Shifting Sands: Contemporary Trends in Powder Animation
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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. -
Giovanna Belico Cária Guimarães O Boneco – Personagem
Giovanna Belico Cária Guimarães O Boneco – Personagem: Caracterização do personagem de animação Stop-motion Universidade Federal de Minas Gerais Escola de Belas Artes Mestrado em Artes 2012 1 Giovanna Belico Cária Guimarães O Boneco – Personagem: Caracterização do personagem de animação Stop-motion Dissertação apresentada ao Programa de Pós-Graduação em Artes da Escola de Belas Artes da Universidade Federal de Minas Gerais, como requisito parcial à obtenção do título de Mestre em Artes. Área de Concentração: Arte e Tecnologia da Imagem. Orientador: Maurício Silva Gino Belo Horizonte Escola de Belas Artes /UFMG 2012 2 Ficha catalográfica (modelo) Guimarães, Giovanna Belico Cária, 1975. O Boneco-Personagem: caracterização do personagem de animação stop-motion / Giovanna Belico Cária Guimarães. – 2012 102 f.: il. – Orientador: Maurício Silva Gino Dissertação apresentada ao Programa de Pós-Graduação em Artes da Escola de Belas Artes da Universidade Federal de Minas Gerais, como requisito parcial à obtenção do título de Mestre em Artes. 1. Boneco – Personagem - stop-motion - Arte – Cinema de Animação 2. Escultura - Teatro I. Gino, Maurício Silva, 1966 - III. Universidade Federal de Minas Gerais. Escola de Belas Artes IV. Título. CDD: CDU: código p/BIB/EBA 3 AGRADECIMENTOS Ao professor Francisco Marinho, com quem iniciei esse projeto. Ao professor Maurício Gino, pela orientação e apoio ao longo de todo o processo, sobretudo durante as (tantas) crises. Ao professor José Américo (in memorian) que contribuiu com suas sugestões e apontamentos. Aos professores Heitor Capuzzo e Ana Lúcia Andrade, que me contagiaram com o encanto pelo cinema e pelo stop-motion. A todo o apoio recebido da Escola de Belas Artes, da UFMG e da CAPES, fundamental para a conclusão desse projeto. -
Animation 1 Animation
Animation 1 Animation The bouncing ball animation (below) consists of these six frames. This animation moves at 10 frames per second. Animation is the rapid display of a sequence of static images and/or objects to create an illusion of movement. The most common method of presenting animation is as a motion picture or video program, although there are other methods. This type of presentation is usually accomplished with a camera and a projector or a computer viewing screen which can rapidly cycle through images in a sequence. Animation can be made with either hand rendered art, computer generated imagery, or three-dimensional objects, e.g., puppets or clay figures, or a combination of techniques. The position of each object in any particular image relates to the position of that object in the previous and following images so that the objects each appear to fluidly move independently of one another. The viewing device displays these images in rapid succession, usually 24, 25, or 30 frames per second. Etymology From Latin animātiō, "the act of bringing to life"; from animō ("to animate" or "give life to") and -ātiō ("the act of").[citation needed] History Early examples of attempts to capture the phenomenon of motion drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting Five images sequence from a vase found in Iran to convey the perception of motion. A 5,000 year old earthen bowl found in Iran in Shahr-i Sokhta has five images of a goat painted along the sides. -
Faea-Fresh-Paint-Fall-2021.Pdf
