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BRAND NAME PRODUCTS Branded Male Marketing to Men.Pdf
Branded Male hb aw:Branded Male 15/1/08 10:10 Page 1 BRANDED MALE Mark Tungate is the “Tungate dissects the social trends that have been shaping the male consumer across a Men are not what they were. In article after author of the variety of sectors in recent years… Provides insights on how brands can tackle the article we’re told a new type of man is bestselling Fashion business of engaging men in a relevant way – and the influential role that the women in abroad – he’s more interested in looking Brands, as well as the their lives play.” good and he’s a lot keener on shopping. highly acclaimed Carisa Bianchi, President, TBWA / Chiat / Day, Los Angeles Adland: A Global Branded Male sets out to discover what History of Advertising, “Finally a book that uses humour, examples and clever storytelling to shed a new light on makes men tick as consumers and how both published by male trends. Helps us approach male consumers as human beings and not simply as products and services are effectively Kogan Page. Based in marketing targets.” branded for the male market. Using a day Photography: Philippe Lemaire Paris, he is a journalist in the life of a fictional “branded male”, specializing in media, marketing and Roberto Passariello, Marketing Director, Eurosport International Mark Tungate looks at communication. Mark has a weekly column BRANDED male-orientated brands and their in the French media magazine Stratégies, “Ideas, advice and insights that will help anyone aiming to get messages across marketing strategies in areas as diverse as: and writes regularly about advertising, style to men.” and popular culture for the trends David Wilkins, Special Projects Officer, Men’s Health Forum • grooming and skincare; intelligence service WGSN and the • clothes; magazine Campaign. -
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. -
Fuwaku No Adagio] Friday 8 October at 9:30Pm
AUTUMN ADAGIO [FUWAKU NO ADAGIO] FRIDAY 8 OCTOBER AT 9:30PM A nun going through her menopause might sound like the punch-line of a joke you wouldn’t tell your mum, but Tsuki Inoue’s disarmingly beautiful film Autumn Adagio takes what could have so easily been a premise ripe for exploitation and makes from it a profoundly moving and utterly restrained masterpiece. Mariko, who is first seen absent-mindedly plucking the stamen from a bouquet of lilies, lives a cloistered, routine life. One day, confused by the way she is feeling, she takes a leap of faith and volunteers to play the piano for the local ballet school. Whilst working she becomes entranced by the instructor’s graceful movements in a scene that is both gently surreal and quietly erotic. Although she plays well, the instructor tries to encourage her to put more of herself into the music. Moriko, who has spent her life repressing her sexuality and emotions, decides to let them out for a short time before they are lost forever and we can’t help but be swept along with her new enthusiasm. From then on the film is by turns disturbing, tragic and uplifting as she learns to reengage with the world. More and more we start to see her without her habit, and the change is striking. The tension between religion and sexuality has been explored in many films, but rarely has it been handled with such sensitivity. DB Country Japan Running Time 70 mins Format HDCam Director/Producer/ Screenplay Tsuki Inoue DoP Yosuke Omori Cast Rei Shibakusa, Peyton Chiba, Takuo Shibuya Print Source Dongyu Email [email protected] 104 18TH RAINDANCE FILM FESTIVAL BOYS ON THE RUN [BOIZU ON ZA RAN] FRIDAY 1 OCTOBER AT 6:30PM Boys on the Run stars Kazunobu Mineta (frontman for punk-rock band Ging Nang Boyz) as Tanishi, a 29-year-old virgin stuck in a menial position at a failing company. -
