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Elizabeth Pollard

From Wall Paintings to Statues – Animation’s Ancient Past

Written by
Dr. Elizabeth Ann Pollard, Professor of History

Figure 1: (left) Amanda Lanthorne (SDSU Library), Beth Pollard (SDSU History and Center for Comics Studies), and TJ Shevlin (Little Fish Comic Book Studio) at the start of their panel at the Comic-Con Museum. (right) Amanda demonstrates how magic lantern slides work.

This past week brought the exciting opportunity to participate in a panel discussion on the history of animation — Cave Paintings to Comics: A Brief History of Animation — to accompany the new Animation Academy exhibit at the Comic-Con Museum in San Diego’s Balboa Park (see S.C. Bard’s coverage in “SDSU Experts to Discuss History of Animation at Comic-Con Museum,” SDSU NewsCenter 21 February 2023). Although I do not profess to be an expert on modern animation — beyond every ‘80s kid’s heavy dose of after-school Hanna-Barbera and in Saturday morning cartoons like the Flintstones, Scooby Doo, Justice League, and Smurfs — I have spent a lot of time thinking about how art from the distant past came alive for its viewers and the ways that artists long ago worked to breathe life into their creations. My research on women accused of witchcraft in the Roman world spurred my initial explorations of life-breathed-into-art and the relationship between representations and realities [E.A. Pollard, “Witch-crafting in Roman Literature and Art: New Thoughts on an Old Image,” Magic, Ritual, and Witchcraft Vol. 3, Issue 2 (Winter 2008), 119-155]. That professional background aside, my personal interest in the topic is, of course, indelibly marked by my own favorite animated characters … those powerful women who are infinitely more nuanced and compelling than the princess protagonists… namely the witches, from the hand-drawn animation of Art Babbitt’s Evil Queen in Snow White (Disney, 1937) and Marc Davis’s Maleficent in Sleeping Beauty (Disney, 1959) to the stop-motion (make that heart-stopping) Agatha Prenderghast in Paranorman (Laika, 2012). Professional and personal background aside, to prepare for this panel discussion I found myself reflecting on just how far back might the idea and principles of animation go?  

Figure 2: On the walls of Chauvet Cave from Paleolithic France, layered and shaded line-drawings of lions (right) and rhinos (left) may well have appeared animated by torchlight. Image above is a screenshot of Ancient Art Archive’s 3-D Sketchfab rendering of the Chauvet Cave (Available at https://sketchfab.com/3d-models/the-lion-panel-of-chauvet-france-91756bf3395542a289c95e0a28d3ef94; accessed 27 February 2023).

One might reasonably argue that animation is as old as art itself, beginning with cave paintings in the paleolithic era. Scholars have long puzzled over the purpose of the beautiful paintings on the walls of caves dating back to more than 30,000 years ago. Are these paintings somehow the religious devotion of shamans? Recollections of a successful hunt? The result of that very human urge to declare “I am/was here!”? Whatever their purpose, there’s no mistaking the accomplished artistry of these works. And, possibly, their status as the earliest animation. Take for instance, the lions and rhinos from Chauvet cave in France from 30,000-33,000 years ago (See Figure 2). Whoever painted this scene carefully overlaid lions (or one lion?) in slightly different poses, moving towards bison and rhinos who similarly are rendered as what look like multiple layered sketches of the same rhino with head and horn in slightly different position, as if running or nodding. The stroboscopic effect of a flickering, and possibly moving, torch — while someone, perhaps a shaman, told a story — would have brought these images to life for their subterranean spectators. Stroboscopic, or light-flickering, effects are key to the development of modern animation, in such devices as the zoetrope and phenakistiscope from the late 19th century. The same principles would have animated the layered images of animals on cave walls.

Figure 3: (left) Lantern slide image of Tomb of Mera, Sakkara, S10_08_Sakkara from Brooklyn Museum’s Lantern Slide Collection. (right) Plate XXI from Norman Davies, The Mastaba of Ptahhetep and Akhethetep at Saqqareh (1900); accessed via Internet Archive at https://archive.org/details/mastabaptahhete01davigoog/page/n104/mode/2up
Note the progression of images on each register of the line drawing, for instance harvesting papyrus (top left) and wrestling (top right). To a viewer in ancient Egypt or to one pulling the image through a lantern slide three thousand years later these step-by-step progressions may well have produced an animated effect.
Figure 3: (left) Lantern slide image of Tomb of Mera, Sakkara, S10_08_Sakkara from Brooklyn Museum’s Lantern Slide Collection. (right) Plate XXI from Norman Davies, The Mastaba of Ptahhetep and Akhethetep at Saqqareh (1900); accessed via Internet Archive at https://archive.org/details/mastabaptahhete01davigoog/page/n104/mode/2up
Note the progression of images on each register of the line drawing, for instance harvesting papyrus (top left) and wrestling (top right). To a viewer in ancient Egypt or to one pulling the image through a lantern slide three thousand years later these step-by-step progressions may well have produced an animated effect.

