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The Animation Book

Author: Kit Laybourne
Publisher: Three Rivers Press (CA)
ISBN: 9780517886021
Size: 59.22 MB
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A guide to the theory, aesthetics, and techniques of animation features detailed instructions, projects, and discussions on such topics as basic movement, and digital ink and paint.

The Lego Animation Book

Author: David Pagano
Publisher: No Starch Press
ISBN: 1593277415
Size: 59.96 MB
Format: PDF, Mobi
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Have you ever wondered what your LEGO creations would look like on the big screen? The LEGO Animation Book will show you how to bring your models to life with stop-motion animation — no experience required! Follow step-by-step instructions to make your first animation, and then explore the entire filmmaking process, from storyboards to post-production. Along the way, you’ll learn how to: *Create special effects like explosions and flying minifigures *Convey action and emotion with your minifigure actors *Design sets for animation — make three buildings look like an entire city! *Light, frame, and capture consistent photos *Add detail and scope to your films by building in different scales *Build camera dollies and rigs out of LEGO bricks *Choose cameras, software, and other essential animation tools Dive into the world of animation and discover a whole new way to play!

Animation

Author: Paul Wells
Publisher: Wallflower Press
ISBN: 9781903364208
Size: 69.14 MB
Format: PDF, ePub
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Animation: Genre and Authorship explores the distinctive language of animation, its production processes, and the particular questions about who makes it, under what conditions and with what purpose. In this first study to look specifically at the ways in which animation displays unique models of "auteurism" and how it revises generic categories, Paul Wells challenges the prominence of live-action movie-making as the first form of contemporary cinema and visual culture. The book also includes interviews with Ray Harryhausen and Caroline Leaf, and a full "timeline" of the history of animation.

The Animation Bible

Author: Maureen Furniss
Publisher:
ISBN:
Size: 76.81 MB
Format: PDF, Docs
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Over the last ten years, there has been a surge in the use of animation in various contexts, including animated entertainment, special effects for liveaction media and a host of other fields, such as medical research. As animation expands beyond the confines of light entertainment, so also the growing number of animators and animation students must respond with not only the latest techniques in computer animation, but also with the vast wealth of non-digital techniques that continue to be used. The Animation Bible covers every conceivable animation process and technique, explaining and exploring their use through case studies of eminent and cutting-edge animators of the past and present. Illustrated with 650 colour images, the book also includes a series of applications exercises where the student can put into practice the techniques they have just been reading about. In addition the student is taken through all the stages of making an animated film, from pre-production concepts and scripts to the debut screening and distribution of the finished animation.

The Anime Machine

Author: Thomas Lamarre
Publisher: U of Minnesota Press
ISBN: 145291477X
Size: 25.93 MB
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Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.

The Animation Producer S Handbook

Author: Lea Milic
Publisher: Allen & Unwin
ISBN: 1741157005
Size: 27.32 MB
Format: PDF, ePub, Mobi
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An easy-to-read guide to the business and management processes of producing animation. Covering everything from the initial concept and the pitch, to establishing a core team, developing the script and characters and budgeting and scheduling.

The Animation Pimp

Author: Chris Robinson
Publisher: Cengage Learning
ISBN: 1435457935
Size: 20.42 MB
Format: PDF, Kindle
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Learn how to think before you animate. Thinking Animation is a one-of-a-kind book that emphasizes how artists can use traditional animation techniques and principles with the computer generated animation technology of today. Written by seasoned animators

Drawing The Line

Author: Tom Sito
Publisher: University Press of Kentucky
ISBN: 0813171482
Size: 41.86 MB
Format: PDF, Kindle
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Some of the most beloved characters in film and television inhabit two-dimensional worlds that spring from the fertile imaginations of talented animators. The movements, characterizations, and settings in the best animated films are as vivid as any live action film, and sometimes seem more alive than life itself. In this case, Hollywood’s marketing slogans are fitting; animated stories are frequently magical, leaving memories of happy endings in young and old alike. However, the fantasy lands animators create bear little resemblance to the conditions under which these artists work. Anonymous animators routinely toiled in dark, cramped working environments for long hours and low pay, especially at the emergence of the art form early in the twentieth century. In Drawing the Line, veteran animator Tom Sito chronicles the efforts of generations of working men and women artists who have struggled to create a stable standard of living that is as secure as the worlds their characters inhabit. The former president of America’s largest animation union, Sito offers a unique insider’s account of animators’ struggles with legendary studio kingpins such as Jack Warner and Walt Disney, and their more recent battles with Michael Eisner and other Hollywood players. Based on numerous archival documents, personal interviews, and his own experiences, Sito’s history of animation unions is both carefully analytical and deeply personal. Drawing the Line stands as a vital corrective to this field of Hollywood history and is an important look at the animation industry’s past, present, and future. Like most elements of the modern commercial media system, animation is rapidly being changed by the forces of globalization and technological innovation. Yet even as pixels replace pencils and bytes replace paints, the working relationship between employer and employee essentially remains the same. In Drawing the Line, Sito challenges the next wave of animators to heed the lessons of their predecessors by organizing and acting collectively to fight against the enormous pressures of the marketplace for their class interests—and for the betterment of their art form.

Danganronpa The Animation

Author: Takashi Tsukimi
Publisher: Dark Horse Comics
ISBN: 1630086185
Size: 60.23 MB
Format: PDF, ePub
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“Equal parts social sim, murder mystery and courtroom thriller.”—Polygon Each year, the elite Hope’s Peak Academy selects only the most gifted and talented students to enroll . . . plus one ordinary student, chosen by lottery. Makoto Naegi was that lucky person—or so he thought! When he shows up for class, he finds the elite students are a bizarre cast of oddballs under the ruthless authority of a robot teddy bear principal, Monokuma. The bear lays down the school rules: the only way out of Hope’s Peak is to not only murder another student . . . but get away with it, as every murder is followed by a tribunal where the surviving students cross-examine each other! * Inspired by the video game series for PSP, released through NIS America. * Based on the anime TV show, released in 2015 through Funimation.

The Anime Encyclopedia 3rd Revised Edition

Author: Jonathan Clements
Publisher: Stone Bridge Press
ISBN: 1611729092
Size: 62.61 MB
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"Impressive, exhaustive, labyrinthine, and obsessive—The Anime Encyclopedia is an astonishing piece of work."—Neil Gaiman Over one thousand new entries . . . over four thousand updates . . . over one million words. . . This third edition of the landmark reference work has six additional years of information on Japanese animation, its practitioners and products, plus incisive thematic entries on anime history and culture. With credits, links, cross-references, and content advisories for parents and libraries. Jonathan Clements has been an editor of Manga Max and a contributing editor of Newtype USA. Helen McCarthy was founding editor of Anime UK and editor of Manga Mania.