Action!

Action! PDF Author: John Kundert-Gibbs
Publisher: John Wiley & Sons
ISBN: 0470596058
Category : Computers
Languages : en
Pages : 628

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Book Description
In order to bring a character to life, it is beneficial for animators to have a solid understanding of acting principles, and this book examines the important skills behind the artistry of creating animated characters. With a particular emphasis on a character’s motions and movement, this unique resource covers the basic elements of acting for CG animation and then progresses to more advanced topics such as internal intent and motivation. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Action!

Action! PDF Author: John Kundert-Gibbs
Publisher: John Wiley & Sons
ISBN: 0470596058
Category : Computers
Languages : en
Pages : 628

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Book Description
In order to bring a character to life, it is beneficial for animators to have a solid understanding of acting principles, and this book examines the important skills behind the artistry of creating animated characters. With a particular emphasis on a character’s motions and movement, this unique resource covers the basic elements of acting for CG animation and then progresses to more advanced topics such as internal intent and motivation. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Action! Acting Lessons For Cg Animators (With Cd)

Action! Acting Lessons For Cg Animators (With Cd) PDF Author: Kristin Kundert-Gibbs John Kundert-Gibbs
Publisher:
ISBN: 9788126521012
Category :
Languages : en
Pages : 352

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Book Description
There is a belief among some animators (especially inexperienced ones) that computer software has become so good that all they have to do is push a couple of buttons and BAM! They have a character, ready for his close-up. But the fact remains that there is artistry needed to create characters, particularly how they move and act on screen. Action! Acting Lessons for CG Animators covers the basic elements of acting for CG animation, as well as advanced acting techniques that apply directly to CG animation. These techniques focus on externalizing, or making physical, internal intent and motivation, fundamentally important aspects of acting and character animation. It also covers tools that allow the computer animator to work with actors in a professional production pipeline. The book use Autodesk's Maya--the leading software package used by the industry and educational institutions--as the primary animation tool discussed, but the techniques discussed are readily transferable to other animation software. Other acting books focus on the real world and/or the world of traditional, hand-drawn animation. This is the only book that focuses on acting techniques selected specifically for computer-generated characters.

Acting

Acting PDF Author: Claudia Springer
Publisher: Rutgers University Press
ISBN: 0813572673
Category : Performing Arts
Languages : en
Pages : 240

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Book Description
Screen performances entertain and delight us but we rarely stop to consider actors’ reliance on their craft to create memorable characters. Although film acting may appear effortless, a host of techniques, artistic conventions, and social factors shape the construction of each role. The chapters in Acting provide a fascinating, in-depth look at the history of film acting, from its inception in 1895 when spectators thrilled at the sight of vaudeville performers, Wild West stars, and athletes captured in motion, to the present when audiences marvel at the seamless blend of human actors with CGI. Experts in the field take readers behind the silver screen to learn about the craft of film acting in six eras: the silent screen (1895–1928), classical Hollywood (1928–1946), postwar Hollywood (1947–1967), the auteur renaissance (1968–1980), the New Hollywood (1981–1999), and the modern entertainment marketplace (2000–present). The contributors pay special attention to definitive performances by notable film stars, including Lillian Gish, Dick Powell, Ginger Rogers, Beulah Bondi, Marilyn Monroe, Marlon Brando, Jack Nicholson, Robert De Niro, Nicholas Cage, Denzel Washington, and Andy Serkis. In six original essays, the contributors to this volume illuminate the dynamic role of acting in the creation and evolving practices of the American film industry. Acting is a volume in the Behind the Silver Screen series—other titles in the series include Animation; Art Direction and Production Design; Cinematography; Costume, Makeup, and Hair; Directing; Editing and Special/Visual Effects; Producing; Screenwriting; and Sound.

