Understanding Animation


Author: Paul Wells
Publisher: Routledge
ISBN: 1136158731
Category: Performing Arts
Page: 280
View: 734
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First Published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.

Vom 2D-Trickfilm zum 3D-Animationsfilm

Eine ästhetische Analyse
Author: Sabine Kessel
Publisher: GRIN Verlag
ISBN: 3640394534
Category:
Page: 28
View: 2311
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Studienarbeit aus dem Jahr 2008 im Fachbereich Medien / Kommunikation - Film und Fernsehen, Note: 11 (2,0), Philipps-Universitat Marburg, Veranstaltung: Hollywood and the Digital Image, Sprache: Deutsch, Abstract: Die folgende Arbeit beschaftigt sich mit der asthetischen Entwicklung von zweidimensionalen Trickfilmen und dreidimensionalen computergenerierten Animationsfilmen unter besonderer Betrachtung der Filme The Lion King (1993), Toy Story (1995) und Ice Age (2002). Zu Beginn wird der Animationsfilm an sich definiert, was die Besonderheiten beim Animationsfilm gegenuber dem herkommlichen Spielfilm sind, was einen Animationsfilm ausmacht und wie sich der Animationsfilm in den letzten 15 Jahren verandert hat. In einem zweiten Schritt werden die visuellen und narrativen Besonderheiten des Animationsfilms erklart und verglichen um festzustellen welche Neuerungen in der visuellen und narrativen Ebene durch den CG-Animationsfilm stattgefunden haben. Als letztes wird dann anschliessend untersucht, mit welchen Mitteln der Animationsfilm fur den Rezipienten realistisch wird und ihn in die Geschichte hineinziehen" kann. Dieser Gegenstand wird behandelt, da obwohl der Animationsfilm sich zu einem erfolgreichem und eigenstandigen Genre entwickelt hat und sowohl beeindruckende Bilder, als auch eine uberzeugenden Handlung vorweist, seine Bedeutung oft unerkannt bleibt und das image" eines unbedeutenden Kinderfilms" hat. Vor allem bei den neueren dreidimensionalen Animationsfilmen besteht oft der Vorwurf, dass sie nur mit imposanten Bildern uberzeugen und so Publikum anlocken, als Geschichten aber nichts vorzuweisen haben. Diese Arbeit wird die Asthetischen Mittel hervorheben mit denen Animationsfilme arbeiten und untersuchen, ob die Handlung durch das imposante filmische Bild der neueren dreidimensionalen CG-Animationsfilme wirklich abgeflacht ist. Des Weiteren wird ermittelt werden, warum das doch bewusst unrealistische" Bild des Animationsfilms den Rezipienten uberzeugt"

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: 4542
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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.

Mastering Autodesk 3ds Max Design 2010


Author: Mark Gerhard,Jeffrey Harper,Jon McFarland
Publisher: John Wiley & Sons
ISBN: 9781118059418
Category: Computers
Page: 912
View: 7259
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The only comprehensive tutorial/reference exclusively devoted to Autodesk's robust architectural visualization software 3ds Max Design is a powerful real-time 3D design, modeling, and animation tool for architectural visualizations. This book covers all the software's crucial features, including how to simulate and analyze sun, sky, and artificial light-crucial factors for sustainable design-and how to define and assign realistic materials and work with AutoCAD and Revit files. You'll quickly learn how to get the most from this powerful software's 3D modeling, animation, and rendering capabilities. McFarland is an Autodesk Authorized Author with professional experience in creating complex visualizations for a large property development company. His real-world focus means workflows and instructions are professional and proven, and projects will include those that pros work on every day. Uses actual examples from the author's experience, including retail spaces, small offices, residential developments, and more Concise explanations, focused examples, step-by-step instructions, and hands-on tutorials teach the basics and fine points of the software Covers all the essential features, such as how to simulate and analyze sun, sky, and artificial light Demonstrates efficient use of the interface; how to work with Revit and AutoCAD files; using data, scene management, and solid modeling tools; rendering real-world surfaces; and setting up animated walkthroughs Mastering 3ds Max Design 2010 provides a practical education in using this powerful architectural visualization tool.

