Chaos, Order and Uncertainty When Writing Narrative for Animation
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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 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. -
The Field Guide to Sponsored Films
THE FIELD GUIDE TO SPONSORED FILMS by Rick Prelinger National Film Preservation Foundation San Francisco, California Rick Prelinger is the founder of the Prelinger Archives, a collection of 51,000 advertising, educational, industrial, and amateur films that was acquired by the Library of Congress in 2002. He has partnered with the Internet Archive (www.archive.org) to make 2,000 films from his collection available online and worked with the Voyager Company to produce 14 laser discs and CD-ROMs of films drawn from his collection, including Ephemeral Films, the series Our Secret Century, and Call It Home: The House That Private Enterprise Built. In 2004, Rick and Megan Shaw Prelinger established the Prelinger Library in San Francisco. National Film Preservation Foundation 870 Market Street, Suite 1113 San Francisco, CA 94102 © 2006 by the National Film Preservation Foundation Library of Congress Cataloging-in-Publication Data Prelinger, Rick, 1953– The field guide to sponsored films / Rick Prelinger. p. cm. Includes index. ISBN 0-9747099-3-X (alk. paper) 1. Industrial films—Catalogs. 2. Business—Film catalogs. 3. Motion pictures in adver- tising. 4. Business in motion pictures. I. Title. HF1007.P863 2006 011´.372—dc22 2006029038 CIP This publication was made possible through a grant from The Andrew W. Mellon Foundation. It may be downloaded as a PDF file from the National Film Preservation Foundation Web site: www.filmpreservation.org. Photo credits Cover and title page (from left): Admiral Cigarette (1897), courtesy of Library of Congress; Now You’re Talking (1927), courtesy of Library of Congress; Highlights and Shadows (1938), courtesy of George Eastman House. -
Exploring Believable Character Animation Based on Principles of Animation and Acting Principles
Exploring Believable Character Animation Based on Principles of Animation and Acting Principles Author Sultana, Nekhat, Peng, Forest Lim Yan, Meissner, Nico Published 2013 Conference Title 2013 INTERNATIONAL CONFERENCE ON INFORMATICS AND CREATIVE MULTIMEDIA (ICICM) DOI https://doi.org/10.1109/ICICM.2013.69 Copyright Statement © 2013 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. Downloaded from http://hdl.handle.net/10072/342165 Griffith Research Online https://research-repository.griffith.edu.au Exploring believable character animation based on principles of animation and acting and manpower to keep up with national and international demand. Nekhat Sultana, Dr Nico Meissner & Dr Forest Lim Yan Peng Faculty of Creative Multimedia II. BACKGROUND Multimedia University Animators are in constant pursuit of creating Cyberjaya, Selangor, Malaysia believability and bringing life to their characters (Jones, [email protected]; 1989). Thomas and Johnston (1994) wrote in The Illusion [email protected]; [email protected] of Life that the characters they animated “appear to think and make decisions and act of their own volition… [creating] the illusion of life”. Abstract— Character animation is a complex process, where the animator has to decide how a character on screen should Animators therefore have to play the role of the move, emote and behave. It takes an animator years to puppeteer or the actor whereas the computer generated polish his or her skills in order to deliver a believable character is the puppet (Oore, Terzopoulous & Geoffrey, animated character. -
Glorious Technicolor: from George Eastman House and Beyond Screening Schedule June 5–August 5, 2015 Friday, June 5 4:30 the G
Glorious Technicolor: From George Eastman House and Beyond Screening Schedule June 5–August 5, 2015 Friday, June 5 4:30 The Garden of Allah. 1936. USA. Directed by Richard Boleslawski. Screenplay by W.P. Lipscomb, Lynn Riggs, based on the novel by Robert Hichens. With Marlene Dietrich, Charles Boyer, Basil Rathbone, Joseph Schildkraut. 35mm restoration by The Museum of Modern Art, with support from the Celeste Bartos Fund for Film Preservation; courtesy The Walt Disney Studios. 75 min. La Cucaracha. 1934. Directed by Lloyd Corrigan. With Steffi Duna, Don Alvarado, Paul Porcasi, Eduardo Durant’s Rhumba Band. Courtesy George Eastman House (35mm dye-transfer print on June 5); and UCLA Film & Television Archive (restored 35mm print on July 21). 