Building Pedagogical Curb Cuts: Incorporating Disability in the University Classroom and Curriculum 4105-11 SU 4/1/05 3:50 PM Page 4
4105-11_SU 4/1/05 3:50 PM Page 3 Building Pedagogical Curb Cuts: Incorporating Disability in the University Classroom and Curriculum 4105-11_SU 4/1/05 3:50 PM Page 4 Copyright 2005© The Graduate School, Syracuse University. For more information about this publication, contact: The Graduate School Syracuse University 423 Bowne Hall Syracuse, New York 13244. 4105-11_SU 4/1/05 3:50 PM Page 5 v Contents Acknowledgements vii Chancellor’s Preface ix Editors’ Introduction xi I. Incorporating Disability in the Curriculum Mainstreaming Disability: A Case in Bioethics 3 Anita Ho Language Barriers and Barriers to Language: Disability 11 in the Foreign Language Classroom Elizabeth Hamilton and Tammy Berberi Including Women with Disabilities in Women and 21 Disability Studies Maria Barile Seeing Double 33 Ann Millett Cinematically Challenged: Using Film in Class 43 Mia Feldbaum and Zach Rossetti “Krazy Kripples”: Using South Park to Talk 67 about Disability Julia White Teaching for Social Change 77 Kathy Kniepmann II. Designing Instruction for Everyone Nothing Special: Becoming a Good Teacher for All 89 Zach Rossetti and Christy Ashby 4105-11_SU 4/1/05 3:50 PM Page 6 vi contents Tools for Universal Instruction 101 Thomas Argondizza “Lame Idea”: Disabling Language in the Classroom 107 Liat Ben-Moshe Learning from Each Other: Syracuse University 117 and the OnCampus Program Cheryl G. Najarian and Michele Paetow III. Students with Disabilities in the Classroom Being an Ally 131 Katrina Arndt and Pat English-Sand Adapting and “Passing”: My Experiences as a 139 Graduate Student with Multiple Invisible Disabilities Elizabeth Sierra-Zarella “We’re not Stupid”: My College Years 147 as a Mentally Challenged Student Anthony J. -
Brian Paint Breakdown 1.Qxd
Digital Matte Painting Reel Breakdown Brian LaFrance Run Time: 2 Minutes 949-302-2085 [email protected] Big Hero 6: Baymax and Hiro Flying Sequence Description: Lead Set Extension Artist. helped develop sky pano from source HDR's, which fed lighting dept. 360 degree seaming of ocean/sky horizon, land, atmosphere blending. Painted East Bay city. Made 3d fog volumes in houdini, rendered with scene lighting for reference, which informed the painting of multiple fog lay- ers, which were blended into the scene using zdepth "slices" for holdouts, integrating the fog into the landscape. Software Used: Photoshop, Maya, Nuke, Houdini, Terragen, Hyperion(Disney Prop. Rendering software) Big Hero 6: Bridge Description: Painted sky, ground fog slices and lights, projected in nuke. Software Used: Photoshop, Maya, Nuke, Terragen, Hyperion Big Hero 6: City Description: Painted sky, moving ground fog clouds. Clouds integrated into digital set using zdepth "slices" for holdouts, integrating fog into the landscape. Software Used: Photoshop, Maya, Nuke R.I.P.D.: City Shots Description: Blocked out city compositions with simple geometry, projected texture onto that geometry. Software Used: Photoshop, Rampage (Rhythm and Hues Prop. Projection software) The Seventh Son: Multiple Shots Description: Modeled simple geom, sculpted in zbrush for balcony shot, textured/lit/rendered in mental ray, painted over in photoshop, projected onto modeled or simplified geometry in rampage. Software Used: Photoshop, Maya, Mental Ray, Zbrush, Rampage Elysium: Earth Description: Provided a Terragen "Planet Rig" to Image Engine for them to render views of earth, as well as a large render of whole earth to be used as source for matte painting(s). -
Studyof Guinness
