Fifty seminal short films by key animators, from pioneers such as Fischinger and Svankmajer to contemporaries such as Cuba, Hope and Wrake. The forms covered are 2D, 3D, Claymation, stop-frame and web/Flash. Each project is accompanied by a review, including comments from the director.
Written for classes using 3ds max 4 as an animation tool, or for those students interested in getting a master-class treatment in animation, this guide uses three professionally designed projects to show students the ins and outs of animation media for broadcast.
From twentieth-century animations and comic strips to advertising, Animating the Science Fiction Imagination unearths a significant body of cartoon science fiction from the pre-World War II era that appeared at approximately the same time the genre was itself struggling to find an identity, an audience, and even a name.
To make great animation, you need to know how to control a whole world: how to make a character, how to make that character live and be happy or sad. You need to create four walls around them, a landscape, the sun and moon - a whole life for them. This book provides practical introduction to the craft skills of model animation.
The mutual imbrication of the profane and sacred worlds in anime, along with the profound reciprocal relationship between 'Eastern' (Japanese) and 'Western' (chiefly American) culture in the development of the anime artistic form, form the twin narrative arcs of the book.
Using hundreds of drawings, this book distills the secrets of the masters into a working system in order to create a book that has become the standard work on all forms of animation for professionals, students and fans. It also includes more on animal action, invention and realism with sophisticated animation examples.
Digital technology has revolutionized the way we produce and experience art. This title surveys developments in digital art from its appearance from 1980s onwards, and looks at what that future may hold. It investigates the emergence and impact of mobile and locative (site-specific) media, social networks and the next generation of virtual worlds.
Digital Technology has made the production of animation simpler, faster and more widely available than at any time in cinema history. This title looks at the history of the medium charting its progress with references to specific examples, which demonstrate the growth and development of the form.
Surveys the cultural, political and economic context of how animation industry evolved, emphasizing both artistic and technical achievements from around the world - from Hollywood to Tokyo, from Moscow to Sydney. Featuring a timeline for each of its six parts, this book provides readers with a clear and accessible chronology of events.
Looks at the development and teamwork involved in a major animated film or television production, using The Pirates! In an Adventure with Scientists! as an exemplar. This book presents behind-the-scenes insights into the making of feature film, Shaun the Sheep the Movie.
A critical look at animation through the ages, from Disney classics such as Snow White and the Seven Dwarfs, to the short films of Nick Park and the computer-generated animation of Toy Story. An eight-page plate section of colour film stills is included.
Takes you on a guided tour through an entire lifetime of techniques, practical hands-on advice and insight into an entire industry. With advice, critical comment, and inspiration for every student of the arts, this title comes with completely relevant techniques and tools for the contemporary animation or fine arts professional.