FALL 2021 Volume 44 • Issue 2 The 2021 Annual What Affect Theory Conference Can Tell Us About Registration Becoming an Art Information Teacher and Schedule Preview Museum Spotlight: Orlando Museum of Art Tissue Vases Lesson Plan for Grades K-6 Royal & Langnickel Big Kids’ Choice Lil’ Grippers Deluxe Assorted Set of 6 Item #06082-1669 Blick Liquid Watercolors Item #00369 Transform plastic bottles and cups into colorful, textural containers for plants and flowers. Upcycle everyday objects to create 3D artwork! Using a mixture of water and medium, students layer strips of tissue paper to the outside of discarded plastic containers. Twist, bunch, and fold to create texture, then add color to create an earth-friendly vase. DickBlick.com/lesson-plans/Tissue-Vases-from-Recycled-Containers/ CHECK OUT NEW lesson plans and video workshops at DickBlick.com/lesson-plans. For students of all ages! Alliance for Young Artists ® Writers& Request a FREE 2021 Catalog! DickBlick.com/requests/bigbook2 Fresh Paint • FAEA Fall 2021 FALL 2021 • Volume 44 • Issue 2 C NTENTS features OUR COVER ARTIST NaTescha Holloway (Grade 8) Swimming with the Koi, 2021 FAEA K-12 Drawing Howard Middle School, Assessment & Teacher: Rachel Buckley Virtual Exhibition The purpose of this publication is to Winners | 13 provide information to members. Fresh Paint is a quarterly publication of Florida Art Education Association, Inc., located at 402 Office Plaza Drive, 2021 Annual Tallahassee, Florida 32301-2757. Conference Schedule FALL digital Preview | 18 Conference digital 13 Winter digital Remembering Spring/Summer digital Nellie Lynch | 25 FAEA 2021 Editorial Committee Lark Keeler (Chair) Jeff Broome What Affect Theory Susannah Brown Claire Clum Can Tell Us About departments Jackie Henson-Dacey Michael Ann Elliott Becoming an Art President’s Reflection | 4 Britt Feingold Heather I. -
The Society for Animation Studies Newsletter
Volume 19, Issue 1 Summer 2006 The Society for Animation Studies Newsletter ISSN: 1930-191X In this Issue: Letter from the Editor Perspectives on Animation Studies Greetings! 2 ● To Animate in a Different Key As a new SAS member, I have found the Jean Detheux Society to be an active, welcoming, and 5 ● Simple Pivot Hinges for Cut-Out stimulating place where experienced and Animations young scholars alike can share their Mareca Guthrie passion for Animation Studies. 9 ● Czech Animation in 2005, An Artist's The SAS Newsletter represents a Journey supportive and convenient forum for our Brian Wells community to contribute to this growing News and Publications academic field and to get to know each other better. It offers an opportunity for 19 • Introductory Issue of Animation: an members to voice our ideas (Perspectives Interdisciplinary Journal on Animation Studies), to promote our Suzanne Buchan recent accomplishments (News and 22 • The Illusion of Life II and New Essays Publications), to learn what the SAS is Alan Cholodenko working to achieve (SAS Announcements), 24 • Between Looking and Gesturing: and to stay in touch with other members Elements Towards a Poetics of the (Membership Information). Animated Image Having no prior editorial experience, I am Marina Estela Graça deeply grateful to SAS president Maureen 25 • Frames of Imagination: Aesthetics of Furniss, webmaster Timo Linsenmaier, Animation Techniques each of this issue’s contributors, and many Nadezhda Marinchevska others for their indispensable help as I SAS Announcements navigated this exciting learning curve. As the Newsletter is only distributed to SAS 27 ● Animation at the Crossroads: 18th members, it can and ought to be tailored to SAS Conference, 7-10 July 2006 fit the needs of its select readership: you. -
MAULANA ABUL KALAM AZAD UNIVERSITY of TECHNOLOGY, WB Syllabus for B. Sc (H) in Animation, Film Making, Graphics & VFX (CBCS)
MAULANA ABUL KALAM AZAD UNIVERSITY OF TECHNOLOGY, WB Syllabus for B. Sc (H) in Animation, Film Making, Graphics & VFX (CBCS) COURSE STRUCTURE (In-house) (Effective from Admission Session 2020 -2021) Total Credit: 140 Semester I I. Core 20 Credits SL Type of Paper Name Paper Code Contracts Total Credits Paper Period per Contact week Hours Theory L P 1 Core Introduction To BAFMGV 101 4 40 4 (C1) Basic Animation 2 Core Introduction to BAFMGV 102 4 40 4 (C2) Film Making Practical 1 Core Traditional BAFMGV 191 2 20 2 (CP1) Animation Lab 2 Core Story & Script BAFMGV 192 2 20 2 (CP2) Writing II. Elective