Understanding Animation


Author: Paul Wells
Publisher: Routledge
ISBN: 1136158731
Category: Performing Arts
Page: 280
View: 5763
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First Published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.

Understanding Animation


Author: Paul Wells
Publisher: Routledge
ISBN: 1136158804
Category: Performing Arts
Page: 280
View: 6032
DOWNLOAD NOW »
First Published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.

Understanding Animation


Author: Paul Wells
Publisher: Psychology Press
ISBN: 9780415115971
Category: Performing Arts
Page: 265
View: 386
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Understanding Animation offers a number of reasons why animation has been consigned to the margins of film history and criticism, and argues animation's case to be recognised as a significant art form.

Understanding Motion Capture for Computer Animation


Author: Alberto Menache
Publisher: Elsevier
ISBN: 9780123814975
Category: Computers
Page: 276
View: 2265
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Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems Describes all the mathematical principles associated with motion capture and 3D character mechanics Helps you budget by explaining the costs associated with individualized motion capture projects

Understanding 3D Animation Using Maya


Author: John Edgar Park
Publisher: Springer Science & Business Media
ISBN: 9780387269047
Category: Computers
Page: 313
View: 9112
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Many animators and designers would like to supplement their Maya learning with a less-technical, more helpful book. This self-study manual is both a general guide for understanding 3-D computer graphics and a specific guide for learning the fundamentals of Maya: workspace, modeling, animation, shading, lighting, and rendering. Understanding 3-D Animation Using Maya covers these fundamentals in each chapter so that readers gain increasingly detailed knowledge. After an initial 'concepts' section launches each chapter, hands-on tutorials are provided, as well as a chapter project that progressively adds newly learned material and culminates in the final animated short. This is the first book on Maya that teaches the subject using a sensible, proven methodology for both novices and intermediate users. Topics and features: - Proven method that emphasizes preliminaries to every chapter - Integrates the "why" concepts of 3-D simultaneously with the "how-to" techniques - Skills reinforced with tutorials and chapter projects - Real-world experience distilled into helpful hints and step-by-step guides for common tasks

Samurai from Outer Space

Understanding Japanese Animation
Author: Antonia Levi
Publisher: Open Court Publishing Company
ISBN: 9780812693324
Category: Art
Page: 169
View: 1288
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Compares Japanese anime to American cartoon animation, and demonstrates that many anime plots are based in Japanese religion

Prime Time Animation

Television Animation and American Culture
Author: Carol Stabile
Publisher: Routledge
ISBN: 1136481648
Category: Performing Arts
Page: 272
View: 4306
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In September 1960 a television show emerged from the mists of prehistoric time to take its place as the mother of all animated sitcoms. The Flintstones spawned dozens of imitations, just as, two decades later, The Simpsons sparked a renaissance of primetime animation. This fascinating book explores the landscape of television animation, from Bedrock to Springfield, and beyond. The contributors critically examine the key issues and questions, including: How do we explain the animation explosion of the 1960s? Why did it take nearly twenty years following the cancellation of The Flintstones for animation to find its feet again as primetime fare? In addressing these questions, as well as many others, essays examine the relation between earlier, made-for-cinema animated production (such as the Warner Looney Toons shorts) and television-based animation; the role of animation in the economies of broadcast and cable television; and the links between animation production and brand image. Contributors also examine specific programmes like The Powerpuff Girls, Daria, Ren and Stimpy and South Park from the perspective of fans, exploring fan cybercommunities, investigating how ideas of 'class' and 'taste' apply to recent TV animation, and addressing themes such as irony, alienation, and representations of the family.

Animation

Genre and Authorship
Author: Paul Wells
Publisher: Wallflower Press
ISBN: 9781903364208
Category: Performing Arts
Page: 149
View: 5827
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Animation: Genre and Authorship explores the distinctive language of animation, its production processes, and the particular questions about who makes it, under what conditions and with what purpose. In this first study to look specifically at the ways in which animation displays unique models of "auteurism" and how it revises generic categories, Paul Wells challenges the prominence of live-action movie-making as the first form of contemporary cinema and visual culture. The book also includes interviews with Ray Harryhausen and Caroline Leaf, and a full "timeline" of the history of animation.

Designing Interface Animation

Improving the User Experience Through Animation
Author: Val Head
Publisher: Rosenfeld Media
ISBN: 1933820160
Category: Computers
Page: 240
View: 2341
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Effective interface animation deftly combines form and function to improve feedback, aid in orientation, direct attention, show causality, and express your brand’s personality. Designing Interface Animation shows you how to create web animation that balances purpose and style while blending seamlessly into the user’s experience. This book is a crash course in motion design theory and practice for web designers, UX professionals, and front-end developers alike.

