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The Fundamentals of Animation PDF

360 Pages·2016·37.79 MB·English
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Contents Introduction 01 Principles and Processes 1. Ideas Generation 2. Research and the Pre-production Process 3. Technique 4. The Animator as Interpreter 5. The Animator as Performer 6. The Animator as Editor 7. The Animator as Director 02 Applications and Outcomes 8. Drawn and Cel Animation 9. 3D Stop-motion Animation 10. Animation for Children 11. Clay Animation 12. Digital Animation 13. Alternative Methods 14. Animated Documentary 03 Contexts 15. Post-production 16. Critical Evaluation 17. Portfolio 18. Collaboration 19. Working as an Independent 20. Postgraduate Opportunities 21. Making an Independent Film 22. Screening Opportunities Bibliography and Webography Acknowledgements and Credits Introduction ‘The art challenges the technology and the technology inspires the art. Technical artists are coming from computer graphic schools, and learning sculpture, drawing and painting, and traditional artists are learning more about technology. The more we get their cross- pollination the more we will stretch the boundaries of this medium.’ John Lasseter1 Animation and Popular culture Animation is one of the most prominent aspects of popular culture worldwide. It informs every aspect of the visual terrain that surrounds us every day. It is present in its traditional form in the films produced by Disney, PIXAR, Dreamworks and Ghibli, and in television sit-coms like The Simpsons and South Park. Equally, it exhibits its versatility in every ad break, as anything from washing machines to cereal packets take on the characteristics of human beings and persuade us to buy them. Computer-generated (CG) animation finds close affiliation with the computer games industry. Most websites have some form of animated figure or banner, as well as housing new forms of cartoon; and on mobile devices, too, animated characters and games proliferate. As well as all this, independent animated film survives in the face of economic adversity, providing festivals with inventive and affecting shorts, while the ‘invisible art’ of animation within the special effects tradition carries on transforming, and in some aspects eradicating, ‘live action’ in blockbuster features. Animation also continues to embrace new applications in science, architecture, healthcare and broadcast journalism, to name but a few. Animation is simply everywhere. This is no surprise. Animation is the most dynamic form of expression available to creative people. Animation is a cross-disciplinary and interdisciplinary art and craft, embracing drawing, sculpture, model- making, performance, dance, computer science, social science and much more. It has a distinctive language that enables it to create the art of the impossible. Whatever can be imagined can be achieved. This unique vocabulary can be used in a variety of different ways – for example, traditional drawn or cel, CG, or stop-motion animation – but crucially, whatever technique is used (and there are many more) it can service works from the most outlandish of cartoons to the most abstract of avant-garde films, and all else in between. This is why animation has remained the most consistently experimental art form even as it has entered the mass popularity of mainstream visual culture. Animation continually offers new possibilities narratively, aesthetically and technically, encouraging new animators, artists and practitioners to explore new kinds of storytelling, to create new graphic and illustrative styles, and to use both traditional and new tools in the execution of their work. This book will address all of these aspects, seeking to be a useful primer in the ‘how to’ of animation across a number of disciplines, but also considering a range of critical ideas and historical perspectives that are pertinent to creative work of this kind. Liz Faber and Helen Walters suggest that animation may be found ‘occupying a space between film-making, art and graphic design’,2 while veteran animator Gene Dietch offers a more technically determined view, suggesting that frame-by-frame cinematic animation is ‘the recording of individually created phases of imagined action in such a way as to achieve the illusion of motion when shown at a constant, predetermined rate, exceeding that of human persistence of vision’.3 Much of the ‘particularity’ of animation, though, is in all the work that must be done before it becomes a film or digital presentation. Animated ‘movement’ is artificially created and not recorded from the real world. Consequently, animation almost intrinsically hides its process, and the ‘art’ that characterises that process. Only the outcome is important in the public imagination; however, for the prospective animator the core work is in the process, and it is that which is reflected throughout the rest of this book. In many ways, when animation is made in the traditional frame-by- frame form it is comparatively easy to define, but this is significantly problematised in the digital era. Comics artist and theorist Scott McCloud has suggested that ‘as the technological distinctions between media fall away, their conceptual distinctions will become more important than ever’.4 This book, then, seeks to combine the traditional and orthodox ideas at the heart of animation with the ‘bright new dawn’ of the impact of the digital era, offering case studies and advice from artists, scholars and practitioners. In this book there is no difference between theory and practice – they are one and the same, as actually, they always have been. You cannot be a good animator, or indeed, an artist of any sort, without embracing historical perspectives