THIBAULT DEMURGE SSTTUUDDYY OOFF GGUUIINNNNEESSSS YEAR: 2006-2007 DIPLOMA: DUETI C ONTENTS BEER CONSUMMATION IN IRELAND: .................................................................... 2 PRESENTATION OF GUINNESS : ............................................................................... 4 THE STEPS TO BREW GUINNESS? .............................................................................................. 6 THEORIES ABOUT ADVERTISING ............................................................................ 8 GLOBAL BRANDING ................................................................................................................. 8 DEFINITION OF GLOBAL BRANDING ......................................................................................... 8 The consumers’ percepton of global brands .................................................................................. 9 Analyse of global branding .............................................................................................................. 9 Challenges facing global brands .................................................................................................... 10 THE MEDIA ........................................................................................................................... 11 Television ....................................................................................................................................... 11 Newspapers .................................................................................................................................. -
Review of the Scottish Animation Sector
__ Review of the Scottish Animation Sector Creative Scotland BOP Consulting March 2017 Page 1 of 45 Contents 1. Executive Summary ........................................................................... 4 2. The Animation Sector ........................................................................ 6 3. Making Animation ............................................................................ 11 4. Learning Animation .......................................................................... 21 5. Watching Animation ......................................................................... 25 6. Case Study: Vancouver ................................................................... 27 7. Case Study: Denmark ...................................................................... 29 8. Case Study: Northern Ireland ......................................................... 32 9. Future Vision & Next Steps ............................................................. 35 10. Appendices ....................................................................................... 39 Page 2 of 45 This Report was commissioned by Creative Scotland, and produced by: Barbara McKissack and Bronwyn McLean, BOP Consulting (www.bop.co.uk) Cover image from Nothing to Declare courtesy of the Scottish Film Talent Network (SFTN), Studio Temba, Once Were Farmers and Interference Pattern © Hopscotch Films, CMI, Digicult & Creative Scotland. If you would like to know more about this report, please contact: Bronwyn McLean Email: [email protected] Tel: 0131 344 -
Computer Graphics World | 1
Contents Zoom In Zoom Out For navigation instructions please click here Search Issue Next Page ComputerTHE MAGAZINE FOR DIGITAL CONTENT CREATION AND PRODUCTION June 2006 www.cgw.com WORLD On CG Location Setting the virtual scene in prime-time shows Young Again Digital artists reverse the aging process for X-Men CSI: CGI Uncovering the clues for an immersive game experience The Wheel Deal Team Disney/Pixar shifts into high gear to create cars with character $4.95 USA $6.50 Canada Contents Zoom In Zoom Out For navigation instructions please click here Search Issue Next Page A CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page BEF MaGS &''&$54108&3)064& &OFSHJ[FZPVSTUVEJPXJUIUIF%#0995.4FSJFT XPSLTUBUJPOTQPXFSFECZ*OUFMT¡OFX%VBM$PSF9FPO¡ 1SPDFTTPST &OKPZFYDFMMFOUQFSGPSNBODF BOEIFBESPPNGPSUPEBZTCJU BQQMJDBUJPOT"OEQSPUFDUZPVS JOWFTUNFOUTBTZPVUSBOTJUJPO UPCJUDPNQVUJOH #099 888#0995&$)$0.