Abstract
This article explores the history of animation manuals in the United States from the 1940s to the present. It argues that this history can be divided into three major periods that correspond to changes in technique, profession and industry. From the post-War period until the 1980s, manuals reflected the hegemony of hand-drawn animation, closely bound to studio production and an apprenticeship training system. At the end of the 1970s, the rise of computer animation led to a new type of guidebook, addressing a growing convergence of computational training and new requirements introduced by the animation industry. Finally, since the turn of the century, manuals have sought to combine hand-drawn skills with digital tools, re-negotiating tradition and novelty in a diversified professional environment. Therefore, manuals are situated at a changing nexus of professional identity and training, techniques and technology, aesthetics and modes of production. In this article, the author argues that their integration within the history of animation will prove beneficial to researchers. Nevertheless, manuals are not innocent sources, but reflect discursive positions that shape the very history in which they take part.
Keywords
From its opening in 1955 until 1966, visitors to the amusement park
Several generations separate the releases of
In this article, I address these questions by investigating the history of animation manuals in the USA from the 1940s to the present. I argue that manuals are a rich source for exploring multiple facets of the history of animation: they shed light on the history of techniques and gestures insofar as they participated in transformations in teaching methods and professional practices, contributed to the establishment of aesthetic standards, and negotiated modes of production in both industry and popular culture. Yet, in order to make appropriate use of them, their historical specificities and discursive functions must be taken into account. Guidebooks are not innocent sources but have actively participated in shaping and defining identities of animation.
Manuals remain largely unexplored documents. They have occasionally been used to investigate specific aspects and episodes in the history of animation, but a comprehensive diachronic study of manuals is still missing. Several authors have based their work on the content of guidebooks. For example, in
Similarly, this article aims to shed light on the historical and cultural weight of the discourse of manuals in carving an image of animation and shaping new identities of both the medium and the profession. It reflects on how manuals can help to contemplate and better understand the history of animation, while considering the limits of using them as witnesses of practices or as historical evidence. It aims to be a first step in outlining a specific methodology for these sources and to give an overview of the historical dynamic of manuals since the 1940s. I will examine both hand-drawn and computer animation guidebooks. To keep a manageable scope, manuals on other techniques, such as stop-motion, are not discussed here.
The article focuses on three overlapping periods in the history of animation that roughly correspond to three types of manuals. From post-World War II to the 1980s, hand-drawn animation was the hegemonic mode of production and central topic of manuals. The manuals targeted amateurs willing to discover the technique of animation. From the end of the 1970s to the beginning of the 2000s, the rise of computer animation dovetailed with its own manuals that fundamentally differed from the previous type, not only for the different technique that they taught, but also because they primarily addressed an audience of students and professionals in the fields of computer graphics and engineering. Finally, since the 2000s, behind an apparent triumph of computer animation, the skills developed in hand-drawn animation resurface, finding ample expression in a third type of manual aimed at both amateurs and students of animation. As this article shows, manuals intervened in multiple ways in the history of animation during all three periods.
