studio ani- mators would frequently sketch out a second line, the line of activ- ity, which would traverse the different frames and help guide the various lines of action. The bottom rows of igures illustrate one version of a line of activity, which appears as a dotted curved line that varies its phase and amplitude from row to row. The line of activity could introduce different movements and attitudes into an otherwise identical body—an upright bounce for a conident strut or a swooping downturn for a dejected slump. The line of activ- ity roughly indicates the trajectory of the moving shape over time and also allows for a subsequent decision of where and how many
  • 20. Assembling Movement 287 individual poses to actually render. In later animation software this would sometimes be called the motion guide, through which the ani- mator could indicate the particular path of an object that would later be illed by any potential number of frames. Figure 3. Two extracts from Preston Blair’s 1946 animation guide Advanced Animation. The upper set of images illustrate what animators term the “line of action.” The bottom set of images demonstrate the introduction of what I term the “line of activity.” Reprinted courtesy of the Preston Blair Estate.
  • 21. 288 Alla Gadassik During the production of Snow White and the Seven Dwarfs, lead animators were thus encouraged to abandon deined contours of igures in favor of lines of action and lines of activity. In action- analysis classes, Donald Graham writes that in the making of the roughs, it is possible to symbolize those forces with very few lines (provided, of course that the animator has a irst-rate cleanup man who understands these symbols), so that instead of actually drawing shapes, the animator may indicate the forces involved, and his assistant can then follow up with the forms.33 In other words, the main task of the animator was not to render detailed key frames of sequential poses but rather to indicate the underlying trajectory of a gesture by using the line as a kind of movement-notation system. The lines of action and activity would become the primary task of the animator, with the actual rendering to be interpreted and completed by so-called below-the-line labor (low-paid staff, eventually equipped with or replaced by computer software). The animated line became a visual language for rep- resenting a diverse array of organic and inorganic processes. As Walter Stanchied argued, “Line is not just a tracing tool—it is a living, organic thing, capable of describing just about anything you can dream up.”34 Eric Larson similarly noted that a line could have expressive properties that could evoke rhythm, movement, weight, balance, and attitude.35 By privileging movement and energy over an outlined shape, the drawn line could exceed familiar and recog- nizable images and could instead evoke a greater range of kinetic and emotional expressivity. The studio’s shift away from traced outlines of moving bod- ies toward notating underlying forces of motion may seem like a departure from the conventions and techniques developed by scientiic motion analysis. However, the studio’s transition in fact mirrored and replayed a similar shift that occurred in scientiic and industrial approaches to rendering movement. This transition was characterized by waning enthusiasm for mechanical and behavior- ist models of bodily movement as well as a gradual return to a more encompassing psychodynamic approach. Like studio animators, industrial motion analysts gradually came to pay as much attention to the underlying psychologies of movement and internal forces propelling the body as to any external actions and effects that it produced. It is my contention that in coming to emphasize distinct character psychology and developing a more luid, linear notation system of portraying movement, animation studios weren’t trading scientiic and industrial modes of visualization for some kind of
  • 22. Assembling Movement 289 romantic expressionism but instead were changing alongside the disciplines that inluenced animators from the start. By consider- ing the reasons why studio animators found serial motion-capture techniques insuficient for fully comprehending and rendering movement, we can better understand what assumptions and chal- lenges motivated similar changes in scientiic motion visualization. By the turn of the twentieth century, the visual igure of the luid line as a symbol for hidden movement was already a cen- tral visual motif in scientiic visualization. The growing interest in charting invisible phenomena, bodily vitals, and environmental forces was facilitated by instruments that could translate change into a single continuous interpretable form. Such forms included not only the pulsing lines of an oscilloscope or the rolling waves of a statistical sine graph but also the implied lines of change appearing in the interstices of Marey’s chronophotographs, which divested the moving igure of its bodily contour and turned it into a pattern of dots and dashes that could be connected into a single linear pattern. Nearer to the history of ilmmaking, industrial motion scien- tists Frank and Lillian Gilbreth grappled with the limitations of frame-by-frame photographic studies by developing the method of chronocyclegraphy. In the production of a chronocyclegraph, bright lights were attached to a subject’s hands or joints so that pro- longed photographic exposure of the subject’s gestures produced an image of an interrupted line, like an electric doodle, that left a trace of limb trajectories (igure 4). Unlike a photographic series, which tracked the external spatial progression of a moving body by sampling discrete instances of its sequential positions, the chrono- cyclegraph privileged the overall path of the body’s gestures, mak- ing visible the overall arrangement of motion that underpinned the eventual discrete poses. The repetition and variation between dif- ferent phases of a gestural cycle and its evolution over time become particularly apparent in the overlap and dissonance between the different segments of the line. The moving body itself, visualized through this long exposure, becomes a blurry and indistinct shape beneath the line of its own activity. If a photographic motion study separated the moving body from its background, then a chronocy- clegraphic study separated the line of movement from its body. In stilling and ixing the line of activity, the chronocyclegraph turned the dynamic arc of a gesture into a ixed and determined igure, ready for analysis, interpretation, and comparison across different ields.36 The Gilbreths even proposed that by using the chrono- cyclegraph’s line of action the gestures of a factory worker could be compared to the gestures of a surgeon at the operating table,
