3-D Computer Animation Production Process On

Total Page:16

File Type:pdf, Size:1020Kb

3-D Computer Animation Production Process On Contents 1. What Is Animation 2. Terms in Animation 3. Evolution Of Animation 4. Traditional Animation 5. Computer Animation 6. Five Useful Presentation Techniques 7. Traditional & Computer Animation 8. Computer Assisted traditional animation 9. Career in Animation 10. India's animation industry 11. Prerequisites to start career in animation 12. Future of animation in India 13. Bibliography Meaning Animation is the filming a sequence of drawings or positions of models to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision. History The Earliest form of Animation The first examples of trying to capture motion into a drawing can already be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting to depict a sense of motion. Shadow Puppetry was also an animation ancestor, e.g. the Indonesian animated shadow puppet called Wayang around 900 a.d. Film animation In the early 1890s, Thomas Edison's Kinetoscope was invented. The history of film animation begins with the earliest days of silent films and continues through the present day. The first animated film was created by frenchman Charles-Émile Reynaud, inventor of the praxinoscope, an animation system using loops of 12 pictures. On October 28, 1892 at Musée Grévin in Paris, France he exhibited animations consisting of loops of about 500 frames, using his théatre optique system - similar in principle to a modern film projector. The first animation on standard picture film was Humorous Phases of Funny Faces by J. Stuart Blackton in the year 1906. It features a cartoonist drawing faces on a chalkboard, and the faces coming to life. Fantasmagorie, by the French director Émile Cohl (also called Émile Courtet), is also noteworthy; it was projected for the first time on August 17, 1908 at 'Théâtre du Gymnase', in Paris. Émile Courtet later went to Fort Lee, New Jersey near New York City in 1912, where he worked for French studio Éclair and spread its technique in the US. The first puppet-animated film was The Beautiful Lukanida (1910) by the Russian-born ethnically-Polish Director Wladyslaw Starewicz (Ladislas Starevich) The first animated feature film was El Apóstol, made in 1917 by Quirino Cristiani from Argentina. He also directed two other animated feature films, including 1931's Peludopolis, the first to use synchronized sound. None of them, however, survive to the present day; the earliest-surviving animated feature, which used colour-tinted scenes, is the silhouette-animated Adventures of Prince Achmed (1926) from German Lotte Reiniger and French/Hungarian Berthold Bartosch. Walt Disney's Snow White and the Seven Dwarfs, often considered to be the first animated feature when in fact at least eight were previously released, was the nevertheless first to use Technicolor and the first to become successful within the English-speaking world. Intro To 2-D Animations To animate means to bring to life and communicate feelings through storytelling. Students of all ages can create animations with new technologies. Telling a story that communicates emotions to an audience involves deep thinking, creativity and reflection. The old saying, “A picture says a thousand words,” is very true with animation because the picture moves, and is alive. And there is usually other media such as sound to add another layer of meaning. "An animator is an actor with a pencil", goes the oldest and truest animation cliché. Not "a draftsman that acts", but first and foremost - an actor. If you're trying to tell a story through a character, inevitably you're an actor. The only question is whether you are a good actor or a bad one. In 2D computer animation, animator makes the drawings by the help of digitalizers on a computer screen, not on a paper, which is made by hand working. On the other hand there is another possibility that one can transfer the products of traditional animation that were ones produced on paper to computer by scanning. Some primitive drawing forms like square; circle, line and the tools for an artist like eraser, brush, and airbrush are simulated in computer. There is no need for the user who produces computer animation to use a ruler to draw a line, to struggle with the measurements for a milimetric square or to mix different colors to obtain the desired color. These kinds of simple operations are made with a high sensitivity by the computer software. At the end, computer gives the opportunity to the user to get an outcome for his/her animation through a printer, a video, etc. What is Computer Animation? By the help of technological improvements the transfer of traditional two dimensional animation productions to computers made many things easy for the animators. Though some of the traditional animators don’t feel close to computer-based animations, computers gave the animators much more time to spent on creative thought since the in-between frames are drawn and painted by computers instead of assistant animators. The rapid development of computer software’s directed the animators toward producing animations by computer. What is 3-D Computer Animation? A 3-D computer animation is fundamentally a dynamic illustration created on a computer. Method: -Like traditional cel-animation, a computer animation consists of a series of individual still images. Unlike cel-animation, these images are created on a computer and stored one at a time in the computer. When they are viewed at the normal playback speed of 30 frames per second, the result is a moving picture, or animation. The graphic images can then be recorded onto videotape or laser disc to create video animations. It is important to remember that the computer is only a tool used to improve the generation and the accuracy of the animation. Benefits Provided by 3-D Computer Animation A computer animation can graphically simplify complex concepts and it can convey complex interrelationships which are difficult to visualize. Animations are able to take thousands of disparate facts and compress them into a compact package, which can be presented in a coherent manner. 