Animating Film Theory


Author: Karen Beckman
Publisher: Duke University Press
ISBN: 0822376814
Category: Performing Arts
Page: 376
View: 6968
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Animating Film Theory provides an enriched understanding of the relationship between two of the most unwieldy and unstable organizing concepts in cinema and media studies: animation and film theory. For the most part, animation has been excluded from the purview of film theory. The contributors to this collection consider the reasons for this marginalization while also bringing attention to key historical contributions across a wide range of animation practices, geographic and linguistic terrains, and historical periods. They delve deep into questions of how animation might best be understood, as well as how it relates to concepts such as the still, the moving image, the frame, animism, and utopia. The contributors take on the kinds of theoretical questions that have remained underexplored because, as Karen Beckman argues, scholars of cinema and media studies have allowed themselves to be constrained by too narrow a sense of what cinema is. This collection reanimates and expands film studies by taking the concept of animation seriously. Contributors. Karen Beckman, Suzanne Buchan, Scott Bukatman, Alan Cholodenko, Yuriko Furuhata, Alexander R. Galloway, Oliver Gaycken, Bishnupriya Ghosh, Tom Gunning, Andrew R. Johnston, Hervé Joubert-Laurencin, Gertrud Koch, Thomas LaMarre, Christopher P. Lehman, Esther Leslie, John MacKay, Mihaela Mihailova, Marc Steinberg, Tess Takahashi

Understanding Motion Capture for Computer Animation and Video Games


Author: Alberto Menache
Publisher: Morgan Kaufmann
ISBN: 9780124906303
Category: Computers
Page: 238
View: 8417
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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.

Understanding 3D Animation Using Maya


Author: John Edgar Park
Publisher: Springer Science & Business Media
ISBN: 9780387269047
Category: Computers
Page: 313
View: 8445
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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

Understanding Motion Capture for Computer Animation


Author: Alberto Menache
Publisher: Elsevier
ISBN: 9780123814975
Category: Computers
Page: 276
View: 3082
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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 Japanese Animation: the Hidden Meaning Revealed


Author: Otto von Feigenblatt
Publisher: Lulu.com
ISBN: 0557024226
Category: Animated films
Page: 88
View: 2516
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A concise introduction to the complex world of Japanese Animation. This book reveals the hidden meaning behind many culture-specific themes and also explains the socio-political importance of the animation industry.

The Animated Bestiary

Animals, Cartoons, and Culture
Author: Paul Wells
Publisher: Rutgers University Press
ISBN: 0813546435
Category: Social Science
Page: 236
View: 3116
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Cartoonists and animators have given animals human characteristics for so long that audiences are now accustomed to seeing Bugs Bunny singing opera and Mickey Mouse walking his dog Pluto. The Animated Bestiary critically evaluates the depiction of animals in cartoons and animation more generally. Paul Wells argues that artists use animals to engage with issues that would be more difficult to address directly because of political, religious, or social taboos. Consequently, and principally through anthropomorphism, animation uses animals to play out a performance of gender, sex and sexuality, racial and national traits, and shifting identity, often challenging how we think about ourselves. Wells draws on a wide range of examples, from the original King Kongto Nick Park's Chicken Run to Disney cartoonsùsuch as Tarzan, The Jungle Book, and Brother Bearùto reflect on people by looking at the ways in which they respond to animals in cartoons and films.

Animation in the Home Digital Studio

Creation to Distribution
Author: Steven Subotnick
Publisher: CRC Press
ISBN: 1136132945
Category: Art
Page: 240
View: 7788
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So you want to create animation! Where do you start? With an idea. This creative, exercise-packed guide contains examples and idea-generating activities. What tools do you need? Your computer, simple software programs, and your imagination. This book will tell you how to utilize these tools. Must you spend your life savings on your set-up? No. The author's charts and project timelines will guide you and make the overwhelming simple, and keep your shopping lists manageable. With Animation in the Home Digital Studio, amateurs and animation students alike can learn how to create a variety of computer animations: from puppet to clay to pixilated, drawn and cartoon. This book contains a CD-ROM loaded with animation clips and exercises. The book's 8-page color insert illustrates stills from the work of independent animators around the world. The book's guide to resources contains a comprehensive list of contests, shows, societies, organizations, e-zines, and more. Steven Subotnick takes a personal approach to animation. His book is for artists, amateurs, professionals, students, and anyone who wants to use animation as a means of expression. It explains how to create a variety of animations: from puppet to cutout, and from drawn to object animation. Subotnick covers the use of popular software products, including Macromedia Flash, Adobe Photoshop®, Adobe Premiere®, Digidesign ProTools Free, and others.