  • 23. 290 Alla Gadassik with the line of action becoming a type of universal language that allowed for the translation of movement across seemingly disparate and incompatible spheres. The strategy of notating and comparing movements by visual- izing them through ixed luid lines had different but related con- ceptual consequences for motion studies and for studio character Figure 4. A demonstration of chronophotography of gestural patterns (above) and a stereoscopic chronophotograph of a trade laborer’s move- ments (below). Discrete limbs and poses recede in favor of continuous trajectories. Frank and Lillian Gilbreth Library of Management Research and Professional Papers, Courtesy of Purdue University Libraries, Karnes Archives Special Collections.
  • 24. Assembling Movement 291 animation. If one could ind out something about the underlying dynamics of human activity by capturing a body’s patterns of move- ment, could this model extend to other types of elusive or invisible activities, such as movements of the spirit, character, or psychologi- cal state? From early lie detection to neurological testing, the lines produced by measuring instruments became a kind of graphic language that allowed for analysis and interpretation of otherwise intangible processes. Elsewhere in graphology and experimental psychology, clinicians strived to interpret the movements of the human spirit through its traces in handwritten and drawn igures.37 These different branches of scientiic and pseudoscientiic enter- prises shared a common assumption about movement: movement was not just a mechanical property of the body but was also a reveal- ing trace of personality or essence, whether it was the essence of the individual or the essence of an activity, such as a state of mind or an ideal pattern for performing a labor task. Strategies for locat- ing and rendering those essential hidden lines of movement would become the foundation of movement notation and visualization. Concrete bodily positions and gestural analysis would follow only in the aftermath, for training or pedagogical purposes. The line of activity in animation relied on the same connec- tion, building character and personality through notated lines. In interpreting the drawn line as a kind of universal system of legible movement, animation studios such as Walt Disney Studios were able to translate lines borrowed from recorded footage into dispa- rate bodies of ictional cartoon characters. A character’s identity or attitude would be shaped as much by external visual markers (its shape and appearance) as by its way of moving through the world. In the history of the Disney studio, the importance of this shift was marked by the deliberate choice of Snow White and the Seven Dwarfs for the studio’s irst feature ilm. The ilm’s star character was not the titular Snow White, whose body and movements were closely based on recorded footage of a female dancer, but rather the expressive seven dwarfs. The more distinct personalities of the dwarfs were carefully worked out in advance and endowed with different gestural tendencies. The example in igure 5 by Bill Tytla demonstrates how differently the “animation of forces” looked on paper from the previous pose-by-pose approach. In the bottom row of sketches, even though the distinct details of the body could belong to any one of the ilm’s seven dwarfs, the particular dis- tribution of weight (coiled and tightly collected pool of lines in one pose and assertively stretched lines in another) establish an identiiable way of moving associated with Grumpy. In the upper row of images, Tytla establishes the characters’ interactions and
  • 25. 292 Alla Gadassik creates a blueprint for subsequent assistants by employing a rough and luid pattern of motion that is reminiscent of a chronocycle- graphic approach. The distinct limb shapes and bodily outlines are almost indiscernible in the upper sketch. The inal solid lines that will need to be drawn from frame to frame will emerge some- where in between the various poses and postures suggested by the arcs of movement (the lines of activity). In fact, one would need to be initiated into the particular code of this notation (either the speciic characters of this ilm or the studio’s animation style more broadly) to understand the nuances of this type of motion choreography. The crucial function of dynamic lines of activity in both scientiically driven and commercially animated images of move- ment may provide an additional clue as to why animation became an appealing aesthetic strategy for representations of medical and biological processes. It was not just that animation could visually show optically inaccessible phenomena or portray abstract con- cepts; the very method of synthesizing movement in animation emphasized underlying trajectories of movement and change over and above speciic visual details. Drawn animated ilms, made by adapting and varying graphic lines, spoke a language of movement that was already familiar to scientiic visualization. Figure 5. Vladimir (Bill) Tytla’s loose preparatory sketches of dwarf move- ment for Walt Disney Studios’ Snow White and the Seven Dwarfs (1937). Gestural continuity and movement pattern precede discrete poses or char- acter outlines. Reprinted courtesy of the Bill Tytla Estate.
