Rotoscoping, Medium Theory, and Digital Cinema
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Daft Punk Collectible Sales Skyrocket After Breakup: 'I Could've Made
BILLBOARD COUNTRY UPDATE APRIL 13, 2020 | PAGE 4 OF 19 ON THE CHARTS JIM ASKER [email protected] Bulletin SamHunt’s Southside Rules Top Country YOURAlbu DAILYms; BrettENTERTAINMENT Young ‘Catc NEWSh UPDATE’-es Fifth AirplayFEBRUARY 25, 2021 Page 1 of 37 Leader; Travis Denning Makes History INSIDE Daft Punk Collectible Sales Sam Hunt’s second studio full-length, and first in over five years, Southside sales (up 21%) in the tracking week. On Country Airplay, it hops 18-15 (11.9 mil- (MCA Nashville/Universal Music Group Nashville), debutsSkyrocket at No. 1 on Billboard’s lion audience After impressions, Breakup: up 16%). Top Country• Spotify Albums Takes onchart dated April 18. In its first week (ending April 9), it earned$1.3B 46,000 in equivalentDebt album units, including 16,000 in album sales, ac- TRY TO ‘CATCH’ UP WITH YOUNG Brett Youngachieves his fifth consecutive cording• Taylor to Nielsen Swift Music/MRCFiles Data. ‘I Could’veand total Made Country Airplay No.$100,000’ 1 as “Catch” (Big Machine Label Group) ascends SouthsideHer Own marks Lawsuit Hunt’s in second No. 1 on the 2-1, increasing 13% to 36.6 million impressions. chartEscalating and fourth Theme top 10. It follows freshman LP BY STEVE KNOPPER Young’s first of six chart entries, “Sleep With- MontevalloPark, which Battle arrived at the summit in No - out You,” reached No. 2 in December 2016. He vember 2014 and reigned for nine weeks. To date, followed with the multiweek No. 1s “In Case You In the 24 hours following Daft Punk’s breakup Thomas, who figured out how to build the helmets Montevallo• Mumford has andearned Sons’ 3.9 million units, with 1.4 Didn’t Know” (two weeks, June 2017), “Like I Loved millionBen in Lovettalbum sales. -
Walt Disney the World of Animation
Ziptales Advanced Library Worksheet 2 Walt Disney The World of Animation Walt always loved drawing...he made a ‘flip-book’ of walking stick figures drawings to amuse his sick sister. Even as a young boy, Walt Disney knew the entertaining power of animation. The ‘flip book’ he made was a rudimentary animation device invented during the 19th century. It produced the appearance of movement by simply ‘flipping’ sequential hand drawn illustrations in a book. This idea was later developed into what we now know as cartoons: sequential drawings, known as ‘cells’, photographed and displayed rapidly. Later, animators utilised techinques such as ‘claymation’ (clay or plasticine figures being manipulated and photographed) and digital animations (using computer software) to create their masterpieces. Task 1: Create an animation using one of the above techniques; flip-book, cartoon, claymation or digital animation. Step 1: Select the technique you are going to use ensuring you have access to the materials/ equipment required. Step 2: Write a short story to be told in the animation using the common elements of a narrative: orientation, complication, series of events, resolution. Step 3: Design a ‘story board’ displaying a rough idea of what will happen in each ‘cell’ of the animation. Step 4: Create the animation and display it to an appropriate audience. Extension Activities: • Research your favourite animated cartoon. (NOTE: It must be suitable for children – not ‘adult’ cartoons such as South Park and Family Guy). Who created the cartoon? When was it created? Where was it created? Where has it been shown? • Identify four different animation techniques used for feature films (for example Rotoscoping, Live Action animation). -
Animation: Types
Animation: Animation is a dynamic medium in which images or objects are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today most animations are made with computer generated (CGI). Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally differ from each other. Apart from short films, feature films, animated gifs and other media dedicated to the display moving images, animation is also heavily used for video games, motion graphics and special effects. The history of animation started long before the development of cinematography. Humans have probably attempted to depict motion as far back as the Paleolithic period. Shadow play and the magic lantern offered popular shows with moving images as the result of manipulation by hand and/or some minor mechanics Computer animation has become popular since toy story (1995), the first feature-length animated film completely made using this technique. Types: Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one against a painted background by rostrum camera onto motion picture film. -
