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What goes into making an animated film?disneyanimation.com
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▲▼ HelloUsername20:52 hn>

Previous discussion: 09.feb.2022 https://news.ycombinator.com/item?id=30241966 166 comments

▲▼ gnabgib20:54 hn>

Popular in:

2022 (276 points, 167 comments) https://news.ycombinator.com/item?id=30241966

2024 (118 points, 22 comments) https://news.ycombinator.com/item?id=41204228

▲▼ ktallett20:54 hn>

This reminds me of a very similar Disney exhibition at Miraikan in Tokyo back in 2017 that showed what went into making an animated film. It was a fascinating exhibition, that focused a lot on Moana but had a range of other films on show that they explained the process behind. The fact we have so many people dedicated to one short movie is amazing and in my eyes always worth the effort.

▲▼ toofy21:15 hn>
>The fact we have so many people dedicated to one short movie is amazing and in my eyes always worth the effort.

i’m convinced this is where much of the magic comes from.

it’s the same as why often music written and played by an group of musicians who specialize in their instrument is often so much better than the music from a solo who records each instrument themselves.

▲▼ Animats21:16 hn>

Now go watch "Kono Express". Disney laid off an animator from the Star Wars factory, and he's cranking out stuff about as good as Disney Animation all by himself. With Unreal Engine and AI tools, of course.

It's been a long time since there was an ink and paint department.

▲▼ TomGarden21:27 hn>

I opened this with an open mind, but it felt dead and AI immediately to me. Neural Viz, however, had succeeded in making things I find watchable all by himself[0] by working around some of the current weaknesses and by having stellar human writing. Perhaps unsurprisingly, it seems he got burnt out from doing it all alone so it's been a while since the last upload. The Remo Green one is my favorite[1].

[0]https://www.wired.com/story/the-future-of-ai-media-parody-of...

[1]https://www.youtube.com/watch?v=5bYA2Rv2CQ8

▲▼ pants221:41 hn>

Neural Viz had really good consistency and really good scripts, also importantly knew to write the story around the limitations in what AI could do, including using non-human characters to avoid that uncanny valley that I immediately see in the Kono Express video. Truly a master at his craft, it's a shame he hung it up!

▲▼ Animats02:13 hn>
>I opened this with an open mind, but it felt dead and AI immediately to me.

Episode 1 is. He's getting better at this. By episode 3, the characters have come alive and the scenery is really good.

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▲▼ shooly21:32 hn>
>he's cranking out stuff about as good as Disney Animation all by himself

https://www.youtube.com/watch?v=ikm5lP0zsi0

Yeah... no. Not at all. It's just classic AI slop.

▲▼ echelon21:37 hn>
>classic AI slop

A lot of AI content is better than human slop.

Gossip Goblin is fantastic.

Some people are making absolute banger content with AI. It's all in who's at the helm and what their storytelling capabilities and taste/aesthetics are.

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▲▼ monk_grilla06:42 hn>

The fact that someone can honestly say this is anywhere near the level of any professional animation is truly baffling.

Just the first two shots alone are full of horrible, stilted and morphing animation, no consistency between shots, no particular art style at all.

This is not a creative work or art in any form I recognise.

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▲▼ latexr08:18 hn>
>about as good as Disney Animation

I’ve never seen a Disney animation where they focus on the character’s shoes so they can magically tie a shoelace that is already tied, then put on a jacket through the sleeve, then walk a boring long time with bad cuts and choppy frames so the character can put on another jacket from the front which morphs into a onesie.

I disagree it gets much better after episode 3, as you claim in other comments. Gave episode 4 a shot and it’s still full of stiff movement, bad faces, bad pacing, bad dialogue.

That anyone thinks this looks like professional animation is the reason professionals are struggling. Let’s stop devaluing the craft and start paying attention to what goes into it. Details make the piece.

▲▼ nstart08:45 hn>

Seeing comments here arguing about the quality of this. To me it shows how much loss of love there is for the details in arts. Episode 1 for example immediately starts with jank when the camera shifts to the closeup of the guy packing the bag. Suddenly the woman in the background is in a position that should be impossible relative to where he was in the first shot. In any normal film it would be jarring. A 1st semester film student with a smartphone would know to setup the scene better than that.

Saw folks saying it improves in each episode. Skipped to chapter 6. First shot shows a disjointed stairway. And then a boy coming skating into view in a different spot and picking up the board which flips in an impossible way.

There's interesting stuff being experimented on in the AI video space that I keep an eye on. The Naruto "live action" is an interesting experiment that pushes the boundary on character + scene control. It's obvious copyright to me and probably gets far purely because of the source material it can reference. Which means artists have done a lot of the visual hard work already. But it's still a good example of where the frontier could be if piloted carefully. This kono express however, is in fact, slop.