Modern Acting

Modern Acting PDF Author: Cynthia Baron
Publisher: Springer
ISBN: 1137406550
Category : Performing Arts
Languages : en
Pages : 300

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Book Description
Everyone has heard of Method acting . . . but what about Modern acting? This book makes the simple but radical proposal that we acknowledge the Modern acting principles that continue to guide actors’ work in the twenty-first century. Developments in modern drama and new stagecraft led Modern acting strategies to coalesce by the 1930s – and Hollywood’s new role as America’s primary performing arts provider ensured these techniques circulated widely as the migration of Broadway talent and the demands of sound cinema created a rich exchange of ideas among actors. Decades after Strasberg’s death in 1982, he and his Method are still famous, while accounts of American acting tend to overlook the contributions of Modern acting teachers such as Josephine Dillon, Charles Jehlinger, and Sophie Rosenstein. Baron’s examination of acting manuals, workshop notes, and oral histories illustrates the shared vision of Modern acting that connects these little-known teachers to the landmark work of Stanislavsky. It reveals that Stella Adler, long associated with the Method, is best understood as a Modern acting teacher and that Modern acting, not Method, might be seen as central to American performing arts if the Actors’ Lab in Hollywood (1941-1950) had survived the Cold War.

Hybrid Animation

Hybrid Animation PDF Author: Tina O'Hailey
Publisher: CRC Press
ISBN: 1317965035
Category : Art
Languages : en
Pages : 249

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Book Description
Expand your imagination by letting go of the limitations of traditional animation mediums, software packages, or workflows and integrating 2D and 3D assets. With the updated and expanded second edition of Hybrid Animation you’ll learn how to choose the techniques that best express the artistic and narrative direction of your project and get the technical support you need to bring your ideas to life. Learn how different pipelines of hybrid animation can be broken down and rethought in different packages. Does the 3D character lead a 2D character? Or, does the 2D character have 3D parts? Perhaps a 3D prop is interacting with a 2D character? All of these hybrid patterns are explored from high end to open source software. By the end of the book you’ll be able to see how to apply these techniques to the software you have now. Insight and inspiration are at your fingertips with exercises, step-by-step tutorials and featured interviews with Todd Render of Floyd County Productions and Marty Altman, former CGI Technical Director at Walt Disney Feature Animation. Features: Now with updated software methodologies, new tricks, and expanded sections on Toon Boom Animate Pro, Toon Boom Harmony and more. Produce high-quality 2D and 3D narratives in a variety of software workflows, including Photoshop, Corel, Flash, After Effects and Maya, Nuke, Houdini, Smoke, and Toon Boom workflows. Think critically about visual styles, the effects of 2D/3D overlaying and the entire pipeline from start to finish. Explore additional chapters and over 6 gigs of sample files available in the companion data found at www.hybridanimation.com Tina O’Hailey is Dean of Digital Media at the Savannah College of Art and Design with locations in: Atlanta, Savannah and Hong Kong. Having worked for Electronic Arts, Walt Disney Feature Animation, she has extensive experience in feature animation and game development. O’Hailey has served as an Artist Development Trainer for Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998).

Why the Theatre

Why the Theatre PDF Author: Sidney Homan
Publisher: Routledge
ISBN: 1000317811
Category : Performing Arts
Languages : en
Pages : 288

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Book Description
Why the Theatre is a collection of 26 personal essays by college teachers, actors, directors, and playwrights about the magnetic pull of the theatre and its changing place in society. The book is divided into four parts, examining the creative role of the audience, the life of the actor, director, and playwright in performance, ways the theatre moves beyond the playhouse and into the real world, and theories and thoughts on what the theatre can do when given form onstage. Based on concrete, highly personal examples, experiences, and memories, this collection offers unique perspectives on the meaning of the theatre and the beauty of weaving the world of the play into the fabric of our lives. Covering a range of practices and plays, from the Greeks to Japanese Butoh theatre, from Shakespeare to modern experiments, this book is written by and for the theatre instructor and theatre appreciation student.

Digital Visual Effects in Cinema

Digital Visual Effects in Cinema PDF Author: Stephen Prince
Publisher: Rutgers University Press
ISBN: 0813552184
Category : Performing Arts
Languages : en
Pages : 271

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Book Description
Avatar. Inception. Jurassic Park. Lord of the Rings. Ratatouille. Not only are these some of the highest-grossing films of all time, they are also prime examples of how digital visual effects have transformed Hollywood filmmaking. Some critics, however, fear that this digital revolution marks a radical break with cinematic tradition, heralding the death of serious realistic movies in favor of computer-generated pure spectacle. Digital Visual Effects in Cinema counters this alarmist reading, by showing how digital effects–driven films should be understood as a continuation of the narrative and stylistic traditions that have defined American cinema for decades. Stephen Prince argues for an understanding of digital technologies as an expanded toolbox, available to enhance both realist films and cinematic fantasies. He offers a detailed exploration of each of these tools, from lighting technologies to image capture to stereoscopic 3D. Integrating aesthetic, historical, and theoretical analyses of digital visual effects, Digital Visual Effects in Cinema is an essential guide for understanding movie-making today.