________________ 4"-&4!#0995&$)$0.__________________ *OUFM UIF*OUFMMPHP 9FPO BOEUIF9FPOMPHPBSFUSBEFNBSLTPSSFHJTUFSFEUSBEFNBSLT PG*OUFM$PSQPSBUJPOPSJUTTVCTJEJBSJFTJOUIF6OJUFE4UBUFTBOEPUIFSDPVOUSJFT A CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page BEF MaGS A CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page BEF MaGS June 2006 • Volume 29 • Number 6 THE MAGAZINE FOR DIGITAL CONTENT CREATION AND PRODUCTION Also see www.cgw.com for computer graphics news, special surveys and reports, and the online gallery. Computer WORLD 10 Features Departments Cover story Editor’s Note 2 Car Talk 10 CHARACTER ANIMATION | Team The Ticket to Summer Fun Disney/Pixar builds the ultimate Will this year’s anticipated summer concept cars for the newly released blockbusters shine or fi zzle? vehicle-centric fi lm. -
Maaston Mallintaminen Visualisointikäyttöön
MAASTON MALLINTAMINEN VISUALISOINTIKÄYTTÖÖN LAHDEN AMMATTIKORKEAKOULU Tekniikan ala Mediatekniikan koulutusohjelma Teknisen Visualisoinnin suuntautumisvaihtoehto Opinnäytetyö Kevät 2012 Ilona Moilanen Lahden ammattikorkeakoulu Mediatekniikan koulutusohjelma MOILANEN, ILONA: Maaston mallintaminen visualisointikäyttöön Teknisen Visualisoinnin suuntautumisvaihtoehdon opinnäytetyö, 29 sivua Kevät 2012 TIIVISTELMÄ Maastomallit ovat yleisesti käytössä peli- ja elokuvateollisuudessa sekä arkkitehtuurisissa visualisoinneissa. Mallinnettujen 3D-maastojen käyttö on lisääntynyt sitä mukaa, kun tietokoneista on tullut tehokkaampia. Opinnäytetyössä käydään läpi, millaisia maastonmallintamisen ohjelmia on saatavilla ja osa ohjelmista otetaan tarkempaan käsittelyyn. Opinnäytetyössä käydään myös läpi valittujen ohjelmien hyvät ja huonot puolet. Tarkempaan käsittelyyn otettavat ohjelmat ovat Terragen- sekä 3ds Max - ohjelmat. 3ds Max-ohjelmassa käydään läpi maaston luonti korkeuskartan ja Displace modifier -toiminnon avulla, sekä se miten maaston tuominen onnistuu Google Earth-ohjelmasta Autodeskin tuotteisiin kuten 3ds Max:iin käyttäen apuna Google Sketchup -ohjelmaa. Lopuksi vielä käydään läpi ohjelmien hyvät ja huonot puolet. Casessa mallinnetaan maasto Terragen-ohjelmassa sekä 3ds Max- ohjelmassa korkeuskartan avulla ja verrataan kummalla mallintaminen onnistuu paremmin. Maasto mallinnettiin valituilla ohjelmilla ja käytiin läpi saatavilla olevia maaston mallinnusohjelmia. Lopputuloksena päädyttiin, että valokuvamaisen lopputuloksen saamiseksi Terragen -
Applying the Food–Energy–Water Nexus Concept at the Local Scale
ARTICLES https://doi.org/10.1038/s41893-021-00719-1 Applying the food–energy–water nexus concept at the local scale Henry P. Huntington 1 ✉ , Jennifer I. Schmidt2, Philip A. Loring 3, Erin Whitney4, Srijan Aggarwal 5, Amanda G. Byrd4, Subhabrata Dev6, Aaron D. Dotson7, Daisy Huang4, Barbara Johnson8, Justus Karenzi9, Henry J. F. Penn10, AlexAnna Salmon11, Daniel J. Sambor12, William E. Schnabel6, Richard W. Wies Jr9 and Michelle Wilber 4 The food–energy–water (FEW) nexus describes interactions among domains that yield gains or trade-offs when analysed together rather than independently. In a project about renewable energy in rural Alaska communities, we applied this concept to examine the implications for sustainability and resilience. The FEW nexus provided a useful framework for identifying the cross-domain benefits of renewable energy, including gains in FEW security. However, other factors such as transportation and governance also play a major role in determining FEW security outcomes in rural Alaska. Here, we show the implications of our findings for theory and practice. The precise configurations of and relationships