Art | Cinema | New Media | Fashion | Football | Events Τεύχος.17 | Νοέμβριος.06 Διανέμεται Δωρεάν 1,2,3, Go!./01
velvet music | art | cinema | new media | fashion | football | events τεύχος.17 | νοέμβριος.06 | διανέμεται δωρεάν διανέμεται | νοέμβριος.06 | τεύχος.17 1,2,3, Go!./01 faces./04 camera./06 Sharon Lockhart: Remember when time stood still? | velvet Bob Sabiston | Porn ! Porn ! Porn ! | Persona: Winona Ryder τεύχος.17 / νοέμβριος 06 μηνιαία δωρεάν έκδοση Έκδοση / Επιμέλεια: Λάκης & Άρης Ιωνάς Σχεδιασμός: Άντα Θεοδωρακάκη new media./16 Ειρήνη Ζωγράφου Οργάνωση / Προβολή: Second Life, Second Chance Δάφνη Δραγώνα Κατερίνα Ζωγράφου Διεύθυνση διαφήμισης: The Studio (art projects) Υπεύθυνη διαφήμισης: Χριστίνα Ροδοπούλου Διαφημιστικό τμήμα: A brief history of...Anathena | Fox base alpha: Drawing Σοφία Γλυνού screen, Green fingers, Diamonds Are a Girl's best friend, art./12 Μαργαρίτα Τσόμου Η έκθεση της ανησυχίας, Λήδα Παπακωνσταντίνου | Συντάκτες: Damaged Goods (velvet mornings) Λάκης & Άρης Ιωνάς (art) Ξένια Καλπακτσόγλου Χριστόφορος Μαρίνος ides./18 b-s (camera) Νατάσα Γιανναράκη Etienne Charry: O Κύρος Γρανάζης της Pop | Dust Galaxy | Αντρέας Κίκηρας What would have happened if… James | Pick-up | Art Brut (new media) Δάφνη Δραγώνα (b-sides) Δημήτρης Βόγλης Οδυσσέας Νικητιανός Γιάγκος Κολιοπάνος Νίκος Λιάσκας Guest list | After all... (size) Asako Masunouchi size./24 Χριστίνα Ροδοπούλου (football is life) Αντρέας Κίκηρας Συνεργάτες: Ηλίας Παπαζαχαρίας Dr. Faux football is life./26 Μαριλένα Σαλαμάνου Κωνσταντίνος Δαγριτζίκος Look at Us! Δανάη Βαρδαλή Αλεξάνδρα Ζωιοπούλου Αφροδίτη Ψαρρά Νατάσα Χτενά Έκδοση: pot pourri./28 The Studio (art projects) -
The University of Chicago Looking at Cartoons
THE UNIVERSITY OF CHICAGO LOOKING AT CARTOONS: THE ART, LABOR, AND TECHNOLOGY OF AMERICAN CEL ANIMATION A DISSERTATION SUBMITTED TO THE FACULTY OF THE DIVISION OF THE HUMANITIES IN CANDIDACY FOR THE DEGREE OF DOCTOR OF PHILOSOPHY DEPARTMENT OF CINEMA AND MEDIA STUDIES BY HANNAH MAITLAND FRANK CHICAGO, ILLINOIS AUGUST 2016 FOR MY FAMILY IN MEMORY OF MY FATHER Apparently he had examined them patiently picture by picture and imagined that they would be screened in the same way, failing at that time to grasp the principle of the cinematograph. —Flann O’Brien CONTENTS LIST OF FIGURES...............................................................................................................................v ABSTRACT.......................................................................................................................................vii ACKNOWLEDGMENTS....................................................................................................................viii INTRODUCTION LOOKING AT LABOR......................................................................................1 CHAPTER 1 ANIMATION AND MONTAGE; or, Photographic Records of Documents...................................................22 CHAPTER 2 A VIEW OF THE WORLD Toward a Photographic Theory of Cel Animation ...................................72 CHAPTER 3 PARS PRO TOTO Character Animation and the Work of the Anonymous Artist................121 CHAPTER 4 THE MULTIPLICATION OF TRACES Xerographic Reproduction and One Hundred and One Dalmatians.......174 -
The Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
The Formation of Temporary Communities in Anime Fandom: a Story of Bottom-Up Globalization ______
