MAN U a L MEMO: Pixar User's Manual TO: Pixar Customers FROM: Pixar Documentation Group DATE: December 2, 1986
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Pixar's 22 Rules of Story Analyzed
PIXAR’S 22 RULES OF STORY (that aren’t really Pixar’s) ANALYZED By Stephan Vladimir Bugaj www.bugaj.com Twitter: @stephanbugaj © 2013 Stephan Vladimir Bugaj This free eBook is not a Pixar product, nor is it endorsed by the studio or its parent company. Introduction. In 2011 a former Pixar colleague, Emma Coats, Tweeted a series of storytelling aphorisms that were then compiled into a list and circulated as “Pixar’s 22 Rules Of Storytelling”. She clearly stated in her compilation blog post that the Tweets were “a mix of things learned from directors & coworkers at Pixar, listening to writers & directors talk about their craft, and via trial and error in the making of my own films.” We all learn from each other at Pixar, and it’s the most amazing “film school” you could possibly have. Everybody at the company is constantly striving to learn new things, and push the envelope in their own core areas of expertise. Sharing ideas is encouraged, and it is in that spirit that the original 22 Tweets were posted. However, a number of other people have taken the list as a Pixar formula, a set of hard and fast rules that we follow and are “the right way” to approach story. But that is not the spirit in which they were intended. They were posted in order to get people thinking about each topic, as the beginning of a conversation, not the last word. After all, a hundred forty characters is far from enough to serve as an “end all and be all” summary of a subject as complex and important as storytelling. -
To Infinity and Back Again: Hand-Drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation
To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation Haswell, H. (2015). To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation. Alphaville: Journal of Film and Screen Media, 8, [2]. http://www.alphavillejournal.com/Issue8/HTML/ArticleHaswell.html Published in: Alphaville: Journal of Film and Screen Media Document Version: Publisher's PDF, also known as Version of record Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights © 2015 The Authors. This is an open access article published under a Creative Commons Attribution-NonCommercial-NoDerivs License (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits distribution and reproduction for non-commercial purposes, provided the author and source are cited. General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected]. Download date:28. Sep. 2021 1 To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar’s Pioneering Animation Helen Haswell, Queen’s University Belfast Abstract: In 2011, Pixar Animation Studios released a short film that challenged the contemporary characteristics of digital animation. -
Unix and Linux System Administration and Shell Programming
Unix and Linux System Administration and Shell Programming Unix and Linux System Administration and Shell Programming version 56 of August 12, 2014 Copyright © 1998, 1999, 2000, 2001, 2002, 2003, 2004, 2005, 2006, 2007, 2009, 2010, 2011, 2012, 2013, 2014 Milo This book includes material from the http://www.osdata.com/ website and the text book on computer programming. Distributed on the honor system. Print and read free for personal, non-profit, and/or educational purposes. If you like the book, you are encouraged to send a donation (U.S dollars) to Milo, PO Box 5237, Balboa Island, California, USA 92662. This is a work in progress. For the most up to date version, visit the website http://www.osdata.com/ and http://www.osdata.com/programming/shell/unixbook.pdf — Please add links from your website or Facebook page. Professors and Teachers: Feel free to take a copy of this PDF and make it available to your class (possibly through your academic website). This way everyone in your class will have the same copy (with the same page numbers) despite my continual updates. Please try to avoid posting it to the public internet (to avoid old copies confusing things) and take it down when the class ends. You can post the same or a newer version for each succeeding class. Please remove old copies after the class ends to prevent confusing the search engines. You can contact me with a specific version number and class end date and I will put it on my website. version 56 page 1 Unix and Linux System Administration and Shell Programming Unix and Linux Administration and Shell Programming chapter 0 This book looks at Unix (and Linux) shell programming and system administration. -
Frame by Frame
FRAME BY FRAME by Glen Ryan Tadych As we celebrate Thanksgiving and prepare Watching it as an adult though is a different experi- ences go, “What is this?!” And while this factor is for the holiday season, some of cinema’s most ence sure enough, as I’m able to understand how what made Toy Story memorable to most audiences Lasseter’s work on the short film and other TGG anticipated films prepare to hit theaters, most the adult themes are actually what make the film so upon leaving the theater, the heart of the film still projects landed him a full-time position as an notably Star Wars: The Force Awakens. This moving. lies beneath the animation, the impact of which is interface designer that year. However, everything past Wednesday, Disney and Pixar’s latest what makes Toy Story a classic. changed for TGG in 1986. computer-animated adventure, The Good Today, I see Toy Story as the Star Wars (1977) of Dinosaur, released nationwide to generally my generation, and not just because it was a “first” Toy Story’s legacy really begins with Pixar’s be- Despite TGG’s success in harnessing computer positive reception, but this week also marked for the film industry or a huge critical and commer- ginnings in the 1980s. Pixar’s story begins long be- graphics, and putting them to use in sequences another significant event in Pixar history: the cial success. Like Star Wars, audiences of all ages fore the days of Sheriff Woody and Buzz Lightyear, such as the stained-glass knight in Young Sherlock 20th anniversary of Toy Story’s original theatri- worldwide enjoyed and cherished Toy Story because and believe it or not, the individual truly responsible Holmes (1985), Lucasfilm was suffering financially. -