  • 26. Assembling Movement 293 Conclusion Film theorist Andre Bazin provocatively wrote that early scientists of motion, such as Étienne-Jules Marey and Eadweard Muybridge, could not be considered the inventors of the cinema because their work was propelled by an interest in analyzing movement, as opposed to the cinema’s interest in synthesizing motion.38 And yet for animators, the synthesizers of movement par excellence, scientiic analysis of motion became a major strategy for grasp- ing and simulating the dynamics of moving objects. By using the photographic and cinematographic apparatus to study movement, animation could theoretically extract some kind of ineffable prop- erties of motion that would allow ilmmakers to generate imagined movements with a foundation of factual kinesthetic accuracy. In tracing the history of modern scientiic objectivity, Lorraine Daston and Peter Galison compellingly argue that the scientiic ethos is deined in large part by methods of observation and rep- resentation that are developed and promoted in everyday prac- tice: “Perceptions, judgments, and, above all, values are calibrated and cemented by the incessant repetition of minute acts of see- ing and paying heed.”39 By pairing notable examples of scientiic motion studies with visual analyses of movement in studio anima- tion guides, I have considered the practice of animation as a differ- ent form of “incessant repetition of minute acts” that reveals and rehearses particular perceptions about the world, especially about the nature of living movement. Although this broad deinition can extend beyond the practices typically associated with conventional animation and encompass many forms of ilmmaking, we can join Alexandre Alexeieff in deining animation as an approach to mov- ing-image production that pays particular heed to the structure and synthesis of movement. In doing so, we can come to recognize and understand the parallels between how scientiic visualization and early studio animation negotiated the balance between motion and stasis, or between detail and omission, in studying and repre- senting moving bodies. These parallels also help account for why animation studios have always been eager early adapters of motion imaging tech- niques developed in life science and bioengineering labs. Digital motion-capture devices, the most prominent of these techniques, appealed to animation studios not because they could record and digitally replicate an object’s exact visual surface, but instead because they could translate the moving body and face into suppos- edly characteristic motion data that could then be transferred from actor to character, or from a real body to its animated alter ego.40
  • 27. 294 Alla Gadassik To recall and modify Alexeieff’s metaphor from the introduction to this essay, digital visualization devices—like the cinematograph before them—could become a microscope through which one might study real movement, visually render invisible types of move- ment, and generate entirely new forms of motion hitherto unseen. Acknowledgments This research was supported by the Social Sciences and Humanities Research Council of Canada. My extended gratitude to Scott Curtis, Kirsten Ostherr, and James Leo Cahill for feedback on various versions of this draft. Notes The epigraph is from Alexandre Alexeieff, “The Synthesis of Artiicial Movements in Motion Picture Projection,” translated by Guy Glover and Norman McLaren, Film Culture, no. 48–49 (Winter–Spring 1970): 44–45. 1. The “illusion of life” description most famously and prominently appears in the title of the book penned by key early Disney animators Frank Thomas and Ollie Johnston, Disney Animation: The Illusion of Life (New York: Hyperion, 1995). More recently, this account has been theoretically reexamined and questioned by Alan Cholodenko, “Speculations on the Animatic Automaton,” in The Illusion of Life 2: More Essays on Animation, edited by Alan Cholodenko, 486–528 (Sydney: Power Publications, 2007), and by Thomas Lamarre, “Coming to Life: Cartoon Animals and Natural Philosophy,” in Pervasive Animation, edited by Suzanne Buchan, 117–42 (London: Routledge, 2013). 2. Alexeieff, “The Synthesis of Artiicial Movements in Motion Picture Projection,” 43. We might note, of course, that certain methods of working with photographed images, such as montage or pixilation, also constitute new forms of movement, which are synthesized on the screen for the irst time. Perhaps this is why Sergei Eisenstein, the early Soviet ilmmaker most closely connected to the development of montage theory and practice, considered his work as itting the same lineage as Disney animation. 