El Progreso De La Animación Le Concede Otra Percepción Al Cine

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El Progreso De La Animación Le Concede Otra Percepción Al Cine Las nuevas técnicas de animación 1. Introducción………………………………………………………………….…..p 7 1.1. Historia de la animación……………………………………...….…………..p 9 1.2. Animadores populares del pasado……………………………...……………p 15 1.2.1. Quirino Cristiani……………………………………………….……......p 15 1.2.2. Oskar Fischinger……………………………………..………………….p 19 1.2.3. Alexandre Alexeieff………………………………………..…....………p 21 1.2.4. Norman McLaren………………………………………………..……....p 23 1.3. Década del 70 en adelante…………………...……………..………...………p 25 1.3.1. En Estados Unidos……………………………………………………….p 25 1.3.2. En Japón…………………………………………..…………….….…….p 27 1.3.3. En Europa…………………………………...……………………..……..p 27 1.3.4. En Argentina……………………………………..…………………..…..p 28 2. Animación y sus variantes……………….…………………………..…………p 30 2.1. Naturaleza de la técnica de animación………………………………..……..p 32 2.1.1. Leyes físicas……………………………………………………...….…..p 33 2.1.2. Principios estéticos……………………………………………….......….p 36 2.2. Posibilidades que ofrece la animación……………………………….......….p 39 2.3. Tipos de animación existentes...…………………….…..…………………..p 40 2.3.1. Dibujos animados...……………… ……..……………...…………...….p 40 2.3.2. Stop motion………………………….……………………….……..…..p 41 2.3.3. Pixilación…………………………………………...……….….……….p 42 2.3.4. Rotoscopía………………………………...………….....................……p 42 2.3.5. Animación de recortes…………………………...……….……….…….p 42 1 2.4. Animación completa vs. Animación limitada………………………....………p 42 2.5. Proceso de producción ……………………………………………....………..p 43 2.6 Artistas y técnicos……………………………………………….…..………....p 47 3. La informática en la animación…………...………………...……...…….………p 50 3.1. Técnicas modernas……………………………………………..……..….…....p 51 3.1.1. Stop motion en la publicidad de Sony Bravia…………………………......p 52 3.1.2. Rotoscopía por computadora…...………………………………………….p 53 3.2. Animadores populares……………………….…………...…………......……..p 54 3.2.1. Brad Bird……………………………………………………….………….p 55 3.2.2. Matt Groening………………………………………………..……………p 56 3.2.3. John Lasseter…………………………………………………..…....……..p 57 3.2.4.Manuel García Ferré.....................................................................................p 58 3.2.5. Natalio Abraham Zirulnik............................................................................p 59 4. Animación tridimensional………………………………………………….……..p 60 4.1. Métodos para animar personajes virtuales…………………………….....……p 61 4.2. Captura de movimiento………………….…………………………….....……p 61 4.3. Poses de personajes……………………………….……….……….....…….…p 63 4.3.1. La postura…………………………………….…………………...….…..p 63 4.3.2. Animar con las posturas…………………………….…..………….…….p 64 4.3.3. Poner en pose los personajes…………………………...……..…………p 65 4.3.4. Puesta en escena……………………………………….…….……...……p 68 4.4. Bases para la animación de personajes……………….…….......………...…p 70 4.4.1. Control del tiempo…………………………………...………….….……p 71 4.4.2. Una cosa por tiempo…………………..………………...…….…...…….p 72 4.4.3. Desarrollo de un correcto control de tiempo……...………......…………p 72 2 4.4.4. El lenguaje del movimiento………………………….……....….…….p 74 4.4.5. Anticipación…………………………………………..……...……….p 76 4.4.6. Sobrepasar…………………………………………….…..…..………p 77 4.4.7. Acción secundaria………………………………………...…..………p 77 4.4.8. Ciclos de animación……………………………………….....……….p 78 4.5. Locomoción de personajes……………………………….……..…..…….p 78 4.5.1. Comprender la mecánica del caminar………………….…...…...…….p 79 4.6. Animación facial…………………………………….……..……..….……p 81 4.6.1. Metodos para animar rostros…………………….….............…...…….p 82 4.6.2. Morphing……………………………………...…….............…....……p 83 4.6.3. Poses de la cara………………………………...…...……..…….....…..p 83 4.6.4. Animar la Cabeza y la cara de los personajes………............….………p 86 4.7. Animadores de 3D…………………………………………………..………p 87 4.7.1. Carlos Baena……………………………………...…………….………p 87 4.7.2. Bobby Beck…………………………………………………….……….p 88 4.8. Ejemplos de películas animadas…………………..….....................….....….p 88 4.8.1. Toy Story……………………...……………………………...….…...…p 89 4.8.2. Shrek………………………...……………………………........….….....p 92 4.8.3. Buscando a Nemo…………..…………………………….........….….....p 93 5. Bisagra en la animación, Un antes y un después…………………….……......p 94 5.1. Kung fu Panda…………………...……..…………...……........……...…….p 95 5.2. Wall.E……………………………..……..…………………....…......…...…p 97 5.3. Beowulf………………………………………………………….………….p 99 5.4. Mentalidad de las nuevas productoras……………...……..………….…….p 101 5.4.1. Disney y Pixar…………………………………...….……………..……p 101 3 5.4.2. Dreamworks………………………………………...…........……..…...p 105 6. Futuras Técnicas.………………………………………………………...…….p 107 6.1. Estereoscopía………………………………...……………………….....….p 107 6.2. Holografia……………………………...…………………………….…….p 108 6.3. La nueva tecnología de animación facial de Image Metrics……........…….p 109 7. Conclusión………………………………………………………….……….......p 112 8. Glosario…………………………………………………………….