THE FORMATION OF TEMPORARY COMMUNITIES IN ANIME FANDOM: A STORY OF BOTTOM-UP GLOBALIZATION ____________________________________ A Thesis Presented to the Faculty of California State University, Fullerton ____________________________________ In Partial Fulfillment of the Requirements for the Degree Master of Arts in Geography ____________________________________ By Cynthia R. Davis Thesis Committee Approval: Mark Drayse, Department of Geography & the Environment, Chair Jonathan Taylor, Department of Geography & the Environment Zia Salim, Department of Geography & the Environment Summer, 2017 ABSTRACT Japanese animation, commonly referred to as anime, has earned a strong foothold in the American entertainment industry over the last few decades. Anime is known by many to be a more mature option for animation fans since Western animation has typically been sanitized to be “kid-friendly.” This thesis explores how this came to be, by exploring the following questions: (1) What were the differences in the development and perception of the animation industries in Japan and the United States? (2) Why/how did people in the United States take such interest in anime? (3) What is the role of anime conventions within the anime fandom community, both historically and in the present? These questions were answered with a mix of historical research, mapping, and interviews that were conducted in 2015 at Anime Expo, North America’s largest anime convention. This thesis concludes that anime would not have succeeded as it has in the United States without the heavy involvement of domestic animation fans. Fans created networks, clubs, and conventions that allowed for the exchange of information on anime, before Japanese companies started to officially release anime titles for distribution in the United States. -
Usage of 12 Animation Principles in the Wayang
USAGE OF 12 ANIMATION PRINCIPLES IN THE WAYANG KULIT PERFORMANCES Ming-Hsin Tsai #1, Andi Tenri Elle Hapsari *2, # Asia University, Taichung – Taiwan http://www.asia.edu.tw 1 [email protected] * Department of Digital Media Design Faculty of Creative Design 2 [email protected] Abstrak— Wayang kulit merupakan salah satu animasi tertua, animation principles will be used in this paper and further namun hingga kini belum ada penulisan lebih lanjut yang discussed in the following section. membahas tentang hubungan animasi dengan wayang kulit itu Wayang Kulit is the Indonesian shadow puppet theatre, sendiri. Dengan demikian, tulisan ini bertujuan untuk which already been acknowledge in worldwide organization memperlihatkan hubungan antara animasi yang kita kenal saat about The Masterpieces of the Oral and Intangible Heritage of ini dengan pertunjukan wayang kulit, menggunakan 12 prinsip dasar dari animasi sehingga terlihat persamaan penggunaan Humanity. It was a list maintained by UNESCO with pieces teknik yang ada dalam hubungannya dengan proses yang of intangible culture considered relevant by that organization. lainnya. The goal of this paper is to take a closer look at 12 principle of animation used in wayang kulit performances. The animation principles designed by Disney animators Kata kunci— Teknik animasi, 12 prinsip animasi, wayang kulit themselves, will act as guidelines to test the quality of Abstract— Wayang Kulit has been known as one of the oldest animation used in wayang kulit performances techniques, by animation; however, there is no definitive methodology that analyzing the use of the 12 traditional animation principles in supports the development process of these animation performances it. -
The Illusion of Life: Disney Animation Interactive Edition
The Illusion of Life: Disney Animation Interactive Edition By Michelle L. Walsh Submitted to the Faculty of the Information Technology Program in Partial Fulfillment of the Requirements for the Degree of Bachelor of Science in Information Technology University of Cincinnati College of Applied Science June 2006 The Illusion of Life: Disney Animation Interactive Edition by Michelle L. Walsh Submitted to the Faculty of the Information Technology Program in Partial Fulfillment of the Requirements for the Degree of Bachelor of Science in Information Technology © Copyright 2006 Michelle Walsh The author grants to the Information Technology Program permission to reproduce and distribute copies of this document in whole or in part. ___________________________________________________ __________________ Michelle L. Walsh Date ___________________________________________________ __________________ Sam Geonetta, Faculty