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Exploring Believable Character Animation Based on Principles of Animation and Acting Principles
Exploring Believable Character Animation Based on Principles of Animation and Acting Principles Author Sultana, Nekhat, Peng, Forest Lim Yan, Meissner, Nico Published 2013 Conference Title 2013 INTERNATIONAL CONFERENCE ON INFORMATICS AND CREATIVE MULTIMEDIA (ICICM) DOI https://doi.org/10.1109/ICICM.2013.69 Copyright Statement © 2013 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. Downloaded from http://hdl.handle.net/10072/342165 Griffith Research Online https://research-repository.griffith.edu.au Exploring believable character animation based on principles of animation and acting and manpower to keep up with national and international demand. Nekhat Sultana, Dr Nico Meissner & Dr Forest Lim Yan Peng Faculty of Creative Multimedia II. BACKGROUND Multimedia University Animators are in constant pursuit of creating Cyberjaya, Selangor, Malaysia believability and bringing life to their characters (Jones, [email protected]; 1989). Thomas and Johnston (1994) wrote in The Illusion [email protected]; [email protected] of Life that the characters they animated “appear to think and make decisions and act of their own volition… [creating] the illusion of life”. Abstract— Character animation is a complex process, where the animator has to decide how a character on screen should Animators therefore have to play the role of the move, emote and behave. It takes an animator years to puppeteer or the actor whereas the computer generated polish his or her skills in order to deliver a believable character is the puppet (Oore, Terzopoulous & Geoffrey, animated character. -
MAULANA ABUL KALAM AZAD UNIVERSITY of TECHNOLOGY, WB Syllabus for B. Sc (H) in Animation, Film Making, Graphics & VFX (CBCS)
MAULANA ABUL KALAM AZAD UNIVERSITY OF TECHNOLOGY, WB Syllabus for B. Sc (H) in Animation, Film Making, Graphics & VFX (CBCS) COURSE STRUCTURE (In-house) (Effective from Admission Session 2020 -2021) Total Credit: 140 Semester I I. Core 20 Credits SL Type of Paper Name Paper Code Contracts Total Credits Paper Period per Contact week Hours Theory L P 1 Core Introduction To BAFMGV 101 4 40 4 (C1) Basic Animation 2 Core Introduction to BAFMGV 102 4 40 4 (C2) Film Making Practical 1 Core Traditional BAFMGV 191 2 20 2 (CP1) Animation Lab 2 Core Story & Script BAFMGV 192 2 20 2 (CP2) Writing II. Elective Courses B.1 General Elective Theory General a) Python BAFMGV GE 4 40 4 1 Elective Programming 101 (GE1) b) R Programming Practical General a) Python BAFMGV 1 Elective Programming GEP 191 2 20 2 Practical b) R (GEP1) Programming III. Ability Enhancement Courses 1. Ability Enhancement Compulsory Courses (AECC) Theory Ability Communicative BAFMGV AECC 1 Enhance English I 101 2 20 2 ment Compuls ory Courses (AECC1) Semester II I. Core 20 Credits SL Type of Paper Name Paper Code Contracts Total Credits Paper Period per Contact week Hours L P Theory Introduction to BAFMGV 201 1 Core (C3) Graphic Design 4 40 4 & Visual Art Introduction to BAFMGV 202 2 Core (C4) 2D Animation 4 40 4 Practical Digital Design, 1 Core Info graphics & BAFMGV 291 2 20 2 (CP3) Branding (Adobe Photoshop, illustrator, Corel Draw) 2 Core 2D animation lab BAFMGV 292 2 20 2 (CP4) (Flash) II. Elective Courses B.1 General Elective Theory General a) Web Design BAFMGV 1 Elective b)Computer GE201 4 40 4 (GE2) Networks Practical General a) Webpage BAFMGV 1 Elective Design GEP291 2 20 2 Practical (GEP2) b)Networking Lab III. -
BFA - Animation Filmmaking
