Imagery - Case Pikku Kakkonen - Sofi-Ilona Löhönen BACHELOR'S THESIS - Theseus

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Imagery - Case Pikku Kakkonen - Sofi-Ilona Löhönen BACHELOR'S THESIS - Theseus
Creating Animated Stickers for Social
Media Platforms Using Brand-Based
Imagery – Case Pikku Kakkonen

Sofi-Ilona Löhönen

BACHELOR’S THESIS
April 2020

Degree Programme in Media and Arts
Fine Art
Imagery - Case Pikku Kakkonen - Sofi-Ilona Löhönen BACHELOR'S THESIS - Theseus
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ABSTRACT

Tampereen ammattikorkeakoulu
Tampere University of Applied Sciences
Degree Programme in Media and Arts
Fine Art

LÖHÖNEN, SOFI-ILONA:
Creating Animated Stickers for Social Media Platforms Using Brand-Based
Imagery
Case Pikku Kakkonen

Bachelor's thesis of 67 pages
April 2020

Animation is an adaptable medium. In digital media, animation can be detected
for example in the form of GIF. Today GIFs are used in multiple ways, such as a
decorative, promotional and artistic elements, as well as communicational tools
– for example as animated stickers – on personal messaging platforms.

The purpose of this thesis was to create animated stickers, and two animated
shorts for Pikku Kakkonen, which were set to be used in social media platforms
as decorative elements and updates. Pikku Kakkonen is a magazine-styled
Finnish children’s program. The program’s Art Director Elli Murtonen had a vision
to add elements into Pikku Kakkonen’s Instagram by launching a set of stickers
using the brand’s visual brand imagery.

The research was carried out in order to study how animation, its principles and
production works, and how it is being adapted as a medium. The thesis also
explored the history and the technical functionality of the GIF, and how the format
was used in social media. These findings were aimed at being utilized in the
thesis project, focusing on important matters when creating animations using
Pikku Kakkonen’s vector graphics, while simultaneously aiming to adapt the
animation principles. An additional question was what to take into consideration
when creating an animation project, and to describe the project and its outcome,
as well as personal thoughts concerning the process. The project was created
using data from the research, and by following Pikku Kakkonen’s Art Director’s
directions.

Key words: animation, principles, project, GIF, sticker, brand-based imagery
Imagery - Case Pikku Kakkonen - Sofi-Ilona Löhönen BACHELOR'S THESIS - Theseus
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CONTENTS

1 GLOSSARY .......................................................................................... 4
1 INTRODUCTION .................................................................................. 5
2 WHAT IS ANIMATION .......................................................................... 7
    2.1 Description of the history of animation ............................................ 8
    2.2 Principles of animation ................................................................. 14
          2.2.1 Disney’s principles of animation ......................................... 14
          2.2.2 Additional foundations of animation .................................... 18
    2.3 The technical execution of animation ........................................... 22
          2.3.1. Genres of animation ........................................................... 23
          2.3.2. Pixel based graphics .......................................................... 25
          2.3.3. Vector based graphics ........................................................ 26
3     ANIMATION AS A MEDIUM ............................................................. 27
    3.1 Adaptation of storytelling in animation.......................................... 28
          3.1.1 Animation and visual arts ................................................... 28
    3.2 Aims of production ....................................................................... 29
4 ADAPTING THE GRAPHIC INTERCHANGE FORMAT ..................... 31
    4.1 History .......................................................................................... 31
    4.2 Technique and the limits of it........................................................ 32
    4.3 Adapting GIF animation................................................................ 33
          4.3.1 Social media ....................................................................... 34
          4.3.2 GIF in use of brands ........................................................... 34
          4.3.3 GIF and visual arts ............................................................. 36
          4.3.4 Emotions............................................................................. 36
5 THE BRAND ....................................................................................... 38
6 THE PROJECT ................................................................................... 40
    6.1 Description of the process ............................................................ 42
    6.2 Final Thoughts ............................................................................. 53
7 PRODUCTION .................................................................................... 63
8 CONCLUSION .................................................................................... 64
REFERENCES ........................................................................................ 65
Imagery - Case Pikku Kakkonen - Sofi-Ilona Löhönen BACHELOR'S THESIS - Theseus
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GLOSSARY

traditional animation   hand-drawn animation, originally on physical paper and
                        later see-through film
animation principles    guidelines for creating lively animation and motion-work
frame                   a singular image out of an image sequence in animation
keyframe                frames in animation, showing the most important frames
                        of the movement
rig                     a skeleton of a digital character or puppet, making it
                        more practical to control
rigging                 creating the rig for a digital character
GIF                     short for the graphic interchange format, a file format
                        designed originally for images, later also for short,
                        looping and soundless moving image
sticker                 in the context of the thesis a still or moving digital
                        image, used for communication and personalization in
                        social media
emoji                   a pictorial symbol used for communication in
                        messaging servers and social media
emoticon                a presentation of a facial expression using keyboard
                        characters
app                     application, a program for smart devices
direct messaging        a messaging system designed for private conversations
composition             a space in software providing timeline for the layers
                        and their content, essentially a place for an individual
                        project
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1 INTRODUCTION

Communication is part of human life. When speech and textual communication
turn out to be deficient – for example because of linguistic or emotional reasons
– we can use images as a form of communication. Images have an ability to
depict information and emotion regardless of the viewer’s personal background,
such as age or language. Some of this imagery is used in digital communication
in forms of emojis, stickers and GIFs.

In addition to emojis, animated stickers – or GIFs – are also used in direct
messaging. The GIF was originally created for images to be compressed into a
format which would not take up much of the computer’s memory. Later the GIF
gained the ability to loop soundless moving image without requiring any separate
playback system, which made it possible for the format to be spread moving
images over the evolving World Wide Web. Today GIFs can be commonly found
in smartphone applications, and are a form of direct messaging and
personalization, as well as decorative and commercial elements on the internet.

