Search results for: animated-performance

Animated Performance

Author : Nancy Beiman
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Animated Performance shows how a character can seemingly 'come to life' when their movements reflect the emotional or narrative context of their situation: when they start to 'perform'. The many tips, examples and exercises from a veteran of the animation industry will help readers harness the flexibility of animation to portray a limitless variety of characters and ensure that no two performances are ever alike. More than 300 color illustrations demonstrate how animal and fantasy characters can live and move without losing their non-human qualities and interviews with Disney animators Art Babbitt, Frank Thomas, Ollie Johnston and Ellen Woodbury make this a unique insight into bringing a whole world of characters to life. New to the second edition: A new chapter with introductory exercises to introduce beginner animators to the the world of animated acting; dozens of new assignments and examples focusing on designing and animating fantasy and animal characters.

Acting and Performance for Animation

Author : Derek Hayes
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Character animation involves more than the principles of animation and the mechanics of motion. Unique, believeable characters that think, feel and captivate your audience are ones that involve emotion, performance, personality, acting and story. Successful animators balance all of these elements within a single character and narrative. With Acting and Performance for Animation, discover how to create dynamic, dramatic performances and believeable character interaction. An invaluable resource for animators, Acting and Performance for Animators is a practical guide to the variety of performance techniques relevant to animators. Develop believable character interactions with chapters detailing the principles of performance, performance types, character emotion and personality, physical and psychological performance, and scene composition. Analyze scripts, sound,acting, action and performance with the practical hints and tips, hands-on assignments and animated examples featured in an extensive guide for animators working in film, TV, games and commercials. Explore different performance techniques based upon the experiences of seasoned animators with case studies featuring John Lasseter, Ray Harryhausen, Nick Park, Joanna Quinn. Expand your own performance techniques with the accompanying DVD which will feature live action reference shorts, production stills, animated examples, and further hands-on assignments.

Animation and Performance Capture Using Digitized Models

Author : Edilson de Aguiar
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The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints.

The Art of Stop motion Animation

Author : Ken A. Priebe
File Size : 55.28 MB
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Describes the history and techniques of stop-motion animation.

Computer Facial Animation

Author : Frederic I. Parke
File Size : 86.54 MB
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This comprehensive work provides the fundamentals of computer facial animation and brings into sharper focus techniques that are becoming mainstream in the industry. Over the past decade, since the publication of the first edition, there have been significant developments by academic research groups and in the film and games industries leading to t

The Monthly Musical Record

Author :
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Stop Motion Passion Process and Performance

Author : Barry J C Purves
File Size : 78.83 MB
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Be inspired by award-winning animator Barry Purves' honest insight into the creative process of making stop motion animations, using his own classic films to illustrate every step along the way. With Barry's enthusiasm for puppets in all their many guises and in-depth interviews from some of the world's other leading practitioners, there is advice, inspiration and entertainment galore in Stop Motion: Passion, Process and Performance. And there's more! Many of the artists and craftsmen interviewed have contributed their own specially drawn illustrations - showing their inspirations, heroes and passion for their craft. These beautiful images help make the book a truly personal journey into the heart of the animation industry with broad appeal for anyone with a love of animation.

High performance Graphics in C

Author : Lee Adams
File Size : 76.19 MB
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Describes graphics hardware and software, discusses the graphics capabilities of the C programming language, and covers screen layout, color selection, backgrounds, and real-time animation

A Century of Stop Motion Animation

Author : Ray Harryhausen
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Examines the history of this film genre, from its origins in feature animation in the 1890s through the present day, with insight on the techniques used throughout the years, developments in technology, stills, photos, sketches, storyboards, and more. 17,500 first printing.

Performance Measurement and Visualization of Parallel Systems

Author : Gunter Haring
File Size : 76.66 MB
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This volume contains 14 papers presented by researchers from Europe and the USA at the Workshop on Performance Measurement and Visualization of Parallel Systems. The papers focus on approaches for monitoring parallel processing systems and new performance visualization techniques.