3-D computer animation captures attention A computer animation can re-create an event, which is too expensive or too dangerous to reproduce, such as an aircraft accident. It can re-create a scene which has been altered or which no longer exists, such as a building which has been demolished. When used as an illustrative tool, computer animation can help the presenter maintain focus. A speaker who might otherwise be uncomfortable has a tool to enhance his speech so that he can provide a more thorough, confident and interesting presentation. Often computer animation can enhance the credibility of the speaker more than a recitation of credentials. Five useful presentation techniques are available in 3-D computer animation which are not provided by traditional visual aids: Viewpoint can be dynamically changed so that objects and events can be viewed from virtually any vantage point. For instance, the audience can be transported to the scene of an event and shown the scene from above, from the side and even from below. Motion develops a precise chronology of events illustrating complex relationships of time and space. Events can be shown in slow motion while changes which took days or even years can be condensed into a few minutes. Detailing helps direct the audience's attention to a particular part of a mechanism or moment in an event. The camera can zoom in on details and color can be used to highlight important features. The action can also be paused to allow the viewer to focus on the most critical moments while maintaining the context of the event. Dissolves are used to make visual obstructions fade or vanish, thereby allowing the audience to go where it is physically impossible to go with a normal camera (such as inside an engine or a human body). Photographs or live video can be dissolved into computer animations to remind the viewer that the animation is accurate and based upon events in the real world Morphing is a special effect, which allows one object to transform into another right before the observer's eyes. According to production levels, possibilities and differences of obtained results computer made animations are technically divided into two parts: two and three-dimensional animation. In this respect, it seems logical to start with the classical definition of animation. Its definition is “to create many stable images which show an object in a movement and to direct us to think as if it moves by the help of playing these images one after the other. Another definition is “In traditional frame-by-frame animation, the illusion of motion is created by filming a sequence of hand-painted cells and they playing the images back at high speeds, typically 14 to 30 frames per second” As it is understood from these definitions, it is necessary to create image frames, which are related to each other to form an animation presentation. In early times, this operation was being made by hand and called traditional animation. Every frame was drawn one by one and then painted by hand on paper, celluloid or film. Even the assistants were comforting the animator by drawing and painting the in-between frames, which complete the movement while the experienced animators were drawing the key frames. With this method it is obvious that a 3-4 minute long animation is very troublesome and requires a lot of time when it is thought that a minute animation requires 12-24 frames per second. Another operation, which also needs high care, is to take, photograph each frame one by one by using a movie camera.
Recommended publications
  • Guided Control of Intelligent Virtual Puppets
    Guided Control of Intelligent Virtual Puppets Daniel Alexander Taranovsky A thesis subniitted in conformity with the requirements for the degree of Master of Science. Graduate Department of Cornputer Science University of Toronto O Copyright by Daniel Alexander Taranovsky 2001 National Library Bibliothèque nationale 141 of Canada du Canada Acquisitions and Acquisitions et Bibliographie Services services bibliographiques 395 Wellington Street 395. rue Wellington Ottawa ON K1A ON4 Ottawa ON K1A ON4 Canada Canada Your a7 votm nllefeme Our file Noire réMnmce The author has granted a non- L'auteur a accordé une licence non exclusive licence allowing the exclusive permettant a la National Library of Canada to Bibliothèque nationale du Canada de reproduce, loan, distribute or seil reproduire, prêter, distribuer ou copies of this thesis in microfonn, vendre des copies de cette thèse sous paper or electronic formats. la forme de rnicrofiche/film., de reproduction sur papier ou sur format électronique. The author retains ownership of the L'auteur conserve la propriété du copyright in this thesis. Neither the droit d'auteur qui protège cette thèse. thesis nor substantial extracts from it Ni la thèse ni des extraits substantiels may be printed or otherwise de celle-ci ne doivent être imprimés reproduced without the author's ou autrement reproduits sans son permission. autorisation. Abstract Guided Control of Intelligent Virtual Puppets Daniel Alexander Taranovsky Master of Science, 200 1 Graduate Department of Computer Science, University of Toronto Controlling the motion of virtual characters with many degrees of freedom can be difficult and time consuming. For some applications, cornplete control over dljoints at every time step is not necessary and actually hinders the creative process, However, endowing the character with autonomous behaviour and decision-making capabilities completely absolves the user of clearly speciQing his intentions.