Courses B.1 General Elective Theory General a) Python BAFMGV GE 4 40 4 1 Elective Programming 101 (GE1) b) R Programming Practical General a) Python BAFMGV 1 Elective Programming GEP 191 2 20 2 Practical b) R (GEP1) Programming III. Ability Enhancement Courses 1. Ability Enhancement Compulsory Courses (AECC) Theory Ability Communicative BAFMGV AECC 1 Enhance English I 101 2 20 2 ment Compuls ory Courses (AECC1) Semester II I. Core 20 Credits SL Type of Paper Name Paper Code Contracts Total Credits Paper Period per Contact week Hours L P Theory Introduction to BAFMGV 201 1 Core (C3) Graphic Design 4 40 4 & Visual Art Introduction to BAFMGV 202 2 Core (C4) 2D Animation 4 40 4 Practical Digital Design, 1 Core Info graphics & BAFMGV 291 2 20 2 (CP3) Branding (Adobe Photoshop, illustrator, Corel Draw) 2 Core 2D animation lab BAFMGV 292 2 20 2 (CP4) (Flash) II. Elective Courses B.1 General Elective Theory General a) Web Design BAFMGV 1 Elective b)Computer GE201 4 40 4 (GE2) Networks Practical General a) Webpage BAFMGV 1 Elective Design GEP291 2 20 2 Practical (GEP2) b)Networking Lab III. -
Surrealist Sources of Eastern European Animation Film
BALTIC SCREEN MEDIA REVIEW 2013 / VOLUME 1 / ARTICLE Article Surrealist Sources of Eastern European Animation Film ÜLO PIKKOV, Estonian Academy of Arts; email: [email protected] 28 DOI: 10.1515/bsmr-2015-0003 BALTIC SCREEN MEDIA REVIEW 2013 / VOLUME 1 / ARTICLE ABSTRACT This article investigates the relationship between surreal- ism and animation fi lm, attempting to establish the char- acteristic features of surrealist animation fi lm and to deter- mine an approach for identifying them. Drawing on the interviews conducted during the research, I will also strive to chart the terrain of contemporary surrealist animation fi lm and its authors, most of who work in Eastern Europe. My principal aim is to establish why surrealism enjoyed such relevance and vitality in post-World War II Eastern Europe. I will conclude that the popularity of surrealist animation fi lm in Eastern Europe can be seen as a continu- ation of a tradition (Prague was an important centre of surrealism during the interwar period), as well as an act of protest against the socialist realist paradigm of the Soviet period. INTRODUCTION ing also in sight the spatiotemporal context Surrealism in animation fi lm has been of production. an under-researched fi eld. While several It must be established from the out- monographs have been written on authors set that there are many ways to understand whose work is related to surrealism (Jan and interpret the notion of “surrealist ani- Švankmajer, Brothers Quay, Priit Pärn, Raoul mation fi lm”. In everyday use, “surreal” often Servais and many others), no broader stud- stands for something obscure and incom- ies on the matter exist. -
Animated Spirits: New Animation from Europe 2017 | 3Rd Edition May 9-11, 2017
ANIMATED SPIRITS: NEW ANIMATION FROM EUROPE 2017 | 3RD EDITION MAY 9-11, 2017 19 EUROPEAN COUNTRIES | 44 ANIMATED SHORTS SCREENINGS Tuesday, May 9 | 7.30pm @ The Austrian Cultural Forum NY Wednesday, May 10 | 8pm @ 180 Maiden Lane | Guest Screening @Animation Nights NY Thursday, May 11 | 7pm @ Bohemian National Hall ABOUT THE FESTIVAL Artists from 19 European Union countries illustrate the spirit of experimentation at the Austrian Cultural Forum NY, Animation Nights New York at 180 Maiden Lane and at the Bohemian National Hall on May 9, 10 and 11, 2017. Animated Spirits: New Animation from Europe - Short Film Festival returns for its third year with the most exciting, recent animations from the Old Continent. The third edition includes highlights of the past 2 years from all over the countries of the European Union, fresh student films from leading animation schools in Europe and an expanded selection of Visegrad4 films curated by the Visegrad Animation Forum. Each night is complemented with a panel discussion with gurus of contemporary animation from both sides of the Atlantic. Emphasizing