The hegemony of hand-drawn animation: 1940s–1980s
From the 1940s to the 1980s, hand-drawn animation was the main mode of production of animated films, in particular in major American studios, as well as the primary topic of manuals. Guidebooks were strongly anchored in a specific aesthetic style associated with cartoon animation. Many of the authors were animators in famous studios such as John Halas and Harold Whitaker (Halas and Batchelor), Shamus Culhane (Fleischer, Disney, Lantz) or Preston Blair (Disney, Metro-Goldwyn-Mayer). Studios also produced their own manuals, as illustrated by the booklet
The dominance of the cartoon style has left a mark on historical scholarship. For example, in
After the Golden Age
Before discussing further authorship, audience, form and content of the manuals, it is important to situate them within events and transformations that shaped the field of animation during these decades. In 1941, a strike profoundly shook Disney. Employees of the studio demanded a better recognition of their work, including higher salaries; several artists eventually departed. Among them, the animator Preston Blair found a new position at the animation department of Metro-Goldwyn-Mayer (MGM). A few years later, in 1949, his first guidebook
After the Golden Age, animation underwent a number of transformations with regard to aesthetics, economy, technology, educational and professional practices, as noted by Furniss (2017: 201–237). Following World War II, the rise of TV animation generated new types of programs (notably shows for children), a reconfiguration of the production system (with relocations abroad) and a change in practices and aesthetics (such as the use of limited animation to produce more content in less time). The emergence of new studios, in particular United Productions of America (UPA), as well as larger aesthetic shifts in the field of art and design, led to the development of innovative and influential visuals. The growing accessibility of audiovisual technologies in the 1950s and 1960s also encouraged amateur practices and independent artistic experiments. Nevertheless, the technique of animation remained relatively stable. Not only was hand-drawn animation the dominant technique until the 1980s, but the conception of animation established in the 1930s and 1940s also became the norm of the art. Studio animators had assembled a set of principles and methods, a range of tricks and gestures, and manuals participated in putting them on paper. Consequently, they played an important role in documenting, inscribing and transmitting these skills, and contributed to defining and establishing the standards of the craft.
The choice of words and illustrations was instrumental in standardizing the practice of animation.
Admittedly, manuals, due to their format, cannot escape a certain amount of standardization. When a gesture is written down and illustrated, it becomes a model; the particular is generalized, the example turns into a standard. However, the tone of these manuals was often explicitly normative. For instance, when describing types of characters, Blair (1949: 13) provided the ‘formulae for goofy types’, which includes a ‘long skinny neck’, a ‘small head held forward’, ‘absolutely no chin’, a ‘bobbling Adam’s apple’ and ‘long droopy arms with big hands’. In another section, about the ‘line of action’, namely ‘an imaginary line extending through the main action of the figure’ (p. 5), he displayed two pairs of drawings for a situation, featuring the cat Tom, from
Consistency
Blair published a number of guidebooks from the end of the 1940s to the mid-1990s. 8 Although they cover more than four decades of animation history, they are remarkably consistent. This stability is due to several factors. First, the author drew on his own experience and taught the craft he had learned himself during the Golden Age. The techniques, gestures and methods that he transmitted were those established at the time. Second, his manuals mostly focused on drawing and animating. Although many other aspects of animation were subject to important transformations in the 1950s–1980s, 9 the work of the animators evolved within a relatively stable technical and technological frame.
Another aspect that helps to understand the homogeneity of these manuals lies in their target audience. Addressing amateurs, guidebooks often took into consideration their readers’ technical and financial possibilities. They excluded sophisticated and costly material, and provided ‘do-it-yourself’ solutions, to which the 1974 guidebook
Manuals of the 1950s–1980s took advantage of the growing accessibility of audiovisual technology, notably 16 mm film, and appealed to the popularity of amateur cinema. This was particularly relevant for photographing, the essential step for transforming the succession of drawings into a motion picture. Guidebooks gave tips about how to minimize the costs, including those related to the exhibition of the finished film:
Principles
The transfer to amateurism did not alter the basic concepts of animation. Manuals took care of presenting a core knowledge, essential to anyone willing to animate. This knowledge took the shape of general precepts related to the creation of images and motion, like ‘anticipation’, ‘staging’ or ‘timing’. The animators continued to search for better methods of relating drawings to each other and had found a few ways that seemed to produce a predictable result . . . As each of these processes acquired a name, it was analyzed and perfected and talked about, and when new artists joined the staff they were taught these practices as if they were the rules of the trade . . . they became the fundamental principles of animation. (p. 47)
This book intended to document the art of animation such as practised at Disney. Its list of principles became frequently mentioned in later guidebooks. It is no coincidence that this volume was released at the beginning of the 1980s. At that time, the career of most animators of the Golden Age was over. Hand-drawn animation studios began to suffer serious competition. Digital technology was already well established in motion pictures, and computer animation progressively gained ground on the market. In studios, the use of computational tools started to spread and considerably transformed both production and aesthetics. For example, the Computer Animation Production System (CAPS), a 2D digital system for inking, painting and postproduction developed in the late 1980s by Disney and Pixar, automatized inking and painting, and opened new possibilities, notably in terms of camera movements, with visible consequences for the films. In this context,
This first section of this article has shed light on a vast period of animation history, from the 1940s to the 1980s. Although animation underwent a number of transformations during these decades, the technique itself seemed little impacted and remained associated with hand-drawn practices and the cartoon style. Manuals, by unfolding rules and methods of animation and making them available to a wide audience, contributed to the establishment of these rules as principles of animation.