The thesis project is an animation project produced for Pikku Kakkonen, which is
a Finnish, magazine-styled children’s program. The program’s running time is
roughly an hour, and it is broadcasted twice per day from Monday through Friday,
and on Saturday and Sunday mornings. The project was started to fulfil the idea
for expanding Pikku Kakkonen’s brand by launching a set of stickers and
animated shorts, which were executed by using the programs brand-based
imagery. The stickers were used in a social media platform called Instagram –
precisely in its Stories feature – as decorative and infographic elements. The
animated shorts were published as Pikku Kakkonen’s Facebook and Instagram
updates in order to advertise the stickers on the days of their launch.

To dive into the matters concerning the project, the historical use of animation is
being studied in the beginning of the thesis. Afterwards the principles of
animation, as well as the additional foundations of animation are explained, in
order to support describing the animating process. Animation as a medium is also
researched to better understand its extensive functionality, and how it is being
Imagery - Case Pikku Kakkonen - Sofi-Ilona Löhönen BACHELOR'S THESIS - Theseus
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utilized. The GIF is also studied as a concept throughout its history, and how it
functions as a vehicle from technical point of view. This was also done in order to
support describing the projects contents in more detail. The very meaning of
images is also briefly researched and contemplated to address their meaning as
communicative elements.

The research question of the thesis was to unwrap what to take into consideration
when starting an animation project from the described baseline, and to document
and describe how an animation project was formed precisely for Pikku Kakkonen,
when using vector graphics from its brand-based imagery. The aim was also to
describe the project’s production and workflow in detail, and to narrate how the
project turned out and felt like in general from a young animator’s point of view.
An additional question was also how the principles of animation, and the
additional foundations of animation were able to be adapted while using Pikku
Kakkonen’s vector graphics. Additional research was done in order to immerse
oneself more into the topics at hand, and to help understand the project and
everything that went in it in more detail.
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2 WHAT IS ANIMATION

Animation is the illusion of movement that appears when still images – or frames
– are being showed in prompt speed (Computer Hope 2019). Animation is formed
by making physical changes to something, such as a picture or a three-
dimensional figure. These changes are recorded via camera or computer, and by
repeating the images they create an illusion where the content of them seems to
be moving.

PICTURE 1. Creating animation using the stop-motion technique (New York Film
Academy 2015)

When comparing animation to video, the main difference is how the movement is
formed. Video is ongoing recorded movement, which breaks down into separate
frames. Animation on the other hand is formed by first creating separate frames,
which – after putting together – create the illusion of movement. (Beal n.d.)

Animation is used – for example – in fields of entertainment, marketing and
education. In entertainment, animation can be seen in animated series and
movies, games and simulations and mobile applications. The medium is also
used in visual arts. Marketing uses animation to visualize information, which in
some cases can be more appealing or interesting than still imagery. Animation in
education works in a similar principal, which is to capture attention and help the
memorability of the studied material. The aim of animation is often to
communicate something, whether it be a story, information or something that is
left suggestive.
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2.1 Description of the history of animation

Animation has evolved to be a widely used tool for narration and visual
communication. Before animation was yet to be evolved to a cinematic level,
optical illusions and short animation loops were already displayed through
different devices. Some of these devices allowed the viewing of the animation for
one person at a time. However, the history of animation reaches back over 30,000
years, when the first cave paintings picturing movement are estimated being
made (Zorich 2016).

Primitive imagery that is referential to animation can be seen in some Stone Age
cave paintings. A researcher called Marc Azéma has studied cave art from the
Palaeolithic age, specifically the Chauvet Cave located in France, which contains
the oldest discovered cave painting. Cave paintings in Palaeolithic age were
supposedly created to deliver both movement and narrative. (Azéma & Rivère
2011, 317-318) In Chauvet Cave a group of animals is painted running in herd
resembling manner. The animals occur having multiple heads, limbs and tails,
which can be interpreted as movement.

In these cave paintings two different techniques of portraying movement have
been recognized. One technique – split-action – is the overlaying of the main
keyframes of the movement. This way the animal appears to be drawn having
multiple limbs. It was common in this technique to leave some of the limbs or
heads drawn more suggestive and lighter, and some more prominent. The
second approach was to draw the main keyframes in a juxtapositioned setting.
This way there appears to be multiple animals next to each other facing the same
direction, having alterations in their limbs. (Azéma & Rivère 2011, 318-320)
However, it deserves to be mentioned that other interpretations concerning Stone
Age cave paintings have also been made.
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PICTURE 2. Detail from Chauvet Cave (Archaeology 2016)

In the 17th century a device called magic lantern was invented, which was a
gadget used for reflecting still images on the wall. A light source – such as a
candle – was set into the device to reflect the image that was placed in front of it.
In the 18th century a magic lantern was commonly used for education purposes,
as well as entertainment. (About Magic Lanterns n.d.)

PICTURE 3. Early illustration of an advert for the magic lantern (The Weekly
Screw 2009)

In 1832 the phenakistoscope – also known as the Magic Wheel – was invented.
The phenakistoscope was a device resembling a disc which was made from
cardboard. Images were drawn around the disc, usually containing people and
animals doing movements like dancing or jumping. By spinning the disc and
looking at it from a mirror through incisions in the disc, the drawings of the disc
formed an illusion of movement. The phenakistoscope was used as a toy, and
usually marketed towards children. (The Public Domain Review n.d.)
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When comparing the phenakistoscope and the GIF, a clear resemblance can be
seen. Similarly to GIFs, the phenakistoscope was suitable for looping short
animation cycles. It can be said that back in the history GIFs were being created
already long before digitalization, since the short animation loops which could be
observed using a phenakistoscope are – in their essence – manually created
GIFs.