Aging and Skilled Performance

Author : Wendy A. Rogers
File Size : 76.13 MB
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The term "skill" encompasses an array of topics and issues. For example, individuals are skilled in a variety of domains such as chess, typing, air traffic control, or knitting; researchers study skill in a variety of ways, including speed of acquisition, accuracy of performance, and retention over time; and there are a variety of approaches to the study of skill such as computer modeling or experimental analysis. Contributing to the understanding of whether, how, when, and why skills may decline as a function of age is the goal of this volume. This book is based on the Aging and Skill Conference sponsored by the Center for Applied Cognitive Research on Aging. The broad focus of the conference was to discuss cognitive theories underlying age-related skill acquisition, transfer, and retention and to discuss applications of these theories to such issues as age-adaptive training, compensatory strategies and devices, and utilization of new and existing technology. The contributors were asked to discuss the cognitive theory relevant to their topic, explain how the theory informs the field about aging, examine where gaps exist among general cognitive theory in this area and theories of aging, and demonstrate the practical relevance of the theory to enhancing or enabling activities of daily living--for work, home, or leisure--for older adults. This is the first book to focus exclusively on aging and skill. It covers a range of abilities, provides the theoretical basis for the current status of age-related differences in skill, and offers direct evidence of the applicability of research on proficiency to aspects of daily living. Each chapter was written either by an expert in the field of aging, or by an expert in the field of skill--many expert in both areas.

Slavic and East European Performance

Author : Martin E. Segal Theatre Center
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Proceedings of the International Computer Music Conference

Author :
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TDR

Author :
File Size : 23.37 MB
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Multimedia Animation

Author : Clarence Lamb
File Size : 82.85 MB
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Que E&T's Multimedia series provides an integrated textbook, CD-ROM, And Web environment for students learning the principles and practice of multimedia.

The Animated Image

Author : Stijn Bussels
File Size : 70.59 MB
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Viele römische Autoren schrieben über den Gedanken, dass ein Abbild – gleich ob eine Skulptur oder ein Gemälde, eine verbale Beschreibung oder die Darstellung auf einer Bühne – nicht die Repräsentation eines Originals, sondern ein Prototyp sei, und fragten, ob einem Bild Aspekte des Lebens zu eigen seien. Eine erste Gruppe hielt diese Überzeugungen für das Resultat falscher Beobachtungen und Assoziationen des Betrachters. Andere Autoren betonten die handwerkliche Fertigkeit der Künstler. Eine dritte Gruppe interessierte sich für die Verbindung des Dargestellten, häufig eines Gottes, mit dem Übernatürlichen. Die drei Diskurse über die Animation von Bildern bieten einen Überblick darüber, was Intellektuelle im Römischen Reich als bedeutsam oder verwerflich beim Betrachten von Kunstwerken oder Kultobjekten ansahen. Dabei werden auch ontologische und epistemologische Fragestellungen berührt und die Grenze zwischen Leben und Tod erkundet.

Does Animation Facilitate Learning An Evaluation of the Congruence and Equivalence Hypotheses

Author : Julie Bauer Morrison
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Human Centered Design

Author : Masaaki Kurosu
File Size : 23.84 MB
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The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.

Action Analysis for Animators

Author : Chris Webster
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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.

Film Dialogue

Author : Jeff Jaeckle
File Size : 81.91 MB
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Film Dialogue is the first anthology in film studies devoted to the topic of language in cinema, bringing together leading and emerging scholars to discuss the aesthetic, narrative, and ideological dimensions of film speech that have largely gone unappreciated and unheard. Consisting of thirteen essays divided into three sections: genre, auteur theory, and cultural representation, Film Dialogue revisits and reconfigures several of the most established topics in film studies in an effort to persuade readers that "spectators" are more accurately described as "audiences," that the gaze has its equal in eavesdropping, and that images are best understood and appreciated through their interactions with words. Including an introduction that outlines a methodology of film dialogue study and adopting an accessible prose style throughout, Film Dialogue is a welcome addition to ongoing debates about the place, value, and purpose of language in cinema.