among FEW nexus components vary by place and time, and the range of factors involved further complicates the ability to develop a functional, systematic FEW model. Instead, we suggest how the FEW nexus may be applied conceptually to identify and understand cross-domain interactions that contribute to long-term sustainability and resilience. ood, energy and water are essential components of sustain- and the remaining food are transported in by air or water. Part of ability, emphasized as three of the 17 Sustainable Development the initial impetus was to add to practical scholarly understanding FGoals of the United Nations1. -
… … Mushi Production
1948 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 … Mushi Production (ancien) † / 1961 – 1973 Tezuka Productions / 1968 – Group TAC † / 1968 – 2010 Satelight / 1995 – GoHands / 2008 – 8-Bit / 2008 – Diomédéa / 2005 – Sunrise / 1971 – Deen / 1975 – Studio Kuma / 1977 – Studio Matrix / 2000 – Studio Dub / 1983 – Studio Takuranke / 1987 – Studio Gazelle / 1993 – Bones / 1998 – Kinema Citrus / 2008 – Lay-Duce / 2013 – Manglobe † / 2002 – 2015 Studio Bridge / 2007 – Bandai Namco Pictures / 2015 – Madhouse / 1972 – Triangle Staff † / 1987 – 2000 Studio Palm / 1999 – A.C.G.T. / 2000 – Nomad / 2003 – Studio Chizu / 2011 – MAPPA / 2011 – Studio Uni / 1972 – Tsuchida Pro † / 1976 – 1986 Studio Hibari / 1979 – Larx Entertainment / 2006 – Project No.9 / 2009 – Lerche / 2011 – Studio Fantasia / 1983 – 2016 Chaos Project / 1995 – Studio Comet / 1986 – Nakamura Production / 1974 – Shaft / 1975 – Studio Live / 1976 – Mushi Production (nouveau) / 1977 – A.P.P.P. / 1984 – Imagin / 1992 – Kyoto Animation / 1985 – Animation Do / 2000 – Ordet / 2007 – Mushi production 1948 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 … 1948 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 … Tatsunoko Production / 1962 – Ashi Production >> Production Reed / 1975 – Studio Plum / 1996/97 (?) – Actas / 1998 – I Move (アイムーヴ) / 2000 – Kaname Prod. -
Imagem E Pensamento Comunicação E Sociedade
imagenepensamento.qxp:Apresentação 1 31/03/11 13:28 Página1 23 Comunicação e Sociedade José Bragança de Miranda, Moisés de Lemos Martins Moisés de Lemos Martins Madalena Oliveira Jacinto Godinho José Bragança de Miranda Madalena Oliveira Aparentemente a imagem superou o pensamento, já não Jacinto Godinho necessitando dele. Trata-se de um resultado paradoxal, se repararmos que a filosofia ocidental, a de Platão, por Imagem e Pensamento exemplo, começa precisamente num conflito com as ima- gens. Esse conflito é resolvido através das ideias eternas, Imagem e Pensamento um procedimento que abre caminho ao «conceito», de que a técnica digital é a culminação. No momento final deste processo, a relação entre imagem, palavra e texto tornou- -se praticamente num enigma, sendo nosso propósito, neste ensaio plural, escrito a muitas mãos, interrogá-lo, debatê-lo e clarificá-lo, na medida do possível. www.ruigracio.com Universidade do Minho Grácio Editor Grácio Editor Centro de Estudos de Comunicação e Sociedade Imagem e Pensamento:Layout 1 31/03/11 12:52 Página2 Imagem e Pensamento:Layout 1 31/03/11 12:52 Página3 Moisés de Lemos Martins, José Bragança de Miranda, Madalena Oliveira e Jacinto Godinho (Eds) IMAGEM E PENSAMENTO Grácio Editor Imagem e Pensamento:Layout 1 31/03/11 12:52 Página4 Ficha técnica Título: Imagem e Pensamento Editores: Moisés de Lemos Martins, José Bragança de Miranda, Madalena Oliveira e Jacinto Godinho Colecção: Comunicação e Sociedade — n.º 23 Director da colecção: Moisés de Lemos Martins Centro de Estudos Comunicação e Sociedade da Universidade do Minho Capa: Grácio Editor Coordenação editorial: Rui Grácio Design gráfico: Grácio Editor Impressão e acabamento: Tipografia Lousanense 1ª Edição: Abril de 2011 ISBN: 978-989-8377-12-8 Dep.