Filmgeschichte als Krisengeschichte

Schnitte und Spuren durch den deutschen Film
Author: Michael Wedel
Publisher: transcript Verlag
ISBN: 3839415462
Category: Performing Arts
Page: 464
View: 4259
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Politische Einschnitte, kulturelle Antinomien und gesellschaftliche Umbrüche prägen den deutschen Film von seinen Anfängen bis in die unmittelbare Gegenwart. Dieses Buch ist der Versuch, Filmgeschichte im Zeichen einer »Krisenhistoriografie« von ihren Grenzphänomenen und Übergangserscheinungen her zu erkunden. Wie Filme ihre historische Bedingtheit ästhetisch verhandeln, ist die Ausgangsfrage des Buches, das »Geschichte« auf diese Weise durch die Filme denkt, anstatt über sie hinweg. Quer zu etablierten Epochengrenzen gilt das Interesse historischen Ungleichzeitigkeiten und ästhetischen Verwerfungen, an denen vor allem die vergangenen Gegenwarten oder auch die zu bestimmten Zeitpunkten dem Film in Deutschland gerade noch - oder eben nicht mehr - möglichen Zukunftshorizonte sichtbar werden.

iOS 6 Application Development For Dummies


Author: Neal Goldstein,Dave Wilson
Publisher: John Wiley & Sons
ISBN: 1118550137
Category: Computers
Page: 576
View: 4386
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Create incredible apps for the iPhone and iPad using the latest features of iOS 6 You could be the one who creates the next super app - one that is universal, works for both the iPhone and iPad, and is a top seller. It's a great goal, and the road starts here, with this energizing guide. Whether you're a budding programming hobbyist or a serious developer looking to hit it big, the information in this book is what you need. Learn how to join Apple's developer program, understand key differences between iPad and iPhone apps, download the latest SDK, create great user experiences, and build your very own app from the ground up. You'll gain the valuable hands-on experience you need to take your development skills to the next level by walking through the development process step-by-step and creating two applications. Shows programming hobbyists and programming pros how to develop a universal app for the iPhone and iPad in iOS 6 Explains the process of creating interfaces for each target device and how to merge your designs to create a killer universal app Walks you through the development of two applications, side by side Covers nib files, views, view controllers, interface objects, gesture recognizers, and much more iOS 6 Application Development For Dummies is your guide to bringing all your app ambitions to life!

Human Motion - Understanding, Modeling, Capture and Animation

Second Workshop, HumanMotion 2007, Rio de Janeiro, Brazil, October 20, 2007, Proceedings
Author: Ahmed Elgammal,Bodo Rosenhahn,Reinhard Klette
Publisher: Springer
ISBN: 3540757031
Category: Computers
Page: 332
View: 4230
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This book constitutes the refereed proceedings of the Second Workshop on Human Motion, HumanMotion 2007, held in Rio de Janeiro, Brazil October 2007 in conjunction with ICCV 2007. The 22 revised full papers presented were carefully reviewed and selected from 38 submissions. The papers are organized in topical sections on motion capture and pose estimation, body and limb tracking and segmentation and activity recognition.

Animation, Sport and Culture


Author: P. Wells
Publisher: Springer
ISBN: 1137027630
Category: Performing Arts
Page: 233
View: 9257
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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.

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: 3616
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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.

