Animation Production
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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. -
Available Papers and Transcripts from the Society for Animation Studies (SAS) Annual Conferences
SAS Conference papers Pagina 1 NIAf - Available papers and transcripts from the Society for Animation Studies (SAS) annual conferences 1st SAS conference 1989, University of California, Los Angeles, USA Author (Origin) Title Forum Pages Copies Summary Notes Allan, Robin (InterTheatre, European Influences on Disney: The Formative Disney 20 N.A. See: Allan, 1991. Published as part of A Reader in Animation United Kingdom) Years Before Snow White Studies (1997), edited by Jayne Pilling, titled: "European Influences on Early Disney Feature Films". Kaufman, J.B. (Wichita) Norm Ferguson and the Latin American Films of Disney 8 N.A. In the years 1941-43, Walt Disney and his animation team made three Published as part of A Reader in Animation Walt Disney trips through South America, to get inspiration for their next films. Studies (1997), edited by Jayne Pilling. Norm Ferguson, the unit producer for the films, made hundreds of photo's and several people made home video's, thanks to which Kaufman can reconstruct the journey and its complications. The feature films that were made as a result of the trip are Saludos Amigos (1942) and The Three Caballero's (1944). Moritz, William (California Walter Ruttmann, Viking Eggeling: Restoring the Aspects of 7 N.A. Hans Richter always claimed he was the first to make absolute Published as part of A Reader in Animation Institute of the Arts) Esthetics of Early Experimental Animation independent and animations, but he neglected Walther Ruttmann's Opus no. 1 (1921). Studies (1997), edited by Jayne Pilling, titled institutional filmmaking Viking Eggeling had made some attempts as well, that culminated in "Restoring the Aesthetics of Early Abstract the crude Diagonal Symphony in 1923 . -
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. -
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. -
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. -
After Effects, Or Velvet Revolution Lev Manovich, University of California, San Diego
2007 | Volume I, Issue 2 | Pages 67–75 After Effects, or Velvet Revolution Lev Manovich, University of California, San Diego This article is a first part of the series devoted to INTRODUCTION the analysis of the new hybrid visual language of During the heyday of postmodern debates, at least moving images that emerged during the period one critic in America noted the connection between postmodern pastiche and computerization. In his 1993–1998. Today this language dominates our book After the Great Divide, Andreas Huyssen writes: visual culture. It can be seen in commercials, “All modern and avantgardist techniques, forms music videos, motion graphics, TV graphics, and and images are now stored for instant recall in the other types of short non-narrative films and moving computerized memory banks of our culture. But the image sequences being produced around the world same memory also stores all of premodernist art by the media professionals including companies, as well as the genres, codes, and image worlds of popular cultures and modern mass culture” (1986, p. individual designers and artists, and students. This 196). article analyzes a particular software application which played the key role in the emergence of His analysis is accurate – except that these “computerized memory banks” did not really became this language: After Effects. Introduced in 1993, commonplace for another 15 years. Only when After Effects was the first software designed to the Web absorbed enough of the media archives do animation, compositing, and special effects on did it become this universal cultural memory bank the personal computer. Its broad effect on moving accessible to all cultural producers. -
National Film Registry
National Film Registry Title Year EIDR ID Newark Athlete 1891 10.5240/FEE2-E691-79FD-3A8F-1535-F Blacksmith Scene 1893 10.5240/2AB8-4AFC-2553-80C1-9064-6 Dickson Experimental Sound Film 1894 10.5240/4EB8-26E6-47B7-0C2C-7D53-D Edison Kinetoscopic Record of a Sneeze 1894 10.5240/B1CF-7D4D-6EE3-9883-F9A7-E Rip Van Winkle 1896 10.5240/0DA5-5701-4379-AC3B-1CC2-D The Kiss 1896 10.5240/BA2A-9E43-B6B1-A6AC-4974-8 Corbett-Fitzsimmons Title Fight 1897 10.5240/CE60-6F70-BD9E-5000-20AF-U Demolishing and Building Up the Star Theatre 1901 10.5240/65B2-B45C-F31B-8BB6-7AF3-S President McKinley Inauguration Footage 1901 10.5240/C276-6C50-F95E-F5D5-8DCB-L The Great Train Robbery 1903 10.5240/7791-8534-2C23-9030-8610-5 