Hybrid Animation

Hybrid Animation
Author: Tina O'Hailey
Publsiher: Taylor & Francis
Total Pages: 296
Release: 2012-11-12
Genre: Computers
ISBN: 9781136136450

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Artist imaginations continue to grow and stretch the boundaries of traditional animation. Successful animators adept and highly skilled in traditional animation mediums are branching out beyond traditional animation workflows and will often use multiple forms of animation in a single project. With the knowledge of 3D and 2D assets and the integration of multiple animation mediums into a single project, animators have a wealth of creative resources available for a project that is not limited to a specific animation medium, software package or workflow processs. Enhance a poignant scene by choosing to animate the scenic background in 2D while the main character is brought to life with 3D techniques. Balance the budget demands of a project by choosing to integrate a 2D or 3D asset to save time and expense. Choose which medium Hybrid Animation, learn the systematic development of the 2D and 3D assets and the issues surrounding choices made during the creative process.

Hybrid Animation

Hybrid Animation
Author: Tina O'Hailey
Publsiher: CRC Press
Total Pages: 295
Release: 2012-11-12
Genre: Computers
ISBN: 9781136136467

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Artist imaginations continue to grow and stretch the boundaries of traditional animation. Successful animators adept and highly skilled in traditional animation mediums are branching out beyond traditional animation workflows and will often use multiple forms of animation in a single project. With the knowledge of 3D and 2D assets and the integration of multiple animation mediums into a single project, animators have a wealth of creative resources available for a project that is not limited to a specific animation medium, software package or workflow processs. Enhance a poignant scene by choosing to animate the scenic background in 2D while the main character is brought to life with 3D techniques. Balance the budget demands of a project by choosing to integrate a 2D or 3D asset to save time and expense. Choose which medium Hybrid Animation, learn the systematic development of the 2D and 3D assets and the issues surrounding choices made during the creative process.

ArtsIT Interactivity and Game Creation

ArtsIT  Interactivity and Game Creation
Author: Anthony L. Brooks
Publsiher: Springer Nature
Total Pages: 642
Release: 2023-04-01
Genre: Technology & Engineering
ISBN: 9783031289934

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This book constitutes the refereed post-conference proceedings the 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022 which was held in Faro, Portugal, November 21-22, 2022. The 45 revised full papers presented were carefully selected from 118 submissions. The papers are thematically arranged in the following sections: Dialogues Between Geometry, Computer Graphics and the Visual Arts; Games and Gamification; Museums and the Virtual; Animation, AI, Books and Behavior; Fluency, Fashion, Emotion and Play; Movement, Film and Audio.

Prepare to Board

Prepare to Board
Author: Nancy Beiman
Publsiher: Taylor & Francis
Total Pages: 362
Release: 2013
Genre: Art
ISBN: 9780240818788

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Packed with illustrations, this book explains the methods and techniques of animation preproduction, with a focus on story development and character design.

Prepare to Board Creating Story and Characters for Animated Features and Shorts

Prepare to Board  Creating Story and Characters for Animated Features and Shorts
Author: Nancy Beiman
Publsiher: CRC Press
Total Pages: 542
Release: 2017-04-07
Genre: Computers
ISBN: 9781351652339

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Successful storyboards and poignant characters have the power to make elusive thoughts and emotions tangible for audiences. Packed with illustrations that illuminate and a text that entertains and informs, Prepare to Board, 3rd edition presents the methods and techniques of animation master, Nancy Beiman, with a focus on pre-production, story development and character design. As one of the only storyboard titles on the market that explores the intersection of creative character design and storyboard development, the third edition is an invaluable resource for both beginner and intermediate artists. Key Features Adapt key techniques, tips and tricks of experienced character designers and storyboard artists with 30 years of experience to your film, television and animation projects. Save time and money with workflow solutions and avoid common mistakes and problems with troubleshooting tips. Implement creative solutions for your own projects with this invaluable resource for beginner and intermediate artists with examples of what a good storyboard and character design should look like and example of poorly designed storyboards. and tricks. Further your artistic skill development with an interactive, companion website which will includes video tutorials, examples of animatics and good and bad pitching techniques.

Hybrid Animation

Hybrid Animation
Author: Tina O'Hailey
Publsiher: Unknown
Total Pages: 240
Release: 2012
Genre: Computer animation
ISBN: OCLC:1105784114

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Artist imaginations continue to grow and stretch the boundaries of traditional animation. Successful animators adept and highly skilled in traditional animation mediums are branching out beyond traditional animation workflows and will often use multiple forms of animation in a single project. With the knowledge of 3D and 2D assets and the integration of multiple animation mediums into a single project, animators have a wealth of creative resources available for a project that is not limited to a specific animation medium, software package or workflow processs. Enhance a poignant scene by choosing to animate the scenic background in 2D while the main character is brought to life with 3D techniques. Balance the budget demands of a project by choosing to integrate a 2D or 3D asset to save time and expense. Choose which medium Hybrid Animation, learn the systematic development of the 2D and 3D assets and the issues surrounding choices made during the creative process.

Computer Animation and Simulation 2001

Computer Animation and Simulation 2001
Author: Nadia Magnenat-Thalmann,Daniel Thalmann
Publsiher: Springer Science & Business Media
Total Pages: 205
Release: 2012-12-06
Genre: Computers
ISBN: 9783709162408

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This volume contains the research papers presented at the 12th Eurographics Workshop on Computer Animation and Simulation, Manchester, UK, September 2-3, 2001. The workshop is an international forum for research in computer-animation and simulation. This year, we choose to give a special focus on the modelling and animation of complex phenomena. This includes the modelling of virtual creature- from their body-parts to the control of their behavior, and the animation of natural phenomena such as water, smoke, fire and vegetation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 2 members of the international program committee and additional reviewers. Based on the reviews, 16 papers were accepted. We added to the final program an invited talk by Jos Stam. We wish to thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist.

The Flesh of Animation

The Flesh of Animation
Author: Sandra Annett
Publsiher: U of Minnesota Press
Total Pages: 243
Release: 2024-04-30
Genre: Performing Arts
ISBN: 9781452971162

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How animation can reconnect us with bodily experiences Film and media studies scholarship has often argued that digital cinema and CGI provoke a sense of disembodiment in viewers; they are seen as merely fantastic or unreal. In her in-depth exploration of the phenomenology of animation, Sandra Annett offers a new perspective: that animated films and digital media in fact evoke vivid embodied sensations in viewers and connect them with the lifeworld of experience. Starting with the emergence of digital technologies in filmmaking in the 1980s, Annett argues that contemporary digital media is indebted to the longer history of animation. She looks at a wide range of animation—from Disney films to anime, electro swing music videos to Vocaloids—to explore how animation, through its material forms and visual styles, can evoke bodily sensations of touch, weight, and orientation in space. Each chapter discusses well-known forms of animation from the United States, France, Japan, South Korea, and China, examining how they provoke different sensations in viewers, such as floating and falling in Howl’s Moving Castle and My Beautiful Girl Mari, and how the body is mediated in films that combine animation and live action, as seen in Who Framed Roger Rabbit and Song of the South. These films set the stage for an exploration of how animation and embodiment manifest in contemporary global media, from CGI and motion capture in Disney’s “live action remakes” to new media installations by artists like Lu Yang. Leveraging an array of case studies through a new approach to film phenomenology, The Flesh of Animation offers an enlightening discussion of why animation provides a sensational experience for viewers not replicable through other media forms.