PICTURE 4. A Phenakistoscope disc (The Public Domain Review n.d.)

Eadweard Muybridge, an English photographer and filmmaker, studied the walk-
and running cycles of animals in the late 19th century. His photograph sequences
turned out to be meaningful for photographers as well as scientists, since before
them it was impossible for the human eye to detect if all four legs of a horse get
off from the ground simultaneously as it is cantering. (Biography 2014) Muybridge
proved this to be true with his photograph sequences and continued studying and
capturing the movement of humans and other animals. (The Art History n.d.)

PICTURE 5. Muybridge’s photograph sequence; Racehorse Gallop, 1878 (The
Guardian 2013)
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Muybridge’s aim was to be able to photograph with shorter exposure times, which
he succeeded by using shutters and chemicals. With his methods Muybridge was
able to isolate specific moments from the movement. This was momentous for
both visual artists and scientist practising zoology, as well as the development of
motion picture. (The Art History n.d.)

PICTURE 6. Muybridge’s photograph sequence; A Man Walking, 1887 (Welcome
Collection n.d.)

In 1830 the zoetrope was invented, which provided a sense of motion by spinning
a series of pictures inside a wheel, which caused an illusion of movement.
However, the animation could be viewed by only one person at a time (Animation
Notes #3 n.d.). In 1876 Émile Reynaud invented the praxinoscope which was an
additional device to be used with the zoetrope. The device operated by using
mirrors that reflected the animation on the wall (Cavalier 2011, 38). This made
possible for the early form of animation to have multiple viewers.

PICTURE 7. An early 19th century illustration of a praxinoscope (Le Cnam n.d.)

In the 19th century the flipbook was invented by John Barnes Linnett. A flipbook
resembles a booklet, and it was the first form of animation using image
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sequences in linear order. The flipbook was also known by name Kineograph,
which is the Latin word for ‘moving picture’. (Fliptomania! 2014)

The flipbook is used by flipping the pages of the booklet in correct speed, which
creates an illusion where the contents of the pages seem to be moving. Similarly
to the GIF, a flipbook is suitable for viewing short animation sequences, since the
booklet cannot be physically too lengthy. The flipbook was used for displaying
photography sequences - such as previously mentioned Eadweard Muybridge’s
– and commonly containing material of famous people and cartoons. Flipbooks
were also popularly used for displaying imagery of adult entertainment, since they
were small and unnoticeable when handled. Companies like Walt Disney also
used flipbooks to showcase their animated characters. In early 20th century car-,
sweets- and cigarette companies used flipbooks as prices and advertisement of
their products. (Marks 2015) This trend continued till around 1970’s and ended in
1990’s, when the flipbook got shadowed by digitalization. (Flippies n.d.)

PICTURE 8. A set of vintage adult material flipbooks (Collectors Weekly 2015)

In addition to flipbooks, a Kinora was invented in 1896. Physically the Kinora
resembled a microscope, and had a flipbook attached to it. The person looking in
the device rotated a wheel on the side of it, which made the images flip. The
Kinora maintained its popularity as most preferred moving image device till the
World War I, when the owner company’s factory burned. After the occurrence the
device got replaced by cinema. (History of Science Museum n.d.)
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In the late 19th and early 20th century the stop-motion animation technique was
popularly used in films (Stop Motion Central 2018). The technique was used by
creating the illusion of an object disappearing or distorting, which is also known
as the stop-trick. A stop-trick is created by stopping the camera for the time of
removing or distorting an object in the scene, then continuing filming without
moving anything else. (TV Tropes n.d.) The early 20th century was also a time
when films started using clay and puppets when using the stop-motion technique,
from which King Kong (1933) works as an example.

PICTURE 9. A frame from King Kong (1933)

When animation started developing in the beginning of the 20th century, it slowly
opened a new lane in the entertainment industry. In 1928 Walt Disney Animation
Studios made a historical turning point for animation in the entertainment industry
by releasing Steamboat Willie, the first animation with synchronized soundtrack
(Smith n.d.). This made theatres become more active in showing animations. In
1937 the very first full-length animated movie, Snow White and the Seven Dwarfs
produced by Walt Disney was released to cinemas (Disney n.d.).

For some time, hand-drawn animation stayed as the most used animation
technique among the western animation studios such as Disney and Warner Bros
almost till the end of the 1990’s. Even after the computer was invented, it still took
time for technology to evolve enough for computer generated animation to see
the light of day. In 1995 an animation studio known as Pixar released the first full-
length 3D animation movie called Toy Story (Disney n.d.). The movie in question
started a revolution of 3D graphic animations.
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However, it is mainly a phenomenon affecting the western animation companies
to go almost entirely three-dimensional with their animations. It deserves to be
mentioned that Japanese animation - also known as anime - has taken a trend
like rise outside of Asia since the beginning of the 21st century. At this point many
anime series have at least some three-dimensional or other digital elements in
them, but the commercial mainstream anime is still often hand-drawn (Washi
2011).

2.2 Principles of animation

The principles of animation are a set of guidelines which are being used while
creating animation to bring vitality into the movement. The term was developed
in Disney’s animation studios, where new animators where taught this set of
guidelines to maintain the company’s animation style (Thomas & Johnson 1995,
47). Even though Disney was the first know animation studio to invent the concept
of principles of animation – and the first studio to practice them in a systematic
manner – today Disney’s 12 initial principles are not the only ones being
recognized. Due to technical development and growing amount of animation
techniques and studios, the usage and importance of these principles vary in
great depth depending on the desired feeling, visual feel and the
communicational aim of the created animation.

2.2.1 Disney’s principles of animation

In the year 1981 Disney’s animators Ollie Johnson and Frank Thomas published
a book called The Illusion of Life. In the book they present the 12 animation
principles which were – and still are – used in Disney’s animations. Because of
the thesis project it is crucial to mention and study these principles.