Animating the Unconscious

Desire, Sexuality, and Animation
Author: Jayne Pilling
Publisher: Columbia University Press
ISBN: 023185014X
Category: Performing Arts
Page: 244
View: 5008
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As critical interest has grown in the unique ways in which art animation explores and depicts subjective experience – particularly in relation to desire, sexuality, social constructions of gender, confessional modes, fantasy, and the animated documentary – this volume offers detailed analysis of both the process and practice of key contemporary filmmakers, while also raising more general issues around the specificities of animation. Combining critical essays with interview material, visual mapping of the creative process, consideration of the neglected issue of how the use of sound differs from that of conventional live-action, and filmmakers' critiques of each others' work, this unique collection aims to both provoke and illuminate via an insightful multi-faceted approach.

iOS App Development For Dummies


Author: Jesse Feiler
Publisher: John Wiley & Sons
ISBN: 1118871073
Category: Computers
Page: 576
View: 6461
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If you’ve got incredible iOS ideas, get this book andbring them to life! iOS 7 represents the most significant update to Apple’smobile operating system since the first iPhone was released, andeven the most seasoned app developers are looking for informationon how to take advantage of the latest iOS 7 features in their appdesigns. That’s where iOS App Development For Dummiescomes in! Whether you’re a programming hobbyist wanting tobuild an app for fun or a professional developer looking to expandinto the iOS market, this book will walk you through thefundamentals of building a universal app that stands out in the iOScrowd. Walks you through joining Apple’s developer program,downloading the latest SDK, and working with Apple’sdeveloper tools Explains the key differences between iPad and iPhone apps andhow to use each device’s features to your advantage Shows you how to design your app with the end user in mind andcreate a fantastic user experience Covers using nib files, views, view controllers, interfaceobjects, gesture recognizers, and much more There’s no time like now to tap into the power of iOS– start building the next big app today with help from iOSApp Development For Dummies!

Flash Professional CS5 and Flash Catalyst CS5 For Dummies


Author: Ellen Finkelstein,Gurdy Leete,Mary Leete
Publisher: John Wiley & Sons
ISBN: 0470646721
Category: Computers
Page: 496
View: 7117
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A full-color guide for getting rewarding results with Flash CS5! Flash is used in the creation of web animation, games, media rich websites, presentations, and more. Adobe's Flash CS5 product has been divided into three separate products custom-tailored for different audiences, and this book covers the Professional product; the traditional animation/media serving tool; and Catalyst, the web/interface design tool. This book provides a fun and friendly full-color guide to Flash and all it can do to add some flair to your site. Walks you through both Professional and Catalyst as well as the traditional Flash animation tool Offers guidance for getting acquainted with the interface; creating images, objects, text, and layers for animation; and working with symbols and buttons Introduces using Flash for online publishing and mobile designs Addresses how to turn existing images into interactive sites or interfaces with Catalyst Offers helpful tips on troubleshooting and best practices for creating interactive websites Using the knowledge you gain from Flash CS5 Professional & Flash CS5 Catalyst For Dummies, you’ll quickly prove that you are not a flash in the pan!

Guide to Computer Animation

For Tv, Games, Multimedia and Web
Author: Marcia Kuperberg
Publisher: CRC Press
ISBN: 1136134867
Category: Art
Page: 264
View: 349
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Any questions you have about 2D or 3D animation in this new digital age are answered in this comprehensive guide for all budding digital animators, games artists and media production students. It is lavishly illustrated with inspirational colour throughout to show you what you can achieve. Whether you want to create moving digital imagery for TV, computer games, or new media you need to understand the production and creative processes, the constraints of each and how they fit together. Ensure you have all you need at your fingertips to compete in this fast-moving arena with this unique book and web package. www.guide2computeranimation.com provides the moving imagery outcomes of some of the animation discussed in the case studies chapter, where top FrameStore-CRC and 3 Ring Circus creatives give you their invaluable behind the scenes perspectives. In addition there are non-software specific 3D tutorials and direct links to a comprehensive range of related websites with further downloadable resources to make sure you stay up-to-date. Marcia Kuperberg is Deputy Head of the School of Media, Arts & Technology, West Herts College, UK. Contributions are also included from Martin Bowman, Rob Manton and Alan Peacock.