The rise of computer animation: 1970s–2000s
In its early stage, between the 1960s and the mid-1980s, the development of computational practices in the field of animation occurred on two distinct tracks. On the one hand, universities, laboratories and other institutions with sufficient financial means worked on ‘exploring how computational technologies could be utilized to generate moving images and aesthetic effects sometimes specific to the new mechanisms’: a ‘new mode of animation’ (Johnston, 2019: 132) emerged that included an elaboration of techniques particular to the medium. On the other hand, computational tools and techniques started to pervade the studio production of animated films. While this resulted in a hybridity of computational and non-computational tools, the influence on aesthetics was at first hardly perceptible. These developments were essentially absent from hand-drawn animation manuals, even in the 1970s and 1980s. In contrast, the rise and evolution of computer animation was accompanied by the release of numerous guidebooks specifically dedicated to this new field and addressed to a different audience, mainly students of computer graphics and engineering. This section reflects on the historical status and role of these manuals and aims to show how they have contributed to shaping an artistic, technical and professional identity for computer animation, both rejecting and integrating practices from hand-drawn animation.
Typically, the authors of such guidebooks received their education in universities, in computer engineering, computer graphics, or, later on, computer animation. They were college professors or occupied technical positions in studios. Their authority stems from their degree, computational skills and teaching experience: in
These textbooks were usually published by companies specializing in science and technology (such as Elsevier), or dedicated to the educational world, selling books for students, instructors and researchers (Wiley, McGraw Hill). The emphasis on teaching can partly be understood as a result of the growth of school and university programs dedicated to computer animation and computer graphics in the 1980s. The new generation of animators was trained in educational institutions and not, as used to be the case, in studios. Correspondingly, computer animation manuals address an expert audience: students, advanced amateurs and professionals of animation or computer graphics willing to learn new techniques of computer animation. The design corresponds to that of college textbooks or technical manuals, showing a highly hierarchical structure with numbered chapters and subsections. Although these guidebooks aim to be ‘accessible, even if you consider yourself nontechnical’ (O’Rourke, 1995: 11), since their inception, they have counted on the fact that ‘the reader has some experience at the keyboard of a microcomputer’ (Weinstock, 1986: xvi). The question of technology has been central. A manual detailed the material needed to make computer-generated animation and listed its costs during the year 2002 (which were much lower than any time before): between US$800 and US$3500 for a computer, US$200 for an operating system, up to US$1200 for a single software program, plus a long list of other more or less costly supplies (Subotnik, 2003: 54–61). The cost of the technology, the impossibility for the majority of amateurs to home-build it, and the necessity of previous knowledge of the topic, has narrowed the readership: children and non-specialized audiences have mostly been left out. However, the decreasing price of devices, the availability of free animation software (such as Blender in 2002), and the development of new teaching solutions, such as online tutorial videos, has progressively enabled authors to include amateurs in their readership. Already in guidebooks from the 1990s, such as
Technology
The place granted in these guidebooks to the description and understanding of technology reveals how computer animation techniques and aesthetics have been elaborated in close interaction with the development and possibilities of computational tools (both analogue and digital, until digital technology became predominant, in the 1980s). Several guidebooks from the 1980s and 1990s left no doubt about the will to create a new animation technique, detached from what was made in hand-drawn animation. the
A decade later, the introduction of Today, three-dimensional computer animation is no longer limited to mimicking the techniques of traditional cel animation. Exciting techniques have been developed that move far away from the keyframe/in-between frame concept of traditional animation, and many software packages include techniques that only the computer could have produced. (pp. 10–11)
Both authors present the potential of computational technologies for developing new aesthetics and claim their independence from traditional animation. While the promises of computer technology are a common trope in many of these books, some take a more nuanced stance, stating, for example, that it is ‘unlikely that a computer will ever be able to automatically produce original animations which possess the depth of character of the classics’ (Fox and Waite, 1984: 8).