Princess Mononoke

Understanding Studio Ghibli's Monster Princess
Author: Rayna Denison,Chris Pallant
Publisher: Bloomsbury Publishing USA
ISBN: 1501329766
Category: Performing Arts
Page: 232
View: 5243
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A collection of original essays on Hayao Miyazaki's Princess Mononoke, exploring its production, aesthetics, themes, and cultural significance.

Re-Imagining Animation: The Changing Face of the Moving Image


Author: Paul Wells,Johnny Hardstaff
Publisher: AVA Publishing
ISBN: 2940373698
Category: Computers
Page: 191
View: 8632
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What’s new in animation? Find out! * Works from artists, animators, film-makers, scholars, archivists * Ideal for serious students of film making and animation In this detailed look at animation today, a series of intriguing case studies are explored from production to final outcome. Each one is considered in terms of meaning, purpose, and effect, then put into context as part of today’s animation culture. Hundreds of illustrations make it easy to follow experimental work from script to screen, exploring the intersections between animation, film, graphic design, and art. With insights from leading U.K. authors on animation, as well as Oscar-winning animators, artists, film makers, scholars, and archivists, Re-Imagining Animation offers the definitive look at animation today.

Timing for Animation


Author: Harold Whitaker,John Halas
Publisher: CRC Press
ISBN: 113613462X
Category: Art
Page: 148
View: 8769
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Written by two internationally acclaimed animators, this classic text teaches you all you need to know about the art of timing and its importance in the animated film. This reissue includes a new foreword by John Lasseter, executive vice president of Pixar Animation Studios and director of 'Toy Story', 'Toy Story 2', 'A Bug's Life' and 'Monsters Inc.' He sets the wealth of information in this classic text in context with today's world of computer animation, showing how this is a must-have text if you want to succeed as a traditional drawn, or computer animator. Learn all the tips and tricks of the trade from the professionals. How should the drawings be arranged in relation to each other? How many are needed? How much space should be left between one group of drawings and the next? How long should each drawing, or group of drawings, remain on the screen to give the maximum dramatic effect? The art of timing is vital. Highly illustrated throughout, points made in the text are demonstrated with the help of numerous superb drawn examples. 'Timing for Animation' not only offers invaluable help to those who are learning the basis of animation techniques, but is also of great interest to anyone currently working in the field and is a vital source of reference for every animation studio. John Halas, known as the 'father of animation' and formerly of Halas and Batchelor Animation unit, produced over 2000 animations, including the legendary 'Animal Farm' and the award winning 'Dilemma'. He was also the founder and president of the ASIFA and former Chairman of the British Federation of Film Societies. Harold Whitaker is a professional animator and teacher. Many of his former students are now among some of the most outstanding animation artists of today.

Animated Worlds


Author: Suzanne Buchan
Publisher: Indiana University Press
ISBN: 0861969278
Category: Performing Arts
Page: 207
View: 7316
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What do we mean by the term "animation" when we are discussing film? Is it a technique? A style? A way of seeing or experiencing "a world" that has little relation to our own lived experience of "the world"? In Animated Worlds, contributors reveal the astonishing variety of "worlds" animation confronts us with. Essays range from close film analyses to phenomenological and cognitive approaches, spectatorship, performance, literary theory, and digital aesthetics. Authors include Vivian Sobchack, Richard Weihe, Thomas Lamarre, Paul Wells, and Karin Wehn.

Unsung Heroes of Animation


Author: Chris Robinson
Publisher: Indiana University Press
ISBN: 9780861966653
Category: Performing Arts
Page: 265
View: 7674
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"When future cinema archaeologists dig deep into the history of the art form that was animation, and its artists, during the late 20th and early 21st centuries, this excellent collection of insightful biographical essays by Chris Robinson, a modern Vasari, will provide invaluable illumination.... Robinson is the perfect guide, viewing as he does over 1,000 animated films a year. His book focuses on a world of little-known, fiercely independent contemporary animators. Robinson writes with keen perception and a critical eye; he is sincere, compassionate, and always passionate about his subjects, many of whom push the borders of film content and technique wide open. His infailingly evocative descriptions of the works make one hungry to see them." —John Canemaker