…….……..p 115 9. Bibliografía……………………………..…………….…..……………..…..….p 116 10. Lista de referencias bibliográficas…………………………..….……...…….p 117 4 Índice de figuras Figura 1: Linterna Mágica……………………………………………………….…p 10 Figura 2: Taumatropo………………………………………………………………p 11 Figura 3: Fenakistocopio………………………………………………………...…p 11 Figura 4: Praxinoscopio……………………………………………………………p 12 Figura 5: El Apóstol………………………………………………………………..p 16 Figura 6: Dots …………………………………………………………………..…p 24 Figura 7: Ejemplo básico de animación…………………………………………....p 31 Figura 8: Leyes físicas en la animación ………………………………………...…p 35 Figura 9: Aspecto estilizado de las leyes físicas …………………………………..p 36 Figura 10: Betty Boop……………………………………………………………..p 37 Figura 11: Popeye…………………………………………………………………p 37 Figura 12: Stop motion en publicidad de Sony Bravia……………………………p 52 Figura 13: Rotoscopía por computadora…………………………………………..p 54 Figura 14: Captura de movimiento………………………………………………..p 62 Figura 15: Posturas de personajes…………………………………………………p 64 Figura 16: Equilibrio en los personajes…………………………………………....p 66 Figura 17: Simetría en personajes…………………………………………………p 67 Figura 18: Demostración de peso a través de poses ……………………………....p 68 Figura 19: Línea de acción ………………………………………………………..p 69 Figura 20: Curvas………………………………………………………………….p 73 Figura 21: Trayectorias en la animación…………………………………………..p 74 Figura 22: Trayectoria de arcos ……………………………….………………….p 75 Figura 23: Mecánica de caminar……….………………….…………………….…p 79 Figura 24: Animación facial………………………………………………………..p 82 5 Figura 25: Expresiones faciales…………………………………………………….p 86 Figura 26: Woody…………………………………………………………………..p 91 Figura 27: Shrek…………………………………………………………………....p 93 Figura 28: Wall.E…………………………………………………………………..p 98 Figura 29: Eve…………………………………………………………………...…p 98 Figura 30: Realismo en animación facial………………………………………….p 111 6 Las nuevas técnicas de animación Evolución a través del tiempo 1. Introducción La animación es una técnica la cual se ha expandido muy rápidamente por todo el mundo a lo largo de estos años. Se ha desarrollado de tal forma que hace varios años atrás nadie se imaginaría que llegara a lo que es hoy en día. Se puede observar como fue el camino por el cual ha transitado la animación desde su nacimiento en el año 1640 comenzando con la linterna mágica, mencionando también el Taumatropo, Fenakistocopio y Praxinoscopio entre otros inventos, para llegar a ser el arte que es en la actualidad. La finalidad del proyecto es demostrar como fue evolucionando paso a paso la animación desde sus comienzos hasta el presente, y como su progreso le fue concediendo otra percepción al cine. El concepto más básico que se distingue en la animación, es que todo lo que se mueve puede considerarse como animado, todas las películas muestran un movimiento, por ese motivo se puede decir que son animadas, pero aquí, el concepto de animación esta referido a un campo mucho mas delimitado que el recién mencionado. Existen distintas técnicas y métodos para animar, la que el animador elija para trabajar depende del resultado al que se quiera llegar, y así se opta por una u otra técnica, o el resultante de varias de ellas. Para darle vida a una animación, el artista debe tener en cuenta diferentes cuestiones a la hora de realizar su trabajo, se sabe que el ser humano se expresa a través de sus movimientos, lo mismo sucede con los personajes de una película, pero siempre se trata de llegar a un movimiento natural como resultado. 7 Pero para que el animador pueda realizar bien su labor, necesita ser conciente de que existen leyes las cuales no se pueden obviar, como por ejemplo las fuerzas de gravedad y fricción, o factores climáticos que influyan sobre el personaje. El animador debe estar continuamente estudiando, para así dominar la técnica del movimiento. Pero únicamente con el dominio del movimiento no alcanza, este debe ir acompañado con el conocimiento de la técnica cinematográfica, ya que el cine de animación es una rama concreta del arte. Desde los comienzos del cine, se vio claramente que la técnica ofrecía la posibilidad de efectuar una serie de dibujos que pudieran llegar a generar la ilusión de movimiento una vez proyectados en la pantalla. Las posibilidades que ofrece esta técnica han sido aprovechadas al máximo, ya que brindan ventajas sumamente beneficiosas. En una película animada los artistas gráficos desarrollaban sobre el papel o sobre celuloide las partes del movimiento por separado, ese trabajo produce la sensación de movimiento una vez que es proyectado sobre la pantalla. La evolución ha llevado a que hoy en día exista la animación por computadora, con lo que implica mayor calidad y abundancia de efectos a la hora de animar, a tal punto que pueden realizarse cosas imposibles de filmar. Se sabe que la rama de la animación ofrece muchas posibilidades a la cinematografía,
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