In any case, the content of computer animation manuals strongly differs from that of their hand-drawn predecessors. The differences become apparent in the illustrations: while hand-drawn animation manuals taught through concrete, character-driven examples, lingering over nuances and changes in attitudes, computer animation textbooks show graphs, grids and screenshots displaying shapes, lines or unfinished figures like ‘skeletons’ of characters. This newer vein of instructional books has also included a specific nomenclature, new topics and problems: tables of contents display sections entitled ‘Interaction with Technology’, ‘Memory and Processing Speed’, ‘The Unexpected Input Bug’ (Weinstock, 1986: v–vii), ‘Polygonal Modeling’, ‘Rendering’ or ‘3D Texture Mapping’ (O’Rourke, 1995: 7–8).
These divergences are partly due to different processes of creation. Drawn animation involves sketching all images in order to create motion, and then only follow finessing, inking, colouring, and finally photographing. Manuals usually focused on the first part of the process. In contrast, the requirement of computer animation is to first model the character and add texture to it (surfaces, colours), before rigging, that is, adding functions (called control rigs) that enable the character to move: only then does animation begin. Rendering, the last step before postproduction, consists of integrating all the information to produce the final image. Since the final goal (synthetizing motion) happens relatively late in the process, manuals usually embrace, quite understandably, the totality of these steps, which, moreover, all use the same technology.
Although these steps are relatively consistent across the manuals, a diachronic study highlights significant technological transformations: the range and level of sophistication of available tools dramatically expanded, hardware became more efficient, and software appeared on the market, changed, or ceased to be used and sold. The handbook
The prominence of tools inevitably questions the place of creativity. Authors usually do not expand on this aspect but evoke it as a complex matter, for example Weinstock (1986: 2): The programmer holds the key to creative CGI . . . In certain respects, the user’s imagination may take action only within the bounds of the programmer’s imagination. Similarly, the programmer’s imagination can work only within the bounds of the system designer . . . who in turn works within the bounds of the few sorts of systems for CGI thus far invented.
This interdependency between professions has actually been characteristic of computer animation since its beginnings. As Johnston (2019: 140) highlights, collaborations between computer engineers and animators were initially ‘in part a necessity because of the cost and size of mainframe computers’, but also to obtain ‘institutional support’. Today, these collaborations continue to shape the organization of computer animation studios.
At the turn of the 21st century, the transformations in the field of animation due to digital tools were obvious: computer animation had become ‘a dominant mode of production for the movie industry and beyond’ (Rehak, 2019: 154) and digital tools were almost systematically used at one step or the other of most productions, whether in independent or commercial animation. Studios of the pre-digital era closed their departments of hand-drawn animation, shifting to the increasingly competitive field of computer animation; 3D digital animation asserted itself as the commercially most successful type of animation with box-office hits like
This section has highlighted the main characteristics of computer animation manuals, and situated them in the technological, professional and educational context of the 1980s, 1990s and early 2000s. The analysis of guidebooks has demonstrated the strong interdependency of technique and technology, and has pointed to various tensions that result from this interdependency. However, the rise of computer animation in the industry has not led to an extinction of hand-drawn animation manuals. On the contrary, the latter have seen a resurgence in the 2000s and 2010s: a new type of guidebook, which seeks to reconcile digital and hand-drawn practices, has emerged.
