Animação Digital 2D: Simulando O Fazer Tradicional Através Da Ferramenta Do Computador

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Animação Digital 2D: Simulando O Fazer Tradicional Através Da Ferramenta Do Computador Simon Pedro Brethé ANIMAÇÃO DIGITAL 2D: SIMULANDO O FAZER TRADICIONAL ATRAVÉS DA FERRAMENTA DO COMPUTADOR Escola de Belas Artes Universidade Federal de Minas Gerais Belo Horizonte, dezembro de 2010. Simon Pedro Brethé ANIMAÇÃO DIGITAL 2D: SIMULANDO O FAZER TRADICIONAL ATRAVÉS DA FERRAMENTA DO COMPUTADOR Dissertação apresentada ao programa de Pós- Graduação em Artes da Escola de Belas Artes da Universidade Federal de Minas Gerais, como requisito parcial à obtenção do título de Mestre em Artes. Área de Concentração: Arte e Tecnologia da Imagem. Orientadora: Profª. Drª. Ana Lúcia Andrade EBA / UFMG Belo Horizonte Escola de Belas Artes /UFMG 2010 FICHA CATALOGRÁFICA Brethé, Simon, 1978- Animação digital 2D: simulando o fazer tradicional através da ferramenta do computador / Simon Pedro Brethé. – 2011. 176 f.: il. Orientadora: Ana Lúcia Andrade Dissertação (mestrado) – Universidade Federal de Minas Gerais, Escola de Belas Artes. 1. Animação (Cinematografia) – Teses 2. Animação por computador – Teses 3. Animação (Cinematografia) – Técnica – Teses 4. Animação por computador – Técnica – Teses I. Andrade, Ana Lúcia, 1969 – II. Universidade Federal de Minas Gerais. Escola de Belas Artes. III. Título. CDD 778.5347 AGRADECIMENTOS A todas as pessoas próximas pelo apoio e carinho. A Patrícia Martins pela paciência e companheirismo. À minha orientadora Ana pela orientação, apoio e amizade. A todos aqueles que acreditam no meu trabalho como animador: Antônio Fialho Maurício Gino Chico Marinho Jalver Bethônico Ricardo Souza E a todos os amantes da sétima arte. “A arte é enriquecida pela sutil exploração da técnica” Alberto Lucena Júnior Resumo: Esta pesquisa tem como objetivo demonstrar como a tecnologia do computador vem, ao longo de sua evolução gráfica e tecnológica, possibilitando o desenvolvimento de recursos capazes de representar virtualmente e fisicamente as técnicas, instrumentos e procedimentos tradicionais de desenho e pintura voltados para a animação 2D. Além disso, busca mostrar, a partir de alguns exemplos, como estes recursos digitais de animação são representações bastante similares às das técnicas tradicionais e, em alguns casos, são releituras onde, no computador, é possível conseguir resultados de técnicas tradicionais por caminhos diferentes. Partindo de uma experiência prática pessoal, juntamente com exemplos da animação digital 2D, evidencia como animadores tem se adaptado aos recursos digitais na produção de animação 2D para realizar exatamente o que se fazia apenas com lápis e papel. Abstract: This research aims to demonstrate how computer technology has, throughout its graphics and technological developments, enabling the development of resources capable of representing virtually and physically techniques, instruments and traditional drawing and painting focused on 2D animation. Moreover, attempts to show, from a few examples, how these resources are representations of digital animation very similar to traditional techniques, and in some cases, where readings are in the computer, you can achieve results of traditional techniques in different ways. From a personal experience, along with examples of 2D computer animation, shows and animals have adapted to digital resources in the production of 2D animation to realize exactly what was done with just pencil and paper. SUMÁRIO 1. INTRODUÇÃO ................................................................................................. 2 1.1. Uma experiência particular ................................................................................ 3 2. A ANIMAÇÃO TRADICIONAL ATRAVÉS DOS INSTRUMENTOS .............. 8 2.1. As primeiras experiências com desenhos animados. .......................................... 9 2.2. A animação sem a tecnologia do cinema ........................................................... 12 2.3. Os pioneiros do cinema de animação ................................................................. 15 2.4. A tecnologia do acetato ...................................................................................... 27 2.5. O rotoscope ........................................................................................................ 32 2.6. Referências para a animação .............................................................................. 38 2.7. Os princípios da animação ................................................................................. 41 2.8. A técnica de múltiplos planos ............................................................................ 47 2.9. A técnica da reprografia ..................................................................................... 