20 min. [John Barrymore Technicolor Test for Hamlet]. 1933. USA. Pioneer Pictures. 35mm print from The Museum of Modern Art. 5 min. 7:00 The Wizard of Oz. 1939. USA. Directed by Victor Fleming. Screenplay by Noel Langley, Florence Ryerson, Edgar Allan Woolf, based on the book by L. Frank Baum. Music by Harold Arlen, E.Y. Harburg. With Judy Garland, Frank Morgan, Ray Bolger, Bert Lahr, Ray Bolger, Margaret Hamilton, Billie Burke. 35mm print from George Eastman House; courtesy Warner Bros. 102 min. Saturday, June 6 2:30 THE DAWN OF TECHNICOLOR: THE SILENT ERA *Special Guest Appearances: James Layton and David Pierce, authors of The Dawn of Technicolor, 1915-1935 (George Eastman House, 2015). James Layton and David Pierce illustrate Technicolor’s origins during the silent film era. Before Technicolor achieved success in the 1930s, the company had to overcome countless technical challenges and persuade cost-conscious producers that color was worth the extra effort and expense. -
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. -
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. -
Cartoon Animation Free
FREE CARTOON ANIMATION PDF Preston Blair | 224 pages | 25 Oct 1996 | Walter Foster Publishing | 9781560100843 | English | Laguna Hills, CA, United States ToonyPhotos - Turn Photos into Cartoons Animation is a method in which figures are manipulated to appear as moving images. In traditional animation Cartoon Animation, images are drawn or painted by hand on transparent celluloid sheets to Cartoon Animation photographed and exhibited on film. Today, most animations are made with computer-generated imagery CGI. Computer animation can be very detailed 3D animationwhile 2D computer animation can be used for stylistic reasons, low bandwidth or faster real-time renderings. Other common animation methods apply a stop motion technique to two and three-dimensional objects like paper cutoutspuppets or clay figures. Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally Cartoon Animation from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon and beta movementbut the exact causes are still uncertain. Television and video are popular electronic animation media that originally were analog and now operate digitally. For display on the computer, techniques like animated GIF and Flash animation were developed. Animation is more pervasive than many people realize. Apart from short filmsfeature Cartoon Animationtelevision series, animated GIFs and other media dedicated to the display of moving images, animation is also prevalent in video gamesmotion graphicsuser interfaces and visual effects. The physical movement of image parts through simple mechanics—in for instance moving images in magic lantern shows—can also be considered animation. The mechanical manipulation of three-dimensional puppets and objects to emulate living beings has a very long history in automata. -
Animation of a High-Definition 2D Fighting Game Character
Tuula Rantala ANIMATION OF A HIGH-DEFINITION 2D FIGHTING GAME CHARACTER Thesis Kajaani University of Applied Sciences School of Business Business Information Technology Spring 2013 OPINNÄYTETYÖ TIIVISTELMÄ Koulutusala Koulutusohjelma Luonnontieteiden ala Tietojenkäsittely Tekijä(t) Tuula Rantala Työn nimi Teräväpiirtoisen 2d-taistelupelihahmon animointi Vaihtoehtoisetvaihtoehtiset ammattiopinnot Ohjaaja(t) Peligrafiikka Nick Sweetman Toimeksiantaja - Aika Sivumäärä ja liitteet Kevät 2013 56 Tämä opinnäytetyö pyrkii erittelemään hyvän pelihahmoanimaation periaatteita ja tarkastelee eri lähestymistapoja 2d-animaation luomiseen. Perinteisen animaation periaatteet, kuten ajoitus ja liikkeen välistys, pätevät pelianimaa- tiossa samalla tavalla kuin elokuva-animaatiossakin. Pelien tekniset rajoitukset ja interaktiivisuus asettavat kuiten- kin lisähaasteita animaatioiden toteuttamiseen tavalla, joka sekä tukee pelimekaniikkaa että on visuaalisesti kiin- nostava. Vetoava hahmoanimaatio on erityisen tärkeää taistelupeligenressä. Varhaiset taistelupelit 1990–luvun alusta käyt- tivät matalaresoluutioista bittikarttagrafiikkaa ja niissä oli alhainen määrä animaatiokehyksiä, mutta nykyään pelien standardit grafiikan ja animaation suhteen ovat korkealla. Viime vuosina monet pelinkehittäjät ovat siirtyneet käyttämään 2d-grafiikan sijasta 3d-grafiikkaa, koska 3d-animaation tuottaminen on monella tavalla joustavampaa. Perinteiselle 2d-grafiikalle on kuitenkin edelleen kysyntää, sillä käsin piirretyn animaation ainutlaatuista ulkoasua ei voi täysin korvata