Being Dazzled: Living in Machinima by Sheldon Brown, from Understanding Machinima, Ed
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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. -
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. -
The Formation of Temporary Communities in Anime Fandom: a Story of Bottom-Up Globalization ______
THE FORMATION OF TEMPORARY COMMUNITIES IN ANIME FANDOM: A STORY OF BOTTOM-UP GLOBALIZATION ____________________________________ A Thesis Presented to the Faculty of California State University, Fullerton ____________________________________ In Partial Fulfillment of the Requirements for the Degree Master of Arts in Geography ____________________________________ By Cynthia R. Davis Thesis Committee Approval: Mark Drayse, Department of Geography & the Environment, Chair Jonathan Taylor, Department of Geography & the Environment Zia Salim, Department of Geography & the Environment Summer, 2017 ABSTRACT Japanese animation, commonly referred to as anime, has earned a strong foothold in the American entertainment industry over the last few decades. Anime is known by many to be a more mature option for animation fans since Western animation has typically been sanitized to be “kid-friendly.” This thesis explores how this came to be, by exploring the following questions: (1) What were the differences in the development and perception of the animation industries in Japan and the United States? (2) Why/how did people in the United States take such interest in anime? (3) What is the role of anime conventions within the anime fandom community, both historically and in the present? These questions were answered with a mix of historical research, mapping, and interviews that were conducted in 2015 at Anime Expo, North America’s largest anime convention. This thesis concludes that anime would not have succeeded as it has in the United States without the heavy involvement of domestic animation fans. Fans created networks, clubs, and conventions that allowed for the exchange of information on anime, before Japanese companies started to officially release anime titles for distribution in the United States. -
Usage of 12 Animation Principles in the Wayang
USAGE OF 12 ANIMATION PRINCIPLES IN THE WAYANG KULIT PERFORMANCES Ming-Hsin Tsai #1, Andi Tenri Elle Hapsari *2, # Asia University, Taichung – Taiwan http://www.asia.edu.tw 1 [email protected] * Department of Digital Media Design Faculty of Creative Design 2 [email protected] Abstrak— Wayang kulit merupakan salah satu animasi tertua, animation principles will be used in this paper and further namun hingga kini belum ada penulisan lebih lanjut yang discussed in the following section. membahas tentang hubungan animasi dengan wayang kulit itu Wayang Kulit is the Indonesian shadow puppet theatre, sendiri. Dengan demikian, tulisan ini bertujuan untuk which already been acknowledge in worldwide organization memperlihatkan hubungan antara animasi yang kita kenal saat about The Masterpieces of the Oral and Intangible Heritage of ini dengan pertunjukan wayang kulit, menggunakan 12 prinsip dasar dari animasi sehingga terlihat persamaan penggunaan Humanity. It was a list maintained by UNESCO with pieces teknik yang ada dalam hubungannya dengan proses yang of intangible culture considered relevant by that organization. lainnya. The goal of this paper is to take a closer look at 12 principle of animation used in wayang kulit performances. The animation principles designed by Disney animators Kata kunci— Teknik animasi, 12 prinsip animasi, wayang kulit themselves, will act as guidelines to test the quality of Abstract— Wayang Kulit has been known as one of the oldest animation used in wayang kulit performances techniques, by animation; however, there is no definitive methodology that analyzing the use of the 12 traditional animation principles in supports the development process of these animation performances it. -
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. -
Photography and Animation
REFRAMING PHOTOGRAPHY photo and animation PHOTOGRAPHY AND ANIMATION: ANIMATING IMAGES THROUGH OPTICAL TOYS AND OTHER AMUSEMENTS course number: instructor’s name: room number: office number: course day and times: instructor’s email Office Hours: Ex: Tuesdays and Thursdays, 11:45am -1:15pm or email to set up an appointment. COURSE DESCRIPTION Before modern cinema, 19th century optical toys such as the “wonder turner” and the “wheel of the Devil” entertained through the illusion of motion. In this class, you’ll animate still photographic images. You’ll learn to make thaumatropes, flipbooks, and zoetropes, devices that rely upon the persistence of vision, and you’ll create other entertaining objects such as an animated exquisite corpse, tunnel books, strip animations, and moving panoramas. You’ll learn to construct these devices and effectively create an illusion with each. The main focus of the course will be on the development your ideas. COURSE PROJECTS There will be three projects in which you will create an artwork based on a particular early animation device. For these projects, you will create images and build the optical device based on your ideas as an artist. All projects will be evaluated on the strength of your ideas, the inventiveness of your use of the device, the craft of the images and object, and the success of the final illusion. PROJECT 1: flip books PROJECT 2: thaumatropes PROJECT 3: zoetrope COURSE WORKSHOPS There will be five in-class workshops that provide an entry point into experimenting with the larger project, or that allow you to play with other types of devices and illusions. -
Art 150 - History of Film and Animation (3 Cr.)
