Animation from Pencils to Pixels

Animation from Pencils to Pixels
Author: Tony White
Publisher: Taylor & Francis
Total Pages: 520
Release: 2006
Genre: Art
ISBN: 0240806700

Presents time-honored secrets of professional animation with a warm, masterly, and knowledgeable approach.

Animation Masterclasses: From Pencils to Pixels

Animation Masterclasses: From Pencils to Pixels
Author: Tony White
Publisher: CRC Press
Total Pages: 1026
Release: 2022-11-17
Genre: Computers
ISBN: 1000685837

Today, it is commonly believed that if you learn software, you can become an animator. Yet nothing could be further from the truth. Master animators are trained and not born. Software, as is the humble pencil, is merely yet another tool through which an animator can apply their knowledge. However, neither software nor pencils give you that knowledge, nor do they do the work for you. If you place a fully trained master animator on a computer, or give them a pencil, they’ll astound you with their mastery. However, if you put a nontrained animator on a computer, all you will have is a technician creating moving objects ・ as you’ll see all over YouTube and other video platforms. This book teaches you exactly how to become a Master Animator ・ whether you ultimately plan to use pencils, computers, drawing tablets or rigged characters. It’s a complete course in its own right, being a collection of 48 masterclasses gleaned from the author’s 50 years of experience of top-level animating, teaching and filmmaking. It will also train you in the value and application of observational gesture drawing. This book of masterclasses by a master of the art, Tony White, is entirely designed to be THE definitive reference book for students learning how to make things move really well ・ as well as how to create films once you know how to do so. A book for everyone: For home-based, self-study students: It is a perfect manual to take you from raw beginner to proven animated filmmaker. For full-time students: It is an ideal companion to supplement your full-time educational studies, which, no doubt, is overly based on software technology. For current animation professionals: It is a comprehensive archive of animation tips and techniques that will enable you to take your work to the next level. For current animation educators and instructors: It is a book that can be the ultimate curriculum and study program, enabling your own students to become the master animators of today and tomorrow.

A Better Pencil

A Better Pencil
Author: Dennis Baron
Publisher: Oxford University Press
Total Pages: 278
Release: 2012-10-18
Genre: Computers
ISBN: 0199914001

A Better Pencil puts our complex, still-evolving hate-love relationship with computers and the internet into perspective, describing how the digital revolution influences our reading and writing practices, and how the latest technologies differ from what came before.

Animation – Process, Cognition and Actuality

Animation – Process, Cognition and Actuality
Author: Dan Torre
Publisher: Bloomsbury Publishing USA
Total Pages: 409
Release: 2017-08-24
Genre: Performing Arts
ISBN: 1501308157

Animation - Process, Cognition and Actuality presents a uniquely philosophical and multi-disciplinary approach to the scholarly study of animation, by using the principles of process philosophy and Deleuzian film aesthetics to discuss animation practices, from early optical devices to contemporary urban design and installations. Some of the original theories presented are a process-philosophy based theory of animation; a cognitive theory of animation; a new theoretical approach to the animated documentary; an original investigative approach to animation; and unique considerations as to the convergence of animation and actuality. Numerous animated examples (from all eras and representing a wide range of techniques and approaches – including television shows and video games) are examined, such as Fantastic Mr. Fox (2009), Madame Tutli-Putli (2007), Gertie the Dinosaur (1914), The Peanuts Movie (2015), Grand Theft Auto V (2013) and Dr. Katz: Professional Therapist (1995–2000). Divided into three sections, each to build logically upon each other, Dan Torre first considers animation in terms of process and process philosophy, which allows the reader to contemplate animation in a number of unique ways. Torre then examines animation in more conceptual terms in comparing it to the processes of human cognition. This is followed by an exploration of some of the ways in which we might interpret or 'read' particular aspects of animation, such as animated performance, stop-motion, anthropomorphism, video games, and various hybrid forms of animation. He finishes by guiding the discussion of animation back to the more tangible and concrete as it considers animation within the context of the actual world. With a genuinely distinctive approach to the study of animation, Torre offers fresh philosophical and practical insights that prompt an engagement with the definitions and dynamics of the form, and its current literature.

