Action Analysis for Animators

Author: Chris Webster

Publisher: Taylor & Francis

ISBN:

Category: Art

Page: 401

View: 277

Action Analysis is one of the fundamental princples of animation that underpins all types of animation: 2d, 3d, computer animation, stop motion, etc. This is a fundamental skill that all animators need to create polished, believable animation. An example of Action Analysis would be Shrek's swagger in the film, Shrek. The animators clearly understood (through action analysis) the type of walk achieved by a large and heavy individual (the real) and then applied their observations to the animated character of an ogre (the fantastic). It is action analysis that enabled the animation team to visually translate a real life situation into an ogre's walk, achieving such fantastic results. Key animation skills are demonstrated with in-depth illustrations, photographs and live action footage filmed with high speed cameras. Detailed Case Studies and practical assignments ground action analysis methodology with real life examples. Action Analysis for Animators is a essential guide for students, amateurs and professionals. * A title that unites classic principles of Action Analysis with contemporary workflows. Apply the practices of action analysis to any animaton process. * Extensive illustrations of people and animals in motion that break down the action of animals and humans in a step-by-step manner. * Tips included throughout the book on how to capture motion and analyse action. * Detailed case studies illustrated with line drawings, diagrams, photographs and live action footage, integrate real world examples with practical knowledge. * Website included as a resource for amateur and experience animators, featuring Short Animations and Live Action examples juxtaposed with stills of animals and humans in motion.

Acting for Animators

A Complete Guide to Performance Animation

Author: Ed Hooks

Publisher: Heinemann Drama

ISBN:

Category: Performing Arts

Page: 130

View: 796

A guide to acting theory for animators, covering such topics as the audience, movement, speech, the camera, and form.

Independent Animation

Developing, Producing and Distributing Your Animated Films

Author: Ben Mitchell

Publisher: CRC Press

ISBN:

Category: Computers

Page: 444

View: 756

With the advent of advanced hand-held technology and the widespread nature of the internet, the world of animated filmmaking is more exciting and accessible than ever. Due to this cultural and technological development, the success of independent animated film makers is on the rise. Independent Animation showcases some of the greatest, most innovated giants in the field and helps guide readers through the artistic process and production techniques. Story development, casting, color, distribution, and the intimidating aspects of production are elucidated using various examples from all over the world. Readers will also explore the changing nature of the audiences’ relationship with animation, granting firsthand guidance in navigating the diverse fields of animated film-making

Animation

The Mechanics of Motion

Author: Chris Webster

Publisher: Taylor & Francis

ISBN:

Category: Computers

Page: 259

View: 267

A guide to the fundamental principles of animation covers figurative animation, timing, acting, design, animals in motion, sound synchronization, and technical issues.

Acting and Character Animation

The Art of Animated Films, Acting and Visualizing

Author: Rolf Giesen

Publisher: CRC Press

ISBN:

Category: Computers

Page: 387

View: 433

Animation has a lot to do with acting. That is, character animation, not the standardized, mechanical process of animation. Acting and animation are highly creative processes. This book is divided into two parts: From film history we learn about the importance of actors and the variety of acting that goes into animation; then, we will turn to the actor's point of view to describe the various techniques involved. Through exhaustive research and interviews with people ranging from the late Ray Harryhausen, Jim Danforth, Joe Letteri, and Bruno Bozzetto, this book will be the primary source for animators and animation actors.

Action!

Acting Lessons for CG Animators

Author: John Kundert-Gibbs

Publisher: John Wiley & Sons

ISBN:

Category: Computers

Page: 352

View: 845

In order to bring a character to life, it is beneficial for animators to have a solid understanding of acting principles, and this book examines the important skills behind the artistry of creating animated characters. With a particular emphasis on a character’s motions and movement, this unique resource covers the basic elements of acting for CG animation and then progresses to more advanced topics such as internal intent and motivation. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

LOTSE Coaching - a very effective form of individual and group training for personal growth

Author: Adalbert Bader, Dr.

Publisher: tredition

ISBN:

Category: Political Science

Page: 156

View: 241

This book provides new visions and effective forms of individual and group training with the LOTSE Coaching program for psychic and social growth of the personality. It is supported theoretically and practically by two diplomas and 8 years of experience of the author with seminars. The personal and professional aim of the author is to enrich the quality of life of human beings and to show that we are the central figures in our own lives.

The Anime Machine

A Media Theory of Animation

Author: Thomas Lamarre

Publisher: U of Minnesota Press

ISBN:

Category: Performing Arts

Page: 424

View: 683

Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.

The Fundamentals of Animation

Author: Paul Wells

Publisher: AVA Publishing

ISBN:

Category: Performing Arts

Page: 196

View: 361

The Fundamentals of Animation by Paul Wells offers an illustrated introduction to the key elements of animation and is an ideal core text for all animation students, covering all the course topics taught at degree level.