How Flash Has
Improved and Worsened an Art Form
Computer technology has transformed the way we produce and
experience media, and animated content is no exception. Since 1996, Flash
animation has revolutionized the way much of animation is produced for both the
internet and television. But like any technology, Flash has changed things for
both better and worse. While the software has allowed animators to produce
content of high quality more quickly than before, it has also let content
creators crank out exceptionally low-quality animation with unprecedented ease.
Flash animation has been one of the most widely expanding
tools for internet and television animation in the past two decades. Currently
one of the most popular tools for 2D computer animation, it is widely used due
to its ability to create animation much more quickly and efficiently than
traditional cell animation. Thus, it has become nearly ubiquitous for web-based
animation, and is a decently popular medium for televised animation. However,
Flash’s efficiency and ease of use has had two opposite effects: it allows
animators to create detailed animation more quickly, producing high quality
animation that can rival the output of traditional animation; but it also lets
animators create cheap animation really
quickly, resulting in mediocre animation that can become hard to watch if
executed poorly.
Flash vs. Traditional
Animation
The Flash authoring tool provides many features that make
Flash animation more efficient than hand-drawn animation. Of these, the most
prominent are vector graphics, recyclable animation, and automated tweening.
Vector graphics are a method of storing and rendering images based on points,
lines, and fills. This setup produces images with clean, sharp lines and flat
shading, while taking up very little memory. Further, these lines and colors
are very easy to edit, which means one can fine-tune the graphics easily. This
makes drawings much easier to manipulate than hand-drawn work, where such
fine-tuning would, at best, require copious erasing and re-drawing.
Another huge timesaver is recyclable animation. A sequence
of images can be stored as a re-usable chunk of animation called a “symbol,”
and used as many times as is needed. This method does exist in hand-drawn
animation – watch any Hanna-Barbera cartoon – but it is especially powerful
here, as these symbols can be replayed at arbitrary size and rotation, and
duplicated indefinitely within a single shot.
Lastly, tweening is a process that smoothly interpolates
graphics across a series of frames. This allows for smooth changes in position,
scale, rotation, and a number of other properties. In traditional animation,
such changes generally require redrawing each frame by hand. All of these
features serve two purposes: they make animation very easy to create and
manipulate, and make it very efficient to store on a computer – a three-minute
cartoon can take up less than 600 kilobytes of space, while a decent-quality
video file of the same length can take up 60 megabytes!
Bad Examples From the
Web
Great timesavers they may be, heavy or unrefined use of
these techniques can create less-than-pleasing results. This fact is visible in
abundance in early internet cartoons, from a time when slow network speeds
necessitated these shortcuts even more than production constraints. For our
first example, let’s look at one of the very first internet cartoons1,
John Kricfalusi’s The Goddamn George
Liquor Program2. The graphics themselves are quite good, with
smooth, nuanced linework and a style that translates easily from John K’s
earlier hand-drawn cartoons. However, the animation itself is ridiculously
limited and choppy – most looped actions consist of only two or three frames,
and characters just snap from one drawing to another – a stark contrast to the
relatively detailed graphic style.
Now for cartoons with a different set of problems, we could
look at pretty much every cartoon ever posted on Newgrounds, but let’s just
consider a few decently well-known ones. We’ll look at David Firth’s Burnt Face Man,3 the earliest
episodes of Jon Mathers’ Neurotically
Yours,4 and Shawn Vulliez’s video for Lemon Demon’s “The
Ultimate Showdown of Ultimate Destiny.”5 These cartoons all have the
same issues: the line quality is chunky and jagged (courtesy of the smoothing
algorithm on Flash’s “paintbrush” tool), and animation is quite limited, making
heavy and obvious use of motion tweens for most character movement. While the
animation is passable compared to John K’s early Flash work, the graphics are
fairly hard to look at.
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Good Examples From
the Web
On the other side, there are internet cartoons which make
good work of Flash’s toolset. A prime example of animation that uses limited
animation to an advantage is Matt and Mike Chapman’s Homestar Runner cartoon series.6 With the exception of
the very earliest cartoons, the series uses clean, simple, flat graphics and
fairly restrained animation, but in a way that produces an appealing result.
The animation style uses the efficiency of Flash’s tools to their full
advantage, without falling into the caveats that make other cartoons display
them for the worse.
Then there are more modern internet cartoons that go in the
opposite direction to make more complicated animation that either feels
hand-drawn or is very smooth and nuanced. Such is the output of many modern
internet animators such as Harry Partridge,7 Chris O’Neill and Zach
Hadel,8 and Max Gilardi.9 All of these animators tend to
use very smooth and full animation that looks miles better than older
Newgrounds fare. This is likely in part due to the fact that faster internet
speeds have made streaming video a viable platform, so animators don’t have to
worry about file size constraints. As well, streaming video allows Flash
animation to be composited in other programs where subtle video elements and
shading effects can be added to enhance the look of the cartoon to beyond what
one can achieve with pure vector graphics.
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Bad Examples From TV
Flash has also seen a moderate amount of use for television
animation. You would expect that animation made by a professional studio using
such an efficient program would generally come out really well. Often, yes, but
unfortunately not always. Many Flash shows have surprisingly mediocre
animation, for example Johnny Test,10
Eliot Kid,11 and Home Movies.12 These shows
are mostly passable, but the animation is largely flat; consists of thick,
bright colors; and uses motion tweening rather obviously for character
movement, along with a decent amount of snapping between positions. The
animation on these tends to be comparable with that of Homestar Runner – which was made by two people producing an average
of three minutes of animation per week.
However, there are a few shows that are considerably worse.
Instead of using Flash to make decent animation more efficiently, these shows
use it to apparently keep budgets as low as humanly possible. For example, My Life Me13 and Pixel Pinkie14 have animation
that’s closer to early Newgrounds fare. Characters tend to be very stiff, and
when they do move it’s usually tweened in a very clunky manner. While the
graphics are cleaner than amateur internet cartoons, the design styles tend to
be pretty unappealing, too. When near-amateurs on the internet can make
animation miles better than your studio-produced TV show, you know you have a
serious problem.
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Good Examples From TV
Fortunately, there are shows that actually do push the
envelope with Flash to create animation that can compete with traditionally
drawn work. Shows like Motorcity15
and Metalocalypse16 (especially
Season 3 onward) – both produced by Titmouse Animation – have animation that
uses recycled drawings and tweening to a decent extent, but pulls them off in an
appealing and detailed manner. In addition, the graphic design is quite well-done,
with subtle colors, detailed backgrounds, and composited lighting effects
adding up to a pleasing style. This is a stark improvement over the bright,
flat palettes of the more mediocre shows I discussed earlier.
But not to be too hard on bright, flat colors, because our
last show takes the complete opposite approach to good animation. Superjail!,17 animated by
Studio Augenblick (Season 1) and later Titmouse (Seasons 2-4), goes for a
hand-drawn feel, because it basically is hand-drawn. Nearly all character
animation is redrawn frame-by-frame, making Flash more of an incidental medium
for animation than an actual style. This hand-drawn animation is quite smooth
and detailed, especially in during the show’s many over-the-top action
sequences.
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References
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