Other nods to a deep history for animation might be found in tomb paintings of ancient Egypt, such as the tombs of Mera (or Mereruka) and of Ptah Hotep, from Saqqara of the late third millennium BCE (See Figure 3). The registers on these tomb paintings show repeating images performing the same task/pose and/or images at slightly different stages of the same task, whether collecting papyrus stalks from a marsh or wrestling (among other activities).  Whoever may have viewed these images or, as with the paleolithic images whatever their purpose, the sequence of images lends itself toward interpretation as an animated step-by-step scene beyond the narrative of sequential art, which tends to ask the reader to do more closure between panels. It’s almost as if one could place these images on a series of flipped pages and see the scene progress. What’s all the more fascinating and “meta” is that many of the images we have today of these ancient tomb paintings were captured on slides for viewing in magic lanterns which themselves hold a place in the more modern history of animation. If such slides were drawn across the viewer of the magic lantern, they may well have brought ancient Egypt to life for the ca. 1900 viewer, just at a time when Egyptomania was at its height and modern animation was in its infancy. To take the ancient Egyptian example even more “meta”, it’s quite striking that Dreamworks appears to have acknowledged modern animation’s debt to ancient Egyptian artistic aesthetics. The scene in Prince of Egypt (Dreamworks, 1998) in which Moses learns, through his torchlit viewing of Egyptian wall art, of the slaughter of Hebrew children demonstrates in animated form the way that such wall art may have been perceived as animation long ago. [Dreamworks once again paid homage to a different kind of ancient art’s influence on animation in Kung Fu Panda 2 (2011). The final credits consciously echo the style of East Asian and Southeast Asian shadow puppetry, yet another ancient art form that brought static images to life through manipulation of light and shadow. It’s worth noting that Laika’s Kubo and the Two Strings (2016) gives off some serious shadow puppetry vibes, as well.]

Figure 4: Dramatic scene from Dreamworks’ Prince of Egypt (1998) offers an imagining of how  torchlight may have animated the repeating images in Egyptian wall art … and shows Dreamworks’ clever homage to a deep history of animation.
Figure 4: Dramatic scene from Dreamworks’ Prince of Egypt (1998) offers an imagining of how  torchlight may have animated the repeating images in Egyptian wall art … and shows Dreamworks’ clever homage to a deep history of animation.

In addition to wall art from paleolithic to ancient Egypt (and, the repeated imagery one sees on such classical bas relief as the tribute bearers at Persepolis or on the Parthenon frieze from the fifth century BCE), arguably another type of ancient animation is the imagery on Greek vases. The showpiece François Vase from sixth-century BCE Etruria beautifully demonstrates the storytelling capacity of this medium. Participants at a gathering at which this piece may have been used for mixing and serving wine would have viewed (from top to bottom register): a boar hunt, the funeral games of Patroclus (Achilles dragging body of Hector), the wedding of Thetis and Peleus (with its who’s-the-fairest apple story that started the Trojan War), the ambush and killing of Troilus by Achilles, sphinxes and griffins, and pygmies and cranes. One could argue whether such vase painting is better interpreted as sequential art (more like a comic) or animation (of the repeating type, as described already, in Egyptian, Persian, and Greek wall art). Nonetheless, the Panoply Vase Animation Project has demonstrated the ways that modern animation can bring the stories on these vases to life for modern viewers; with Greek music playing in the background, the project animates the stories on Greek vases showing the action that is implied in the otherwise static images. Such modern animation of ancient vase art provides an imaginative illustration of how vase images might have come to life in the eyes of those who viewed them in antiquity by the flickering firelight of a wine-lubricated symposium.  

Figure 5: (left) Sixth-century BCE François Vase, as an example of sequential storytelling bordering on animation on black-figure pottery (from Wikimedia Commons) (right) 1887 Drawing of the François Vase (from Wikimedia Commons)
Figure 5: (left) Sixth-century BCE François Vase, as an example of sequential storytelling bordering on animation on black-figure pottery (from Wikimedia Commons) (right) 1887 Drawing of the François Vase (from Wikimedia Commons)