Transmitting a tradition: 2000s–2010s
The preceding sections have described two distinct types of manuals, differing on the levels of authorship, audience, technique and discourse. In the 2000s and 2010s, hybrid manuals appeared. In this section, I explore how these guidebooks conceive the practice of animation. I show that they play an active part in reviving hand-drawn animation and in advocating its relevance for digital animation.
In an article published in
A considerable number of the manuals from the 2000s and 2010s continue to teach classical hand-drawn animation although the technique has virtually disappeared in the mainstream US animation industry. Part of the reason can be found in pedigrees of teaching and styles of learning. The authors tend to be animators who made their career with hand-drawn techniques. Although they were educated after the Golden Age, they both worked with and were taught by figures from that time. In this context, manuals have become a venue for perpetuating and transmitting the skills they have acquired thanks to these figures. For example, Walt’s writing started in the 1970s, when veteran animators at the Disney Studio were at the end of their illustrious careers and new talent was pouring into the studio . . . Stanchfield focused on establishing a training for new animators with veteran animator and director Eric Larson . . . By the mid 1980s Walt started weekly gesture drawing classes for the entire studio . . . These weekly lecture notes along with his early writing for the animation training program are the basis for this first-time publication. (p. xv)
Again, the idea of transmission is central. The lessons were written by an animator of the Golden Age for the younger generation, and then made public by one of these young animators. Hahn evokes the 1970s and 1980s as a moment of transition, as the last years during which the knowledge of the Golden Age was still directly passed on to the next generation. In the following decades, this new generation continued the chain of perpetuation through manuals. The transition is also noticeable on an aesthetic level, as the book has a clear historical feel: archival materials are reproduced, such as some of the weekly ‘handouts’ from Stanchfield, providing both a sense of authenticity and a depiction of the past period. The skills of the Golden Age, as well as the entire system and customs surrounding them, which were presented as the norm in the manuals of the 1950s to 1980s, are now erected as a tradition through discursive and aesthetic choices.
Nostalgia, heritage, tradition
Although context and industrial practice have significantly changed, there are striking continuities between the manuals from the 1940s to those from the 2000s and 2010s. Principles, gestures and methods are reproduced and similarly displayed. In particular, the creation of motion is usually explained with identical strategies. The succeeding positions of the same figure – corresponding to the different frames – are assembled on the same image. The most common example is that of the ‘bouncing ball’: a ball is shown, coming down from the left side, hitting the ground and bouncing back up towards the right side. This particular example runs through a great number of manuals. For example, in
Furthermore, the decomposition of movement establishes animation and the representation of movement in a larger pictorial tradition. Several guidebooks explicitly refer to the chrono-photographic works of Eadweard Muybridge: a plate of
The tradition of hand-drawn animation is preserved not only through a common framework of references in the history of art, but also through a referential canon of guidebooks that mark a common legacy in a self-perpetuating cycle. Recent guidebooks draw on older hand-drawn manuals, like Once upon a time, there was a thriving apprenticeship system. But now it is gone. Today, education for the animators of the future needs to occur through schools, colleges, and textbooks like this one. If a continuity of knowledge is to remain, then this education, at the highest and most accomplished level, has to occur without further loss to traditional values.
The manual would constitute not merely a means for transmitting technical skills, but also and importantly a vector of ‘tradition’.