BFA - Animation Filmmaking SEMESTER I ANI101: Fundamentals of Animation & VFX ● History of Animation. ● Early Forms of Animation : Phenakistoscope, Thaumatrope, U35NIT 1 Zoetrope, Praxinoscope, Cel,Théâtre Optique. ● Evolution of Animation. ● Traditional Animation Vs Digital Animation. ● Types of animation: Traditional animation, Computer based 2D and 3D animation, Typography animation, Stop-motion/Clay animation, Flipbook Animation, Sand Animation, Paint-on-Glass animation, Puppet Animation UNIT 2 ● Animation Tools: Materials used in different types of animations. ● Animation Softwares: 2D and 3D Animation Softwares and their features. ● Rotoscope, Technicolor, Stereo-Optical Process, Multiplane Camera, Xerography ● Physics & Motion: Forces, Momentum & Mass, Friction, Center of Mass ● Principles of animation. UNIT 3 ● Timing: Importance of Timing, Animating Cycles. ● Audio for Animation. ● Case Study of World Animation Films: ● USA: The Flintstones, Toy Story, Beauty And the beast, Sherk UNIT 4 ● Japan: Astro Boy, Kimba the White Lion. ● Italy: Calimero, La Linea. ● India: Chota Bhim, My Friend Ganesha. Learning Outcomes: 1. Students will be able to demonstrate the different forms of Animations. 2. They will be able to identify the regional and cultural influence on animation. Assignments: 1. Describe the mechanism of any of the early forms of creating animation. 2. Explain in detail the principles of Animation. 3. Write an Essay on one animated film they liked. 4. Case study of an animation studio and its world domination ANI102: Foundation Art I 1/35 Elements & Principles of Art, Basic Shape Drawing, Sketching Still Life, UNIT 1 Buildings/Cityscapes. Human Body Anatomy, Figure Drawing with Basic Shapes, Caricatures, UNIT 2 Gestures, Freestyle & Calligrapics Drawing Perceiving Shape, Form & Space, Difference between Shapes & Forms, UNIT 3 Creating Shapes & Forms in Space, 3D Sketches, Positive & Negative Space, Designing Murals. -
Animation of a High-Definition 2D Fighting Game Character
Tuula Rantala ANIMATION OF A HIGH-DEFINITION 2D FIGHTING GAME CHARACTER Thesis Kajaani University of Applied Sciences School of Business Business Information Technology Spring 2013 OPINNÄYTETYÖ TIIVISTELMÄ Koulutusala Koulutusohjelma Luonnontieteiden ala Tietojenkäsittely Tekijä(t) Tuula Rantala Työn nimi Teräväpiirtoisen 2d-taistelupelihahmon animointi Vaihtoehtoisetvaihtoehtiset ammattiopinnot Ohjaaja(t) Peligrafiikka Nick Sweetman Toimeksiantaja - Aika Sivumäärä ja liitteet Kevät 2013 56 Tämä opinnäytetyö pyrkii erittelemään hyvän pelihahmoanimaation periaatteita ja tarkastelee eri lähestymistapoja 2d-animaation luomiseen. Perinteisen animaation periaatteet, kuten ajoitus ja liikkeen välistys, pätevät pelianimaa- tiossa samalla tavalla kuin elokuva-animaatiossakin. Pelien tekniset rajoitukset ja interaktiivisuus asettavat kuiten- kin lisähaasteita animaatioiden toteuttamiseen tavalla, joka sekä tukee pelimekaniikkaa että on visuaalisesti kiin- nostava. Vetoava hahmoanimaatio on erityisen tärkeää taistelupeligenressä. Varhaiset taistelupelit 1990–luvun alusta käyt- tivät matalaresoluutioista bittikarttagrafiikkaa ja niissä oli alhainen määrä animaatiokehyksiä, mutta nykyään pelien standardit grafiikan ja animaation suhteen ovat korkealla. Viime vuosina monet pelinkehittäjät ovat siirtyneet käyttämään 2d-grafiikan sijasta 3d-grafiikkaa, koska 3d-animaation tuottaminen on monella tavalla joustavampaa. Perinteiselle 2d-grafiikalle on kuitenkin edelleen kysyntää, sillä käsin piirretyn animaation ainutlaatuista ulkoasua ei voi täysin korvata -
Chaos, Order and Uncertainty When Writing Narrative for Animation
Chaos, Order and Uncertainty When Writing Narrative for Animation Robert Stephenson ORCID ID: 0000-0001-7689-0765 Master of Film and Television (Research) March 2017 Film and Television Faculty of VCA/MCM University of Melbourne This thesis has been submitted as partial fulfilment of the degree. i TABLE OF CONTENTS • Tables and Figures ii • Abstract iv • Declaration v • Introduction 1 • 1- Writer or Picture Facilitator? 9 The Animator Navigates a Spectral Identity in a Writer’s World. • 2 - Chaos Does Not Always Lead to Confusion- 14 The Life of Materials and Sequence Order Brings its Own Cogency. • 3 -Ownership, Forged Partnerships, Order and Control. 