"What is the role of handmade / traditional Animation in the digital age?”
1) “What?”
- History: Start with the most original form of animation (hand drawn 2D) go through the progression and evolution of methods and tools all the way to where we are today, virtual reality.
- Traditional and handmade animation maintains qualities that are otherwise lost through the introduction of digital tools. This quality is described by Walter Benjamin as the ‘Aura’ of Art.
- In terms of aesthetic, traditional animation has a subtlety and organic appearance. The more of it that is made by hand, the more organic this is. An example of this is early Disney movies such as ‘101 Dalmations’. The quality of image is slightly imperfect and raw lending to its organic appearance. An example of the counter is Disney’s ‘Rhapsody’ short from Fantasia 2000. Although the lines are incredibly clean and the animation is absolutely seamless, that organic element is lost and replaced by a polished machine like aesthetic. (It is important to note that this is NOT a negative aspect, just a very different one.)
2) “How?”
- Counter argument: The mind and creativity creates authenticity therefore it transcends the digital. (My own argument.) Why are we moved still by digital animation? The aura goes beyond that of technique and into the realm of creation.
- Miriam Bratu Hansen - Challenges the validity and legitimacy of Benjamin’s Aura
3) “Why?”
- Nostalgia - There will always be a market for traditional animation as long as people who crave authenticity for the sake of nostalgia exist. The farther through time we move, the less necessary traditional animation will be. It may even die out, however, it is not ambitious to assume that there will be people who will revive it if it indeed has died out completely. (Why do we listen to music from the past? Benny Goodman? Pink Floyd? Rachmaninov? Nostalgia. We want to feel connected to the past and to the creatives from the past.)
Academic Bibliography sources:
- Walter Benjamin - The Work of Art in the Age of Mechanical Reproduction
- Miriam Bratu Hansen - Benjamin’s Aura
- Michael Rock - The designer as Author
- Interview with someone in the Animation Industry
Other sources to research:
- Practitioners from early 20th century - 2D hand drawn animation
- 3D animation (Stop motion)
- 2D digital animation
- 3D animation (CGI)
- Virtual reality