Westinghouse Works 1904 1904 10.5240/F72F-DF8B-F0E4-C293-54EF-U A Trip Down Market Street 1906 10.5240/A2E6-ED22-1293-D668-F4AB-I Dream of a Rarebit Fiend 1906 10.5240/4D64-D9DD-7AA2-5554-1413-S San Francisco Earthquake and Fire, April 18, 1906 1906 10.5240/69AE-11AD-4663-C176-E22B-I A Corner in Wheat 1909 10.5240/5E95-74AC-CF2C-3B9C-30BC-7 Lady Helen’s Escapade 1909 10.5240/0807-6B6B-F7BA-1702-BAFC-J Princess Nicotine; or, The Smoke Fairy 1909 10.5240/C704-BD6D-0E12-719D-E093-E Jeffries-Johnson World’s Championship Boxing Contest 1910 10.5240/A8C0-4272-5D72-5611-D55A-S White Fawn’s Devotion 1910 10.5240/0132-74F5-FC39-1213-6D0D-Z Little Nemo 1911 10.5240/5A62-BCF8-51D5-64DB-1A86-H A Cure for Pokeritis 1912 10.5240/7E6A-CB37-B67E-A743-7341-L From the Manger to the Cross 1912 10.5240/5EBB-EE8A-91C0-8E48-DDA8-Q The Cry of the Children 1912 10.5240/C173-A4A7-2A2B-E702-33E8-N -
2D Animation Software You’Ll Ever Need
The 5 Types of Animation – A Beginner’s Guide What Is This Guide About? The purpose of this guide is to, well, guide you through the intricacies of becoming an animator. This guide is not about leaning how to animate, but only to breakdown the five different types (or genres) of animation available to you, and what you’ll need to start animating. Best software, best schools, and more. Styles covered: 1. Traditional animation 2. 2D Vector based animation 3. 3D computer animation 4. Motion graphics 5. Stop motion I hope that reading this will push you to take the first step in pursuing your dream of making animation. No more excuses. All you need to know is right here. Traditional Animator (2D, Cel, Hand Drawn) Traditional animation, sometimes referred to as cel animation, is one of the older forms of animation, in it the animator draws every frame to create the animation sequence. Just like they used to do in the old days of Disney. If you’ve ever had one of those flip-books when you were a kid, you’ll know what I mean. Sequential drawings screened quickly one after another create the illusion of movement. “There’s always room out there for the hand-drawn image. I personally like the imperfection of hand drawing as opposed to the slick look of computer animation.”Matt Groening About Traditional Animation In traditional animation, animators will draw images on a transparent piece of paper fitted on a peg using a colored pencil, one frame at the time. Animators will usually do test animations with very rough characters to see how many frames they would need to draw for the action to be properly perceived. -
Harun Farocki and Cinema As Chiro-Praxis
Journal of Aesthetics & Culture ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/zjac20 “A new image of man”: Harun Farocki and cinema as chiro-praxis Henrik Gustafsson To cite this article: Henrik Gustafsson (2021) “A new image of man”: Harun Farocki and cinema as chiro-praxis, Journal of Aesthetics & Culture, 13:1, 1841977, DOI: 10.1080/20004214.2020.1841977 To link to this article: https://doi.org/10.1080/20004214.2020.1841977 © 2020 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group. Published online: 29 Dec 2020. Submit your article to this journal Article views: 137 View related articles View Crossmark data Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=zjac20 JOURNAL OF AESTHETICS & CULTURE 2021, VOL. 13, 1841977 https://doi.org/10.1080/20004214.2020.1841977 “A new image of man”: Harun Farocki and cinema as chiro-praxis Henrik Gustafsson Media and Documentation Science Department of Language and Culture, The Arctic University, Tromsø, Norway ABSTRACT KEYWORDS In Harun Farocki’s lifelong study of the mute language of manual expressions, the human Animation; anthropology; hand is explored not only as a versatile tool, but as a repository of social memory, a topos in automation; gesture; Harun the genealogy of the moving image, and a critical agent in the theory and practice of Farocki; hand; imagination; filmmaking itself. While cinema distinguished itself from previous artistic media through its operational chain; capacity to salvage and store everyday gestures for later scrutiny, accruing a Bilderschatz for operational image; social future anthropological and archaeological research, it was also integral to an ongoing process memory; soft montage that spurred the progressive withdrawal of the human hand from the manufacturing of images. -
National Film Registry Titles Listed by Release Date