50 2.10. A animação limitada ........................................................................................ 51 3. O FAZER TRADICIONAL ATRAVÉS DAS FERRAMENTAS DIGITAIS ..... 57 3.1. É possível reproduzir a animação tradicional no computador? ......................... 64 3.2. Recursos digitais para animação ......................................................................... 70 3.3. A película digital e o conceito de frame ............................................................. 76 3.4. O símbolo: uma releitura do recorte tradicional ................................................. 84 3.5. O traço digital ..................................................................................................... 91 3.6. O canal alfa: o acetato digital ........................................................................... 109 3.7. Múltiplos planos ............................................................................................... 118 3.8. Animador assistente digital ............................................................................... 126 3.9. Animação limitada digital ................................................................................. 138 3.10. Estratégias de animação com as ferramentas digitais .................................... 140 4. CONSIDERAÇÕES FINAIS .............................................................................. 153 ANEXOS ............................................................................................................................ 157 REFERENCIAS BIBLIOGRÁFICAS .................................................................... 162 WEBSITES VISITADOS ........................................................................................ 168 1 1. INTRODUÇÃO O computador é uma das tecnologias mais fascinantes e se tornou uma das ferramentas mais presentes no cotidiano, auxiliando o homem em inúmeras tarefas. Desde a concretização do primeiro projeto de computador pessoal proprietário da Apple, no final da década de 1970, o Apple II – que vinha com teclado embutido, tela capaz de gerar gráficos coloridos e programas armazenados – o computador ganhou espaço como instrumento indispensável para os mais diversos ramos profissionais e cada usuário encontrou nesta tecnologia uma forma de explorar suas inúmeras ferramentas que vão desde uso para diversão a trabalhos de caráter profissional. No ramo da arte, muitos trabalhos de pintura, desenho ou animação tem em algum momento o auxílio dessas ferramentas que são usadas desde simples tratamentos de imagens a complexos motivos gráficos realizados totalmente no computador. Os programas digitais disponibilizam inúmeras ferramentas artísticas e muitas delas permitem representar virtualmente os procedimentos e técnicas tradicionais, tais como desenho a lápis no papel, pintura a óleo, aquarelas, pastel, animação tradicional e de recorte, entre muitas outras. Além do mais, a evolução dos programas de computador vem disponibilizando cada vez mais interfaces1 que são verdadeiras representações de ambientes de trabalho “real”, ou seja, reunindo em uma única tela de computador boa parte das informações (instrumentos) necessárias para o artista trabalhar na criação. O universo da computação gráfica, no qual as noções de área de trabalho e ferramentas específicas de desenho vão muito além daquilo que realmente se vê na tela do computador – em um único pincel virtual, por exemplo, pode-se encontrar todo tipo de formas, espessura, texturas e contendo as mais variadas cores, sem a necessidade de trocar ou lavar o pincel (Fig. 1.1). Fig. 1.1 – Exemplo de como a computação gráfica faz a representação visual de uma ferramenta tradicional: neste caso, o pincel que tem opções de tamanhos, tipos de texturas. 1 O termo interface refere-se ao visual do programa no qual o usuário interage diretamente. 2 A tecnologia digital também oferece a mais moderna forma de esculpir – a modelagem 3D digital – que só existe graças à invenção do computador. Nesse caso, a modelagem 3D é um recurso ainda novo inserido no repertório de ferramentas do artista que, junto a outras ferramentas já existentes, como as de pintura e desenho, oferece maiores possibilidades de expressão artística. Um bom exemplo que demonstra essas potencialidades expressivas da computação gráfica foi desenvolvido para o desenho animado Tarzan (EUA – 1999), de Chris Buck e Kevin Lima. Nele, elementos de cenário, tais como árvores, foram modelados pelo processo 3D e pintados digitalmente na técnica 2D – uma representação visual da pintura tradicional sobre as superfícies modeladas em 3D. Essa técnica ficou conhecida como deep canvas (tela profunda), desenvolvida por Eric Daniels, e equivale ao método de pintura tradicional sobre esculturas, algo muito usado na animação com bonecos. A ideia era aumentar a sensação de profundidade, diz Daniels2, e o resultado final surpreende pela qualidade
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