3. On the role of modern scientists in promoting and shaping cinematography as a tool for motion analysis, see Hannah Landecker, “Microcinematography and the History of Science and Film,” Isis 97, no. 1 (March 2006): 121–32, and Scott Curtis, The Shape of Spectatorship: Art, Science, and Early Cinema in Germany (New York: Columbia University Press, 2015). 4. For other recent discussions of animation in the history of scientiic visualiza- tion other than those included in this journal issue, see Scott Curtis, “Rough and Smooth: The Rhetoric of Animated Images in Scientiic and Educational Film,” Kra- cauer Lecture in Film and Media Theory, May 7, 2003, http://www.kracauer-lectures. de/en/sommer-2013/scott-curtis/; Oliver Gaycken, “‘A Living, Developing Egg Is Present before You’: Animation, Scientiic Visualization, Modeling,” in Animating
  • 28. Assembling Movement 295 Film Theory, edited by Karen Beckman, 68–83 (Durham, NC: Duke University Press, 2014); Kirsten Ostherr, “Operative Bodies: Live Action and Animation in Medical Films of the 1920s,” Journal of Visual Culture 12, no. 2 (2012): 352–77. 5. In using the term “cinematographic apparatus,” I refer to a wide range of technologies designed to capture or produce moving images, not all of which are necessarily connected to technology widely known as cinema. 6. A number of excellent texts have been published on the history of scientiic cinema, including biographical accounts of relevant igures. For a seminal introduc- tion and overview of this history, see Virgilio Tosi, Cinema before Cinema: The Origins of Scientiic Cinematography, translated by Sergio Angelini (London: British Universities Film Council, 2006). Tosi emphasizes that the Muybridge plates were designed to appeal simultaneously to scientists and artists (71–72). 7. Qtd. in Tosi, Cinema before Cinema, 85. 8. Henri Bergson, Creative Evolution, translated by Arthur Mitchell (New York: Random House, 1944), 332–34. 9. Joseph E. Zerga, “Motion and Time Study: A Resume and Bibliography,” Ameri- can Psychology (1944): 477–500. The text indicates that Zerga is writing on behalf of Walt Disney Studios. However, these credentials are most certainly invented, because in other bibliographies written for the journal, Zerga’s occupation is changed and attributed to other companies. The fact that Walt Disney Studios is the company selected to headline the “Motion and Time Study” is indicative of how synonymous the animation studio has become with successful implementation of industrial research on movement and temporality. 10. Ray Hoadley, How They Make a Motion Picture (New York: Thomas Crowell, 1939), 101–8. Promotional material for Walt Disney Studios during the early decades also occasionally refers to the studio as a “plant.” See, for example, the promotional documentary How Walt Disney Cartoons Are Made (Walt Disney Studios, 1939). 11. See Kirsten Moana Thompson, “Quick, Quick, Like a Bunny: The Ink and Paint Machine, Female Labor and Color Production.” Animation Stud- ies Online Journal, February 3, 2014, http://journal.animationstudies.org/ kirsten-thompson-quick-like-a-bunny. 12. Edwin G. Lutz, Animated Cartoons: How They Are Made, Their Origin and Develop- ment (New York: Scribner, 1926), 59. First published in Britain in 1920. 13. In his introductory lecture on animation, Disney animator Ham Luske warns animators against animating “too much” instead of “too little.” Ham Luske, “Entertainment I: Animation Theory Practice—Notes from a Lecture by Ham Luske, 08.19.1936,” 5–6, Animation Meat, http://www.animationmeat.com/pdf/ nineoldmen/ELEnt1_HamLuske.pdf. 14. Robert D. Field, The Art of Walt Disney (New York: Macmillan, 1942), 228. 15. Lutz, Animated Cartoons, 120. The book also begins and concludes with a prognosis that animation will become the leading ilmmaking tool for the portrayal and dissemination of scientiic information. 16. Ibid., 38. 17. Ibid., 120. 18. See transcripts of the following Disney action-analysis classes: 12/10/36,
