Texture Mapping for Cel Animation
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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. -
Creating Manga-Style Artwork in Corel Painter X
Creating manga-style artwork in Corel® Painter™ X Jared Hodges Manga is the Japanese word for comic. Manga-style comic books, graphic novels, and artwork are gaining international popularity. Bronco Boar, created by Jared Hodges in Corel Painter X The inspiration for Bronco Boar comes from my interest in fantastical beasts, Mesoamerican design motifs, and my background in Japanese manga-style imagery. In the image, I wanted to evoke a feeling of an American Southwest desert with a fantasy twist. I came up with the idea of an action scene portraying a cowgirl breaking in an aggressive oversized boar. In this tutorial, you will learn about • character design • creating a rough sketch of the composition • finalizing line art • the coloring process • adding texture, details, and final colors 1 Character Design This picture focuses on two characters: the cowgirl and the boar. I like to design the characters before I work on the actual image, so I can concentrate on their appearance before I consider pose and composition. The cowgirl's costume was inspired by western clothing: cowboy hat, chaps, gloves, and boots. I added my own twist to create a nontraditional design. I enlisted the help of fellow artist and partner, Lindsay Cibos, to create a couple of conceptual character designs based on my criteria. Two concept sketches by Lindsay Cibos. These sketches helped me decide which design elements and colors to use for the character's outfit. Combining our ideas, I sketched the final design using a custom 2B Pencil variant from the Pencils category, switching between a size of 3 pixels for detail work and 5 pixels for broader strokes. -
Cel Animation and Define the Words That
Chapter 5-Animation Objective The students will be able to: define animation and describe how it can be used in multimedia. discuss the origins of cel animation and define the words that originate from this technique. define the capabilities of computer animation and the mathematical techniques that differ from traditional cel animation. discuss some of the general principles and factors that apply to the creation of computer animation for multimedia presentations. Overview Introduction to animation. Computer-generated animation. File formats used in animation. Making successful animations. Introduction to Animation Animation is defined as the act of making something come alive. It is concerned with the visual or aesthetic aspect of the project. Animation is an object moving across or into or out of the screen. Introduction to Animation Animation is possible because of a biological phenomenon known as persistence of vision and a psychological phenomenon called phi. In animation, a series of images are rapidly changed to create an illusion of movement. Usage of Animation Artistic purposes Storytelling Displaying data (scientific visualization) Instructional purposes 12 Basic Principles of Animation 1. Timing The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. 12 Basic Principles of Animation 2. Secondary Action This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. 12 Basic Principles of Animation 3. Follow Through and Overlapping Action When the main body of the character stops, all other parts will continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). -
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. -
Guide to Digital Art Specifications
Guide to Digital Art Specifications Version 12.05.11 Image File Types Digital image formats for both Mac and PC platforms are accepted. Preferred file types: These file types work best and typically encounter few problems. tif (TIFF) jpg (JPEG) psd (Adobe Photoshop document) eps (Encapsulated PostScript) ai (Adobe Illustrator) pdf (Portable Document Format) Accepted file types: These file types are acceptable, although application versions and operating systems can introduce problems. A hardcopy, for cross-referencing, will ensure a more accurate outcome. doc, docx (Word) xls, xlsx (Excel) ppt, pptx (PowerPoint) fh (Freehand) cdr (Corel Draw) cvs (Canvas) Image sizing specifications should be discussed with the Editorial Office prior to digital file submission. Digital images should be submitted in the final size desired. White space around the image should be removed. Image Resolution The minimum acceptable resolution is 200 dpi at the desired final size in the paged article. To ensure the highest-quality published image, follow these optimum resolutions: • Line = 1200 dpi. Contains only black and white; no shades of gray. These images are typically ink drawings or charts. Other common terms used are monochrome or 1-bit. • Grayscale or Color = 300 dpi. Contains no text. A photograph or a painting is an example of this type of image. • Combination = 600 dpi. Grayscale or color image combined with a line image. An example is a photograph with letter labels, arrows, or text added outside the image area. Anytime a picture is combined with type outside the image area, the resolution must be high enough to maintain smooth, readable text. -
Introduction Examples of Early Animation
