Understanding Animation


Author: Paul Wells
Publisher: Routledge
ISBN: 1136158731
Category: Performing Arts
Page: 280
View: 538

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: 3425

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: 580

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 3D Animation Using Maya


Author: John Edgar Park
Publisher: Springer Science & Business Media
ISBN: 9780387269047
Category: Computers
Page: 313
View: 6321

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

Understanding Motion Capture for Computer Animation


Author: Alberto Menache
Publisher: Elsevier
ISBN: 9780123814975
Category: Computers
Page: 276
View: 7219

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

Samurai from Outer Space

Understanding Japanese Animation
Author: Antonia Levi
Publisher: Open Court Publishing Company
ISBN: 9780812693324
Category: Art
Page: 169
View: 9989

Compares Japanese anime to American cartoon animation, and demonstrates that many anime plots are based in Japanese religion

Directing for Animation

Everything You Didn't Learn in Art School
Author: Tony Bancroft
Publisher: CRC Press
ISBN: 1136126538
Category: Art
Page: 256
View: 1515

There’s no class in art school that can teach you this. Believe it or not, there’s a lot more to directing a great animated film than beautiful illustrations and cool characters. You need to bring out your inner creative visionary and take your savvy leadership skills to the front lines - being great with a pencil, brush, or stylus is not enough. Tony Bancroft released his inner creative visionary when creating Mulan. In Directing for Animation he shows you exactly how. Pull the right strings to bring your characters to life and center your story by developing the visual cues that lend to your audiences understanding of the plot, place, and purpose. Tony walks you through the process, bringing you behind the scenes of real, well-known projects - with a little help from some famous friends. Learn from the directors of Aladdin, The Little Mermaid, Ice Age, Chicken Run, and Kung Fu Panda, and see how they developed stories and created characters that have endured for generations. Get the inside scoop behind these major features...pitfalls and all.

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: 9320

A collection of original essays on Hayao Miyazaki's Princess Mononoke, exploring its production, aesthetics, themes, and cultural significance.

Animated Worlds


Author: Suzanne Buchan
Publisher: Indiana University Press
ISBN: 0861969278
Category: Performing Arts
Page: 207
View: 8598

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.

3D Animation Essentials


Author: Andy Beane
Publisher: John Wiley & Sons
ISBN: 1118239059
Category: Computers
Page: 352
View: 7717

The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG) Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-production Dissects core 3D concepts including design, film, video, and games Examines what artistic and technical skills are needed to succeed in the industry Offers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.

Animation in Context

A Practical Guide to Theory and Making
Author: Mark Collington
Publisher: Bloomsbury Publishing
ISBN: 1350033898
Category: Computers
Page: 248
View: 5146

Animation in Context is an illustrated introduction to cultural theory, contextual research and critical analysis. By making academic language more accessible, it empowers animators with the confidence and enthusiasm to engage with theory as a fun, integral, and applied part of the creative process. Interviews with contemporary industry professionals and academics, student case studies and a range of practical research exercises, combine to encourage a more versatile approach to animation practice � from creating storyboards to set designs and soundtracks; as well as developing virals, 3D zoetropes and projection mapping visuals. Mark Collington focuses on a core selection of theoretical approaches that shape animation narrative, supported by a broader set of shared theoretical principles from the worlds of art, design, film and media studies. This discussion is underpinned by cross-disciplinary thinking on a range of topics including genre, humour, montage and propaganda. These are applied to the analysis of a range of animated films and projects from Disney and Animé, to independent artist-filmmakers such as Wendy Tilby, Amanda Forbis and Jerzy Kucia. These ideas are also applied to other uses of animation such as advertising, sitcom, gaming and animated documentary.

Designing Interface Animation

Improving the User Experience Through Animation
Author: Val Head
Publisher: Rosenfeld Media
ISBN: 1933820160
Category: Computers
Page: 240
View: 9640

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.

How to Make Animated Films

Tony White's Masterclass Course on the Traditional Principles of Animation
Author: Tony White
Publisher: Taylor & Francis
ISBN: 1136139338
Category: Art
Page: 512
View: 3377

Sadly the days of the traditional studio apprenticeship in animation are long gone but this book enables the reader to find the next best thing, watching and observing a Master Animator at work. Become Tony White's personal animation apprentice, and experience the golden era of the great Disney and Warner Brothers studios right in your own home or studio. Tony White's Animation Master Class is uniquely designed to cover the core principles of animated movement comprehensively. It offers a DVD with animated movies and filmed excerpts of the author at his drawing board to illustrate the concepts as the work is being created. Tony White's Animation Master Class offers secrets and unique approaches only a Master Animator could share. The book comes out of the author's six years of real-world professional experience teaching animation, and 30 years of professional experience. Whether you want to become a qualified animator of 2D, 3D, Flash or any other form of animation, Tony White's foundations bring you closer to that goal. The DVD is invaluable, in that readers are not only taught principles and concepts in the book, they are able to see them demonstrated in action in the movies on the DVD.