21 The Influence of Enterprise on Making Narrative for Animation. • 4- Lucky for Some. 30 Codified Practice Makes Room for Hand Made Events. • 5 - Paris Lakes. 39 Unity from Narration and Vignettes. • 6 - Nightlife: 52 Straight Ahead Animation Records the First Draft. • 7- The Lester Chiselbean Experience. 57 Straight Ahead Storyboarding and Uncertainty Exposes the Narrative to New and Stock Standard Ideas. • Conclusion 70 • Bibliography 75 • Acknowledgements 78 ii Tables and Figures Tables 2.1 Cohn’s Visual Narrative Structure 17 Figures The Lester Chiselbean Experience- storyboard frame iv Lucky for Some- production still 6 Paris Lakes- production still 7 Nightlife- production still 7 The Lester Chiselbean Experience- storyboard frame 8 1.1 Stills from Lift Off, “Munchkids,” Threads 12 1.2 Still from Lift Off, “Munch Kids,” Threads 13 3.1 Front page of Fleischer’s Standard Production -
Layering Animation Principles on Motion Capture Data Surpass the Limitations of Motion Capture
Layering animation principles on motion capture data Surpass the limitations of motion capture Johan Segelstad Computer Graphic Arts, bachelor's level 2019 Luleå University of Technology Department of Arts, Communication and Education Preface This thesis is the last assignment for my education in Computer Graphics at Luleå University of Technology in Skellefteå. I would like to thank my fellow classmates and also my tutors Fredrik Tall, Arom Strömberg, Emelie Smith and Samuel Lundsten for all the help over these three years. I would also like to thank my instructors Arash Källmark and Håkan Vallin for making the education possible. Johan Segelstad Sammanfattning Detta examensarbete handlar om användning av Disneys tolv animationsprinciper i relation till Motion Capture. Syftet med arbetet var att undersöka om man kan arbeta runt begränsningarna med motion capture animationer genom att applicera animationsprinciper på färdig motion capture data med hjälp av animations lager, där varje tillagt lager är en ny princip. För att undersöka detta hämtades motion capture data med olika rörelser från Mixamo, som sedan importeras in i Maya där olika animationsprinciper lades på med hjälp av mayas animations lager. Resultaten av denna undersökning kommer visa följande … ● Är det möjligt att undgå begränsningarna men motion capture genom att lägga till disneys animationsprinciper på motion capture animationer i Maya med hjälp av animations lager? Abstract This thesis deals with the use of Disney's twelve animation principles in relation to Motion Capture. The purpose of the work was to investigate whether animation principles can be applied to finished motion capture animations to surpass the limitations of motion capture by using animation layers, where each added layer is a new principle. -
Introduction to 2D-Animation Working Practice
CH001.qxd 1/4/07 2:56 PM Page 1 chapter 1 introduction to 2D-animation working practice • how animation works the basics • frames per second • what you need for your studio animation paper peg bar light box x-sheets line tester pencils • let’s get animating chapter key to key animation summary animating straight ahead • flipping, flicking and rolling flipping flicking rolling • how to use a line tester to help your animation • how this book works • exercises ball bouncing how to relate your 2D animation to your 3D animation overview of the ‘ball drop’ exercise in 3D drawing! CH001.qxd 1/4/07 2:56 PM Page 2 2 character animation: 2D skills for better 3D During this chapter I will 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, flipping, flicking and rolling, how to use a line tester and how to put the lessons learnt from your drawn exercises onto a 3D-computer program. By the end of the chapter you will have learnt how to organize yourself and how to plan a piece of animation. I make no apologies for taking you right back to basics. Many of you may know much of this but bear with me – it is worth refreshing your knowledge and reinforcing the basic prin- ciples 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. -