The first principle is “Stretch and Squash”, which Johnson and Thomas describe
to be the most important principle. It means for the animated object to change its
shape by basically stretching and squashing, which gives it an illusion of mass,
gravity, weight and stretch ability. (Thomas & Johnson 1995, 47-51)
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PICTURE 10. Norm Ferguson’s demonstration of Stretch and Squash animation
principle (The Illusion of Life 1981)

The second principle is called “Anticipation”, which is used for preparing the
viewer for the next action. A character getting ready to jump up can be used as
an example. When the character is building up the jump it crouches down a bit
before the actual jumping movement. Anticipation does not really tell exactly why
the character is jumping, but it builds up the expectation for the jump and a
question of what is going to happen next. This makes it more meaningful to follow
the animation. (Thomas & Johnson 1995, 51-53)

PICTURE 11. Demonstration of the Anticipation animation principle (Animation
Mentor 2017)

“Staging”, the third principle is a method that has been used in theatre arts as
well. Like the title predicts it is used to stage the composition and character in the
animation in a way which makes it able for the viewer to tell what the character is
communicating at any given point. This involves how the character is staged in
the composition, its body language and pose. (Thomas & Johnson 1995, 53-56)
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The fourth principle “Straight Ahead Action and Pose to Pose” is a blanket for two
different animation styles which are often unified. Straight ahead makes possible
a more unpredictable dynamic looking movement, which in traditional animation
is formed by drawing every frame after each other from start to finish. In Pose to
pose technique the first and last frames of the movement are drawn first, after
which the in-between frames are drawn between them. With this technique it is
easier to have total control over the movement. (Thomas & Johnson 1995, 56-
58)

The fifth principle, “Follow Through and Overlapping Action” is used to enliven
the movement in the animation. For example, if a character with long rabbit-like
ears is jumping, the ears continue the movement for a moment even if the motion
of the body stops. This creates looseness and solidity for the character, which is
important when creating a vital animation. (Thomas & Johnson 1995, 59-62)

PICTURE 12. Demonstration of the Follow through and Overlapping action
animation principle (Animation Concepts 2011)

The sixth principle is most easy to understand by picturing a car that is about to
start moving; it builds up the speed slowly before getting to a faster rate. The
same happens in reverse while the car starts to hit the brake. This principle is
called “Slow in and Slow Out”, and it is also meant to liven up the animation. In
traditional animation this is gained by adding frames in the beginning and end of
the animation. (Thomas & Johnson 1995, 62)

The seventh principle “Arcs” means following trajectories, and it is used to make
the movement seem more natural. The principle can be used in an example were
a character is walking. During walking, the head of the character is getting up and
down in a wave like movement as it takes more steps. This wave follows an arc.
(Thomas & Johnson 1995, 62-63)
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PICTURE 13. Demonstration of the Arcs animation principle (The Illusion of Life
1981)

The eight principle “Secondary Action” depicts a movement, which is used to
enhance another movement. The timing in secondary action is very important, so
the viewer understands where to focus. (Thomas & Johnson 1995, 63-64)

The ninth principle is called “Timing”. With timing it is possible to follow the laws
of physics in animation, which enhances the feel of weight and mass. For
example, if a character is trying to push forward a heavy object, the movement of
it can be slow and almost non-existent to create a mental image that the object
is almost too heavy to move. (Thomas & Johnson 1995, 64-65)

The 10th principle “Exaggeration” is possibly the most applicable out of all 12
principles, depending on how realistic the characters and their movement are in
the animation. Through exaggeration the animation can be made more dynamic
and visually more ambitious, while simultaneously the principle applies to almost
every aspect of animation. (Thomas & Johnson 1995, 65-66)

PICTURE 14. Demonstration of the Exaggeration animation principle (Neil Pirie
2012)
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“Solid Drawing”, the 11th principle means the importance for the animator to be
able to understand a three-dimensional drawing. For example, when animating a
character, it is important to understand how it looks three-dimensionally, so it can
be drawn correctly from all angles. However, sometimes the desired visual look
of the animation also needs distorted perspectives. If this looks is desired, then
the distortion of the perspective is encouraged to last through the whole
animation. (Thomas & Johnson 1995, 66-68)

PICTURE 15. Demonstration of the Solid drawing animation principle (John
Hannimation Blog 2015)

And lastly to list the 12 th principle which is called “Appeal”. By this Johnson and
Thomas mean the visual likability of the animation, meaning its characters and
world to keep the viewer’s interest alive. (Thomas & Johnson 1995, 68-69)

2.2.2 Additional foundations of animation

Despite the fame Disney animations have gained on the field of cinematic
animation, the 12 principles of animation are not the only ones being recognized
as guidelines for creating lively animation. The additional foundations of
animation add guidelines to Disney’s principles, and have been written about, for
example, by John Halas and Tony White. These foundations are also worthy of
mentioning in order to help describe the animating process. For the thesis the
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additional foundations of animation are referenced from Dermot O’Connor’s
Angry Animator blog.

The first addition is a foundation of “Strong Design”. The foundation indicates the
likability of a character’s visual design. In his blog, O’Connor claims big-eyed and
cute characters do often attract the viewer visually, but he doesn’t mean to always
design characters to be cute per se. He means that a good character design
consists of strong visual shapes which makes them interesting to look at.
(O’Connor 2018). This foundation can be considered to be a more elaborating
version of the appeal principle.