Action Analysis for Animators


Author: Chris Webster
Publisher: Taylor & Francis
ISBN: 0240812182
Category: Art
Page: 401
View: 3883

Action Analysis is one of the fundamental princples of animation that underpins all types of animation: 2d, 3d, computer animation, stop motion, etc. This is a fundamental skill that all animators need to create polished, believable animation. An example of Action Analysis would be Shrek's swagger in the film, Shrek. The animators clearly understood (through action analysis) the type of walk achieved by a large and heavy individual (the real) and then applied their observations to the animated character of an ogre (the fantastic). It is action analysis that enabled the animation team to visually translate a real life situation into an ogre's walk, achieving such fantastic results. Key animation skills are demonstrated with in-depth illustrations, photographs and live action footage filmed with high speed cameras. Detailed Case Studies and practical assignments ground action analysis methodology with real life examples. Action Analysis for Animators is a essential guide for students, amateurs and professionals. * A title that unites classic principles of Action Analysis with contemporary workflows. Apply the practices of action analysis to any animaton process. * Extensive illustrations of people and animals in motion that break down the action of animals and humans in a step-by-step manner. * Tips included throughout the book on how to capture motion and analyse action. * Detailed case studies illustrated with line drawings, diagrams, photographs and live action footage, integrate real world examples with practical knowledge. * Website included as a resource for amateur and experience animators, featuring Short Animations and Live Action examples juxtaposed with stills of animals and humans in motion.

Thinking Animation: Bridging the Gap Between 2D and CG


Author: Ron Suppa
Publisher: Cengage Learning
ISBN: 1598632612
Category: Computer animation
Page: 362
View: 1267

Learn how to think before you animate. Thinking Animation is a one-of-a-kind book that emphasizes how artists can use traditional animation techniques and principles with the computer generated animation technology of today. Written by seasoned animators

Animated Storytelling

Simple Steps For Creating Animation and Motion Graphics
Author: Liz Blazer
Publisher: Peachpit Press
ISBN: 0134133773
Category: Computers
Page: 160
View: 9305

Animation is a limitless medium for telling stories. Artists can create worlds, defy gravity, flip from factual to fantasy, and transport audiences to places they never imagined. The challenge is having the discipline to reel it in and be intentional about your storytelling choices. This book shows you how. In Animated Storytelling, you’ll learn how to create memorable stories using animation and motion graphics by following 10 simple guidelines that take you through the stages of concept development, pre-production, storyboarding, and design. Award-winning animator Liz Blazer uses clear examples and easy-to-follow exercises to provide you with the instruction, encouragement, and tools you need to get your designs moving. Whether your goal is to create exciting shorts for film festivals, effective messaging for broadcast or online, or simply to gain a deeper understanding of the medium, Animated Storytelling simplifies the process of creating clear and engaging stories for animation and motion graphics so you can get started easily. In Animated Storytelling, you’ll learn how to: Write a creative brief for your project Find and communicate your story’s big idea Create a tight story using linear and nonlinear story structures Use color to clarify and enrich your story Define the rules for your animated world, and commit to them Ease into the challenging task of animation Make the work you want to be hired to do Share your work with the world!

Understanding Motion Capture for Computer Animation and Video Games


Author: Alberto Menache
Publisher: Morgan Kaufmann
ISBN: 9780124906303
Category: Computers
Page: 238
View: 3498

Motion capture is a technique for recording a performance and then translating it into mathematical terms. Animating motion is critical for the development of applications such as animation, virtual environments and video games. Character animation is the process by which natural movements are modelled and digitized so that digital character movements appear as natural as possible. There are three approaches to character animation: keyframe animation, motion capture, and simulation.

IOS Core Animation

Advanced Techniques
Author: Nick Lockwood
Publisher: Pearson Education
ISBN: 0133440753
Category: Computer animation
Page: 356
View: 1055

Core Animation is the technology underlying Apple's iOS user interface. By unleashing the full power of Core Animation, you can enhance your app with impressive 2D and 3D visual effects and create exciting and unique new interfaces. In this in-depth guide, iOS developer Nick Lockwood takes you step-by-step through the Core Animation framework, building up your understanding through sample code and diagrams together with comprehensive explanations and helpful tips. Lockwood demystifies the Core Animation APIs, and teaches you how to make use of Layers and views, software drawing and hardware compositing Layer geometry, hit testing and clipping Layer effects, transforms and 3D interfaces Video playback, text, tiled images, OpenGL, particles and reflections Implicit and explicit animations Property animations, keyframes and transitions Easing, frame-by-frame animation and physics Performance tuning and much, much more! Approximately 356 pages.

The Animator's Survival Kit

A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators
Author: Richard Williams
Publisher: Macmillan
ISBN: 086547897X
Category: Art
Page: 392
View: 2871

The Academy Award-winning artist behind Who Framed Roger Rabbit? draws on his master instruction classes to demonstrate essential techniques required of animators of any skill level or method, in an updated edition that provides expanded coverage of such topics as animal gaits and live action. Simultaneous.

How to Write for Animation


Author: Jeffrey Scott
Publisher: The Overlook Press
ISBN: 1468304275
Category: Reference
Page: 224
View: 7385

How to Write for Animation is the ultimate guide for anyone with ambitions of writing for the most rapidly developing medium in all of entertainment. In recent years, the world of animation has expanded far beyond the Saturday morning cartoons that generations of Americans grew up watching. Recent years have seen a boom in animation—hit prime-time television series, blockbuster cutting-edge digitally animated features, conventional animation. The expanding market is luring writers who have an eye toward the future and an eagerness to work in a medium where the only limit is the depth on one’s imagination. With step-by-step instructions and the insights of a seasoned veteran, award-winning animation writer Jeffrey Scott details the process of developing even the vaguest of ideas into a fully realized animation script. He details every stop on the road from inspiration to presentation, with sections on premises, outlines, treatments, description, and dialogue, and much more.