Discussing on the Traditional Chinese Elements and Animation Design
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The History of Chinese Animation I
The History of Chinese Animation China has been one of the first countries to develop its own aesthetic for dynamic images and to create animation films with distinctive characteris- tics. In recent years, however, and subject to the influence of Western and Japanese animation, the Chinese animation industry has experienced sev- eral new stages of development, prompting the question as to where anima- tion in China is heading in the future. This book describes the history, present and future of China’s anima- tion industry. The author divides the business’s 95-year history into six periods and analyses each of these from a historical, aesthetic, and artistic perspective. In addition, the book focuses on representative works, themes, directions, artistic styles, techniques, industrial development, government support policies, business models, the nurturing of education and talent, broadcasting systems, and animation. Scholars and students who are interested in the history of Chinese ani- mation will benefit from this book and it will appeal additionally to readers interested in Chinese film studies. Sun Lijun, Professor, Vice President of Beijing Film Academy and Presi- dent of China Animation Institute of BFA. He was appointed as the Vice President of BFA in 2012. Sun Lijun is one of the experts who receive State Council special allowance. He has directed several animated feature films, such as The Little Solider, Happy Running, Legend of a Rabbit, and Harvest, among others. Since 2005 his animated feature films have been screened internationally, including at the Berlin International Film Festival, Annecy Film Festival, Ukraine International Film Festival, Seoul International Film Festival, and more. -
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. -
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. -
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Advances in Social Science, Education and Humanities Research, volume 284 2nd International Conference on Art Studies: Science, Experience, Education (ICASSEE 2018) Research on the Aesthetics of Current Chinese Three- dimensional Animation Based on Engine Animation Yiran Fan Yidong Liu School of Digital Media School of Digital Media Chongqing College of Electronic Engineering Chongqing College of Electronic Engineering Chongqing, China Chongqing, China Abstract—Because “mechanical cinema" has affinity with Kite [3], an animated short film calculated by EPIC's Unreal 4 three-dimensional animated movie, it should be called "engine in 2015, Adam [4], an animated short film based on Unity3D animation". As a result, the game engines itself pursuits of the game engine calculation in 2016, or the high-fidelity real-time realistic and lifelike technology become as the transcript of the digital role ‘Siren’ that makes a stage pose at GDC in 2018 Chinese "engine animation" producers. In the context of post- produced by Chinese actress Jiang Bingjie’s image, the modernity, the imitation of ending up being a "symbol" neglects technology of "engine animation" are recognized in the above the presence of historical culture, which makes "engine three examples. The fascination with the display effect under animation" and Chinese animated films become the replicas of the standard of digital technology, which leads the world, symbol consumption. A large number of person with basic influences the aesthetic concept of Chinese three-dimensional technical ability have been cultivated because of the pursuit of animators. transcript, but we cannot blindly fall into such technological competition, and ignore the presence of historical culture and the audience’s imagination of the animated films. -
Application of Performance Motion Capture Technology in Film and Television Performance Animation
Proceedings of the 2nd International Symposium on Computer, Communication, Control and Automation (ISCCCA-13) Application of Performance Motion Capture Technology in Film and Television Performance Animation ZHANG Manyu Dept. Animation of Art, Tianjin Academy of Fine Arts Tianjin , CHINA E-mail: [email protected] Abstract—In today’s animation films, virtual character tissue simulation technique” for the first time, so that acting animation is a research field developing rapidly in computer skills of actors can be delivered to viewers maximally. graphics, and motion capture is the most significant What’s more, people realize that “motion capture component, which has brought about revolutionary change for technology” shall be called as “performance capture 3D animation production technology. It makes that animation technology” increasingly. Orangutan Caesar presented in producers are able to drive animation image models directly with the use of actors’ performance actions and expressions, Rise of the Apes through “motion capture” technology is which has simplified animation manufacturing operation very classical. Various complicated and subtle expressions greatly and enhanced quality for animation production. and body languages of Caesar’s not vanished bestiality and initially emerged human nature have been presented Keywords- film and television films, motion capture, naturally and freshly in the film, which has achieved the technology excellent realm of mixing the false with the genuine. When Caesar stands in front of Doctor Will in equal gesture, its I. INTRODUCTION independence and arbitrariness in its expression with dignity With the development of modern computer technology, of orangutan has undoubtedly let viewers understand computer animation technology has developed rapidly. -
Animating Race the Production and Ascription of Asian-Ness in the Animation of Avatar: the Last Airbender and the Legend of Korra