“Keys and Breakdowns” is also an additional foundation. This foundation points
to strengthening of the key-positions by adding frames between them making it
visually more interesting and vital. (O’Connor 2018)

PICTURE 16. Demonstration of the Keys and Breakdowns foundation

Another addition is a foundation called “Thumbnails and Planning”, which means
sketching out the animation with drawings before starting animating. This
sketching can be focused on drawing the main keyframes of the movement such
as the first and the last, or it can mean sketching roughly every frame. This makes
it easier to animated particularly complex movements. (O’Connor 2018) In the
book The Illusion of Life Johnson and Thomas also claim that it is majorly
important to study the animated movement and basically everything that is
included in the animation, even though they do not count it as an individual
principle.

As another addition the foundation of “Silhouette” is listed, which indicates it to
be ideal to recognize what the character is doing from only their silhouette alone.
(O’Connor 2018) This could also be contrasted with the principle of staging, since
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the two overlap in sense of highlighting the importance of how the character is
positioned and presented.

PICTURE 17. Demonstration of the Staging animation principle (The Illusion of
Life 1981)

Another addition is the “Line of Action and Reversals” foundation. This means for
the pose of the character to be planned in a C or S -like curve, which makes the
animation more dynamic. When an animator masters the adaptation of line of
action in animation, the reversals bring elasticity to it. (O’Connor 2018).

“Follow Through” is a principle of animation which is also recognized by Johnson
and Thomas, but the additional foundations add “Overshoot and Settle” into the
principle. Overshoot means an additional frame which is used to highlight the last
settling frame by continuing the movement before the keyframe. This way the
viewer has more time to read the movement. (O’Connor 2018)

“Opposing Action” is a foundation which is founded into the idea of when a body
is moving, parts of it usually move into the opposite direction. This way the body
and the movement stay in balance. (O’Connor 2018) For example, when an
animated character quickly points at something, its head can slightly tilt at the
opposite direction at the moment of the point.
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When following the human walk cycle it can be noticed that shoulders and pelvis
usually turn in the opposite directions. This is called “Counter Pose”. The counter
pose increases the dynamic in the actual animation, but also to character’s pose
when it is not moving. (O’Connor 2018) This is a technique that has been used in
visual arts from the time of renaissance and is recognised as Contrapposto (The
Editors of Encyclopaedia… 2014).

PICTURE 18. The Contrapposto demonstrated by Michelangelo’s David
sculpture (Accademia n.d.)

“Leading Action” is also a noteworthy addition as a foundation for animation. It
means the practice of leading the movement by a specific part of the body. It
makes a major difference in the movement and emotion of the character to
consider which part of the body is leading the movement. (O’Connor 2018)

“Breaking Joints” foundation means the figurative and practically quick breaking
of the character’s joint when it is moving, which can add smoothness into the
animation. (O’Connor 2018)

The foundation of “Overlapping and Following Through” is similar to the principle
of Secondary Action listed by Johnson and Thomas, yet slightly different. This
foundation points to the possible secondary actions which are following the main
action and underlines the mass and elasticity of the movement. This means that
the speed, elasticity and weight of the object moving as a secondary movement
should be able to be seen from the animation. (O’Connor 2018)
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      The last addition is the foundation of “Accents”. This is an important principle to
      take in count especially when animating dialogue. It should be made able to read
      from the movement of the character which word has the most weight in its
      speech. (O’Connor 2018)

      While comparing the 21 foundations of animation and the 12 principles of
      Disney’s animation a lot of similarities can be seen, when some of them resemble
      – or practically match – one another. However, all principles of animation can be
      considered dependent on the used animation technique which they are being
      applied to. For example, some classic cartoon style animations – for example
      Looney Tunes – seem to live from exaggeration of character’s physical
      appearance, while in clay animation – like Wallace and Gromit – it would take too
      much time to mould the character into exaggerated state, or it can be even
      completely impossible. The principles are also tied – to some extend – into the
      length of the animation, which turned out to be a considerable matter while
      working with vector graphics and short animation loops.

2.3      The technical execution of animation

      When thinking about the technical execution of animation, some initial thoughts
      often include a long and tedious working process, a massive production team,
      and an enormous financial cost for the production. This is true when considering
      an animated feature film. However, due to development of the animating
      software, animating today is more accessible for independent animators, while
      the internet serves as the distribution channel. Some animation programs are
      Adobe Animate, OpenToonz, Adobe After Effects, Photoshop and Blender, to
      name few.

      Adobe Animate is a suitable animating software for traditional animation, but also
      for digital cut-out animation. Adobe Animate – while it was still known as Flash -
      was also the first animation software to gain popularity among independent and
      hobbyist animators. OpenToonz is likewise a suitable software for traditional
      animation, and it’s also free for anyone to download, which makes it highly
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accessible. Adobe After Effects is suitable for editing videos and adding visual
effects, but it is also used for animating motion graphics. Photoshop can also be
used for animating graphics, while also having a frame-animation feature.
Blender is an open-source 3D-animation software which can be also used for
video editing and 2D animation.

While Adobe provides a variety of programs that can be potentially used for
animating, they do not come without cost. At the moment Adobe’s programs cost
over 700 euros for an independent customer per year if they choose to get them
all (Adobe 2019). Having an ability to work with Adobe’s programs is beneficial
for independent artists looking for jobs in animation or game studios, since all
companies use them. However, the development of free animating programs is
also a benefit for creators who cannot or choose not to pay money for the software
they are using. This makes it possible for especially starting animators to learn
how to animate and work with digital media.

Animation is also rarely composed entirely from start to finish using one software.
Programs suitable for composing, such as Nuke and previously mentioned After
Effects can be used for editing, for example adding effects and audio into the
composition. The thesis project was produced entirely by using Adobe After
Effects and Photoshop. In hindsight, the choosing of the used software could
have been made after more precise evaluation, which is being discussed later in
the thesis.