Creating Digital Faces for Law Enforcement

Creating Digital Faces for Law Enforcement
Author: Michael W. Streed
Publisher: Academic Press
Total Pages: 420
Release: 2017-01-25
Genre: Social Science
ISBN: 0128052791

Today, law enforcement requires actionable and real-time intelligence; 24 hours a day, seven days a week to help respond to cases efficiently. When evidence is lacking in a case, law enforcement officers are often times left to rely on eyewitness descriptions. In order to quickly disseminate facial composites to news outlets and social media, law enforcement needs to rely on every tool available; including traditional forensic artists and advanced facial composite software. Creating Digital Faces for Law Enforcement provides the proper foundation for obtaining key information needed to create effective facial composites. There are two main methods to create a facial composite, first through traditional forensic art techniques and second by using commercially developed facial composite software. Traditional forensic art has advanced from pen and paper to more enhanced digital tools. This text reviews the development of digital tools used by the forensic artist describing each tool in detail. Creating Digital Faces for Law Enforcement is the first text of its kind to address the creation of digital sketches for forensic artists and software-driven sketches for non-artist/technicians. - A step-by-step guide addressing the creation of digital, software-driven, sketches for non-artist technicians - Includes descriptions supported by both photographs and video demonstrations to assist the reader in better understanding the process - Written by an internationally-recognized police sketch artist with over 35 years of experience - A companion website page will host author created / narrated videos for reader access

How to Make Animated Films

How to Make Animated Films
Author: Tony White
Publisher: Taylor & Francis
Total Pages: 513
Release: 2013-08-22
Genre: Computers
ISBN: 1136139338

Sadly the days of the traditional studio apprenticeship in animation are long gone but this book enables the reader to find the next best thing, watching and observing a Master Animator at work. Become Tony White's personal animation apprentice, and experience the golden era of the great Disney and Warner Brothers studios right in your own home or studio. Tony White's Animation Master Class is uniquely designed to cover the core principles of animated movement comprehensively. It offers a DVD with animated movies and filmed excerpts of the author at his drawing board to illustrate the concepts as the work is being created. Tony White's Animation Master Class offers secrets and unique approaches only a Master Animator could share. The book comes out of the author's six years of real-world professional experience teaching animation, and 30 years of professional experience. Whether you want to become a qualified animator of 2D, 3D, Flash or any other form of animation, Tony White's foundations bring you closer to that goal. The DVD is invaluable, in that readers are not only taught principles and concepts in the book, they are able to see them demonstrated in action in the movies on the DVD.

Analysing the Screenplay

Analysing the Screenplay
Author: Jill Nelmes
Publisher: Routledge
Total Pages: 288
Release: 2010-10-04
Genre: History
ISBN: 1136912452

Analysing the Screenplay highlights the screenplay as an important form in itself, as opposed to merely being the first stage of the production process.

The Art of Flash Animation

The Art of Flash Animation
Author: Mark Smith
Publisher: Jones & Bartlett Publishers
Total Pages: 481
Release: 2010-08-30
Genre: Computers
ISBN: 1449613187

Part animation guide, part Flash manual, The Art of Flash Animation: Creative Cartooning provides a practical primer on classic, hand-drawn 2D screen animation as well as an introduction to using Flash for creating your own cartoons. Section I discusses the terms and techniques of hand-drawn animation, character design, and storyboards, while Section II covers scanning, digitizing your artwork into Flash, and setting up scenes. Topics include how to animate a walk cycle; recording and editing dialogue, sound effects, and music; how to use recyclable symbols to make the animation process more efficient; preparing your work for video or web download.

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games
Author: Newton Lee
Publisher: Springer Nature
Total Pages: 2150
Release: 2024-01-19
Genre: Computers
ISBN: 3031231619

Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Workflows

Workflows
Author: Richard Garber
Publisher: John Wiley & Sons
Total Pages: 150
Release: 2017-03-27
Genre: Architecture
ISBN: 1119317835

Workflows are being rethought and remodelled across the architecture, engineering and construction (AEC) spectrum. The synthesis of building information modelling (BIM) platforms with digital simulation techniques and increasing access to data, charting building performance, is allowing architects to engage in the generation of new workflows across multidisciplinary teams. By merging digital design operations with construction activities, project delivery and post-occupation scenarios, architects are becoming instrumental in the shaping of buildings as well as the design process. Workflows expand the territory of architectural practice by extending designers’ remit beyond the confines of the design stage. The implications for the AEC industry and architecture as a profession could not be greater. These new collaborative models are becoming as important as the novel buildings they allow us to produce. Contributors include: Shajay Bhooshan, John Cays, Randy Deutsch, Sean Gallagher, Ian Keough, Peter Kis, Jonathan Mallie, Adam Modesitt, Rhett Russo, Dale Sinclair, and Stacie Wong. Featured architects: Arup, Diller Scofidio + Renfro, GLUCK+, GRO Architects, PLANT, Populous, Young & Ayata, and Zaha Hadid Architects.