Shadow of a Mouse

Performance, Belief, and World-Making in Animation
Author: Donald Crafton
Publisher: Univ of California Press
ISBN: 0520261038
Category: Performing Arts
Page: 372
View: 3474
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“Donald Crafton, our lively guide, shows us around a Tooniverse populated by performers, not just images, who engage us in all the ways their flesh-and-blood counterparts do, and then some. Taking classical animation as his terrain, Crafton nevertheless pushes ongoing discussions of performance, liveness, and corporeality in the directions in which they need to go if they are to help us describe and navigate our increasingly virtual worlds.” Philip Auslander, author of Liveness: Performance in a Mediatized Culture "Every once in a while a book comes along that marks a transformational point in its discipline. Such a book is Donald Crafton's Shadow of a Mouse. Crafton skillfully draws together theoretical sources, animation history, technological development, and social analysis, deftly weaving together thinkers from Disney to Deleuze and Sito to Stanislavsky. The result is a substantial rethinking of animation that will reshape traditional approaches to the medium. Crafton's magisterial grasp of theory and history is livened by a true fan's passion for the subject and a keen sense of humor. Shadow of a Mouse is a must-read for anyone with an interest in performance, embodiment, popular culture, race, or reception." Mark Langer, Associate Professor of Film Studies, Carleton University

Animation Sketchbooks


Author: Laura Heit
Publisher: Chronicle Books
ISBN: 9781452119700
Category: Art
Page: 320
View: 6630
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In Animation Sketchbooks, fifty of the leading contemporary talents working in independent animation offer a glimpse into their private sketchbooks. During the conceptual stages of their projects, these groundbreaking and award-winning artists employ a variety of mediums to exercise their creativity, including pencil, paint, collage, puppetry, and photography. Each artist shares a selection of their craft along with personal insights into their influences and the artistic processes behind their unique sketches, character studies, storyboards, and doodles. The range of visions and techniques on display provide endless inspiration and allow a rare insight into the scope of the animator's art.

A Reader In Animation Studies


Author: Jayne Pilling
Publisher: Indiana University Press
ISBN: 0861969006
Category: Performing Arts
Page: 304
View: 3633
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Cartoons—both from the classic Hollywood era and from more contemporary feature films and television series—offer a rich field for detailed investigation and analysis. Contributors draw on theories and methodology from film, television, and media studies, art history and criticism, and feminism and gender studies.

Animation, Sport and Culture


Author: P. Wells
Publisher: Springer
ISBN: 1137027630
Category: Performing Arts
Page: 233
View: 8629
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Animation, Sport and Culture is a wide-ranging study of both sport and animated films. From Goofy to Goalkeepers, Wallace and Gromit to Tiger Woods, Mickey Mouse to Messi, and Nike to Nationhood, this Olympic-sized analysis looks at the history, politics, aesthetics and technologies of sport and animation from around the globe.

Unity Animation Essentials


Author: Alan Thorn
Publisher: Packt Publishing Ltd
ISBN: 1782174990
Category: Computers
Page: 200
View: 4505
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Unity is a feature-rich, fully-integrated development engine that provides out-of-the-box functionality for the creation of interactive 3D content. It is an exciting engine that has a rich and sophisticated animation system called Mecanim. Unity Animation Essentials offers a comprehensive introduction to powerful animation tools and principles in Unity, which can be used to make great games. This book starts by exploring core animation concepts and then dives deeper to demonstrate their practical application in real-time games. This book shares extensive and useful insights to create animations using a professional grade workflow, and to create responses and interactive scenes. Each chapter focuses on a specific range of topics, from timing and events to character animation and particle systems. By the end of the book, you should be able to fully utilize the powers of Mecanim and Unity.

Human Motion

Understanding, Modelling, Capture, and Animation
Author: Bodo Rosenhahn,Reinhard Klette,Dimitris Metaxas
Publisher: Springer Science & Business Media
ISBN: 1402066929
Category: Computers
Page: 633
View: 7234
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The study of human motion dates back more than 2000 years. With the event of information technology, new areas have been added to this field. Research using computer vision and computer graphics contributes to a transformation of biomechanics into a discipline that now applies computing technology throughout; on the other hand, computer vision and computer graphics also benefit from defining goals aimed at solving problems in biomechanics. Besides interactions, all three areas also developed their own inherent research dynamics towards studying human motion. Researchers from all three of these areas have contributed to this book to promote the establishment of human motion research as a multi-facetted discipline and to improve the exchange of ideas and concepts between these three areas. Some chapters review the state of the art whilst others report on leading edge research results, with applications in medicine, sport science, cinematography and robotics.