2.3.1 Genres of animation

Like other cinematic and artistic outputs, animation can also be divided into
different genres and sub-genres. Animation genres are usually divided by the
technique they are executed with. Classic cartoon animation is seen as the most
traditional genre of animation. Originally traditional animation was drawn on
paper, which was then flipped through to observe. Afterwards paper got replaced
by see-through film. Today traditional animation is usually produced using
drawing-tablets and suitable software, which creates the frames and flips through
the animation. It is often required to be a skilled drawer and have commendable
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understanding how three-dimensional figures work in two-dimensional setting, if
a person’s goal is to be a skilled traditional animator.

Stop-motion is also one of the first animations genres invented. Stop motion is
formed by taking individual photographs of a three- or two-dimensional scene,
while making small alterations to the animated character and scene in-between
the shots. Afterwards the photos are edited into a film or video file, and while
playing them through the content in the photographs seem to be moving. (Stop
Motion Magazine 2019). Practically stop motion ‘stops’ the movement, but the
abrupt look in the animation is considered ideal when animating using the style
in question.

A sub-genre for stop-motion animation is clay animation. This genre of animation
is animated using stop-motion, but it uses specifically puppets in the animation
which can be moulded like clay during animating. However, today these puppets
are more commonly made from plastic that resembles clay. A rig is often built
inside of the puppet to make even the tiniest movements more achievable.

Another sub-genre of stop-motion is the cut-out -style. This animation technique
is also executed as stop-motion, but instead of three-dimensional puppets it uses
elements which are created out of paper and cardboard in a two-dimensional
setting. The cut-out technique is also used when animating by using a computer,
while the puppets are also often rigged.

PICTURE 19. Cut-out -style ending credits of Pikku Kakkonen from 1983

The most recently sparked genre on animation is computer generated 3D
animation. In practice three-dimensional computer graphics have been able to be
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animated since the early 1970’s (Utterson 2011). The major reason for 3D
animation to gain popularity among animation studios could simply be the slightly
faster speed of creating it when compared to hand-drawn animation. 3D
animation is also often adapted into acted movies owing to the realistic look that
it today allows. Similarly to digital cut-out animated characters, 3D characters are
also rigged and animated by using a similar method in three-dimensional setting.
Today virtual reality also allows the displaying of 3D animation.

Pikku Kakkonen uses sets of specific visual imageries that have been specifically
created for the brand’s visual look. Therefore, when considering the thesis
animation project, it was made clear that the animations would be executed using
Pikku Kakkonen’s brand based imagery, specifically vector graphics. The
animations of the project were created using the cut-out style, since it is a suitable
technique for animating two-dimensional digital graphics.

2.3.2 Pixel based graphics

All computer-generated graphics displayed on screen are rendered as pixels, and
historically pixels were the first way to produce digital graphics. The ability to have
graphics in different formats comes down to how the pixel is rendered. In different
formats pixels act in variable ways. For example, in the GIF pixels tend to show
as more defined due to compressing. This occurs because of the limited number
of colours which the GIF can use. However, in PNG format the individual pixels
are more difficult to see due to its lossless compression, which makes it a more
ideal format for example for photographs and digital illustrations.

Due to rendering compression of the GIF, it is only able to show a limited number
of colours. Because of this, GIFs that have a wide colour scheme show a lot of
individual pixels. The graphics used in the thesis project only use 32 different
colours in total, so they were ideal for making animated GIFs, which is being
discussed more later in the thesis.
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2.3.3 Vector based graphics

Vector graphics are initially pixels, which are rendered into format that does not
lose its quality when scaled (TechTerms n.d.). Vector-based graphics got into
hype in the early 1990’s as computer generated animation began developing and
started to be used as motion graphics. For vector graphics it is usual to have
clear, unified colour surfaces, which makes it ideal for example to be rendered
into files with a limited colour amount, such as the GIF.

Most of the modern cut-out animation is produced using vector graphics. While
vector graphic animated series may look like traditional hand-drawn animation, it
is not. While animating vector graphics, the character is often rigged. This way
the character is animated by altering its rig and moving it in the scene. This allows
occasionally a faster execution in the animating process, when compared to
hand-drawn animation.

PICTURE 20. Still frame from Hilda, an animated series using vector graphics
(BookTrust 2018)
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3 ANIMATION AS A MEDIUM

Animation works as a vehicle when interpreting a story or other visual
communication that would not be possible to visualized by using actors or sets.
Hence animation is, for example, a suitable communication and storytelling tool
for fantasy-based stories – which physically could not be visualized without it – or
correlatively for a story which could be considered unsuitable in some way, if it
would be presented by actors. Symbolism is also often used in animation, which
can make the overall experience of the medium quite special, since it leaves more
room for interpretation. Since the visual features are drawn, modelled or created
in some other way, it gives animation the possibility to be detailed and polished
on a wide range to capture the desired visual and emotional feel.

In its core animation can be complementary to acted cinema. With help of
animation it is possible to supply elements into movies to depict worlds and
elements. As an example of complementary animation, one is Kill Bill: Volume 1
(2003) – a battle-movie directed by Quentin Tarantino. Most of the movie is
presented through acting, but some scenes which portray violence and
predatorial behaviour involving children are presented through animation.
Animating the scenes might have been the only option to execute them, since
carrying them out using actors would be considered inappropriate. As previously
stated, executing the scenes using animation leaves distance between the viewer
and the actions is the storyline. However, it deserves to be mentioned that every
episode of said movie is made in different genres.

Who Framed Roger Rabbit (1988) by Robert Zemeckis can be used as another
example of complementary animation. The movie consists of actors and
animated characters existing simultaneously in a realistic world. Zemeckis movie
was revolutionary by sparking a whole new way of utilizing animation into acted
cinema. Even though Zemeckis’ movie was one of the first feature length movies
combining live-action and animation, Disney created similar short live-action films
already in the 1920’s (Seastrom 2019).
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      PICTURE 21. Still frame from Who Framed Roger Rabbit (New York Times n.d.)

