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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
Uncanny computer-generated animations of splashing waves, billowing smoke clouds, and characters' flowing hair have become a ubiquitous presence on screens of all types since the 1980s. This Open Access book charts the history of these digital moving images and the software tools that make them. Unpredictable Visual Effects uncovers an institutional and industrial history that saw media industries conducting more private R&D as Cold War federal funding began to wane in the late 1980s. In this context studios and media software companies took concepts used for studying and managing unpredictable systems like markets, weather, and fluids and turned them into tools for animation. Unpredictable Visual Effects theorizes how these animations are part of a paradigm of control evident across society, while at the same time exploring what they can teach us about the relationship between making and knowing.
Rolf Giesen's Puppetry, Puppet Animation and the Digital Age explores the unique world of puppetry animation and its application in the digital age. With the advent of digital animation, many individuals see puppetry and 2D animation as being regulated to a niche market. Giesen's text argues against this viewpoint, by demonstrating the pure aesthetic value they have, as well as examples of some of the greatest cinematic uses of puppets. Such samples include, The Adventures of Prince Achmed, Ladislas Starevich, O'Brien, Harryhausen and Danforth, Trnka and Svankmajer, Aardman and Laika Studios, ParaNorman, and the Boxtrolls. Even live-action blockbusters, such as the Star Wars saga utilize puppetry for costume applications as noted within the text. The use of puppets not only helps create a wonderous world and memorable characters, but is also one of the purest extensions of an artist. Key Features Includes interviews with past and present practitioners of model animation as well as computer animation Reviews of classic and recent entries in both fields Comparison of what is better in stop motion versus computer animation A detailed history of animation and stop motion films
This book reveals and explores the thriving animation culture in midtown Manhattan, the World's Fair, art galleries and cinemas during a vibrant period of artistic, commercial and industrial activity in New York City. Alongside a detailed investigation of animated film at the time - ranging from the abstract works of Mary Ellen Bute and Norman McLaren to the exhibition practices of the Disney Studios and the New York World's Fair - New York's Animation Culture examines a host of other animated forms, including moving dioramas, illuminated billboards, industrial displays, gallery exhibitions, mobile murals, and shop windows. In this innovative microhistory of animation, Moen combines the study of art, culture, design and film to offer a fine-grained account of an especially lively animation culture that was seen as creating new media, expanding the cinema experience, giving expression to utopian dreams of modernity, and presenting dynamic visions of a kinetic future.
Confronting shifts in the status and aesthetics of the real, Nea Ehrlich analyses how contemporary technoculture has transformed the relationship of animation to documentary by mapping out two parallel trends: the increased use of animation within documentary or non-fiction contexts, and the increasingly pervasive use of non-photorealistic animation within digital media. As the virtual becomes another aspect of our contemporary mixed reality (physical and virtual), the book aims to understand how this visual paradigm shift influences viewers, both ethically and politically, and questions the wider ramifications of this transformation in non-fiction aesthetics.
Throughout its history, animation has been fundamentally shaped by its application to promotion and marketing, with animation playing a vital role in advertising history. In individual case study chapters this book addresses, among others, the role of promotion and advertising for anime, Disney, MTV, Lotte Reiniger, Pixar and George Pal, and highlights American, Indian, Japanese, and European examples. This collection reviews the history of famous animation studios and artists, and rediscovers overlooked ones. It situates animated advertising within the context of a diverse intermedial and multi-platform media environment, influenced by print, radio and digital practices, and expanding beyond cinema and television screens into the workplace, theme park, trade expo and urban environment. It reveals the part that animation has played in shaping our consumption of particular brands and commodities, and assesses the ways in which animated advertising has both changed and been changed by the technologies and media that supported it, including digital production and distribution in the present day. Challenging the traditional privileging of art or entertainment over commercial animation, Animation and Advertising establishes a new and rich field of research, and raises many new questions concerning particular animation and media histories, and our methods for researching them.