Revised 1/2012 NVCC COLLEGE-WIDE COURSE CONTENT SUMMARY ART 150 - HISTORY OF FILM AND ANIMATION (3 CR.) Course Description Exposes the student to the rich history of temporal imagery from the invention of the zoetrope and kinetoscope through the rise of the moving picture industry and the development of the first animated films to present-day television. Chronicles the impact of the moving image in the twentieth century. Discusses the design and concept of influential works as well as the relationship between these earlier forms of moving graphics and today's innovative video technology. Lecture 3 hours. 3 credits . General Course Purpose To provide the student in Multimedia Design and Film Studies with a sense of his/her particular artistic heritage and to give the student an understanding of the form of temporal art works . Course Prerequisites/Co-requisites Fluency in Standard American English. Recommend proficiency in reading and writing at the ENG 111 level. Course Objectives Upon completion of the course, the student will be able to: Identify key historical moments in film history as they relate to cultural history Compare the methodology and techniques of various art works Develop critical thinking skills Recognize the value of diversity of culture and opinions offered through temporal art work Describe the production process of film and animation as it relates to historical and political developments Major Topics to be Included • Early forms of photography • The development of the moving image • The development of the animated film • The rise of television • The relationship between earlier temporal art forms and computer-generated art work and video productions • Minority voices in the history of film and animation . -
Animation Academy Explores the Unique World of Animation, VENUE LENGTH: from Traditional Hand-Drawn Cels to Exciting Breakthroughs in 12-24 Weeks Stop-Motion and CGI
The Animation Academy explores the unique world of animation, VENUE LENGTH: from traditional hand-drawn cels to exciting breakthroughs in 12-24 weeks stop-motion and CGI. Visitors will create their own stop motion animated shorts, learn about the art of storyboarding, go behind EXHIBITION SIZE: the scenes with artists and animators, and enjoy America’s largest 5,000 – 8,000 square feet 3D zoetrope. Each rich display and interactive activity proudly (500 – 800 square meters), features the involvement of industry-leading major US animation Minimum ceiling height of 12 feet and feature film studios. (3.6 meters) LOGISTICS: Shipping domestic: 3 trucks Installation: approx. 5 working days Deinstallation: approx. 5 working days Turtle Bay has been working with Stage 9 Exhibits since 2013 to bring four of their wonderful exhibitions to our museum. It has always felt more like a partnership than a vendor-client relationship and our audience can tell the difference with the customized“ immersive experiences and gift shop offerings. — Julia Pennington-Cronin, Turtle Bay Exploration Park Museum, Redding, California EXHIBIT ELEMENTS VOICE ACTING IN ANIMATION ZOETROPE Bill Farmer discusses how to speak like One of the world’s largest 3D zoetropes, famous cartoon characters. narrated by renowned voice actor Bill Farmer KEVA CASTLE PRAXISCOPES Discover the intricacies of model building Learn about this early method of animation using a custom made KEVA plank structure GUMBY SETS MR. TOAD CAR See how various lighting schemes affect the An authentic vehicle -
Animation: a True Art Elyse Warnecke College of Dupage
ESSAI Volume 14 Article 39 Spring 2016 Animation: A True Art Elyse Warnecke College of DuPage Follow this and additional works at: http://dc.cod.edu/essai Recommended Citation Warnecke, Elyse (2016) "Animation: A True Art," ESSAI: Vol. 14 , Article 39. Available at: http://dc.cod.edu/essai/vol14/iss1/39 This Selection is brought to you for free and open access by the College Publications at DigitalCommons@COD. It has been accepted for inclusion in ESSAI by an authorized editor of DigitalCommons@COD. For more information, please contact [email protected]. Warnecke: Animation: A True Art Animation: A True Art by Elyse Warnecke (English 1102) hen you were a kid, do you recall what you did every day after school? Many people recall watching cartoons the first thing after arriving home. You might have enjoyed shows like WSpongeBob, Jimmy Neutron, Dexter’s Laboratory, and The Grim Adventures of Billy and Mandy, to name a few. Behind all of these shows are extensive crews that work together to bring characters to life and make the shows enjoyable. They all feature characters facing struggles, interacting with others, following a specific plot line, all through a series of illustrations. Animation has evolved vastly along with technology, branching out to three-dimensional images created using computer programs. As there are numerous roles involved in the process of animating motion pictures, it is impossible for all the jobs to fit under one “umbrella.” However, the same general skills and attitudes are required for each job--teamwork, time management, creativity, and an open mind to new ideas. -