    [Show full text]
  • UPA : Redesigning Animation
    This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. UPA : redesigning animation Bottini, Cinzia 2016 Bottini, C. (2016). UPA : redesigning animation. Doctoral thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/69065 https://doi.org/10.32657/10356/69065 Downloaded on 05 Oct 2021 20:18:45 SGT UPA: REDESIGNING ANIMATION CINZIA BOTTINI SCHOOL OF ART, DESIGN AND MEDIA 2016 UPA: REDESIGNING ANIMATION CINZIA BOTTINI School of Art, Design and Media A thesis submitted to the Nanyang Technological University in partial fulfillment of the requirement for the degree of Doctor of Philosophy 2016 “Art does not reproduce the visible; rather, it makes visible.” Paul Klee, “Creative Credo” Acknowledgments When I started my doctoral studies, I could never have imagined what a formative learning experience it would be, both professionally and personally. I owe many people a debt of gratitude for all their help throughout this long journey. I deeply thank my supervisor, Professor Heitor Capuzzo; my cosupervisor, Giannalberto Bendazzi; and Professor Vibeke Sorensen, chair of the School of Art, Design and Media at Nanyang Technological University, Singapore for showing sincere compassion and offering unwavering moral support during a personally difficult stage of this Ph.D. I am also grateful for all their suggestions, critiques and observations that guided me in this research project, as well as their dedication and patience. My gratitude goes to Tee Bosustow, who graciously
    [Show full text]
  • 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.
    [Show full text]
  • BY DMYTRO TKACHUK COMPUTER GRAPHICS SEMINAR Non Photorealistic Rendering
    Non Photorealistic Rendering BY DMYTRO TKACHUK COMPUTER GRAPHICS SEMINAR Non photorealistic rendering Non photorealistic rendering (NPR) is a process by which computer engineers try to animate and represent items inspired by paintings, drawings, cartoons and other sources that do not feature photorealism. Usage of NPR 1. Entertainment • Cartoons • Movies • Games • Illustrations 2. Technical illustrations • Architectural drawings • Assemblies • Exploded view diagrams 3. Smart depiction systems Cel Shading Cel Shading, also called toon shading, is a 3D technique based on a specific shading method, which recreates the look of traditional 2D animation cels with the use of flat colours and used for shading 3D objects in a unrealistic way. But it’s not only referred to a shading method, nowadays Cel Shading is known also and more generally as an artistic style/method of making 3D graphics seem cartoonish with the use of specifically colored textures, and also using outlines to simulate drawing lines. Cel shading Cel shading: how it works Shading Cel shading effect is generated from 3D object’s normals. Each normal has it’s own angle, which is determined between its direction and the lighting point. It calculates the respective cosine and applies a specific tone to that faces/area. Consequently, when the angle between normal and light is zero, the tone will be brighter. When the angle increases the tone will become darker. Cel shading: how it works Shading The different tones are flat and change without gradients, simulating cell painting style. Depending on the style, the number of tones can be increased or decreased. Cel shading: how it works Outline Sometimes to achieve cartoon look, computer graphics developers include black outlines simulating drawing strokes.
    [Show full text]
  • ECSE 4961/6961: Computer Vision and Graphics for Digital Arts Dvds for the Week of September 24–28
    ECSE 4961/6961: Computer Vision and Graphics for Digital Arts DVDs for the week of September 24–28 What Dreams May Come (Sept 24) Start with Chapter 6 (“Painting Your Own Surroundings”) about 24 minutes in. The setting is that the Robin Williams character has died and finds out that heaven, for him, is to be inside one of his wife’s paintings. There are some interesting effects reminiscent (although probably not technically related to) Hertzmann’s paper on painterly rendering. At about 25:30 there’s a shot with the camera pushing forward through flowers and plants. At about 28:00 there are some effects of sun-dappled water that capture a painterly feel. At 29:00 there’s a short clip of a bird flying through an expressionistic sky. You can stop watching around 32:00 (when the characters enter the house). Next, go to the extras and select the featurette. Skip forward to about 11:00 through 13:30 when the director and effects artists discuss how the painterly effect was achieved, and show some raw footage and steps to achieving the final effect. Discuss similarities and differences to Hertzmann, extensions and inspirations, technical strengths and weaknesses, etc. A Scanner Darkly (Sept 24) The whole movie is probably worth watching, but in the interest of keeping the video part to 15-20 minutes, I suggest going directly to the extras section of the disc. Watch the Theatrical Trailer, which gives a pretty good overview of the animation style in different scenes. Then watch the extra titled “The Weight of the Line: Animation Tales”.