the new, the exciting and the unconventional, while finding the space to reflect on the continuing potential of the traditional techniques, Animated Spirits gives a carefully curated program, selecting from the cream of European animation and illustrating the spirit of experimentation and creativity with discovering the boundaries of the genre. The program was curated by Anna Ida Orosz (HU) animation historian, lecturer at the Moholy-Nagy University of Art and Design Budapest and co- founder of Primanima World Festival of First Animations in Budapest; and Holger Lang (AT) Vienna-based animation artist, filmmaker, producer and teacher, board member of ASIFA Austria. -
BFA - Animation Filmmaking
BFA - Animation Filmmaking SEMESTER I ANI101: Fundamentals of Animation & VFX ● History of Animation. ● Early Forms of Animation : Phenakistoscope, Thaumatrope, U35NIT 1 Zoetrope, Praxinoscope, Cel,Théâtre Optique. ● Evolution of Animation. ● Traditional Animation Vs Digital Animation. ● Types of animation: Traditional animation, Computer based 2D and 3D animation, Typography animation, Stop-motion/Clay animation, Flipbook Animation, Sand Animation, Paint-on-Glass animation, Puppet Animation UNIT 2 ● Animation Tools: Materials used in different types of animations. ● Animation Softwares: 2D and 3D Animation Softwares and their features. ● Rotoscope, Technicolor, Stereo-Optical Process, Multiplane Camera, Xerography ● Physics & Motion: Forces, Momentum & Mass, Friction, Center of Mass ● Principles of animation. UNIT 3 ● Timing: Importance of Timing, Animating Cycles. ● Audio for Animation. ● Case Study of World Animation Films: ● USA: The Flintstones, Toy Story, Beauty And the beast, Sherk UNIT 4 ● Japan: Astro Boy, Kimba the White Lion. ● Italy: Calimero, La Linea. ● India: Chota Bhim, My Friend Ganesha. Learning Outcomes: 1. Students will be able to demonstrate the different forms of Animations. 2. They will be able to identify the regional and cultural influence on animation. Assignments: 1. Describe the mechanism of any of the early forms of creating animation. 2. Explain in detail the principles of Animation. 3. Write an Essay on one animated film they liked. 4. Case study of an animation studio and its world domination ANI102: Foundation Art I 1/35 Elements & Principles of Art, Basic Shape Drawing, Sketching Still Life, UNIT 1 Buildings/Cityscapes. Human Body Anatomy, Figure Drawing with Basic Shapes, Caricatures, UNIT 2 Gestures, Freestyle & Calligrapics Drawing Perceiving Shape, Form & Space, Difference between Shapes & Forms, UNIT 3 Creating Shapes & Forms in Space, 3D Sketches, Positive & Negative Space, Designing Murals. -
An Artist- Scholar Perspective
DOI: https://doi.org/10.17605/OSF.IO/KXM5N ARTISTIC PRACTICE AND RESEARCH: AN ARTIST- SCHOLAR PERSPECTIVE MICHELLE STEWART This article is licensed under a Creative Commons Attribution 4.0 International (CC BY 4.0) licence: https://creativecommons.org/licenses/by/4.0 33 Arts Research Africa Conference 2020 An Artist- Practice and Research: | Creative Michelle Stewart Scholar Perspective How do measurable methods of research move between theoretical critique, technical reporting, and creative practice? This question is explored with reference to Michelle’s own practice- based PhD, the experimental animation, Big Man. 34 Arts Research Africa Conference 2020 An Artist- Practice and Research: | Creative Michelle Stewart This paper aims to show the dynamic and complex nature of artistic knowledge. It hopes to illustrate how, within the context of practice- based- research PhD study, meas- urable methods of research can move between theoretical critique, technical reporting, and creative output. In his essay, ‘What is Artistic Research?’, Julien Klein posits that serious creative practice constitutes legitimate research and that the research process does not only evolve from practice but that it is there and can be measured from the outset, from the “level of artistic experience.”1 In terms of a PhD- level or scholarly study, while artistic re- search is made visible in the final artwork, it can be further communicated, document- ed, explained, and contextualised in a written component. However, he asserts, if artis- tic practice as research is to have any relevance at all, the practice and creative output need to be recognised as the primary source of knowledge—in that such knowledge can only be acquired through creative or artistic experience. -
