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Just
a few weeks ago, on the 29th of April, to be precise- the Economic
Times carried an article on the current status of the Indian Animation
Industry. It was a short, incisive piece that enumerated quite a
few reasons why the animation industry in India has not performed
as well it was initially expected to do.
"This industry
segment is beset with problems" says the author, "size
& scale, lack of global presence and marketing muscle, low margins,
cut- throat competition, time and quality issues, low supply of
quality trained animators/ artists and engineers, low entry barriers
etc." These were some of the reasons mentioned in the report
for the animation industry not sealing up and making its presence
felt globally.
To quote the author again:
"The Indian animation sector seems to be a laggard, while its
better off cousins IT services and BPO firms- continue to consolidate
their scale reach and focus, and continue to create ripples in the
global market". He concludes "Animation is one IT- based
sector that India hasn't been able to make a dent in".
The presumption
in this article is that animation (like BPO's, call centers and
such) is an IT Based industry. Is this a valid assumption? Is animation
IT based? Is animation, in India or anywhere else in the world,
primarily driven by technology or by human talent? It may seem quite
inappropriate, even blasphemous, for me to say this is the contest
of an event like CgA World which virtually celebrates technology.
I have always looked upon Animation primarily as an Art form that
is People driven.
More than 4 decades ago, when I first received my training in the
animation, the techniques and tools we used were pretty much basic
- we had paper, and pencil, and a wooden light box on which we drew
by hand, hour after hour, day after day with a great deal of care
and diligence, hundreds of drawings which finally added up to a
few seconds of screen time.
"What kept
me and my fellow animators going through this arduous painstaking
exercise was not technology, but our passionate commitment to this
magical medium.
For an animator,
there is no greater thrill than to have a character that he has
himself created, drawn by hand, sculpted out of clay or pixels,
or put together with paper cutouts, - come alive and perform on
the screen. Technology is secondary. The only technological interface
we needed to capture the images or film was the rostrum camera,
a cine camera triggered by a stepper motor capable of photographing
the artwork one frame at a time.
Everything else was manual. The drawings were hand made, traced
on celluloid sheets and painted by hand, placed against hand painted
backgrounds on the rostrum and exposed. Even the camera operations
such as pans and zooms were done in calibrated moves controlled
by hand-cranks.
Come to think
of it, it was perhaps just as well that we were by and large, not
technology dependent during those three decades of deprivation -
the nineteen sixties, seventies and the eighties - those were the
years of shortages, export controls, import restrictions - The license
permit raj was at its heights. Imports of essentials like acetate
celluloid sheets and cartoon colors were banned. I remember filling
innumerable forms in triplicate and quadruplicate for even a small
400ft piece of color negative, and then waiting for weeks and finally
buying left-over pieces of negatives from fellow producers at black
market prices.
Innovation helped us survive - in place of acetate cells we used
polyester sheets. We mixed Fevicol with poster colors to make them
adhere to the plastic surface. Even our cameras were locally fabricated
contraptions, held together, literally, with paper clips and rubber
bands.
Yes - innovation
helped us survive - but that's just about all we did - SURVIVE,
on the verge of possible extinction. Fortunately the winds of economic
liberalization began to blow in the early nineties. Import restrictions
began to be lifted, tax barriers went down, and then - the great
tidal wave of digital technology washed over us all. Animation became
once again a viable option - not only just for individual animators
but to an entire nascent industry.
I was at that time, running my own little studio, Ram Mohan Biographics,
which had somehow survived the hard times, and was one of the earliest
to switch to digital ink and paint - investing in a license for
a digital ink and paint software - Animo. It was a GOD SEND. No
more messy painting of hundreds of cells by hand, a pallet of millions
of colors to choose from. No limits to the number of layers at the
composition stage.
The only constraint was that the output was for video - (recording
on film was of course possible, but the process was expensive and
cumbersome.) however, since most of the work we did was for TV commercials,
output on videos was exactly what we needed. Soon other clients
like UNICEF, who normally preferred 35 or 16 meter film for delivering
their social communication programs, also switched to video - and
digital ink and paint became the widely accepted norm for animation
production.
It wasn't long
before large studios equipped with digital ink, paint and compositing
software, readied themselves to take on long format, large volume,
episodic work outsourced from North America and Europe.
Easy access
to digital software, ready availability of computer literates, hastily
trained operators to operate them, uniformly give rise to a faulty
perception: that all u needed to set up an animation studio was
computer technology. This led to the categorization of animation
as an IT based Industry. The importance of the other components
needed in animation production, human creativity and hand skills
was often overlooked or undervalued. There were some who even claimed
that advanced technology would soon eliminate the need for trained
artists, and anyone could become an animator.
When I joined
hands with UTV in 1997 to set up UTV Toons, the first thing we did
was to set up a training program for animation artists. We selected
candidates who had an art school education, and put them through
a rigorous six month full time course in the fundamentals of animation.
We absorbed the best of them into the production process.
On an average
it took a talented youngster two to three years to reach a level
of competence expected of a professional animator internationally.
It is frightening therefore to see some of the so called animation
institutes luring young boys, girls into quickie courses of 3 to
4 months at exorbitant fees, putting them through the standard software
manual tutorials and then issuing a certificate declaring them trained
animators. With the ever increasing number of young people wishing
to take up animation as a career, it is high time animation training
is taken seriously by both the industry and educators.
At the risk
of repeating myself, 'ad nauseum'. I must once again appeal for
fully dedicated animation academies, supported by the government
and by interest groups within the industry. The West Bengal government
in collaboration with Toonz Animation of Trivandrum has already
set up such an institute 'Toonz Webel Academy' in Kolkatta.
(Animation 'xpress Input - The institute opens formally on 5 June)
A laudable step
in the right direction which I hope other states and other studios
would emulate in major cities right across the country. We need
a number of these centers of excellence where talents both in terms
of artistic creativity and technologies innovation are identified,
numbered and synergized to bring forth animation professionals of
the highest quality.
Animation happens
to be are of these rare fields of human activity where Art and Science
work together in harmonious symbiosis. The first wave of digital
technology, applied to animation, liberated it from the tedium of
hand traced, hand painted cells and the cumbersome operations of
the rostrum camera.
The second wave of technology brought to animation a new from of
creative expression, computer generated imaging, that eliminated
such slow laborious processes as clean up and in betweening. With
each innovative step forward digital technology is bringing the
animation film maker closer to his ideal state in which, freed from
the slow, laborious conventional production processes, the artist
can focus on concepts, designs, storytelling, histrionics and choreography.
Animation, to
me is still an art form driven by human creativity. But today it
is technology that sustains it, helps it survive and grow, it is
technology that empowers its value worldwide.
Welcome ladies
& gentlemen to that world of technology at CgA World.
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