Sabine Fox, 21101363 Introduction Animation first started out as still drawings, such as in cave paintings, which depicted animals or humans with multiple sets of legs, giving the illusion of movement. There has also been an ancient bowl found in Iran which features sequential images of a goat leaping to a tree. When putting animation into context of portraying actual movement by using mechanisms and sequential images, the earliest known animation was created for devices of Chinese inventor Ting Huan in 180 AD. The device was an earlier version of the zoetrope, where it held a series of drawings that rotated when the device was suspended over a lamp. When rotated at the right speed, it created an illusion of movement. Examples of early animation Thaumatrope, 1826, created by English physician John Ayrton Paris. -- It consisted of a disc with two images on opposite sides that merged together when the disc was quickly spun using strings. An example is a bird on one side and a cage on the other. In 1831 Joseph Plateau created the phenakistiscope -- a wheel that had slits around the edge. Under each slit were images on a paper slip that are almost similar to one another, and when the wheel is spun facing the mirror, the images appear to move. The zoetrope, designed by William George Homer in 1834 but wasn’t widely used until 1867. The device was similar to how the phenakistiscope worked -- did not require a mirror to see the images and was moved by turning the cylinder around. It also allowed for the images to be changed, which wasn’t possible with the phenakistiscope. -
Teachers Guide
Teachers Guide Exhibit partially funded by: and 2006 Cartoon Network. All rights reserved. TEACHERS GUIDE TABLE OF CONTENTS PAGE HOW TO USE THIS GUIDE 3 EXHIBIT OVERVIEW 4 CORRELATION TO EDUCATIONAL STANDARDS 9 EDUCATIONAL STANDARDS CHARTS 11 EXHIBIT EDUCATIONAL OBJECTIVES 13 BACKGROUND INFORMATION FOR TEACHERS 15 FREQUENTLY ASKED QUESTIONS 23 CLASSROOM ACTIVITIES • BUILD YOUR OWN ZOETROPE 26 • PLAN OF ACTION 33 • SEEING SPOTS 36 • FOOLING THE BRAIN 43 ACTIVE LEARNING LOG • WITH ANSWERS 51 • WITHOUT ANSWERS 55 GLOSSARY 58 BIBLIOGRAPHY 59 This guide was developed at OMSI in conjunction with Animation, an OMSI exhibit. 2006 Oregon Museum of Science and Industry Animation was developed by the Oregon Museum of Science and Industry in collaboration with Cartoon Network and partially funded by The Paul G. Allen Family Foundation. and 2006 Cartoon Network. All rights reserved. Animation Teachers Guide 2 © OMSI 2006 HOW TO USE THIS TEACHER’S GUIDE The Teacher’s Guide to Animation has been written for teachers bringing students to see the Animation exhibit. These materials have been developed as a resource for the educator to use in the classroom before and after the museum visit, and to enhance the visit itself. There is background information, several classroom activities, and the Active Learning Log – an open-ended worksheet students can fill out while exploring the exhibit. Animation web site: The exhibit website, www.omsi.edu/visit/featured/animationsite/index.cfm, features the Animation Teacher’s Guide, online activities, and additional resources. Animation Teachers Guide 3 © OMSI 2006 EXHIBIT OVERVIEW Animation is a 6,000 square-foot, highly interactive traveling exhibition that brings together art, math, science and technology by exploring the exciting world of animation. -
Three Ways of Avoiding Animation
Three Ways Of Avoiding Animation By Richard O'Connor The art of animation deserves no exceptional affection and I offer it none. Every lecture to undergraduates exhorting them to obsessively devote themselves to the form marks another little black check on the soul. In college I studied history -and loved it. I worked in theatre -and loved it. I'm writing this standing on a crowded subway - and I love it. Cursed intellectual polygamy. History, theatre, moving pictures, the morning F train: records and instruments of change. Educational programming holds no solemn devotion to the purity of the animation medium. In the business of teaching the alphabet, the children’s programmer will pursue any means of conveying ABCs.WGBH, the Public Broadcasting affiliate in Boston, had already contracted us for eight animated bits within a two-episode pilot for an preschool literacy programme called Between the Lions when they sent over a ninth script. They had seen a music video we made for Nickelodeon, Hockey Monkey, which was a mixture of animation and live action. They liked the energy of Hockey Monkey and imagined Sloppy Pop animated in the same vein. The song was a first person lyric extolling the letters "O" and "P" and the many words they help form. "Sure this could be animated," we thought, "but wouldn't it be better to have some skinny dude in red tights jump around in a swimming pool of mush?" The humor of "sloppiness" could be best exploited with the human actor. "Kids Love the Monkey". Made for "Sloppy Pop" was made in 2001 for Sirius Nickelodeon's "Ka-Blam!" in 2000, Thinking and WGBH/Boston's "Between "Hockey Monkey" used undercranked live the Lions". -
Learning to Shadow Hand-Drawn Sketches
Learning to Shadow Hand-drawn Sketches Qingyuan Zheng∗1, Zhuoru Li∗2, and Adam Bargteil1 1University of Maryland, Baltimore County 2Project HAT fqing3, [email protected], [email protected] Abstract We present a fully automatic method to generate detailed and accurate artistic shadows from pairs of line drawing sketches and lighting directions. We also contribute a new dataset of one thousand examples of pairs of line draw- ings and shadows that are tagged with lighting directions. Remarkably, the generated shadows quickly communicate the underlying 3D structure of the sketched scene. Con- sequently, the shadows generated by our approach can be used directly or as an excellent starting point for artists. We demonstrate that the deep learning network we propose takes a hand-drawn sketch, builds a 3D model in latent space, and renders the resulting shadows. The generated shadows respect the hand-drawn lines and underlying 3D space and contain sophisticated and accurate details, such Figure 1: Top: our shadowing system takes in a line drawing and as self-shadowing effects. Moreover, the generated shadows a lighting direction label, and outputs the shadow. Bottom: our contain artistic effects, such as rim lighting or halos ap- training set includes triplets of hand-drawn sketches, shadows, and pearing from back lighting, that would be achievable with lighting directions. Pairs of sketches and shadow images are taken traditional 3D rendering methods. from artists’ websites and manually tagged with lighting directions with the help of professional artists. The cube shows how we de- note the 26 lighting directions (see Section 3.1). c Toshi, Clement 1. -