Education Guide
Education Guide 2019 Contents Exhibition Overview 3 Goals of the Animationland Exhibition 3 Accessibility 5 Exhibit Fact Sheet 6 Sample Floor Plan 7 Exhibit Descriptions and Visitor Facilitation Tips 8 Procedures and Daily Maintenance 17 Activities for Museum, Informal, and Classroom Settings 19 Active Learning Log for School Groups 20 Active Learning Log Answer Key 23 Glossary 26 Resources 27 Appendix A: Facilitation Cards and Print Masters for Character Construction 29 Appendix B: Museum and Informal Education Activities 38 Let’s Explore Flipbooks 39 Make Your Own Thaumatrope 47 Create Your Own Foley Sound Effects 55 Appendix C: Classroom Activities 62 Seeing Spots—The Illusion of Color 63 Fooling the Brain—The Illusion of Motion 69 Build Your Own Zoetrope 77 Plan of Action 84 Animationland 2 2019, OMSI Exhibition Overview Animationland is a 2,000-square-foot, highly interactive traveling exhibition that brings together art, math, science, and technology by exploring the exciting world of animation. Through a series of hands-on exhibits, graphics, and videos, visitors explore the process of animation. The exhibition features original characters and worlds throughout in colorful illustrations, animation, and larger-than-life graphics. Animationland is ideal for both families and school groups with children ages 6–12. The exhibition invites the visitor to become the animator, thus creating a unique and highly personalized experience for visitors of all ages. As they bring their own creations to life, visitors have the chance to experiment with a variety of animation tools and techniques, such as storyboarding, character design, drawing techniques, stop-motion animation, movement, timing, and sound effects. -
Flip Book Animation a Flipbook Is an Early Form Of… Animation History of Animation
Flip Book Animation A Flipbook is an early form of… Animation History of Animation http://www.animazing.com/gallery/pages/history.html#timeline But first… where Animation began… • Early 1800s – scientists experimented with “persistence of vision” http://www.youtube.com/watch?v=iWIXxiMeJIg thaumatrope http://www.youtube.com/watch?v=SBg6dAE3mI0 zoetrope • Late 1800s – Thomas Edison invented the “kinetoscope” and produced 13 sec. films http://www.youtube.com/watch?v=vfqUjBDIkT8 show this one http://www.youtube.com/watch?v=WmZ4VPmhAkw (unnecessary) • 1906 – first animated film by Stuart Blackton called “Humorous Phases of Funny Faces” http://www.youtube.com/watch?v=wGh6maN4l2I • 1911 – Windsor McCay animated his comic strip “Little Nemo” into a 10 minute film with some hand coloring” http://www.youtube.com/watch?v=uW71mSedJuU 0:41 – 1:18 only • Windsor McCay’s “Gertie the Dinosaur” … and where it has come • 1920 - Felix the Cat was the first animated cartoon character http://www.youtube.com/watch?v=l3ne-WX833s • 1923 - Disney Cartoon Studios opened, Warner Bros. started in 1930 • 1937 - Snow White became the first full-length animated feature film http://www.youtube.com/watch?v=5kWr9e4JN5I http://www.youtube.com/watch?v=xNO8bJ4Db5g • 1940s-1990s – more animated characters, series, and films appeared; including stop motion, claymation, and eventually… • 1995 – Toy Story became the first CG animated full-length feature film http://www.youtube.com/watch?v=KYz2wyBy3kc Flipbook Links • How flipbook animation works http://www.youtube.com/watch?v=uW71mSedJuU -
WASH Spring14 GIF Phase 2 Flip Book
WASH {Workshop in Art Studio+History} s p a c e S T U D I O {p3} Narrative GIF Animation: ! ! Phase 2: Flip book Additionally Investigate: format Due:________ time ! sequence A flip book is a small book with a series of printed images which persistence of vision create the illusion of motion when the pages of the book are rapidly flipped. animation Typically, a flip book is held in one hand while the thumb of the other flicks rhythm the pages, and the user concentrates on the middle of each page. The flip tempo book relies on a basic optical principle known as persistence of vision to repetition create an animated image. duration The human retina actually retains an image for a brief instant. When narrative a series of images are rapidly presented to the retina, it smooths out the animation gaps, creating a streamlined animated image. This persistence of vision storyboard principle is what allows people to perceive the series of frames in a motion comic book picture as a movie, rather than a set of still photographs. Flip books laid the graphic novel groundwork for motion pictures, and could be considered one of the earliest cinemagraph or cinegraph forms of animation. zoetrope ! rotoscoping Challenge: flip book ! - Cut 24 pieces of 4” X 5” white bristol or card stock. Cut 2 persistence of vision ! !pieces of 4” X 5” black bristol or card stock. ! - Arrange the pages with the black pieces on the outside. Bind ! pages with 2 binder-clips along the 4” side to create a small ! book.