3.1      Adaptation of storytelling in animation

      Animation is a versatile tool for storytelling since it does not need to follow a
      physical reality, or aesthetic limits. Animation is highly adjustable to capture the
      right feel, and elements in the story can be added through symbolism. At times
      animation can be considered as a less confronting or head-on way of storytelling.
      (Why Animation is best… 2017) This contradicts what was addressed earlier
      about animation being a suitable vessel for disturbing actions, but it is important
      to mention in order to highlight the previously mentioned versatility of the medium.

      3.1.1 Animation and visual arts

      In visual arts, animation can be seen in contemporary art. In contemporary art,
      the stop-motion technique is often used and executed with puppets, clay, painting
      or photographs. Animation in visual art does not necessarily follow storytelling in
      a way like cinematic animation does – in fact it rarely does. In contemporary art
      animation can also be suggestive, meaning that the animation does not follow
      the principles of animation or a unified narrative.

      In Swedish contemporary artist’s Nathalie Djurberg’s claymation video-
      installation named “Tiger licking Girl’s Butt”, a tiger and a naked girl are placed in
      a small room. The girl is drying herself with a towel, while the tiger sleeps on the
      floor. The animal continuously gets up and licks the girl’s rear end, when the girl
      turns around to look at the tiger, which after the viewer is presented a question
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      “Why Do I have the Urge to Do These Things over and over again?”. The
      interaction between the characters is minimal, and there is no effect – in addition
      to text – happening after it. The artistic message is set to have more importance
      than the technical execution of the animation, which is common in contemporary
      art – the animation is not planned to follow the principles of animation and is left
      suggestive, which leaves more room for interpretation considering the artwork.

      PICTURE 22. Still frame from Tiger licking Girl’s Butt (2004)

3.2      Aims of production

      The aim of the animation determines to an extent how it is produced. For
      example, animating motion-graphics for a commercial takes a smaller number of
      workers, time and money than a feature-length animated movie. Regardless of
      the animation technique and the size of the production, there are some steps
      which are almost always followed while producing animation, such as
      scriptwriting, character design, and creating animatics. The aim of the production
      is to make the process effective and result unified.

      When considering the thesis project’s production, the first noticeable fact was that
      the character designs – and their graphics – were previously created and in use
      before the project was started. The graphics combined with the short animation
      loops turned out to be a good combination considering that there would be a
      single person animating the GIFs and animated shorts. Creating short animations
      with readymade vector graphics made the production quick enough for the thesis
      project to be executed in the premeditated time.
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One major part of planning the animated GIFs was also inventing the visual
narration in them, which was executed creating animation breakdowns. This can
be considered as visual scriptwriting for the short animations. Considering that
the animated GIFs were set to be from one to a few seconds long, it was
challenging to insert any major storyline in them, which left the narration in them
quite slim.

In addition to creating short looping animations, the production consisted also
from a couple of composed animated shorts using audio. These shorts were set
to be 10 to 15 seconds long, which made it slightly easier to create a simple plot
for them. However, being myself the only animator and physical editor in the
project, it turned out to be challenging to animate and edit the animated shorts in
time, alongside with the GIFs. In order to save some time, in one of the animated
shorts I used a formerly existing animation sequence from one of the animated
GIFs. However, as the animations were created by a single animator, a unified
cohesion between them was easier to maintain. The functionality of the project’s
production is dissected more later in the thesis.
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      4 ADAPTING THE GRAPHIC INTERCHANGE FORMAT

      In its early use the GIF was used as a decorative element on websites, since it
      was the only way to personalize them. When the format was again in free use
      after 2004, it had a similar phase where GIFs were decorating blogs and people’s
      profiles in one of the first internet-community sites called Myspace. The usage of
      GIFs as decorative elements on websites decreased after web-design started
      developing.

4.1      History

      ” It’s pronounced as JIF not GIF.” – Steve Wilhite (2013)

      Steve Wilhite and his team developed the graphic interchange format in 1987,
      while working for a company called CompuServe (Buck 2012). The first version
      of the GIF is also known by name the name ‘87a’, and it made the animated
      feature of the format possible (TechTerms 2016). GIF stands short for the graphic
      interchange format, and it was the first way to create moving image without it
      taking too much of the computer’s memory. Internet connection speed during the
      time was also slow compared to modern day, which made it more tedious to deal
      with image files. Wilhite and his team figured out how, by using a compression
      algorithm and a specific count of colours, it was possible to create an image
      format that was lighter for the computer to store and send. The World Wide Web
      had not yet seen the light of day, so it was up to companies like CompuServe to
      make it possible to transfer files, thus the invention of GIF became beneficial for
      the company which Wilhite was working for. (Boissoneault 2017)

      The first image published on the web was a GIF (Estes 2015). The first moving
      GIFs had a flipbook styled way of looping the animation. After the GIF quickly
      developed it was used as an accessory on websites, since web-design did not
      exist yet in the form which it does today.
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      In 1994 a company called Unisys made the usage of GIF chargeable (Buck
      2012). The company owned the patent of the LZW algorithm which was used in
      GIF and wanted to start profiting of it. Soon after, developers created the PNG
      format, which upgraded the quality of digital images. This led to the usage of the
      GIF format freezing till the year 2004, when the Unisys’ patent expired.
      (Boissoneault 2017)

      Today GIFs online are used for example in blogging and advertisement. GIF-
      servers like GIPHY make it possible for anyone to upload a GIF online – when
      following the site’s guidelines – and spread it to Facebook, Instagram, Snapchat
      and other social media platforms. GIFs are also possible to make by anyone who
      has access to internet or specific smartphone-apps, which have a feature that
      converts a video into GIF. Using an existing video clip for a GIF takes less time
      and can be considered moderately simple to make, however animating the clip
      will take more time and more demands some technical knowledge of animating.

