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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. -
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. -
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. -
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. -
2D Animation Software You’Ll Ever Need
The 5 Types of Animation – A Beginner’s Guide What Is This Guide About? The purpose of this guide is to, well, guide you through the intricacies of becoming an animator. This guide is not about leaning how to animate, but only to breakdown the five different types (or genres) of animation available to you, and what you’ll need to start animating. Best software, best schools, and more. Styles covered: 1. Traditional animation 2. 2D Vector based animation 3. 3D computer animation 4. Motion graphics 5. Stop motion I hope that reading this will push you to take the first step in pursuing your dream of making animation. No more excuses. All you need to know is right here. Traditional Animator (2D, Cel, Hand Drawn) Traditional animation, sometimes referred to as cel animation, is one of the older forms of animation, in it the animator draws every frame to create the animation sequence. Just like they used to do in the old days of Disney. If you’ve ever had one of those flip-books when you were a kid, you’ll know what I mean. Sequential drawings screened quickly one after another create the illusion of movement. “There’s always room out there for the hand-drawn image. I personally like the imperfection of hand drawing as opposed to the slick look of computer animation.”Matt Groening About Traditional Animation In traditional animation, animators will draw images on a transparent piece of paper fitted on a peg using a colored pencil, one frame at the time. Animators will usually do test animations with very rough characters to see how many frames they would need to draw for the action to be properly perceived. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
180-Degree Rule, 183 3D Studio Max, 53, 120 Aarseth, Espen, 120
Index 180-degree rule, 183 Biofeedback, 116, 231 – 233 3D Studio Max, 53, 120 Bittorrent, 258 Blizzcon, 184 Aarseth, Espen, 120, 213, 264, 307 Bolter, Jay, 180, 262 Academy of Machinima Arts and Sciences Brecht, Berthold, 47, 159– 160, 198 – 200 (AMAS), viii, 28, 39, 131 Bundespr ü fstelle f ü r jugendgef ä hrdende Academy of Motion Picture Arts and Sciences, Medien (BPjM), 258 39 Adaptation, 156, 301, 311, 317 Cameron, James, 79 Adobe Premiere , 45 – 46, 133 Carmack, John, 6 – 7, 10, 305 Adorno, Theodor, 159, 168 Character animation, 61, 65, 74, 100, 104. Agamben, Giorgio, 160 – 163, 168 – 169 See also Puppets Animation (traditional), 34, 57, 65, 83 – 84, Crosby, Chris (aka NoSkill), 8 114, 127 Cinema v é rit é , 13, 189 Anime, 37, 73, 149, 190, 331 Cinematography, 75 – 79, 82, 84 – 85, 88, 132, Anymation, 34, 114 160, 163, 182, 187, 207, 250 Arcade (games), 119, 162, 249 Clockwork Orange (fi lm), 227 Arcangel, Cory, 115, 123 Comedy (genre), 27, 144, 148, 190 Aristotle 160, 199, 303 Compositing (rendering), 4, 6, 16, 21, 77, 80, Artifi cial Intelligence (AI), 81, 97, 128, 186, 85, 205 266 – 268, 291 Condon, Brody, 115, 123, 303 Auslander, Phil, 117, 127 – 128, 133, Constructive play, 246 – 247. See also Piaget, 139 Jean Convergence, 38, 253, 302, 331 Baron Soosdon, 3, 17 – 18, 20 Convergence culture, 38, 241 Benjamin, Walter, 160 Copyright, 169, 316 – 317, 321 – 329 Bal á zs, B é la, 177, 179, 181 Cross-media, 302, 305. See also Transmedia Baran, Stanley, 260 – 262 Cut-scene, 120, 160, 191, 262, 267– 270, Battlefi eld (game series), 31 293 Bazin, Andr é , 199 – 201, 207 Cyberfeminism, 278 Beck, Dave, 315 – 331 Cyborg, 80, 210, 278, 304 342 Index Dance. -
How to Become an Animator – By
How to Become an Animator Your guide for evaluating animation jobs and animation schools By Kris Larson About the Author: Kris Larson was a senior marketing executive and hiring manager in the entertainment industry for many years. She currently works with Animation Mentor to develop eBooks and articles about the animation industry. (Shameless Plug) Learn Character Animation from Professional Animators Who Are Working at Major Studios If you want to be a character animator, you’ll need to know more than just animation tips and tricks. Bobby Beck, Shawn Kelly, and Carlos Baena cofounded the online character animation school in 2005 because many aspiring animators weren’t learning the art behind animation. Animation Mentor teaches you the art behind animation under the guidance of professional animators who are currently working at leading studios. Our approach also prepares you with the skills and experience to succeed in a studio environment. At the end of the program, you graduate with a killer demo reel that’s your resume for a job and connections to jobs at film studios and video game companies. If you want to learn more about Animation Mentor, check us out. We can teach you everything you need to know to create a great demo reel and land a job in 18 months. We want to help you reach your dreams of becoming an animator. LETTER FROM ANIMATIONMENTOR.COM FOUNDERS Dear Aspiring Animator, If you’re reading this eBook, that means you’re interested in becoming an animator, the coolest job in the world! We’ve been animators for a while now, working at Pixar Animation Studios and Industrial Light & Magic (ILM). -
Multimedia Artist and Animator