Animation-Insiders-Ebook-Web.Pdf
ANIMATION INSIDERS W orkflow e dition ACKNOWLEDGEMENT/ 5 INTRODUCTION/ 7 MIKE NGUYEN 8 EMILE GHORAYEB 12 PABLO NAVARRO 16 JASON RYAN 40 JASON MORTINSEN 46 ANA MARIA ALVARADO 50 RENO ARMANET 54 JASON SCHLEIFER 70 PEDRO BLUMENBAUM 76 ANTHEA KEROU 88 GABRIELE PENNACCHIOLI 92 MATT STRANGIO 94 VICTOR NAVONE 102 CONCLUSION/ 107 LIST OF CONTENT SPECIAL THANKS/ 109 ACKNOWLEDGEMENT/ 5 INTRODUCTION/ 7 MIKE NGUYEN 8 EMILE GHORAYEB 12 PABLO NAVARRO 16 JASON RYAN 40 JASON MORTINSEN 46 ANA MARIA ALVARADO 50 RENO ARMANET 54 JASON SCHLEIFER 70 PEDRO BLUMENBAUM 76 ANTHEA KEROU 88 GABRIELE PENNACCHIOLI 92 MATT STRANGIO 94 VICTOR NAVONE 102 CONCLUSION/ 107 LIST OF CONTENT SPECIAL THANKS/ 109 I would like to extend our most sincere thanks to the extraordinary ani- mators who were involved with this book. You generously shared with us your knowledge and vision about animation. Your passion for what you do easily shows, and without you, Animation Insiders would never have seen the light of day. Thank you PATRICK BEAULIEU ACKNOWLEDGEMENTS ANIMATION INSIDERS / ANIMATION LEDGEMENTS ACKNOW- 4 5 I would like to extend our most sincere thanks to the extraordinary ani- mators who were involved with this book. You generously shared with us your knowledge and vision about animation. Your passion for what you do easily shows, and without you, Animation Insiders would never have seen the light of day. Thank you ACKNOWLEDGEMENTS PATRICK BEAULIEU ACKNOWLEDGEMENTS ANIMATION INSIDERS / ANIMATION LEDGEMENTS ACKNOW- LEDGEMENTS 4 5 When I was in school, it was very difficult to get valuable learning mate- It is still incumbent on you to formulate good ideas for your shots. -
INFORMATION to USERS This Manuscript Has Been Reproduced
INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in ^ewriter face, while others may be from an y type of computer printer. The qnaliQr of this reproduction is dependent upon the quali^ of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and inproper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manusciipt and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. Each original is also photographed in one exposure and is included in reduced form at the badt of the book. Photogr^hs included in the original manuscript have been reproduced xerographically in this copy. Higher quality 6" x 9" black and white photographic prints are available for any photographs or illustrations appearing in this copy for an additional charge. Contact UMI directly to order. UMI A Bell & Howell Information Company 300 North Z eeb Road. Ann Arbor. Ml 48106-1346 USA 313.'761-4700 800/521-0600 INFORMAL COMPUTER-ART EDUCATION: A FOCUS ON THE ART AND HISTORICAL IMPACT OF COMPUTER GENERATED SPECIAL VISUAL EFFECTS AND THE PEDAGOGY OF THE ARTISTS WHO CREATE THEM PROFESSIONALLY IN THE SAN FRANCISCO BAY AREA PRODUCTION COMPANIES DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Garth Anthony Gardner, B.A., M.A. -
Alternative Formats If You Require This Document in an Alternative Format, Please Contact: [email protected]
Citation for published version: Di Fiore, F, Van Reeth, F, Patterson, J & Willis, PJ 2008, 'Highly stylised animation', Visual Computer, vol. 24, no. 2, pp. 105-123. https://doi.org/10.1007/s00371-007-0189-5 DOI: 10.1007/s00371-007-0189-5 Publication date: 2008 Link to publication University of Bath Alternative formats If you require this document in an alternative format, please contact: [email protected] General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 08. Oct. 2021 The Visual Computer manuscript No. (will be inserted by the editor) Highly Stylised Animation Fabian Di Fiore1, Frank Van