Inspired by the illustrations of his twin brother Elio, Carlos' follow-up title to 'Animation sugar' includes a fabulous collection of 16 animated figures, such as a piggy pilot, a toy soldier, and even a zombie! --Back cover.
If you need a fun, hands-on introduction to core animation techniques - then look no further! Heather Freeman guides you through a wide range of practical projects, helping you establish and build skills in narrative animation, motion graphics and visual effects. Each chapter begins by summarizing historical and theoretical concerns and connecting them with current practice and applications - all beautifully illustrated with stills from classic commercial and independent films, as well as contemporary examples from student work. Having established this context, the remainder of the chapter focuses on walking readers through their own creative projects. Topics covered include early animation technologies and techniques, scenes and staging, character animation, animated type, visual effects and motion graphics, pre- through post-production and experimental approaches to motion graphics. Dozens of sample files are available online, for experimentation and to get readers started on each exercise. The companion website also includes example animations as well as links to recommended software tutorials, recommended artist websites, blogs and animation channels.
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 moviemaking 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.
Including animation in your classroom can: • improve literacy and numeracy • develop critical thinking, communication and problem-solving skills • enhance teamwork and negotiation • encourage creativity This toolkit, together with an extensive companion website, will give you the confidence to use animation in your classroom. From teaching basic flip-book animation right through to producing an animated film, there are drawing templates for the less confident artists and tried-and-tested schemes of work, plus advice on how to use animation equipment and what technology and software is available. This practical, cross-curricular resource is particularly suitable for use with students aged 11-16, although many of the activities can be adapted for older or younger students. It can be used in Art, Media Studies, ICT and many other subjects to engage learners of all styles and abilities.
This is a new & original survey of television animation, which provides a full introduction to the historic & contemporary significance of animated programming.
"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.
From 1993 to 2003, exports of Japan's cartoon arts tripled in value, to $12.5 billion. Fan phenomena around the world - in U.S. malls, teen girls flock to purchase the latest Fruits Basket graphic novel; in Hungary, young people gather for a summer «cosplay» (costume dress-up) event - illustrate the global popularity of manga and anime. Drawing on extensive research and more than 100 original interviews, Anne Cooper-Chen explains how and why the un-Disney has penetrated nearly every corner of the planet. This book uses concepts such as cultural proximity, uses and gratifications, and cultural variability to explain cross-cultural adaptations in a broad international approach. It emphasizes that overseas acceptance has surprised the Japanese, who create manga and anime primarily for a domestic audience. Including some sobering facts about the future of the industry, the book highlights how overseas enthusiasm could actually save a domestic industry that may decline in the contracting and graying country of its birth. Designed for courses covering international mass media, media and globalization and introduction to Japanese culture, the book is written primarily for undergraduates, and includes many student-friendly features such as a glossary, timeline and source list.