How and Why We Teach Shakespeare

How and Why We Teach Shakespeare PDF Author: Sidney Homan
Publisher: Routledge
ISBN: 1000011658
Category : Performing Arts
Languages : en
Pages : 222

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Book Description
In How and Why We Teach Shakespeare, 19 distinguished college teachers and directors draw from their personal experiences and share their methods and the reasons why they teach Shakespeare. The collection is divided into four sections: studying the text as a script for performance; exploring Shakespeare by performing; implementing specific techniques for getting into the plays; and working in different classrooms and settings. The contributors offer a rich variety of topics, including: working with cues in Shakespeare, such as line and mid-line endings that lead to questions of interpretation seeing Shakespeare’s stage directions and the Elizabethan playhouse itself as contributing to a play’s meaning using the "gamified" learning model or cue-cards to get into the text thinking of the classroom as a rehearsal playing the Friar to a student’s Juliet in a production of Romeo and Juliet teaching Shakespeare to inner-city students or in a country torn by political and social upheavals. For fellow instructors of Shakespeare, the contributors address their own philosophies of teaching, the relation between scholarship and performance, and—perhaps most of all—why in this age the study of Shakespeare is so important.

American Taboo

American Taboo PDF Author: Lauren Rosewarne
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 264

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Book Description
America's often-unspoken morality codes make many topics taboo in "the land of the free." This book analyzes hundreds of popular culture examples to expose how the media both avoids and alludes to how we derive pleasure from our bodies. Flatulence ... male nudity ... abortion ... masturbation: these are just a few of the taboo topics in the United States. What do culturally enforced silences about certain subjects say about our society—and our latent fears? This work provides a broad yet detailed overview of popular culture's most avoided topics to explain why they remain off-limits and examines how they are presented in contemporary media—or, in many cases, delicately explored using euphemism and innuendo. The author offers fascinating, in-depth analysis of the meaning behind these portrayals of a variety of both mundane and provocative taboos, and identifies how new television programs, films, and advertising campaigns intentionally violate longstanding cultural taboos to gain an edge in the marketplace.

The Art of 3D Computer Animation and Effects

The Art of 3D Computer Animation and Effects PDF Author: Isaac V. Kerlow
Publisher: John Wiley & Sons
ISBN: 0470084901
Category : Design
Languages : en
Pages : 514

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Book Description
Master the art of computer animation and visual effects production with the latest edition of this cutting-edge guide This remarkable edition of The Art of 3D Computer Animation and Effects offers clear, step-by-step guidelines for the entire process of creating a fully rendered 3D computer animation. With up-to-date coverage of the latest computer animation styles and techniques, this versatile guide provides insightful information for creating animations and visual effects—from creative development and preproduction to finished animation. Designed to work with any computer platform, this Fourth Edition cuts through technical jargon and presents numerous easy-to-understand instructive diagrams. Full-color examples are presented—including VFX and animated feature movies, games, and TV commercials—by such leading companies as Blue Sky, Blur, BUF, Disney, DreamWorks, Electronic Arts, Framestore, ILM, Imagi, Microsoft, Mac Guff, The Mill, Menfond, Pixar, Polygon, Rhythm & Hues, Sony Imageworks, Tippett, Ubisoft, and Weta, and many other studios and groundbreaking independent artists from around the world. This fully revised edition features new material on the latest visual effects techniques, a useful update of the traditional principles of animation, practical information on creative development, multiple production pipeline ideas for shorts and visual effects, plus updated information on current production trends and techniques in animation, rendering, modeling, rigging, and compositing. Whether you are a student, an independent artist or creator, or a production company team member, The Art of 3D Computer Animation and Effects, Fourth Edition gives you a broad palette of tips and techniques for bringing your visions to life through 3D computer animation. Unique focus on creative development and production issues Non-platform specific, with multiple examples illustrated in a practical, step-by-step approach The newest computer animation techniques, including facial animation, image-based and non-photorealistic rendering, model rigging, real-time models, and 2D/3D integration Over 700 full-color images Encyclopedic timeline and production pipelines