      But how did the graphic interchange format survive its ‘dark period’, even when
      other image formats were created which have better resolution? The answer
      could lie in the format’s technical qualities. There is still no other file format which
      makes the looping aspect of a video clip possible while taking as little space from
      the computer’s memory. The GIF is also supported as a format by any device,
      from smartphones to wristwatches. However, it deserves to be mentioned that
      some social media sites do not support GIF but prefer using videos.

4.2      Technique and the limits of it

      GIF can show 256 colours, either 8-bit grayscale-images or 8-bit full colour-
      images (TechTerms 2016). The average GIF is from two to six seconds long,
      while technically a GIF can last for several years. In fact, the longest GIF created
      lasts for 1000 years (Dang 2015). However, a GIF longer than several seconds
      is considered a clip. While GIF was originally developed for still images to be
      compressed into a small size, today the image-quality which the file provides is
      too low, for example for digital paintings or photographs to be shown as high-
      definition as they can be.
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      PICTURE 23. PNG (left) and GIF (right) renders of a photo

      The PNG was originally developed for photographs as an alternative to JPG,
      while GIF was planned as a format for still and eventually for moving image.
      Compared to PNG’s ability to include over 16 million colours, it can be stated that
      PNG is a better file option for photographs and other more complexly pixelized
      images than GIF. GIF is suitable for looping short animations and video-clips and
      can be used as a format for simple game-graphics and logos.

      Today GIF animation can be created in many ways. For the beginning a short
      video-clip is needed. For example, from Adobe Photoshop and Adobe Animate it
      is possible to render a file as GIF. Converting a video-file into GIF is also an option
      in Adobe Media Encoder. Many websites and apps like Instagram make it also
      possible to convert a GIF from a video-file and additionally edit it to some extent.

      What makes the GIF also a special file format is the fact that it does not require
      a separate software to play its content. As previously mentioned, this
      convenience can also be a part of the reason for the format to be able to stay in
      use.

4.3      Adapting GIF animation

      Today the adaptation of GIF animation can be seen in many forms in social
      media, idle animations on websites and games, and as part of branding. GIF is
      still used in blogging sites such as Tumblr as re-posted feature, where users ‘re-
      blog’ existing images, GIFs and text posts to their personal blogs to express their
      aesthetics and personality. GIF can also be seen to be used in visual arts,
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possibly because by some aspect it is a quite immediate piece of digital media,
making it a significant medium to work with. Additionally – and most commonly –
GIFs are also adapted to conversations in private messaging servers and forums.

4.3.1 Social media

After the development of smartphones, applications having a direct messaging
feature – such as Whatsapp and Instagram – have increased in use. In those
social media apps, GIFs and stickers are used as part of personification and
conversational flow. Sometimes sending the person you are talking to a dancing
hot-dog just fits the mood of the conversation better – and faster - than trying to
verbalise what you are thinking or feeling.

Because of the project it is important to mention the term “snapping”. This term
refers to Snapchat, which is an application created in 2011 (Adsoup 2018). The
app’s concept is that users can chat and snap photos and videos which are only
visible for 24 hours. The concept of posting temporarily to your social media feed
has then attracted Instagram and Facebook, where the feature is also made
possible, and the products of the thesis project take place.

In these temporary posts – also called as Stories – the users can use decorative
elements in their posts. These small images and GIFs – or animated stickers –
are provided via Instagram and GIF-servers like GIPHY, which is being explained
more later in the thesis.

4.3.2 GIF in use of brands

Brands use the GIF as a promotional and interactive feature between the
customer and their personal connections. As promotion a GIF can be visually
more captivating, memorable and more convenient to distribute via online
conversation, than a static image. This makes it an effective form of
advertisement.
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Vue is a cinema operator managing brands. On their Facebook page called Vue
Cinemas, the operator uses GIFs in their posts for movie promotion (Vue n.d.).
The GIFs are designed to look like a regular post when characters pop out of it,
as if they would be walking over the page. This way of promotion is surprising,
and cause interest for the promoted movie without the consumer feeling like they
are being directly targeted with advertisement.

PICTURE 24. Still of a ‘pop out’ style GIF on Vue’s Facebook page.

Brands also use the format as an interactive feature by releasing animated
stickers, which are focused to be used as communicational elements in the users’
personal messaging application. This way the brand can give goods for the
consumer to spread as indirect advertisement, and possibly spark a positive
emotional impact.

PICTURE 25. My Little Pony Movie themed stickers on Facebook Messenger’s
sticker menu
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4.3.3 GIF and visual arts

The GIF is commonly seen as something having humoristic purpose and lacking
value in a sense that it is a piece of disposable media. However, in May 2017 in
Colorado USA, the Boulder Museum of Contemporary Art opened a Fine Art
exhibition of GIFs. The exhibition consisted of artworks from Canada, Poland,
Slovakia, New York City and other places from artists who submitted their work
to Ello, an art-focused social network. (Wenzel 2017). The exhibition in Boulder
museum was not the only time GIFs have been seen in a gallery space. For
creators it is common to search for new techniques and outlets for their art, and
the GIF has been no exception among contemporary artists.

GIF as a format can supply immediacy in a similar way to a video. Being a short
clip of looping media, GIF provides a form of immediacy. When associating GIFs
with communication, the format offers the feeling of connection, which is also
something that can be searched for in art.

PICTURE 26. Still from Reuben Sutherlands GIF artwork (Monsterpost 2018)

4.3.4 Emotions

At times, textual content is inadequate to pass on desired emotion-based
information. Since the development of digitalisation – in addition to spoken and
written language – we have also started to communicate via emoticons and more
recently emojis, and still and animated stickers - the communicational icons of
the present era.
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