Merging hand-drawn and computer animation
Other recent guidebooks seek more actively to reconcile traditional techniques with digital practices. They follow Lasseter’s approach in arguing for the importance of hand-drawn animation in the digital era. Their titles already indicate the goal:
Part of the persistence of hand-drawn animation manuals may be attributed to the very ephemerality of their digital counterparts. This is made explicit in the manual Large books that have painstakingly explained software programs from the 1980s and 1990s are now considered quaint, but irrelevant . . . The strength of
Sito highlights the rapid obsolescence of technology and the manuals based on it. According to him, the strength of this book is to be found in the basic and timeless ‘principles’ and ‘precepts’.
In the meantime, many computer animation manuals have caught up, taking advantage of the commercialization of proprietary software (Rehak, 2019: 154), notably Maya, launched in 1998. For the last two decades, they have integrated these principles. For example,
Animation schools’ programs demonstrate the fusion of practices at the educational level. Starting in the 1990s, the most prestigious universities and art schools have integrated digital to the teaching of animation, such as the bachelor ‘Animation and Digital Arts’ at the University of Southern California. The training of animators does not distinguish anymore between the two modes. For example, at the CalArts School of Film/Video, all character animation students follow the same track. Although some lectures and seminars are dedicated to specific techniques of animation, many core courses address topics and techniques applicable to any of those: the 2019–2020 course catalogue of the BFA in Character Animation establishes as a learning goal the ‘display [of] strong proficiency with 2D and CG animation, as well as skillful use of animation principles’. 17 From this perspective, the third type of manual serves the educational market well. At the same time, the guidebooks seek to sensitize to the relevance of skills developed in hand-drawn animation, outside of the schools and within a digital context.
On many levels – education, production, profession, aesthetics – hand-drawn and computer animation have mingled. The two different, almost purposefully remote, conceptions of animations have merged: on the one hand, one that promotes steady and universal principles and a long-standing tradition; on the other hand, one that puts technology to the fore to develop new aesthetics. Today, animation consists of a variety of practices and styles that draw on both digital and hand-drawn techniques and utilize their encounter to develop new techniques and aesthetics. Manuals both express and have shaped this new hybrid identity.
Conclusion
Exceeding their mere role of ‘how-to’ guides, animation manuals witness, express and contribute to historical transformations, and shed light on issues of education, profession, technique and aesthetics. Yet, when using them as historical sources, this article has argued, we have to be aware of their proper historical dynamics and discursive functions, and to take into account the professional and industrial conditions specific to their time. In this context, I have proposed distinguishing between three different types of manuals, each bound to a specific period in the history of the genre. From the 1940s to the 1980s, manuals popularized hand-drawn animation as practised and taught in US studios. They promoted a professional identity modelled on the animators of the Golden Age and depicted animation as a craft to be learned through personal transmission. From the 1970s to the 2000s, computer animation manuals contributed to the emergence of a new mode of animation and a new type of practitioner. They advanced the ideal of an autonomous technique and of an academically trained technical expert. In the 2000s and 2010s, a hybrid type of manuals has appeared that seeks to negotiate between hand-drawn principles and digital technologies. It attempts to forge a professional identity that finds stability in a new compromise between tradition and change.
The history of animation manuals allows us to nuance sharp distinctions between computer and hand-drawn animation techniques and to conceptualize the ‘digital turn’ in terms of a renegotiation of professional identities and a redefinition of the craft. It appears as part of a longer historical reconciliation of tradition and novelty. The analysis has also shown how some basics of the craft, such as the enduring principles, are consciously activated by the authors to adapt their status of practitioners to a new historical context. From this perspective, manuals should be considered both cultural manifestations of and actors in animation history.
Footnotes
Acknowledgements
I am grateful to Felix Rietmann and Isabel Krek for comments on earlier versions of this article, and to Julie Delacôte-Thobois and Achilleas Papakonstantis for proof-reading. I also want to thank Erwin Feyersinger and Rada Bieberstein for their helpful remarks and for the doctoral workshop from which this article originated.
Declaration of conflicting interests
The author declared no potential conflicts of interest with respect to the research, authorship and publication of this article.
Funding
The author received no financial support for the research, authorship, and publication of this article.