A final example of ancient animation comes in the form of statuary; in particular, statuary that captures the moment of a transformation. Greek and Roman classical texts record a range of shocking transformations … for example, Callisto transformed into a bear to escape a rapacious pursuer (Ovid, Metamorphoses II.401-ff) or Pygmalion’s statue come to life (Ovid, Metamorphoses X.243-ff).  [Side note: Interestingly, Encyclopedia Britannica lists Pygmalion as the legendary first animator for this act of creation (https://www.britannica.com/art/animation).] While statues of these transformational moments existed in antiquity, the 17th-century Bernini sculpture of Daphne’s transformation offers a great example of how a moment captured in stone can embody action in a way that makes it seem almost alive. As a viewer circles Bernini’s statue, what looks like Daphne’s hair and upwards reaching arms become bark and branch of the laurel tree into which she has been transformed. The scene in stone comes alive, in all its action and pathos. Interpreting scenes of transformation captured in stone as a kind of animation might seem a stretch were it not for the reportage of the imaginative second-century writer Apuleius, whose own Metamorphoses (or Golden Ass) tells a magical story of a man transformed into a donkey and then returned to male form through the grace of Isis. Apuleius’s novel recounts the visit of his lead character Lucius to the house of a witch. Apuleius describes the city in which the house Lucius is visiting as a place where it seemed “everything had been transformed by some dreadful incantation” such that “soon the statues and images would start to walk” (Apuleius, Golden Ass, Book II.1-5; A.S. Kline’s 2013 translation of the passage available here). In this passage, Apuleius describes a statue group in which the mythological character Actaeon is depicted at the moment when he is transformed into a stag to be devoured by Artemis’s dogs. Apuleius writes that the statue was so naturalistic that if the viewer gazed into the reflecting pool in which the statue was located, the viewer would have seen in the water’s reflection a “quality of movement.” Whatever one thinks of Apuleius’s story about witches and transformations, he gives modern readers an idea of how an ancient viewer might have seen a statue rendered in the shimmer of a reflecting pool as a kind of animation.

Figure 6: Two views of Bernini’s 17th-century Apollo and Daphne, currently in the Borghese Gallery in Rome (from Wikimedia Commons). Circling the statue gives the viewer different moments in Daphne’s transformation from nymph to laurel tree. And Apuleius’ narrative demonstrates how an imaginative viewer might have seen these dynamic statues as alive, especially when reflecting in a rippling pool.
Figure 6: Two views of Bernini’s 17th-century Apollo and Daphne, currently in the Borghese Gallery in Rome (from Wikimedia Commons). Circling the statue gives the viewer different moments in Daphne’s transformation from nymph to laurel tree. And Apuleius’ narrative demonstrates how an imaginative viewer might have seen these dynamic statues as alive, especially when reflecting in a rippling pool.

Animation… the Latin etymology of the word conjures up the idea of the animus, a breath of life infused into an otherwise inanimate object. Taking the time to muse on a deep history of animation breathed life into the topic for me. Torchlit images in paleolithic caves or Egyptian tombs … or even the vases viewed through wine-goggled eyes of symposium attendees or statues observed in rippling reflective waters by fiction authors with overactive imaginations … none of these had the huge audience of twentieth-century and later animation. Nonetheless, these examples do suggest a long history of artists making images and stories come alive. 

Headshot of Professor Pollard

Elizabeth Pollard is Distinguished Professor for Teaching Excellence at San Diego State University, where she has taught Roman History, World History, and witchcraft studies since 2002. She co-directs SDSU’s Center for Comics Studies and recently debuted a Comics and History course exploring sequential art from the paleolithic to today. Pollard is currently working on two comics-related projects: an analysis of comics about ancient Rome over the last century and a graphic history exploring the influence of classical understandings of witchcraft on their representations in modern comics. Pollard has co-authored a world history survey (Worlds Together, Worlds Apart) and has published on various pedagogical and digital history topics, including DH approaches to visualizing Roman History.

Categories
Grace deVega

“Sourcing the Sounds” – An Origin Story

Written by Grace deVega
SDSU History Major, 2022

All comic heroes need a compelling origin story: Spider-Man with Uncle Ben, Batman with his parents in the alley, or the Teenage Mutant Ninja Turtles with the toxic waste in the sewers. These beginnings shape their characters and lay the foundation for the rest of the series. For exhibits, the beginning stages of curation serve a similar purpose, especially when it comes to sourcing the materials for the collection. These sources serve as both the basis upon which the exhibit will make its argument and the catalyst that compels patrons to interact.

You could say I am on my personal Ninja-Turtle-and-toxic-sewer-waste origin story journey, albeit without the superpowers and affinity for pizza, as I begin to curate materials for my exhibit on depictions of sound in comics. Now that I have completed the bulk of the background research, my main focus has been on sourcing examples from a variety of places. Throughout this process, I have learned how to broaden my approach to sourcing and to tackle topics from multiple, and often new, angles.