    [Show full text]
  • Computerising 2D Animation and the Cleanup Power of Snakes
    Computerising 2D Animation and the Cleanup Power of Snakes. Fionnuala Johnson Submitted for the degree of Master of Science University of Glasgow, The Department of Computing Science. January 1998 ProQuest Number: 13818622 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a com plete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. uest ProQuest 13818622 Published by ProQuest LLC(2018). Copyright of the Dissertation is held by the Author. All rights reserved. This work is protected against unauthorized copying under Title 17, United States C ode Microform Edition © ProQuest LLC. ProQuest LLC. 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, Ml 48106- 1346 GLASGOW UNIVERSITY LIBRARY U3 ^coji^ \ Abstract Traditional 2D animation remains largely a hand drawn process. Computer-assisted animation systems do exists. Unfortunately the overheads these systems incur have prevented them from being introduced into the traditional studio. One such prob­ lem area involves the transferral of the animator’s line drawings into the computer system. The systems, which are presently available, require the images to be over- cleaned prior to scanning. The resulting raster images are of unacceptable quality. Therefore the question this thesis examines is; given a sketchy raster image is it possible to extract a cleaned-up vector image? Current solutions fail to extract the true line from the sketch because they possess no knowledge of the problem area.
    [Show full text]
  • Photo Journalism, Film and Animation
    Syllabus – Photo Journalism, Films and Animation Photo Journalism: Photojournalism is a particular form of journalism (the collecting, editing, and presenting of news material for publication or broadcast) that employs images in order to tell a news story. It is now usually understood to refer only to still images, but in some cases the term also refers to video used in broadcast journalism. Photojournalism is distinguished from other close branches of photography (e.g., documentary photography, social documentary photography, street photography or celebrity photography) by complying with a rigid ethical framework which demands that the work be both honest and impartial whilst telling the story in strictly journalistic terms. Photojournalists create pictures that contribute to the news media, and help communities connect with one other. Photojournalists must be well informed and knowledgeable about events happening right outside their door. They deliver news in a creative format that is not only informative, but also entertaining. Need and importance, Timeliness The images have meaning in the context of a recently published record of events. Objectivity The situation implied by the images is a fair and accurate representation of the events they depict in both content and tone. Narrative The images combine with other news elements to make facts relatable to audiences. Like a writer, a photojournalist is a reporter, but he or she must often make decisions instantly and carry photographic equipment, often while exposed to significant obstacles (e.g., physical danger, weather, crowds, physical access). subject of photo picture sources, Photojournalists are able to enjoy a working environment that gets them out from behind a desk and into the world.
    [Show full text]
  • Ficci Baf Awards 2015 - Nomination List
    FICCI BAF AWARDS 2015 - NOMINATION LIST CATEGORY ENTRANT ENTRY TITLE COUNTRY Hochschule Luzern - Design & Kunst The Sound of Crickets Switzerland Communication University of China Fly China Animated Short Film - Student Communication University of China My Daddy China [International] Communication University of China HideSeek China The Arts University at Bournemouth Do Us Part United Kingdom The Arts University at Bournemouth The Shipping Forecast United Kingdom National Institute of Design Her long nails India National Institute of Design Horn Ok Scream India Animated Short Film - Student [Indian] DSK Supinfocom International Campus Magarwasi India National Institute of Design Death of a Mosquito India Thought Cloud Studio Rise of the Valiant INDRAJEET India Animated Promos [International] Climb Media India Pvt Ltd Jugnoo India 19th Day Pictures Vincent the Artist USA | India Thought Cloud Studio Rise of the Valiant INDRAJEET India Animated Promos [Indian] Climb Media India Pvt Ltd Jugnoo India Nestle | Paperboat Design Studios Pvt Ltd Superbabies India Climb Media India Pvt Ltd BSE Fishing