Advisor Date ___________________________________________________ __________________ Patrick C. Kumpf, Ed.D. Interim Department Head Date Acknowledgements A great many people helped me with support and guidance over the course of this project. I would like to give special thanks to Sam Geonetta and Russ McMahon for working with me to complete this project via distance learning due to an unexpected job transfer at the beginning of my final year before completing my Bachelor’s degree. Additionally, the encouragement of my family, friends and coworkers was instrumental in keeping my motivation levels high. Specific thanks to my uncle, Keith -
Two Page Summary Venture Capital Pitch 2020 Brent J
TWO PAGE SUMMARY VENTURE CAPITAL PITCH 2020 BRENT J. ZORICH MA BSID ENTREPRENEUR AND PRINCIPAL TECHNICAL ARTIST PORTFOLIO SUMMARY WWW.BRENTZORICH.COM RESUME ACADEMICS • DESIGN DEPT RANKED TOP 10 NATIONALLY • UNDERGRAD DESIGN STUDENT BODY PRESIDENT • ACCAD GRAD DEPT FOUNDED CGI IN 1960’S • UNDERGRAD DESIGN THESIS: NIKE RETAIL DESIGN • BEST PRACTICES REVIEW COMMITTEE • • COFOUNDER • • MASTERS THESIS: AUTORIGGING DINOSAURS IN PYTHON OUTREACH PROGRAM • EXECUTIVE TRAINEE • • SIGGRAPH & GDC BOOTHS • ADODE PRERELEASE ARCHITECTURE TEAM FOR FIRMS RANKED #1 AND #2 LEAD RIGGING BASKETBALL RIGGING RIGGING RIGGING PHOTOSHOP ON CENTRAL FOOTBALL PROTOTYPING PROTOTYPING THE IPAD PRO 2 GLOBALLY SMART SKINNER RIGGING PIPELINE SOFTWARE: 6. GENERATE ILM LEVEL KEYFRAME CONTROL RIG OPTIMIZE CHARACTER FOR 1. START WITH YOUR MODEL CONTROL RIG INSTANTLY 7. WITH GUI BUTTONS 8. IN GAME USE WITH GUI • WROTE ENTIRE TECHNOLOGY BY MYSELF IN MEL AND PYTHON • CUSTOMIZABLE UPON REQUEST: FEATURED AT SIGGRAPH AND GDC GENERATE AND ALIGN 2. SKELETON WITH GUI ATTACH MODEL TO • ADVISED BY ILM COFOUNDER AFFILIATE TO NOT SELL BELOW $20 MILLION SKELETON AND PICK REFERENCE IN ZBRUSH, NEXT - • 3 ACQUISITION REVIEWS WITH 3 SEPARATE FORTUNE 100 COMPANIES THE NUMBER OF SKIN 3. INFLUENCES WITH GUI GEN, OR MOBILE PROXY WITH CORRECT SKIN WEIGHTS THAT • RAISED INVESTMENT MONEY FROM BANKING ALUM OF HARVARD AND YALE ALIGNS WITH MODEL. TRANSFER WEIGHTS THEN UNREFERENCE. TEST SKIN WEIGHTING WITH • FEATURED ON THE COVER OF A WORLDWIDE MAGAZINE 4. THIS HAPPENS ALL WITHIN GUI. 5. GUI POSER LIBRARY • TECH BURNED TO WORLDWIDE MAGAZINE’S INCLUDED ACCOMPANYING DVD OVER 80 HOURS SAVED • 250 UNIVERSITIES ON 6 CONTINENTS RECEIVED PRODUCT EITHER 6. 9. -
Think Film! on Current Practices and Challenges in Film Culture: a Documentation of a Student Symposium 2020
Repositorium für die Medienwissenschaft Adriane Meusch, Bianka-Isabell Scharmann u.a. (Hg.) Think Film! On Current Practices and Challenges in Film Culture: A Documentation of a Student Symposium 2020 https://doi.org/10.25969/mediarep/13589 Veröffentlichungsversion / published version Konferenzbeitrag / conference object Empfohlene Zitierung / Suggested Citation: Meusch, Adriane; Scharmann, Bianka-Isabell (Hg.): Think Film! On Current Practices and Challenges in Film Culture: A Documentation of a Student Symposium. Frankfurt am Main: Zenodo 2020. DOI: https://doi.org/10.25969/mediarep/13589. Erstmalig hier erschienen / Initial publication here: https://doi.org/10.5281/zenodo.3662799 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung 4.0/ Lizenz zur Verfügung gestellt. Nähere Attribution 4.0/ License. For more information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by/4.0/ http://creativecommons.org/licenses/by/4.0/ THINK THINK FILM! Edited by Adriane MeuschandBianka- Adriane Edited by Isabell Scharmann On Current Practices and Challenges in Film Culture: A Documentation of a Student Symposium Think Film! On Current Practices and Challenges in Film Culture: A Documentation of a Student Symposium Edited by Adriane Meusch & Bianka- Isabell Scharmann Frankfurt am Main, 2020 Editors Adriane Meusch and Bianka-Isabell Scharmann, in collaboration with Michelle Rafaela Kamolz https://thinkfilmsymposium.wordpress.com Copy Editor Carly Crane Graphic Design Muriel Serf (mmm.do) Bibliographic information of the German Library The German Library catalogues this publication in the German National Bibliography; detailed bibliographic information can be found on the Internet website: http://dnb.d-nb.de.