Producing Animation

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Author: Catherine Winder,Zahra Dowlatabadi

Publisher: Taylor & Francis

ISBN: 1136132619

Category: Art

Page: 324

View: 7175

Drawing heavily from the authors' twenty years of combined experience, Producing Animation offers a clear overview of this exciting industry and a comprehensive guide to the process of developing a project from conception to final delivery. Written from the perspective of a producer, this book offers the foundation of how a project is created in addition to describing the role of the producer at each phase. Answers are provided to many of the most commonly asked questions about animation ranging from how to enter the business to the average cost and schedule for a prime-time animated series. Producing Animation has the first-of-its-kind comprehensive chart of accounts for animation, named the Animation Budget Builder, which can be individually tailored for each project. Visit www.MovieMagicProducer.com for more details. Students, aspiring producers, investors, television and studio executives, artists, film line producers wishing to branch into animation, and legal advisors will find this an invaluable tool. The chapters specifically geared to the pre-production, production and postproduction processes offer animation producers a wealth of practical advice. Numerous illustrations outline the different steps of production. Forms the authors have devised to help streamline the process are also included. Observations from a wide range of industry professionals such as; studio heads, creators, directors, producers, writers and members of the production crew, give the reader insight into what it takes to be successful in this business. The authors' personal anecdotes at key process checkpoints relay firsthand experience, illustrating some of the pitfalls a producer must learn to circumvent. Detailed information on preparing a thorough production plan including the budget, schedule, and crew plan can also be found in this book.

The Animation Producer'S Handbook

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Author: Milic, Lea,McConville, Yasmin

Publisher: McGraw-Hill Education (UK)

ISBN: 0335220363

Category: Social Science

Page: 212

View: 7335

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.

Producing Independent 2D Character Animation

Making & Selling A Short Film

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Author: Mark A. Simon

Publisher: CRC Press

ISBN: 1136132783

Category: Art

Page: 432

View: 595

PRODUCING INDEPENDENT 2D CHARACTER ANIMATION takes an in-depth look at the artistry and production process of cel animation in a friendly, how-to manner that makes the sometimes tedious process of animation enjoyable and easy to understand. This book guides animators through every step of planning and production; includes examples of actual production forms, organization tips, screen shots, and sketches from the pre- to post-production processes; and contains detailed information on the hardware and software used to complete each step. By mapping out the course of how his small studio brainstormed, created, then produced its award-winning animation, TIMMY'S LESSONS IN NATURE, Mark Simon explains to animators what it takes-both creatively and resource-wise-to get their animations to market. Includes exclusive interviews with Oscar-nominated independent animator Bill Plimpton, Craig McCracken, creator of the POWER PUFF GIRLS, Craig "Spike" Decker of SPIKE & MIKE'S SICK AND TWISTED FESTIVAL OF ANIMATION, David Fine & Alison Snowden who are the Academy Award-Winning producers of BOB AND MARGARET, Cartoon Network's Senior Vice President of Original Animation, Linda Simensky, and Tom Sito, Co-Director of OSMOSIS JONES...as well as others.

Gardner's Guide to Writing and Producing Animation

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Author: Shannon Muir

Publisher: G G C Incorporated Pub

ISBN: N.A

Category: Performing Arts

Page: 209

View: 2859

From the initial selection of an animation project to its final marketing materials, the art and business of animation production are illuminated in this step-by-step guide, which includes interviews with industry professionals about the place of their work within the general production pipeline and profiles of commercial animation studios. Television specials, pilots, shorts, and independent features are among the projects covered, in addition to a discussion of career opportunities in the field and the creative partnership of artists and engineers.

Animation Writing and Development

From Script Development to Pitch

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Author: Jean Ann Wright

Publisher: Taylor & Francis

ISBN: 1136144056

Category: Art

Page: 360

View: 748

The art. The craft. The business. Animation Writing and Development takes students and animation professionals alike through the process of creating original characters, developing a television series, feature, or multimedia project, and writing professional premises, outlines and scripts. It covers the process of developing presentation bibles and pitching original projects as well as ideas for episodes of shows already on the air. Animation Writing and Development includes chapters on animation history, on child development (writing for kids), and on storyboarding. It gives advice on marketing and finding work in the industry. It provides exercises for students as well as checklists for professionals polishing their craft. This is a guide to becoming a good writer as well as a successful one.

Real-time 3D Character Animation with Visual C++

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Author: Nik Lever

Publisher: Taylor & Francis

ISBN: 1136134778

Category: Art

Page: 496

View: 7666

Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to your website. Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The free CD-ROM gives you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD. You will also get an insight into the artist's problems; learn how to keep the characters interesting while not exhausting the game engine. Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation.

Writing for Animation, Comics, and Games

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Author: Christy Marx

Publisher: Taylor & Francis

ISBN: 1136144455

Category: Art

Page: 248

View: 5430

Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration.