Animating Race The Production and Ascription of Asian-ness in the Animation of Avatar: The Last Airbender and The Legend of Korra Francis M. Agnoli Submitted for the degree of Doctor of Philosophy (PhD) University of East Anglia School of Art, Media and American Studies April 2020 This copy of the thesis has been supplied on condition that anyone who consults it is understood to recognise that its copyright rests with the author and that use of any information derived there from must be in accordance with current UK Copyright Law. In addition, any quotation or extract must include full attribution. 2 Abstract How and by what means is race ascribed to an animated body? My thesis addresses this question by reconstructing the production narratives around the Nickelodeon television series Avatar: The Last Airbender (2005-08) and its sequel The Legend of Korra (2012-14). Through original and preexisting interviews, I determine how the ascription of race occurs at every stage of production. To do so, I triangulate theories related to race as a social construct, using a definition composed by sociologists Matthew Desmond and Mustafa Emirbayer; re-presentations of the body in animation, drawing upon art historian Nicholas Mirzoeff’s concept of the bodyscape; and the cinematic voice as described by film scholars Rick Altman, Mary Ann Doane, Michel Chion, and Gianluca Sergi. Even production processes not directly related to character design, animation, or performance contribute to the ascription of race. Therefore, this thesis also references writings on culture, such as those on cultural appropriation, cultural flow/traffic, and transculturation; fantasy, an impulse to break away from mimesis; and realist animation conventions, which relates to Paul Wells’ concept of hyper-realism. -
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Advances in Social Science, Education and Humanities Research, volume 289 5th International Conference on Education, Language, Art and Inter-cultural Communication (ICELAIC 2018) Primary Exploration on the Differentiation of the Animation Industry Models of China, Japan and America in the Context of the Two-dimensional Culture Peng Sun Dalian University of Science and Technology Dalian, China Abstract—In recent years, the term "two-dimensional much different in the level of technology, but its gap in the culture" has been mentioned by more and more people around operation of the animation industry with Japan and the the world. The two-dimensional culture has gradually United States is huge. The Chinese animation industry needs penetrated into our daily lives. People often confuse the two- a mature commercial operation model to support it. dimension with ACGN, but the two-dimensional culture is essentially different from the two-dimension and ACGN. In the context of the two-dimensional culture, the animation-related II. PRELIMINARY STUDY ON TWO-DIMENSION AND industries of various countries are exploring their own ACGN development models. The Japanese model relies on screening The two-dimension is derived from the Japanese "にじげ out the popular anime works for commercial operations. The ん". It has two meanings. On the one hand, it refers to the American model relies on the investment of time and money by virtual two-dimensional space. On the other hand, among several big anime giants. As an emerging economy, the Chinese Japanese animation enthusiasts, it refers to characters in model is to use the Japanese business model or the American works such as animations and games. -
Research on Digital Art Design Mode in China Based on 3D Animation Design Analysis
2018 International Conference on Culture, Literature, Arts & Humanities (ICCLAH 2018) Research on Digital Art Design Mode in China Based on 3D Animation Design Analysis Yidong Liu*, Yiran Fan School of Digital Media, Chongqing College of Electronic Engineering, Chongqing 401331, China *Corresponding Author email: [email protected] Keywords: 3D animation; digital art; design pattern Abstract: Through in-depth observation and quantitative analysis of China's digital art, combined with the current development of computer graphics hardware and 3D animation technology, this paper carries out the research of 3D animation art technology based on programmable graphics hardware. The use of 3D animation technology to produce digital art, explores new technologies to achieve traditional animation methods, produce digital art, not only improve efficiency, but also make the animation of the performance space expand to three-dimensional space. With the help of 3D animation technology, digital art will keep pace with the times and present its own distinctive characteristics. Under the influence of 3D animation technology, digital art has undergone a new development. Combining traditional animation art with 3D animation technology, it has not only formed a new form of animation art expression, but also expanded a new field of creation for animation art. Corresponding to the aesthetics and market requirements of the digital age, it extracts the means and methods that combine the cultural essence of traditional digital art and the aesthetic characteristics of film and television with modern high technology, and finally form a new production mode such as the basic technology and creation program of 3D digital art. 1. Introduction In 1995, Disney Film Company and Pixar Animation Studio jointly launched the first 3D animation film Toy Story. -
Four Classic Chinese Animations (1963-1982)
PLAYBILL #1: For all ages: short animations without words Buffalo Boy and the Flute 牧笛 Mùdí aka The Cowboy’s Flute Te Wei 特伟 and Qian Jajun 钱家骏, 1963. Brush-painting In the style of Li Keran 李可染, famous for his paintings of the Jiangnan 江南 area. A poetic animation in which a boy with a flute takes a nap in a tree and dreams of himself and his water buffalo frolicking in their natural world. The animation techniques are masterfully integrated with the mercurial perceptual qualities of ink and paper, playing particularly with positive and negative space. Party leaders withdrew the film from circulation because it did not reflect ‘class struggle’. In 1974, during the Cultural Revolution (文化大革命 Wenhua Da Geming, 1966-76) Li Keran was labeled a ‘Black Artist’ for using ‘too much counter-revolutionary black ink’ in his landscape paintings. Award winner at the 1979 Odense (Denmark) International Film Festival. YouTube search: “Chinese animation taylor mosely”: select #8 from the playlist. https://www.youtube.com/watch?v=t3mX0fVkFpM&list=PLgxIEj6YIF3EyauNc9LdFFYmZ0J19RWge&index=8 Three Monks 三个和尚 Sān gè héshàng A Da 阿达 (Xu Jingda 徐景達), 1980. Variation on a well-known proverb: ”One monk will carry two buckets of water; two monks will share the load; with three monks no one wants to carry water”. Cel animation, 20 min A young monk lives in a temple at the top of a hill and every day goes down the hill, fetches two buckets of water from a stream, and carries them back up the hill on a carrying pole. -