National Film Registry Titles 1989-2017: Listed by Year of Release Year Year Title Released Inducted Newark Athlete 1891 2010 Blacksmith Scene 1893 1995 Dickson Experimental Sound Film 1894-1895 2003 Edison Kinetoscopic Record of a Sneeze 1894 2015 The Kiss 1896 1999 Rip Van Winkle 1896 1995 Corbett-Fitzsimmons Title Fight 1897 2012 Demolishing and Building Up the Star Theatre 1901 2002 President McKinley Inauguration Footage 1901 2000 The Great Train Robbery 1903 1990 Life of an American Fireman 1903 2016 Westinghouse Works 1904 1904 1998 Interior New York Subway, 14th Street to 42nd Street 1905 2017 Dream of a Rarebit Fiend 1906 2015 San Francisco Earthquake and Fire, April 18, 1906 1906 2005 A Trip Down Market Street 1906 2010 A Corner in Wheat 1909 1994 Lady Helen’s Escapade 1909 2004 Princess Nicotine; or, The Smoke Fairy 1909 2003 Jeffries-Johnson World’s Championship Boxing Contest 1910 2005 White Fawn’s Devotion 1910 2008 Little Nemo 1911 2009 The Cry of the Children 1912 2011 A Cure for Pokeritis 1912 2011 From the Manger to the Cross 1912 1998 The Land Beyond the Sunset 1912 2000 Musketeers of Pig Alley 1912 2016 Bert Williams Lime Kiln Club Field Day 1913 2014 The Evidence of the Film 1913 2001 Matrimony’s Speed Limit 1913 2003 Preservation of the Sign Language 1913 2010 Traffic in Souls 1913 2006 The Bargain 1914 2010 The Exploits of Elaine 1914 1994 Gertie The Dinosaur 1914 1991 In the Land of the Head Hunters 1914 1999 Mabel’s Blunder 1914 2009 1 National Film Registry Titles 1989-2017: Listed by Year of Release Year Year -
Computer Animation in an Intuitive Way
An Interactive method to control Computer Animation in an intuitive way. Andrea Piscitello Ettore Trainiti University of Illinois at Chicago University of Illinois at Chicago 1200 W Harrison St, Chicago, IL 1200 W Harrison St, Chicago, IL [email protected] [email protected] ABSTRACT keyframe by defining the position of each vertex, may result Human Computer Interaction is a rising field of computer in very tedious task to perform. For this reason, skeletal an- science and perfectly fits among Computer Graphics scopes. imation is often preferred. This method is composed of two The video-game industry is focusing on this field in order phases: rigging and animation. Rigging consists in defining to provide always more realistic and engaging game expe- a skeleton made of bones. Parts of the mesh are associated riences. The bond between animation and user movement to each of these bones in order to define which bone is re- seems to be destinated to be closer in future. sponsible of deforming a part of the object. The animation is then designed by defining the position of each bone in each Author Keywords keyframe and interpolating the inbetweens. For big produc- Keyframing, Rigging, Mophing, Warping, Blending. tions like movies and videogames, the animation design is executed by means of more powerful techniques like for in- INTRODUCTION stance motion capture. Motion Capture is a technique, which Computer Animation is the process of generating animated takes advantage of special suits that actors dress and that cap- images in computer graphics scenes. It is one of the most an- ture every movement they do. -
Year of the Nurse 2020
New Hampshire Nursing News YearYear ofof thethe NurseNurse 20202020 Official Newsletter of New Hampshire Nurses Association Quarterly publication direct mailed to approximately 1,250 Registered Nurses and LPNs and delivered electronically via email to 16,500 Registered Nurses and LPNs in New Hampshire. March 2020 | Vol. 44 No. 2 www.NHNurses.org Florence Nightingale (1820-1910) Please be sure to notify us with address changes/corrections. We have a very large list LEGISLATIVE TOWN HALL FORUM to keep updated. If the nurse listed no longer lives at this address – please notify us to Top Ten Bills Presented for 2020 discontinue delivery. Thank You! Please call 877-810-5972, extension 701 or Bill Description CGA Presenter NHNA Position email to [email protected] with Allowing RN’s to certify walking disability plate eligibility. Fixes a problem Nursing News in the subject line. HB 1489 with prior legislation by adding the RN to the list of health care providers that Linda Compton In Support currently certify eligibility for walking disability plates and placards. Establishing a NH health policy commission. Aims to establish a NH Index Health Policy Commission with the purpose of monitoring health care HB 1520 Katie Lajoie In Support Spotlight on a Specialty . 2 delivery and spending. NHNA proposed adding a nurse to the Commission, and this amendment is supported by the bill’s prime sponsor. President’s Message . 3 From the ED’s Desk . 3 Relative to pharmacist-in-charge. This bill modifies the duties and responsibilities of a pharmacist-in-charge, clarifies the inspection Legislative Town Hall Forum .