Explore your future pathway Multimedia Artist and Animator Career Overview Education/Training Multimedia artists and animators create two- and three- Employers typically require a bachelor’s degree, and they dimensional models, animation, and visual effects for look for workers who have a portfolio of work and strong television, movies, video games, and other forms of technical skills. Animators typically have a media. They often work in a specific form or medium. bachelor’s degree in fine art, computer graphics, animation, Some create their work primarily by using computer or a related field. Programs in computer graphics often software while others prefer to work by drawing and include courses in computer science in addition painting by hand. Each animator works on a portion of the to art courses. project, and then the pieces are put together to create one cohesive animation. Bachelor’s degree programs in art include courses in painting, drawing, and sculpture. Degrees in animation Animators typically do the following: often require classes in drawing, animation, and film. Many -Use computer programs and illustrations to create schools have specialized degrees in topics such as graphics and animation interactive media or game design. -Work with a team of animators and artists to create a movie, game, or visual effect Important Qualities -Research upcoming projects to help create realistic designs or animations Artistic talent should have artistic ability and a good understanding of color, texture, and light. However, -Develop storyboards that map out key scenes they may be able to compensate for artistic shortcomings in animations with better technical skills. -Edit animations and effects on the basis of feedback from Communication skills need to work as part of a directors, other animators, game designers, or clients complex team and respond well to criticism and feedback. -
Introduction to Animation Working Practice
CHAPTER ONE Introduction to Animation Working Practice Chapter Summary • How Animation Works • The 13 Things You Need to Know About • Frames per Second Maya • What You Need for Your Studio • The 13 Things You Need to Know About • Let’s Get Animating 3D Studio Max • Flipping, Flicking and Rolling • Overview of the ‘Ball Drop’ Exercise in 3D • How to Use a Line Tester to Help • How to Animate a Basic Bouncy Ball in Maya Your Animation • How to Animate a Basic Bouncy Ball • Exercises in 3D Studio Max • How to Relate Your 2D Animation to • Drawing Your 3D Animation • The 12 Principles of Animation In this chapter I’ll take you through two things: the equipment needed to make a basic animation studio and some simple animation. We will look at X-sheets and how they help timing, fl ipping, fl icking and rolling; how to use a line tester; and how to put the lessons learnt from your drawn exercises onto a 3D computer animation program. By the end of the chapter you will have learnt how to organise yourself and how to plan and execute a piece of animation. I make no apologies for taking you right back to basics. You may know much of this but bear with me – it is worth refreshing your knowledge and reinforcing the basic principles behind animation. How Animation Works The Basics 2D drawn animation consists of a series of drawings shot one after another and played back to give the illusion of movement. This animation can be played back in a number of ways: • In the form of a ‘fl ipbook’ (basically a pile of drawings in sequence, bound together and fl ipped with the thumb). -
On Tsuji Naoyuki's Charcoal Anime
PAUL ROQUET Carbon as Creation: On Tsuji Naoyuki’s Charcoal Anime Th ink about where to move the lines to next. Rip off a piece of bread and dab at the paper, pulling the carbon residue off the page. Pick up a stick of charcoal and draw some new lines a little to the side of the ones you just erased. Record this new image onto a few frames of fi lm. Repeat once you decide where to take the lines next. Th is is how you create a charcoal anime. Th is looping method takes anime back to the basics, rooting it to the manual encounter between hand, carbon, and paper. Tsuji Naoyuki (b. 1972) pioneered the style in Japan, at a time when most anime was pushing further into digital technology and increasing lay- ers of electronic mediation. Charcoal anime strips these layers away instead. After graduating with a degree in sculpture from Tokyo Zōkei University in 1995 and experimenting with stop-motion animation, Tsuji began develop- ing short sequences of monochrome charcoal drawings and recording them on 16mm fi lm. A Feather Stare at the Dark (1995–2003, Yami o mitsumeru hane) and Trilogy about Clouds (2005, Mittsu no kumo) both went on to screen at the Directors’ Fortnight at the Cannes Film Festival, securing Tsuji’s place as a central fi gure in the burgeoning world of Japanese art animation. Like many working in the fi eld, Tsuji situates his work at a complex remove from 63 Tsuji’s turn to charcoal the commercial anime industry, presenting can be understood as a it at festivals, screenings, museums, and gal- return to the hand, an leries, but without denying the influence of attempt to insert the more mainstream trends in anime style. -
Exploitation and Social Reproduction in the Japanese Animation Industry
California State University, Monterey Bay Digital Commons @ CSUMB Capstone Projects and Master's Theses Capstone Projects and Master's Theses 5-2018 Exploitation and Social Reproduction in the Japanese Animation Industry James Garrett California State University, Monterey Bay Follow this and additional works at: https://digitalcommons.csumb.edu/caps_thes_all Part of the Asian Studies Commons, Behavioral Economics Commons, Labor Economics Commons, Labor History Commons, and the Other History Commons Recommended Citation Garrett, James, "Exploitation and Social Reproduction in the Japanese Animation Industry" (2018). Capstone Projects and Master's Theses. 329. https://digitalcommons.csumb.edu/caps_thes_all/329 This Capstone Project (Open Access) is brought to you for free and open access by the Capstone Projects and Master's Theses at Digital Commons @ CSUMB. It has been accepted for inclusion in Capstone Projects and Master's Theses by an authorized administrator of Digital Commons @ CSUMB. For more information, please contact [email protected]. Exploitation and Social Reproduction in the Japanese Animation Industry James Garrett Senior Capstone School of Social, Behavior & Global Studies: Global Studies Major Capstone Advisors: Ajit Abraham & Richard Harris 1 Acknowledgements I would like to thank the Global Studies department and faculty of California State University, Monterey Bay, for the dedication of their pursuit of understanding and acknowledging the complexities of global changes and shifts through an interdisciplinary curriculum. In particular, I would like to thank Dr. Angie Tran and Dr. Robina Bhatti for helping me to develop a more complex understanding of advanced capitalist societies and the place of labor within those societies. I would also like to thank Dr.