If the Teenage Mutant Ninja Turtles’ superhero origins stories revolve around an love for pizza, mine would certainly revolve around music. As someone who has both performed in ensembles for many years and conducted previous research on depictions of music in sequential art, I decided to start the curation process with locating materials for the music category because it was a topic with which I was most familiar. Because this exhibit is being developed in coordination with the Center for Comics Studies, I plan to have nearly all of the materials come from SDSU and, more specifically, the comics in the Special Collections that can be found via the SDSU Library’s ComicsHub. I learned early on that the sheer number and variety of comics that SDSU offers meant that I needed to quickly narrow my field in order to find comics about music. In order to achieve this, I created a list of keywords related to music and then began to search for comics that included those words in their titles and synopses. Such words included “band,” “concert,” “instrument,” “singer,” “piano,” “guitar,” and “drums.” From there, it became a process of reading through the selection for any references to music in their imagery, symbols, content, plotlines, and characters. At the same time, I relied on secondary scholarship, namely peer-reviewed articles, that discussed music for further examples. It was, in a sense, a sort of reverse engineering where I relied on the secondary material to find primary evidence that I could then look for and include in my own research. Both of these types of sourcing were invaluable in helping me curate a variety of comics that feature music in different forms.

I then moved on to explore comics that feature onomatopoeia, or words formed from the sound with which they are associated, such as bang, zap, and pow. Whereas music in comics is often plot or character specific, onomatopoeia and sound effects are found in nearly every comic in some capacity, so it is difficult to search by keywords. As such, I had to adapt my process for setting search parameters. One of the easiest ways to limit the comics was to search by national origin. I hope to analyze onomatopoeia in comics across languages and nationalities in the exhibit, so looking through the foreign-language comics that SDSU possesses was a simple but effective way to both find evidence and narrow down the searches. In terms of English-language comics, I provided the repository with specific time period and publisher parameters so that I could curate a cross-section of what I believed represented the different genres, eras, styles, and artists from the collection. The intention behind this search was to use these comics as starting points for finding trends or patterns of onomatopoeiae that I could then go back and look for in the ComicsHub. For example, based on the various noir-style comics that I pulled in my initial search, I found these types of comics often forgo flashy forms of onomatopoeia for the sake of style. Therefore, if I need further evidence of noir-style onomatopoeia or of subtle uses of sound effects in the future, I can search for them in the repository based on the criteria set by these original noir comics. I am still in process with looking for onomatopoeia, particularly in unusual or novel forms, but breaking down the ComicsHub into manageable pieces has been helpful in setting a baseline for my continued research.

In addition to these efforts in the ComicsHub and Special Collections, I have also ventured into sourcing via other means than traditional database mining. Recently, I crowdsourced my question via Twitter, reaching out to the comics scholars that collaborate on that platform. My tweet received substantial engagement from academics that shared their personal and classroom encounters with onomatopoeia in comics. I was surprised by the level of interaction, as well as the specificity of answers. Additionally, it was fascinating to watch the reach of the tweet expand over the course of several days as it became liked and reposted by scholars across the country and even the globe. 

Beyond diving into the digital sphere, I took a physical venture into new sourcing avenues by touring the Comic-Con Museum in Balboa Park, San Diego. All of my other exhibit tours have been virtual, so the Comic-Con Museum offered a fresh perspective on showcasing comics in museum settings. The museum currently features an exhibition on the history and cultural impacts of Spider-Man and includes several different digital displays and activities. I was particularly intrigued by a sound booth that plays the original Spider-Man song through a set of ear pieces. I found many examples of comics that I hope to explore further, as well as learned new comics organization techniques and ways to integrate interactivity into exhibits.

Grace deVega standing in front of the entrance to the Comic-Con Museum.
My first visit to the Comic-Con Museum in Balboa Park, San Diego.

Throughout this entire research journey, one of the most surprising aspects has been the fact that this type of curation does not follow a linear path. In contrast to what I believed going into the work, there is no fixed set of steps where one article would lead to an example of a specific comic and that comic would then be sourced and added to the collection. Instead, it is an iterative process: a series of backtracking, starting over, and jumping from idea to idea, which creates a long, complicated, and often cyclical flow of scholarly discovery. Exploring this is an exciting path of research just one of the many lessons I have learned and will continue to learn throughout my academic adventure into the aural.

Photo of Grave deVega.

Grace deVega (she/her) is a Fourth Year History and Political Science student at San Diego State University. She previously won the President’s Award at the SDSU Student Research Symposium and 1st Place in her Division at the CSU Research Competition for her research into the impacts of the 1986 Philippines People Power Movement on nonviolent revolutions. She has also played clarinet for the past twelve years, including in the SDSU marching and concert bands, which is where her passion for music and aural studies derives.