  • 29. 296 Alla Gadassik 6/21/37, and 6/28/37. Extended gratitude to the John Canemaker Collection at the Fayles Library and Special Collections at New York University and to Michael Sporn for sharing his copies of these transcripts. 19. For popular press coverage of Disney research trips and accompanying photo- graphs, see “Slow Movies Aid Mickey Mouse,” Popular Mechanics 58 (September 1932): 434–36; “Color-Shooting in Fairyland,” Popular Mechanics 66 (January 1940): 17–24. 20. Shamus Culhane, Talking Animals and Other People (New York: St. Martin’s, 1986), 116. 21. Ibid., 119. 22. Hoadley, How They Make a Motion Picture, 113. See also Eric Larson’s lectures on studying animal anatomy, especially “Entertainment V: The Character Texture of Action in Animation (05.25.82),” Animation Meat, http://www.animationmeat. com/pdf/nineoldmen/ELEnt5_Action.pdf. 23. Tom Sito, Drawing the Line: The Untold History of Animation Unions from Bosko to Bart Simpson (Lexington: University of Kentucky Press, 2006), 224. 24. Of course, one of the amusing and clever conceits in this particular ilm (built around a merry dance of increasingly intoxicated dwarfs) is that the static background is eventually replaced with a fully animated background layer in the inal seconds of the ilm. The new background inserted at the end includes less visual detail, but it is animated to twist and undulate behind the igures, giving the effect of a warped world coming to life and dancing around the drunk characters. This dizzying intoxication effect is achieved precisely because the composition disrupts the otherwise dominant and expected convention of keeping a rigid and static background layer to anchor character movement. 25. Prominent examples include Len Lye’s use of animation stencils, which he combined in different layers and with different phases throughout the 1930s, and John and James Whitney’s arrangements of recurring light patterns into different variations in their ilm experiments throughout the 1940s. 26. Culhane, Talking Animals and Other People, 119. 27. Walter Stanchield, “Gesture Drawing for Animation,” Flooby Nooby, http:// www.loobynooby.com/pdfs/gesturedrawingforanimation.pdf, 144. 28. Alexandre Alexeieff called this the “sequence of gaps” or “OTHER HALF” of an animated ilm (Alexeieff, “The Synthesis of Artiicial Movements in Motion Picture Projection,” 46). 29. Johnston and Thomas, Disney Animation, 47. 30. See Eric Larson’s lecture “Entertainment X: Poses vs. Straight-Ahead anima- tion, 02/22/83,” Animation Meat, http://www.animationmeat.com/pdf/nineold- men/ELEnt10_Posing.pdf, 3. 31. Disney action-analysis transcript for 6/28/37, John Canemaker Collection at the Fayles Library and Special Collections, New York University. 32. Donald Crafton, Shadow of a Mouse: Performance, Belief, and World-Making in Animation (Berkeley: University of California Press, 2012). Crafton calls this period a shift toward “embodied animation,” as the role of natural acting took on a primary role, with the goal of creating fully realized characters that in turn dictated how movement would be constructed and arranged.
  • 30. Assembling Movement 297 33. Disney action-analysis transcript for 6/21/37, John Canemaker Collection at the Fayles Library and Special Collections, New York University. 34. Stanchield, “Gesture Drawing for Animation,” 31. 35. Eric Larson, “Entertainment XI: Angles, Straight Lines and Curves,” 2–4, Animation Meat, September 8, 1983, http://www.animationmeat.com/pdf/nineold- men/ELEnt11_AnglesLinesCurves.pdf. 36. Frank and Lillian Gilbreth, Applied Motion Study (New York: Sturgis and Walton, 1917), 116–18. 37. Inluential igures in the development and popularization of graphology in the early twentieth century include Jules CrĂ©pieux-Jamin, author of TraitĂ© Pratique de Graphologie (Paris: Flammarion, 1885); Alfred Binet, author of Les RĂ©vĂ©lations de L’écriture D’aprĂšs un Controle Scientiique (Paris: FĂ©lix Alcan, 1920); and Ludwig Klages, author of Handschrift und Charakter (Leipzig: J. A. Barth, 1920). 38. AndrĂ© Bazin, “The Myth of Total Cinema,” in What is Cinema?, translated by Hugh Gray (Berkeley: University of California Press, 1967), 23–24. 39. Lorraine J. Daston and Peter Galison, Objectivity (New York: Zone Books, 2010), 367. 40. The belief that certain patterns of movement can relect underlying personal- ity or character intentions persists, which is why CGI ilms and game producers still rely on recording particular actors and why microgestures and micromovements become increasingly important for motion capture. In one recent popular video game, L.A. Noir, part of the game’s objective is to be able to discern truth or deception in a character’s bodily gestures or facial expressions—a conceit developed in large part to take advantage (with mixed success) of more nuanced and accurate facial movement registration.