Sleek Illustration That Fades from Line Art to Color
Sleek Illustration that Fades from Line Art to Color In this tutorial, you will work with a few images you chose and you will create a nice looking illustration. The idea behind this illustration was to create a war between reality and line art. Video Tutorial Our video editor Gavin Steele has created this series of video tutorials to compliment this line art + image tutorial. Step 1 First create a new document that is 1100 pixels wide by 1500 pixels high at a resolution of 300 pixels per inch. For this project I will use a texture that I like very much. I would like to thank the author of this texture Princess-of-Shadows for putting this together. Now, move the texture into your document. Step 2 Next you need to select the images you will use for this design. I bought three nice images that you might be familiar with 1, 2, 3. Let’s start with image 1, and using the Pen Tool (P) you need to create a path around the dancer. Step 3 Now that you finished creating the path you need to set your brush size to 1px and Hardness at 100%. Next create a new layer and name it "contour1." Next, using the Pen Tool (P) right-click then select Stroke Path, select the brush and make sure the Simulate Pressure is not selected. Also, you need to make the stroke black. Step 4 Now that you have created the stroke do not delete the path. Next you need to press Command + Enter to transform the path into a selection and then you need to press the Add Layer Mask button. -
Inking and Painting for Animation Old and New Methods of Coloring Animation by Prof
D’source 1 Digital Learning Environment for Design - www.dsource.in Design Course Inking and Painting for Animation Old and new methods of Coloring Animation by Prof. Phani Tetali and Geetanjali Barthwal IDC, IIT Bombay Source: http://www.dsource.in/course/inking-and-painting-an- imation 1. About 2. Traditional Ink and Paint 3. Digital Ink and Paint 4. Exercise 5. Traditional and Digital Process 6. Links and References 7. Video 8. Contact Details D’source 2 Digital Learning Environment for Design - www.dsource.in Design Course About Inking and Painting for Animation created on paper is referred as 2d animation. It is the flipping of paper frames that creates an illusion Animation of movement in the still drawings. Old and new methods of Coloring Animation by If we talk about the past, one of the very first animations of this method is Blackton’s animation called as “Hu- Prof. Phani Tetali and Geetanjali Barthwal morous Phases of Funny Faces” and Winsor McCay’s “Gertie -the Dinosaur” . It was in early twenties when tra- IDC, IIT Bombay ditional animation techniques were developed and more sophisticated cartoons were produced. Walt Disney is called as a pioneer of hand drawn animation method. Links: • www.youtube.com/watch?v=bJuD4AlLINU Source: http://www.dsource.in/course/inking-and-painting-an- The simplest examples of animated drawings are the flipbooks, which gives illusion of movement. imation/about Here, the animator is creating 2d animation by referring the movement and repeatedly flipping the frames. He is taking help of the light box to make the paper base semi-transparent for animating the drawings. -
Delaware Recommended Curriculum Unit Template
Delaware Recommended Curriculum Unit Template Preface: This unit has been created as a model for teachers in their designing or redesigning of course curricula. It is by no means intended to be inclusive; rather it is meant to be a springboard for a teacher’s thoughts and creativity. The information we have included represents one possibility for developing a unit based on the Delaware content standards and the Understanding by Design framework and philosophy. Subject/Topic Area: Visual Art Grade Level(s): 4 Searchable Key Words: cartoon, animation, cel, storyboard Designed By: Dave Kelleher District: Red Clay Time Frame: Eight 45 minute classes Date: November 18, 2008 Revised: May 2009 Brief Summary of Unit Creating, performing, responding and making connections are learning concepts that are at the core of the Visual and Performing Arts curriculum. This unit will stress the responding concept and the product for responding will be animation. Students will view animated cartoons (non-computer generated) and analyze how multiple uses of “one image”, or cel (short for celluloid- thin sheets of clear plastic that characters are drawn on and then painted), create a story in motion and convey the point/opinion of the animator. Ultimately, focus will center on one individual cel and how it relates to the given point/opinion and, due to its cartoon nature, may/may not effectively convey the opinion (i.e. some people might find it difficult to relate to a serious topic when the character presented is an adorable pink bunny with a bowtie). Because the art world had previously considered animation beneath it, artistic skill and creativity in the creation of characters, emotions, storyline, and backgrounds were often ignored.