An Introduction to Writing for Electronic Media

Scriptwriting Essentials Across the Genres

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Author: Robert B. Musburger, PhD

Publisher: Taylor & Francis

ISBN: 1136033130

Category: Language Arts & Disciplines

Page: 360

View: 6297

"Wonderfully practical....just what every media writer needs." Christopher H. Sterling George Washington University * Learn what it takes to write for commercials, news, documentaries, corporate, educational, animation, games, the internet, and dramatic film & video productions * Outlines the key skills needed for a successful media writing career The demand for quality and knowledgeable multi-platform writing is always in high demand. An Introduction to Writing for Electronic Media presents a survey of the many types of electronic media you can write for, and explains how to do it. Musburger focuses on the skills you need to write for animation versus radio or television news versus corporate training. Sample scripts help you learn by example while modeling your own scripts. Production files illustrate the integral role writers' play in the production process, and individual movie frames allow you compare these to the real scripts. Armed with the skills developed in this book, a media writer can apply for a variety of positions in newsrooms, advertising firms, motion pictures or animation studios, as well as local and national cable operations. Robert B. Musburger, Ph.D., is Professor Emeritus and former Director of the School of Communication, University of Houston, USA. He has worked for 20 years in professional broadcasting, serving as camera operator, director, producer, and writer. Musburger has received numerous awards for his video work and teaching and he continues to work in electronic media with his Seattle, WA,. consulting firm, Musburger Media Services. "[An] authoritative and clearly written description of the processes involved in writing for film, radio and television production." Raymond Fielding, Dean Emeritus Florida State University

Animated Life

A Lifetime of tips, tricks, techniques and stories from a Disney Legend

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Author: Floyd Norman

Publisher: Taylor & Francis

ISBN: 1136126376

Category: Art

Page: 288

View: 8262

A well designed, well written animated film has warmth, humor and charm. Since Steamboat Mickey, animators have been creating characters and films that are charming, warm and humorous, allowing people to connect with the animated medium. Animaton fans love the characters for a lifetime. This is the legacy of the countless animators and artists who created the classic characters and fun stories and the legacy of Disney Legend, Floyd Norman. Written with wit and verve, Animated Life is a guided tour through an entire lifetime of techniques, practical hands-on advice and insight into an entire industry. A vital tutorial in animation's past, present and future for students who are now poised to be part of another new generation in the art form. Apply artistic magic to your own projects and garner valuable insight and inspiration from a True Disney legend. With valuable advice, critical comment, and inspiration for every student of the arts, Animated Life is a classic in the making with completely relevant techniques and tools for the contemporary animation or fine arts professional.

Cool Mac animation

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Author: Clint Hicks

Publisher: Prentice Hall

ISBN: 9780672485213

Category: Computers

Page: 134

View: 9517

Here's the best and most creative guide to producing animation on the Mac. Discusses animation technology and provides tips for creating professional-looking animated drawings.

A Modern Approach to Intelligent Animation

Theory and Practice

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Author: Yueting Zhuang,Yun-he PAN,Jun Xiao

Publisher: Springer Science & Business Media

ISBN: 9783540737605

Category: Computers

Page: 310

View: 1331

This book discusses the concepts, theory, and core technologies of intelligent theory and human animation, including video based human animation and intelligent technology of motion data management and reusing. It introduces systems developed to demonstrate the technologies of video based animation. Lively pictures and demos throughout the text help make the theory and technologies more accessible to readers.

What if? Was wäre wenn?

Wirklich wissenschaftliche Antworten auf absurde hypothetische Fragen

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Author: Randall Munroe

Publisher: Albrecht Knaus Verlag

ISBN: 364114311X

Category: Nature

Page: 368

View: 2791

Endlich erfindet wieder jemand das Pop-Science-Erklärbuch neu! Wenn xkcd.com einen neuen Science Cartoon postet, vibriert das Internet. Sein Blog What if, auf dem der Physiker Randall Munroe jede Woche scheinbar unsinnige Fragen mit exakter Wissenschaft und genialen Strichmännchen beantwortet, ist Kult. Wie lange würde es dauern, bis wir merken würden, dass sich der Erdumfang verändert? Was wäre, wenn der gesamte Niederschlag in einem – quasi omnidirektionalen - Überschall-Regentropfen fiele? Endlich auch als Buch und endlich auf Deutsch!

America Toons In

A History of Television Animation

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Author: David Perlmutter

Publisher: McFarland

ISBN: 1476614881

Category: Performing Arts

Page: 424

View: 2637

Animation has been part of television since the start of the medium but it has rarely received unbiased recognition from media scholars. More often, it has been ridiculed for supposedly poor technical quality, accused of trafficking in violence aimed at children, and neglected for indulging in vulgar behavior. These accusations are often made categorically, out of prejudice or ignorance, with little attempt to understand the importance of each program on its own terms. This book takes a serious look at the whole genre of television animation, from the early themes and practices through the evolution of the art to the present day. Examining the productions of individual studios and producers, the author establishes a means of understanding their work in new ways, at the same time discussing the ways in which the genre has often been unfairly marginalized by critics, and how, especially in recent years, producers have both challenged and embraced this “marginality” as a vital part of their work. By taking seriously something often thought to be frivolous, the book provides a framework for understanding the persistent presence of television animation in the American media—and how surprisingly influential it has been.