India Animated Ad Film Mit Institute of Design ICRC India [International] Syu Design BSE APP India Studio Eeksaurus Productions Pvt Ltd Rotary Lifeline India Studio Eeksaurus Productions Pvt Ltd Rotary Heartline India Animated Ad Film [Indian] Studio Eeksaurus Productions Pvt Ltd Rotary Fateline India FutureWorks Integrated Advertising | Welspun-world of hygrocotton India Futureworks Media Ltd Studio Eeksaurus Productions Pvt Ltd Fisherwoman and Tuk Tuk India Animated Short Film - Professional Mud n Water Production Pvt Ltd Talking Walls India [International] Aroop Dwivedi Aai India Studio Eeksaurus Productions Pvt Ltd Fisherwoman and Tuk Tuk India Animated Short Film - Professional Figment Films Sonali Pakhi India [Indian] Mud n Water Production Pvt Ltd Talking Walls India Bluepixels Animation Studios Pvt Ltd Ande Pirki India Studio 100 | Visual Computing Labs - Tata Heidi Belgium | India Animated TV Episode Elxsi Ltd.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • Simulating Humans: Computer Graphics, Animation, and Control
    University of Pennsylvania ScholarlyCommons Center for Human Modeling and Simulation Department of Computer & Information Science 6-1-1993 Simulating Humans: Computer Graphics, Animation, and Control Bonnie L. Webber University of Pennsylvania, [email protected] Cary B. Phillips University of Pennsylvania Norman I. Badler University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/hms Recommended Citation Webber, B. L., Phillips, C. B., & Badler, N. I. (1993). Simulating Humans: Computer Graphics, Animation, and Control. Retrieved from https://repository.upenn.edu/hms/68 Reprinted with Permission by Oxford University Press. Reprinted from Simulating humans: computer graphics animation and control, Norman I. Badler, Cary B. Phillips, and Bonnie L. Webber (New York: Oxford University Press, 1993), 283 pages. Author URL: http://www.cis.upenn.edu/~badler/book/book.html This paper is posted at ScholarlyCommons. https://repository.upenn.edu/hms/68 For more information, please contact [email protected]. Simulating Humans: Computer Graphics, Animation, and Control Abstract People are all around us. They inhabit our home, workplace, entertainment, and environment. Their presence and actions are noted or ignored, enjoyed or disdained, analyzed or prescribed. The very ubiquitousness of other people in our lives poses a tantalizing challenge to the computational modeler: people are at once the most common object of interest and yet the most structurally complex. Their everyday movements are amazingly uid yet demanding to reproduce, with actions driven not just mechanically by muscles and bones but also cognitively by beliefs and intentions. Our motor systems manage to learn how to make us move without leaving us the burden or pleasure of knowing how we did it.
    [Show full text]
  • Jobs and Education
    Vol. 3 Issue 3 JuneJune1998 1998 J OBS AND E DUCATION ¥ Animation on the Internet ¥ Glenn VilppuÕs Life Drawing ¥ CanadaÕs Golden Age? ¥ Below the Radar WHO IS JARED? Plus: Jerry BeckÕs Essential Library, ASIFA and Festivals TABLE OF CONTENTS JUNE 1998 VOL.3 NO.3 4 Editor’s Notebook It’s the drawing stupid! 6 Letters: [email protected] 7 Dig This! 1001 Nights: An Animation Symphony EDUCATION & TRAINING 8 The Essential Animation Reference Library Animation historian Jerry Beck describes the ideal library of “essential” books on animation. 10 Whose Golden Age?: Canadian Animation In The 1990s Art vs. industry and the future of the independent filmmaker: Chris Robinson investigates this tricky bal- ance in the current Canadian animation climate. 15 Here’s A How de do Diary: March The first installment of Barry Purves’ production diary as he chronicles producing a series of animated shorts for Channel 4. An Animation World Magazine exclusive. 20 Survey: It Takes Three to Tango Through a series of pointed questions we take a look at the relationship between educators, industry representatives and students. School profiles are included. 1998 33 What’s In Your LunchBox? Kellie-Bea Rainey tests out Animation Toolworks’ Video LunchBox, an innovative frame-grabbing tool for animators, students, seven year-olds and potato farmers alike! INTERNETINTERNET ANIMATIONANIMATION 38 Who The Heck is Jared? Well, do you know? Wendy Jackson introduces us to this very funny little yellow fellow. 39 Below The Digital Radar Kit Laybourne muses about the evolution of independent animation and looks “below the radar” for the growth of new emerging domains of digital animation.
    [Show full text]