The Animation Industry: Technological Changes, Production Challenges, and Global Shifts
THE ANIMATION INDUSTRY: TECHNOLOGICAL CHANGES, PRODUCTION CHALLENGES, AND GLOBAL SHIFTS DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Hyejin Yoon, M.A. ***** The Ohio State University 2008 Dissertation Committee: Approved by Professor Edward J. Malecki, Adviser Professor Nancy Ettlinger Adviser Graduate Program in Geography Professor Darla K. Munroe ABSTRACT Animated films have grown in popularity as expanding markets (such as TV and video) and new technologies (notably computer graphics imagery) have broadened both the production and consumption of cartoons. As a consequence, more animated films are produced and watched in more places, as new “worlds of production” have emerged. The animation production system, specialized and distinct from film production, relies on different technologies and labor skills. Therefore, its globalization has taken place differently from live-action film production, although both are structured to a large degree by the global production networks (GPNs) of the media conglomerates. This research examines the structure and evolution of the animation industry at the global scale. In order to investigate these, 4,242 animation studios from the Animation Industry Database are used. The spatial patterns of animation production can be summarized as, 1) dispersion of the animation industry, 2) concentration in world cities, such as Los Angeles and New York, 3) emergence of specialized animation cities, such as Annecy and Angoulême in France, and 4) significant concentrations of animation studios in some Asian countries, such as India, South Korea and the Philippines. In order to understand global production networks (GPNs), networks of studios in 20 cities are analyzed. -
The Dissemination and Localization of Anime in China: Case Study on the Chinese Mobile Video Game Onmyoji
The dissemination and localization of anime in China: Case study on the Chinese mobile video game Onmyoji Wuqian Qian The Department of Asian, Middle Eastern and Turkish Studies Master Program in Asian Studies, 120 hp Autumn term 2016 Supervisor: Jaqueline Berndt English title: Professor Abstract In the 2017 Chinese Gaming Industry Report, a new type of video games called 二次 元 game is noted as a growing force in the game industry. Onmyoji is one of those games produced by Netease and highly popular with over 200 million registered players in China alone. 二次元 games are characterized by Japanese-language dubbing and anime style in character design. However, Onmyoji uses also Japanese folklore, which raises two questions: one is why Netease chose to make such a 二次元 game, the other why a Chinese game using Japanese folklore is so popular among Chinese players. The attractiveness of an exotic culture may help to explain the latter, but it does not work for the first. Thus, this thesis implements a media studies perspective in order to substantiate its hypothesis that it is the dissemination of anime in China that has made Onmyoji possible and successful. Unlike critics who regard anime as an imported product from Japan which is different from domestic Chinese animation and impairs its development, this study pays attention to the interrelation between media platforms and viewer (or user) demographics, and it explores the positive influence of Japanese anime on the Chinese creative industry, implying the feasibility of anime or 二次元 products to be created in other countries than Japan. -
Cultural Differences in Chinese Animation and Japanese Anime
Интеркултурна комуникация, медии, изкуства Intercultural Communication, Media, Arts Cultural differences in Chinese animation and Japanese anime Maria Momchilova Technical University, Sofia E-mail: [email protected] Abstract: As a form of visual representation animation is directly related to the advancement of technology, the changes in media practices, and the dynamics of cultural paradigms. The proliferation of digital entertainment environments over the past ten years has asserted the exceptional popularity of Japanese anime. According to an estimate [1] about 60 percent of the world’s animated television production originates from Japan. Basic research established the considerable influence of Chinese animation over the works of Osamu Tezuka, the artist who set the standard for amine production. However, during the last two decades there has been a great demand for content, creative talent and artistic experience in Chinese animation industry, where box office animation hits remain few and far between. Presuming that the development of creative industry is influenced, among other factors, by culture, the article aims to establish the cultural differences related to artistic perception, audience expectations and production which have brought about noticeable differences in the evolution of Chinese animation and Japanese anime. Key words: cultural differences, creative industry, animation, HaRiZu, second dimension culture, intercultural communication Introduction The nature of intercultural communication has undergone some major changes since the publication of “The Silent Language”, however, the “Japan-as-unique” [2] concept has been reinforced through its creative industry products and cultural concepts. The global success of anime as a vehicle in/for intercultural communication correlates with the dynamics of collective feedback and crowd sourcing that have been accompanying anime from the very beginning.