▲▼ metalman21:36 hn>
▲▼ pelcg04:09 hn>

Thanks for the links, will check them out.

▲▼ zuInnp21:40 hn>

Hm that’s interesting, I would have thought that Pixar and Disney Animation use the same render software, but no.

▲▼ diskzero22:49 hn>

Dreamworks used Renderman(Pixar’s Renderman) along with several other commercial package for a Shark Tale. When Dreamworks acquired PDI, who made Shrek under contract for DWA, there was essentially a war between the two pipelines and PDI won. I was on the PDI side of the company, but there was a lot of positive things about the Renderman pipeline.

▲▼ kirugan23:06 hn>

I wonder why PDI was better than Renderman ?

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▲▼ dahart23:13 hn>

Hey I was on the PDI side as well, ahoy, nice to see you here! I had forgotten about Shark Tale using RenderMan, but I will say to the degree there was competition and to the degree that PDI won any pipeline battles, DWA eventually won the war. :P ;) There was plenty of cooperation as well, it just takes time for two companies to integrate, and plenty of people on both sides were quite attached to the cool tools they made. (I was certainly guilty!)

PDI’s toolset was pure magic for it’s time. When I joined, I was in heaven with how easy it was to make procedural animation, build new effects that crossed pipeline stages, render anything you could imagine… I wished I could share it with researchers and hobbyists.

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▲▼ dahart23:01 hn>

Both companies each had their own renderer & rendering development team before the acquisition. And their own pipelines. A couple decades later, that’s still true.

▲▼ bsenftner03:54 hn>

Because all this animation tech is a moving target, each production's management chooses the software and versions of that software a production will use and then freeze it. So the studios already have in place a subsystem for every production to be running different software for different productions, doing the same jobs as other productions using other software. This allows some experimental renderer to be used in some sequences, and so on, as well as trials of all kinds of software too, such as AI tracking of camera paths, and the soft and hard objects in their view, AI assisted rendering, assisted color timing assistance and then experiments directly with AI video models in a hybrid pipeline.

▲▼ amelius22:01 hn>
>Each frame is on screen for approximately 0.04 seconds

Is this training material for LLMs?

This comment (c) copyright by amelius, not for training AI.

▲▼ solyin22:15 hn>

Everything is. Including this comment. And yours. But if that's the thought upon looking at that post that you need to share, you might need to touch grass, as they say.

The earliest mention I could find for the page is from Feb 2022, which predates ChatGPT, so it wasn't made for that purpose.

https://www.reddit.com/r/Screenwriting/comments/slfb1q/disne...

▲▼ amelius22:26 hn>

Thanks, I updated the license on my comment.

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▲▼ latexr08:54 hn>
>The earliest mention I could find for the page is from Feb 2022

That comment says the page was about Encanto. It’s now about Zootopia 2. Clearly they’re updating the page.

But I agree it’s absurd to claim Disney would be making pages like this as training material for LLMs.

▲▼ lern_too_spel22:33 hn>

Reddit's Terms of Service allow for AI training of any material you post here, and you agreed to that before posting your comment.

▲▼ wincy23:29 hn>

This isn’t Reddit?

▲▼ studyturtlehq22:17 hn>

Very relevant, here is an animated film I just worked on. Coming from software development, I had to learn everthing on my own and studied Disney and Pixar quiet a bit, so this was very helpful. It was very fun and hard to learn, would love your thoughts :) https://www.youtube.com/watch?v=XcZ-nGvkg0U

▲▼ blobbers22:49 hn>

This is exactly how I break down my AI films, but with a bit more primitives!

▲▼ studyturtlehq22:56 hn>

what primitives do you use?

▲▼ as1mov23:47 hn>

You should probably break them down a little further and throw them straight away in the bin.

▲▼ satvikpendem02:25 hn>

AI films will be as normalized in 20 years as CGI is right now, even though both had their controversies when they started out.

▲▼ nickjj23:17 hn>

I remember seeing a Pixar documentary a really long time ago where someone talked about attention to detail. The designers would fully texture out the inside of a dresser draw that will never be shown in the film. The idea was imagine how much attention to detail and time is spent on the things that will be seen. Pure craftsmanship.

▲▼ scoot23:22 hn>

Quite the opposite. Texturing something they know will never be seen was (at least in those days) time not spent paying attention to detail on the things that will be.

I do understand it from an artistic perspective, and who knows when and how an asset will be used in the future; but the premise doesn't appear to hold water under scrutiny.