Japanese Influence on American Children's Television examines the gradual, yet dramatic, transformation of Saturday morning children's programming from being rooted in American traditions and popular culture to reflecting Japanese popular culture. In this modern era of globalization and global media/cultural convergence, the book brings to light an often overlooked phenomenon of the gradual integration of narrative and character conventions borrowed from Japanese storytelling into American children's media. The book begins with a brief history of Saturday morning in the United States from its earliest years, and the interaction between American and Japanese popular media during this time period. It then moves onto reviewing the dramatic shift that occurred within the Saturday morning block through both an overview of the transitional decades as well as an in-depth analysis of the transformative ascent of the shows Mighty Morphin Power Rangers, Pokemon, and Yu-Gi-Oh!.
Re-frames the computer-animated film as a new genre of contemporary cinemaWidely credited for the revival of feature-length animated filmmaking within contemporary Hollywood, computer-animated films are today produced within a variety of national contexts and traditions. Covering thirty years of computer-animated film history, and analysing over 200 different examples, 'The Computer-Animated Film: Industry, Style and Genre' persuasively argues that this body of work constitutes a unique genre of mainstream cinema. Informed by wider technological discourses and the status of animation as an industrial art form, the book not only theorises computer-animated films through their formal properties, but connects elements of film style to animation practice and the computer-animated film's unique production contexts.Key FeaturesProvides a wide-ranging focus on a multitude of animation studios, companies, facilities, divisions and subsidiaries in Hollywood and beyondSupported throughout by close textual analysis and clearly marked case studiesExpands the critical examination of computer-animated films by combining animation and film theory together with theories of animation practice, industry papers and original studio production memosCase StudiesShark Tale (2004)Hoodwinked! (2006)Flushed Away (2006)Over the Hedge (2006)The Good Dinosaur (2015)Frozen (2013)Zootopia (2016)Ratatouille (2007)Antz (1998)A Bug's Life (1998)Wall-E (2008)Toy Story 3 (2010)Toy Story 2 (1999)Cars (2005) / Cars 2 (2011)Happy Feet (2006)Sausage Party (2016)Monsters, Inc. (2001)Rise of the Guardians (2012)Despicable Me 2 (2013) / Minions (2015)Surf's Up (2007)Bolt (2008)
This study of 'independent' animation opens up a quietly subversive and vibrant dimension of contemporary Chinese culture which, hitherto, has not received as much attention as dissident art or political activism. Scholarly interest in Chinese animation has increased over the last decade, with attention paid to the conventional media circle of production, distribution and consumption. The 'independent' sector has been largely ignored however, until now. By focusing on distinctive independent artists like Pisan and Lei Lei, and situating their work within the present day media ecology, the author examines the relationship between the genre and the sociocultural transformation of contemporary China. Animation, the author argues, has a special significance, as the nature of the animation text is itself multilayered and given to multiple interpretations and avenues of engagement. Through an examination of the affordances of this 'independent' media entity, the author explores how this multifaceted cultural form reveals ambiguities that parallel contradictions in art and society. In so doing, independent animation provides a convenient 'mirror' for examining how recent social upheavals have been negotiated, and how certain practitioners have found effective ways for discussing the post-Socialist reality within the current political configuration.
What can Dory remember? Who are her parents? In Finding Dory, Pixar Animation Studios sets out to answer these questions, to the delight of Finding Nemo fans. The Art of Finding Dory offers a look at the creative process behind the making of this much-anticipated sequel, shining a light on the many inspiring and beautiful layers of creation the artists at the studio explored during years of development. Copyright (c)2016 Disney Enterprises, Inc. and Pixar. All rights reserved.