and critical insight, all of which are embedded in any forward-thinking and original practical work. It is likely that the 21st-century animation practitioner – you – is interested in and engaged with the visual dynamics of popular culture: comics; graphic novels; animé; pop promos; advertising; websites dedicated to left-field interests; cult TV and movies; fan cultures; contemporary modern art; and any aspect of visual culture that has entered into the mainstream of the popular imagination by the time this book has been published. For the most part, all creative people start off as ‘fans’ of something and want to make something like the art they admire. These are the catalysts for animators wanting to emulate a particular style or approach, while at the same time trying to find an individual ‘voice’. It is likely, too, that many contemporary animators have found access to the medium through increasingly affordable software packages, and the trial and error of making animation in back-bedroom ‘studios’. Animators with no formal training have been able to use inexpensive computer programs to create quality work without a colossal budget or using the extensive film crews present in the credits of major movies. Further, college and university courses have proliferated to accommodate the increasing interest in animation, and there is training available in traditional and CG animation. Inevitably, in a global culture so aware of the works of the PIXAR and Dreamworks studios, and so invested in computer games, there is high creative aspiration among fledgling practitioners, but a note of caution also needs to be added. As Bill Fleming has noted, ‘The problem with technology is it can greatly simplify some tasks while greatly complicating others … In 2D, the animator simply draws the body perfectly and doesn’t have to worry about the technology getting in the way or falling short. Being a digital animator means also being a technical engineer and in many cases a programmer.’5 So, making choices is crucial – what is the best approach for you, your ideas, your abilities and your ambitions? This book will try and help you make those choices. Animation offers extraordinary versatility and range in its style and techniques, but there are some fundamental principles at its heart that distinguish it as an art form, a practical craft, and a distinctive means of expression. It is hoped that the following discussion will highlight those principles by engaging with the process in developing an animated film; defining the multiple roles and perspectives in thinking about the use and execution of animation; and through the advice and support offered by a range of case studies in which students and professionals making animated films in a variety of contexts speak critically about their projects, and share ‘best practice’. At a time when there is an increasing number of books about animation – and any number of ‘making of’ documentaries available, concerned with technical considerations, historical perspective, creative outcomes and critical analysis – it is crucial that these aspects are not seen as separate, but part of the same approach. The whole point of this discussion, therefore, is to keep these perspectives working together in a book that we hope will be thought provoking and practical, and, ultimately, fundamentally useful to the critically engaged, creative practitioner. Why Animation? Why choose animation instead of live action? There are many possible answers to this question, but the following points may serve to summarise some of the key perspectives: Animation offers a different vocabulary of expression to live action and enables greater creative freedoms. Animation gives a greater degree of control over the construction and outcome of the work. Animation may be usefully related to and operate within the physical and material world of live action. Animation can offer a different representation of ‘reality’ or create worlds governed by their own codes and conventions that radically differ from the ‘real world’. Animation can achieve anything that can be imagined and create an ‘art of the impossible’. All these perspectives acknowledge distinctiveness in the form, which may be recognised in all its approaches and disciplines. The process by which an animated film might be made, though, is variable. It has some generic consistencies, but often varies with the technique employed, the purpose of the project and its outcome and, crucially, as a result of the working methods employed by an individual or a collaborative team. The ‘process’ guide shown here, therefore, is only one model of an approach to practice, but it encompasses many of the core aspects required. It’s important to recognise that this is not a strict linear process. Many aspects of the production process overlap and become subject to the ups and downs of creative practice. Things do go wrong and need to be recovered; aspects of any production are constantly reviewed and revised as they go along; and things that seem hard and fast can quickly be jettisoned in preference to another idea or in response to a pragmatic concern. One key point remains though, and that is the importance of pre-production, as we’ll see in Chapter 1. The Animation Process Concept: the inciting idea Independent project/Studio project/Commercial commission Creating schedule of work Budget/Planning/Timeframe

Description:
Packed with examples from classic and contemporary films, The Fundamentals of Animation presents each stage of the animation production process in an engaging visual style, whilst providing an historical and critical context for four core disciplines: drawn/cel; 2D/3D stop-motion; computer generated
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.