Reeth1, John Patterson2, Philip Willis3 1 Hasselt University Expertise Centre for Digital Media transnationale Universiteit Limburg Wetenschapspark, 2 BE-3590 Diepenbeek (Belgium) e-mail: {fabian.difiore, frank.vanreeth}@uhasselt.be http://www.edm.uhasselt.be 2 Dept. of Computing Science Glasgow University 17 Lilybank Gardens Glasgow G12 8QQ (Scotland, UK) e-mail: [email protected] http://www.dcs.gla.ac.uk 3 Media Technology Research Centre Dept. of Computer Science University of Bath Bath Avon BA2 7AY (England, UK) e-mail: [email protected] http://www.bath.ac.uk/media The date of receipt and acceptance will be inserted by the editor (a) (b) (c) (d) Figure 1 Snapshots of highly stylised animations. -
Toon Boom Studio 6 Art Curriculum Student Guide
Toon Boom Studio Art Curriculum - Student Guide Legal Notices Corporate Headquarters 5530 St. Patrick, Suite 2210 Montreal, Quebec Canada H4E 1A8 Tel: (514) 278-8666 Fax: (514) 278-2666 www.toonboom.com Disclaimer The content of this manual is covered by a specific limited warranty and exclusions and limit of liability under the applicable License Agreement as supplemented by the special terms and conditions for Adobe®Flash® File Format (SWF). Please refer to the License Agreement and to those special terms and conditions for details. The content of this manual is the property of Toon Boom Animation Inc. and is copyrighted. Any reproduction in whole or in part is strictly prohibited. For additional copies of this manual, please contact Toon Boom Animation Inc. at the Corporate Headquarters address. Copyright © 2012 by Toon Boom Animation Inc. All rights reserved. Trademarks Toon Boom Studio® is a trademark owned by Toon Boom Animation Inc. All other trademarks are the property of their respective owners. Credits Documentation Development: Pamela Grimaud, Peter Cawthorne Content Development: Marie-Eve Chartrand, Anouk Whissell, Shabana Ali, Annie Rodrigue, Sébastien Stasse. Art Development: Marie-Eve Chartrand, Anouk Whissell, Shabana Ali, Tania Gray, Annie Rodrigue. Publication Date May 2012 Contents Your Art Curriculum............................................................................................................................. 11 About Toon Boom Studio .............................................................................................................................. -
The Animation Guide
The Animation Guide Pascack Valley Regional High School District www.team1676.com Table of Contents I. Introduction II. What Is Animation, and Why Do I, an Artist on Robotics Team, Claim It’s Just As Difficult As Building A Robot? III. General Team Structure IV. Different Types of Animation Team Members May Want to Do V. Recommended Software V.a. Recommended Software for 2D Animation Vb.. Recommended Software for Stop Motion Animation V.c. Recommended Video Editing Software VI. 3D Animation Production Pipeline VII. Animation 101 I. Introduction Hello! This document is a how-to-guide on things animation. It is a lot of information to take in, but we hope your team can use it as a guide to succeed in the exciting world of animation. It consists of everything from technical aspects for mentors such as recommended software and general team management, to the nitty gritty tips for beginning animators. To create this guide, Team 1676 has collaborated with their alumnus, Cindy Lin. Cindy was on the Animation Sub-Division for 4 years and was leader for 3 years. Currently, she studies game design and animation at NYU Tisch School of the Arts. All of her personal comments regarding each section are italicized. II. What Is Animation What is Animation, and Why Do I, an Artist on a Robotics Team, Claim It’s Just As Difficult As Building A Robot? Animation is essentially the illusion of movement created by flipping through still images very, very quickly. One image is called a frame, just as in regular video and film.