Combining art and design principles with creative storytelling and professional savvy, this book covers everything a serious motion designer needs to make their artistic visions a reality and confidently produce compositions for clients. In this updated second edition of Design for Motion, author Austin Shaw explores the principles of motion design, teaching readers how to creatively harness the essential techniques of this diverse and innovative medium to create compelling style frames, design boards, and motion design products. Lessons are augmented by illustrious full-color imagery and practical exercises, allowing you to put the techniques covered into immediate practical context. Industry leaders, pioneers, and rising stars contribute their professional perspectives, share personal stories, and provide visual examples of their work. This second edition also includes updates on the following: Illustration techniques Typography Compositing Visual storytelling Incorporating 3D elements Social/mobile-first design Portfolio and concept development How to develop a distinct personal design style, and much more Plumb the depths of core motion design fundamentals and harness the essential techniques of this diverse and innovative medium. An accompanying Companion Website (www.routledge.com/cw/shaw) features video tutorials, a student showcase, and more.
Be a fly on the wall as industry leaders Bill Kroyer and Tom Sito take us through insightful face-to-face interviews, revealing, in these two volumes, the journeys of 23 world-class directors as they candidly share their experiences and personal views on the process of making feature animated films. The interviews were produced and edited by Ron Diamond. Your job is not to be the one with the answers. You should be the one that gets the answers. That's your job. You need to make friends and get to know your crew. These folks are your talent, your bag of tricks. And that's where you're going to find answers to the big problems - Andrew Stanton It's hard. Yet the pain you go through to get what you need for your film enriches you, and it enriches the film. - Brenda Chapman Frank and Ollie always used to say that great character animation contains movement that is generated by the character's thought process. It can't be plain movement. - John Lasseter The beauty of clay is that it doesn't have to be too polished, or too smooth and sophisticated. You don't want it to be mechanical and lifeless. - Nick Park The good thing about animation is that tape is very cheap. Let the actor try things. This is where animation gets to play with spontaneity. You want to capture that line as it has never been said before. And, most likely, if you asked the actor to do it again, he or she just can't repeat that exact performance. But you got it. - Ron Clements
Animation, Sport and Culture is a wide-ranging study of both sport and animated films. From Goofy to Goalkeepers, Wallace and Gromit to Tiger Woods, Mickey Mouse to Messi, and Nike to Nationhood, this Olympic-sized analysis looks at the history, politics, aesthetics and technologies of sport and animation from around the globe.
Animation designer Tom Bancroft brings his knowledge and experience to this fun and accessible book on character design. From Snow White to Shrek, from Fred Flintstone to Sponge Bob Squarepants, it is the design that communicates a character's personality even before a single word of dialogue is spoken. Bancroft, who designed the character Mushu, voiced by Eddie Murphy, in the Disney animated feature film, "Mulan," begins the book with time-tested design concepts, then explains how to work with a script, about character hierarchy (treating important characters, and lesser characters differently), how to maximize a pose and expressions, and ultimately, how to finish a character that sparkles. At the end of each chapter are exercises to help the reader hone his skills. Bancroft also explains how these lessons can be applied to different industries: film, TV, video games, and graphic novels. The book will include practical advice from professionals in each of these industries, including Mark Henn (director of animation, Disney's "The Little Mermaid"), Peter DeSeve (character designer, "Ice Age"), J. Scott Campbell (Wildstorm/DC Comics), Rob Corley (feature animator, "The Lion King", "Aladdin", "Lilo and Stitch"), Butch Hartman (creator, "Fairly Oddparents"), Jack Davis (MAD magazine), and Bill Amend (cartoonist, "Fox Trot". The introduction is written by Glen Keane (Walt Disney).
Mr. Peabody & Sherman is DreamWorks Animation's new comedy about a dog and his boy. Mr. Peabody invents the WABAC, a time-travelling machine that he and his adopted boy Sherman use to explore history. The concept art, character backgrounds, design inspiration, and behind-the-scenes information in this book perfectly capture the rich storyline, vibrant characters and locations.
