ABSTRACT
This paper will argue that 3D digital animation, unlike its 2D and stop-motion counterparts, currently lacks recognisable self-reflexive aesthetic devices through which the trace of animators’ labour can be made visible. It will open with a brief history of how animation has previously shown its workings; from the pencil-wielding hand of Émile Cohl to the opening seconds of South Park, plus the intentional and unintentional smears and multiples visible on animation cells. These devices will then be discussed in relation to Marx’s analysis of the commodity in Capital Vol. 1, and how the process of fetishisation is momentarily disrupted by imperfections in the object which have been caused by production errors. These faults reconnect the object to its producer through the trace of (imperfect) labour which remains visible on the surface. In animation, similar (albeit consciously made) ‘errors’ connect the perceptive viewer directly to the work of 2D or stop-motion animators. This paper will argue the need for an equivalent to emerge in 3D digital animation, as well as highlighting some contemporary animators testing and subverting the limits of 3D and sketching some possible ways these might encourage further formal innovations.
Disclosure statement
No potential conflict of interest was reported by the author.
Notes on contributor
Joseph Darlington is Programme Leader for BA(Hons) Digital Animation with Illustration at Futureworks Media School. His primary research focus concerns experimental aesthetics and he acts as a narrative consultant for games and animation [email: [email protected]].