Action Analysis for Animators

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Author: Chris Webster

Publisher: Taylor & Francis

ISBN: 1136136533

Category: Art

Page: 408

View: 9960

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, practical assignments and industry interviews ground action analysis methodology with real life examples. Action Analysis for Animators is a essential guide for students, amateurs and professionals.

Dream Worlds: Production Design for Animation

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Author: Hans Bacher

Publisher: Taylor & Francis

ISBN: 1136139575

Category: Art

Page: 216

View: 939

A truly unique visual delight offering insight into the development of animation classics like Bambi, Beauty and the Beast, The Lion King, Lilo and Stitch as well as a tantalizing examination of unfinished Disney projects.

Producing and Directing the Short Film and Video

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Author: Peter Rea,David K. Irving

Publisher: CRC Press

ISBN: 1317908759

Category: Performing Arts

Page: 468

View: 9876

Producing and Directing the Short Film and Video, Fifth Edition is the definitive book on the subject for the serious film student or beginning filmmaker. Its unique two-fold approach looks at filmmaking from the perspectives of both the producer and director, and clearly explains how their separate roles must work together to create a successful short film or video. Through extensive examples from award-winning shorts and insightful interviews, you will learn about common challenges the filmmakers encountered during each step of filmmaking process—from preproduction to production, postproduction, and distribution—and the techniques they used to overcome them. In celebrating this book’s twentieth anniversary, this edition has been updated to include: Two all-new, in-depth cases studies of esteemed short films—Memory Lane and the Academy Award-winning God of Love A revised chapter progression that reinforces the significance of the actor - director relationship Interviews with the filmmakers integrated alongside the text, as well as new images and behind-the-scenes coverage of production processes Revamped sections on current financing strategies, postproduction workflows, and the wide variety of distribution platforms now available to filmmakers A "Where are They Now" appendix featuring updates on the original filmmakers covered in the first edition An expanded companion website (www.focalpress.com/cw/rea) containing useful forms and information on distributors, grants and financing sources, film and video festivals, film schools, internet sources for short works, and professional associations

Automatic Generation of Computer Animation

Using AI for Movie Animation

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Author: Ruqian Lu,Songmao Zhang

Publisher: Springer Science & Business Media

ISBN: 3540431144

Category: Computers

Page: 388

View: 6082

We are both fans of watching animated stories. Every evening, before or after d- ner, we always sit in front of the television and watch the animation program, which is originally produced and shown for children. We find ourselves becoming younger while immerged in the interesting plot of the animation: how the princess is first killed and then rescued, how the little rat defeats the big cat, etc. But what we have found in those animation programs are not only interesting plots, but also a big chance for the application of computer science and artificial intelligence techniques. As is well known, the cost of producing animated movies is very high, even with the use of computer graphics techniques. Turning a story in text form into an animated movie is a long and complicated procedure. We came to the c- clusion that many parts of this process could be automated by using artificial - telligence techniques. It is actually a challenge and test for machine intelligence. So we decided to explore the possibility of a full life cycle automation of c- puter animation generation. By full life cycle we mean the generation process of computer animation from a children s story in natural language text form to the final animated movie. It is of course a task of immense difficulty. However, we decided to try our best and to see how far we could go.

Animation

The Mechanics of Motion

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Author: Chris Webster

Publisher: Taylor & Francis

ISBN: 0240516664

Category: Computers

Page: 259

View: 4128

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

George Gallup in Hollywood

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Author: Susan Ohmer

Publisher: Columbia University Press

ISBN: 0231511280

Category: Performing Arts

Page: 336

View: 466

George Gallup in Hollywood is a fascinating look at the film industry's use of opinion polling in the 1930s and '40s. George Gallup's polling techniques first achieved fame when he accurately predicted that Franklin D. Roosevelt would be reelected president in 1936. Gallup had devised an extremely effective sampling method that took households from all income brackets into account, and Hollywood studio executives quickly pounced on the value of Gallup's research. Soon he was gauging reactions to stars and scripts for RKO Pictures, David O. Selznick, and Walt Disney and taking the public's temperature on Orson Welles and Desi Arnaz, couples such as Fred Astaire and Ginger Rogers, and films like Gone with the Wind, Dumbo, and Fantasia. Through interviews and extensive research, Susan Ohmer traces Gallup's groundbreaking intellectual and methodological developments, examining his comprehensive approach to market research from his early education in the advertising industry to his later work in Hollywood. The results of his opinion polls offer a fascinating glimpse at the class and gender differences of the time as well as popular sentiment toward social and political issues.