Celebrate the first decade of James Cameron's Avatar and the beginnings of an epic cinematic journey. Delve into the majestic world of Pandora and discover the incredible wealth of creativity that led this story to become the highest-grossing film of all time and the winner of three Academy Awards. The World of Avatar celebrates, explores, and explains the spectacular world of Pandora-its extraordinary geology, flora and fauna, and the customs and beliefs of its people, the mysterious Na'vi. The book uniquely covers key content from all aspects of the burgeoning franchise. It combines original movie stills and artwork with stunning imagery from Cirque du Soleil's Avatar-inspired show Toruk: The First Flight; and Disney World's Pandora-The World of Avatar. With a foreword by Avatar star Zoe Saldana (Neytiri), and an introduction by producer Jon Landau, The World of Avatar concludes with a "sneak peek" of a new Avatar era, fuelling excitement for the long-awaited release of Avatar 2 in December 2022. (c) 2022 Twentieth Century Fox Film Corporation. All rights reserved.
Discover everything you've ever wondered about your favourite LEGO® Disney Princess™ in this super-cute starter guide Why does Moana sail away from her island? Who does she find hiding on her boat? How does Moana help to save Motunui? Find out the answers to all of your questions as you get to know this adventurous princess. Featuring a simple Q&A format, fun facts, and showcasing beautiful LEGO sets, mini-dolls, and accessories, DK's LEGO Disney Princess Meet Moana is a charming introduction to LEGO Moana. With a bright and playful design and cheerful, inviting text, DK's guide encourages young readers to explore the Princess' amazing world from her incredible adventures on the ocean and on land. A perfect entry level guide for young fans, which can be built into a cherished collection.
What do you get when you cross a snail with the Indianapolis 500? If you're DreamWorks, then the result is Turbo, an uplifting - and gear-shifting - story about the ultimate underdog. Packed with breathtaking images that showcase the artistry of the industry's top talents, "The Art of Turbo" gives readers a close-up look at the process behind the new CG-animated feature.
Meet the villains we all love to hate! The essential guide to more than 50 of the most villainous Disney and Disney Pixar movie characters. What makes Cruella De Vil so cruel? Why is Scar jealous of his brother Mufasa? Who are the troublesome toys at Sunnyside Daycare? (c) 2020 Disney
Bold and beautiful, this volume presents hundreds of film stills from the Pixar archives in a glorious spectrum of color. Starting with bright white images and seamlessly flowing through the colors of the rainbow, it becomes crystal clear how each frame tells a story. Bound into a gorgeous volume, The Color of Pixar encapsulates everything there is to love about the studio: the attention to detail, the playful characters, and the sheer scope of their work in over 20 years of iconic feature films.
This guide to anime offers an overview of the art form, looking at its development in Japan and its export to other cultures. It includes a history of Japanese animation from early examples to the relaunch of animation as a viable commercial entity and its enormous rise in popularity after WWII. Anime explains the difference between manga and anime, offering a brief history of manga including its development from traditional art form (woodblock prints) to massive commercial success with millions of readers in Japan and worldwide. Odell and Le Blanc also consider anime style and genres, its market and importance in Japanese culture, and its perception in the West including controversy, such as criticisms of sex and violence in anime that affect other national markets, including the UK (notably Urotsukidoji) and the USA, where it is considered a 'kids only' market.
Animation is one of the fastest-growing fields in film and television, and it is also integral to video games and web development. Once an esoteric and hard-won skill, technology has advanced to the point that simple animated projects can now be produced on a home PC. Its many enthusiasts have fuelled a range of new courses in universities, and in public and private colleges. Drawing on their extensive experience in the field, the authors offer a systematic overview of the role of the animation producer and the production process. They explain how to develop a concept, pitch it to obtain funding, and find a market. They offer detailed advice on recruiting a team, managing different stages of production (including overseas suppliers), quality control, budgeting and scheduling. They also outline the key aspects of 2D and 3D production.From project development, seeking investment to pre- and post-production, for film, television, and the web, The Animation Producer's Handbook is the 'one-stop shop' for budding animators everywhere. |
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