On the Topics and Style of Soviet Animated Films
BALTIC SCREEN MEDIA REVIEW 2016 / VOLUME 4 / ARTICLE Article On the Topics and Style of Soviet Animated Films ÜLO PIKKOV, Estonian Academy of Arts; email: [email protected] 16 DOI: 10.1515/bsmr-2017-0002 BALTIC SCREEN MEDIA REVIEW 2016 / VOLUME 4 / ARTICLE ABSTRACT This article provides a survey of Soviet animation and analyses the thematic and stylistic course of its develop- ment. Soviet animated film emerged and materialised in synch with the fluctuations of the region’s political climate and was directly shaped by it. A number of trends and currents of Soviet animation also pertain to other Eastern European countries. After all, Eastern Europe constituted an integrated cultural space that functioned as a single market for the films produced across it by filmmakers who interacted in a professional regional network of film education, events, festivals, publications etc. Initially experimental, post-revolutionary Russian ani- mation soon fell under the sway of the Socialist Realist discourse, along with the rest of Soviet art, and quickly crystallised as a didactic genre for children. Disney’s para- digm became its major source of inspiration both in terms of visual style and thematic scope, despite the fact that Soviet Union was regarded as the ideological opposite of the Western way of life and mindset. The Soviet animation industry was spread across different studios and republics that adopted slightly varied production practices and tolerated different degrees of artistic freedom. Studios in the smaller republics, such as Estonia, Latvia and Lithuania in particular, stood out for making films that were more ideologically complicated than those produced in Moscow. -
Abstract Animation Played a Central Role in the Early History Of
Abstract Animation played a central role in the early history of advertising film in Europe. While there were, of course, many live-action films, by the 1910s product advertising relied heavily on the techniques and conventions of the trick film. After WWI, advertising would come to offer a fertile terrain for the development of nearly every type of animation, from drawn caricature to avant-garde experimentation and from stop trick to puppets and silhouettes. In this article, I examine this predilection for such graphic forms in advertising film within the context of control strategies both aesthetic and economic. Tracing the development of animation in advertising from trick films to industrialized animation, I show how animation served both to work through questions of capitalist modernity and – increasingly – to realize new forms of instrumental images based on the dictates of advertising psychology as it arose after WWI. Advertising and Animation From the Invisible Hand to Attention Management “The attraction that radiates from objects in film is that of seeing something inanimate become animate.” Arnold Zweig, “Theoretische Grundlegung des Films in Thesen” (1922) Although early product advertising film came in many forms, it is hard to overlook the extensive use of animation. While the earliest film advertisements tended to use live- action, the institutionalization of advertising film in Europe during the 1910s coincided with the adoption of conventions from trick film, and advertising went on to employ nearly every type of animation, from stop-trick and sand animation to silhouettes, experimental abstraction and – the most widespread form of advertising in the 1920s – drawn character animation.