Patricia Seybold's UNIX in the Office
Periodicals Printed Information 111 Audience CommUNIXations 12345678910 Non-wizard Wizard Background Publisher: /usr/group 12345678910 Commercial Scientific/Research Product Reviews This is /usr/group’s monthly newsletter. It reports 12345678910 /usr/group activities and prints several commercially- Useless Useful oriented papers each month, in effect, spanning Editorial/Technical Content the gap between UniForum conferences. In this respect, it is comparable to the commercial UNIX 12345678910 Useless Useful magazines, except this is free when you become a member of /usr/group. Audience ;login: 12345678910 Non-wizard Wizard Background Publisher: USENIX Association 12345678910 Commercial Scientific/Research Product Reviews This is the USENIX Association’s monthly newslet- 12345678910 ter. It is one of the oldest regularly published UNIX Useless Useful periodicals. Apart from reporting on USENIX activ- Editorial/Technical Content ities, ;login: prints several technical papers each month, in effect, spanning the gap between 12345678910 Useless Useful USENIX conferences. ;login: is free to all members of the USENIX Association. Audience Patricia Seybold’s UNIX in the Office 12345678910 Non-wizard Wizard Background 12345678910 Publisher: Patricia Seybold’s Office Commercial Scientific/Research Computing Group Product Reviews 12345678910 Useless Useful This newsletter specializes in UNIX in the office. It Editorial/Technical Content includes product reviews, trends and some extreme- ly technical and in-depth analysis. Very expensive. 12345678910 Useless Useful 112 Printed Information Periodicals Audience UNIGRAM • X 12345678910 Non-wizard Wizard Background 12345678910 Publisher: Miller Freeman Publications Commercial Scientific/Research Product Reviews 12345678910 Useless Useful The only weekly UNIX newsletter. Market-oriented Editorial/Technical Content stories on new products, mergers, large contracts, joint-marketing agreements, analysis of companies, 12345678910 market trends, etc. -
Lights, Camera, Media Literacy! the PIXAR STORY by Leslie Iwerks
Lights, Camera, Media Literacy! THE PIXAR STORY By Leslie Iwerks When you hear the phrase or statement (“in quotes”), place a checkmark next to it. __1) “The art challenges technology. Technology inspires the art.” __2) “The best scientists and engineers are just as creative as the best storytellers.” __3) “This marriage of art and science was the combined dream of three men… the creative scientist Ed Catmull, the visionary entrepreneur Steve Jobs, and the talented artist John Lasseter.” __4) “The teachers at Cal Arts were none other than Disney’s legendary collaborators from the 1930’s known as “The Nine Old Men” who taught the essence of great character animation.” __5) “TRON, a live-action feature using the latest computer technology, was screened for employees at the [Disney] studio.” __6) “Computer animation excited me so much. I wasn’t excited about what I was seeing, but the potential I saw in all this.” __7) “If it had never been done before doesn’t mean it can’t be done.” __8) “…no one wanted to do it except for Lasseter.” __9) “He got fired, because, honestly, the studio didn’t know what to do with him.” __10) “During a lot of the early days, artists were frightened of the computer.” __11) “In the 1960’s, the University of Utah set up one of the first labs in computer graphics, headed by the top scientists in the field.” __12) “Here was a program in which there was art, science, programming altogether in one place, a new field. It was wide open. Just go out and discover things and explore right at the frontier.” __13) “Ed’s computer-animated film of his own left hand was the first step in the development of creating curved surfaces, wrapping texture around those surfaces, and eliminating jagged edges.” __14) “Alex Schure, the president of New York Tech, hired Ed to spearhead the new computer graphics department to develop paint programs and other tools to create art and animation using the computer. -
Deux Hommes Et Un Ordinateur
Deux hommes et un ordinateur David J. du Colombier Jean-Baptiste Campesato 30 d´ecembre 2006 1 Cet article n’est pas pr´esent´eici sous sa forme finalis´eeet est encore en cours de r´edaction.Par cons´equent, de nombreuses erreurs peuvent encore subsister et plusieurs parties n’ont pas encore ´et´e´ecrites ou sont encore en cours de r´edaction. Ce document est propri´et´ede ses auteurs, et toute reproduction est proscrite. 2 Table des mati`eres 1 Introduction 4 2 MULTICS 4 3 Unix Time-Sharing System[3] 4 3.1 La naissance d’Unix . 4 3.2 Unix Time-Sharing System[4] .............................. 4 3.3 Le langage B[5] ...................................... 5 3.4 Le langage C[7] ...................................... 5 3.5 L’´evolution d’Unix Time-Sharing System . 5 3.6 Unix Time-Sharing System 6, 7 et UNIX 32V . 6 4 UNIX System 6 4.1 Les d´ebuts de l’Unix de AT&T . 6 4.2 UNIX System V . 6 4.3 UnixWare . 7 5 BSD, Berkeley Software Distribution [11] 7 5.1 1BSD et 2BSD . 7 5.2 3BSD et 4BSD . 7 5.3 USL et BSDI . 7 6 XENIX 8 6.1 Microsoft . 8 6.2 Santa Cruz Operation . 8 7 Le tournant des laboratoires Bell 8 7.1 Unix Time-Sharing System . 8 7.2 Plan 9 from Bell Labs[12] ................................ 8 7.3 Inferno . 9 8 ”The Unix Wars”[14] 10 9 MINIX et Linux 10 9.1 MINIX[15] ......................................... 10 9.2 Linux . 10 3 R´esum´e Cet article aborde que certains points essentiels de l’histoire d’Unix, il ne s’agit que d’une approche. -