▲▼ dahart23:34 hn>
>The designers would fully texture out the inside of a dresser draw that will never be showing in the film. The idea was imagine how much attention to detail

Hehe, as an ex FX animator/TD, this sounds kinda funny to me, there’s likely more to the story. If they knew for sure the textures weren’t going to be shown, it’s a waste of time, not craftsmanship or attention to detail. But it’s plausible because often modeling & surfacing departments have to start work before the shots & camera are fully planned. And sometimes there are camera changes late in the production. It could be that someone’s shot that saw the inside of the dresser drawers got cut, that surfacing expected the drawers to be open in a shot, or that a scene inside the drawer was in storyboards but didn’t make it to layout, stuff like that happens a lot. But no productions are having artists work on stuff that they know will never be shown in the film.

▲▼ satvikpendem02:24 hn>

That's what I'd have thought too, it's more of a just in case thing, if the director later wanted a shot inside the drawer.

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▲▼ nstart07:37 hn>

Yea. As much as I love the details artists will put into a shot, every good animator and VFX person worth their salt also knows every trick in the book to shave time off. Almost no chance they'll design the interior of something thats not planned in storyboard unless they were in concept stage.

▲▼ assimpleaspossi02:18 hn>

You're thinking of Steve Jobs and his attention to detail on the inside of Apple computers; a trait he learned from his father as detailed in the book about him by Walter Isaacson

▲▼ satvikpendem02:23 hn>

Jobs funded and bought Pixar from George Lucas so it's no surprise the same level of detail went into both his companies.

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▲▼ itomato00:37 hn>

Oh, CGI, not cell animation, like in an animated film.

▲▼ proc002:41 hn>

How much of this is AI automating? That drawing of the car design, the storyboarding... isn't generative AI aiming to do away with most of it?

I've been seeing some of the lengthier AI films on X (i.e. the one about badgers vs. rats that looks like Lord of the Rings), and there is certainly a lot of work put into them. However the type of work that goes into them is substantially different than what is shown in this article about Zootopia. There are a lot less decisions made by humans. AI is driving a lot of the creative decisions. In the end you get something good, but is it still riding on the decisions of the training data that came from humans like the ones who made Zootopia by hand crafting every element of it? I think this is an interesting question.

▲▼ ronsor03:02 hn>

The point of storyboarding is to determine what you want to make. I guess you can consider it part of the "prompt."

Not something that can be automated away assuming you still have preferences at all.

▲▼ proc003:57 hn>

Of course, but then you're outsourcing it to the vision of the AI model. I'm just wondering how much of this gap is being overlooked. There is definitely some control being lost but we still don't know how much or how much it's really worth. Will we just get the same types of films with AI over and over? I think it's early but there are some clues by seeing how much work was put into "traditional" workflows that have control over every single detail.

▲▼ autoexec06:27 hn>
>is it still riding on the decisions of the training data that came from humans like the ones who made Zootopia by hand crafting every element of it?

How could it not be? Even if AI spews out a bunch of stuff that humans end up tweaking this limits future human creative output to modifications of whatever AI has already been trained on. It can only lead to a homogenization of art as AI regurgitates past works over and over again, only to be further distilled as new models are trained on little else but it's own slop or variations on it.

What makes animation interesting are the creative decisions. Character design. Prop design. Background design. Story. The more companies choose to use AI instead of letting artists make those creative choices, the more derivative and less interesting animation will become.

▲▼ joddystreet04:47 hn>

So are there more such articles “what goes into making <X>”? that you would recommend? - eg- games, physical objects, hardware, etc?

▲▼ piro091904:56 hn>

Around 2010–2012 I made videos for Vocaloid songs, with the art coming from separate illustrators. Many of them wouldn't send their illustrations split into layers, which made animating them a pain. And even though it was a music video and I asked for more drawings, some just wouldn't listen and sent a single piece with way too much effort poured into it.

▲▼ soon_to_be_sb07:28 hn>

Please bring back gorgeous 2d animations like Aladdin, Lion King, Beauty and the Beast and many many more like those before them!

I understand that it is harder to do 2d than 3d, but may be with LLMs, it is possible again now...

▲▼ downback10:09 hn>

Now that's what I call an interactive web experience, thx for that

▲▼ pluc10:52 hn>

We had an animator do an AMA a few days ago that didn't quite catch on:

https://news.ycombinator.com/item?id=50187389

▲▼ waltbosz11:51 hn>

Is there a way to see the old versions of this page? I really liked the one they did for Encanto. The frame by frame sequence in that one was particularly fun.

That reminds me of a time time. I was visiting a children's museum and they had a exhibit piece where you could use a physical flywheel spinner controller to scrub back and forth in a video. I don't know if that's the standard physical control for video production scrubbing, but it was really fun to use.