Showing posts with label animation. Show all posts
Showing posts with label animation. Show all posts

Thursday, August 11, 2011

Cartoon Monickers: An Insight Into the Animation Industry

Cartoon Monickers: An Insight Into the Animation Industry Review


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Cartoon Monickers: An Insight Into the Animation Industry Feature

Animated cartoons are part of a multi-billion dollar mass communications industry that began shortly before the turn of the 20th century. The first cartoons appeared almost with the birth of the film industry. Beginning with the late 1920s, cartoon shorts appeared in almost every double feature. But by the late 1960s, the major studios had eliminated the theatrical cartoon shorts, only to resurrect them for a younger television audience. Cartoon Monickers is the story not only of cartoons, but of the film and television industries, and American social values.


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Wednesday, July 13, 2011

Thinking Animation: Bridging the Gap Between 2D and CG

Thinking Animation: Bridging the Gap Between 2D and CG Review


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Thinking Animation: Bridging the Gap Between 2D and CG Feature

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 with experience in both 2D and CG, Thinking Animation is an exquisite guide aimed at experienced animators; however, the skills taught within are still accessible and valuable to the novice animator. This full-color book includes numerous interviews with experienced contributing authors from a wide range of backgrounds, including stop-motion, visual effects, traditional animation, and CG. Thinking Animation is non-software specific. It contains a history of the field of animation as well as insight into how CG studios operate. It embraces the future of animating with the computer while still retaining the core values that traditional animators use as formulas and principles.


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Saturday, April 30, 2011

Prime Time Animation: Television Animation and American Culture

Prime Time Animation: Television Animation and American Culture Review


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Prime Time Animation: Television Animation and American Culture Feature

In September 1960 a television show emerged from the mists of prehistoric time to take its place as the mother of all animated sitcoms. The Flintstones spawned dozens of imitations, just as, two decades later, The Simpsons sparked a renaissance of primetime animation. This fascinating book explores the landscape of television animation, from Bedrock to Springfield, and beyond.
The contributors critically examine the key issues and questions, including: How do we explain the animation explosion of the 1960s? Why did it take nearly twenty years following the cancellation of The Flintstones for animation to find its feet again as primetime fare? In addressing these questions, as well as many others, essays examine the relation between earlier, made-for-cinema animated production (such as the Warner Looney Toons shorts) and television-based animation; the role of animation in the economies of broadcast and cable television; and the links between animation production and brand image. Contributors also examine specific programmes like The Powerpuff Girls, Daria, Ren and Stimpy and South Park from the perspective of fans, exploring fan cybercommunities, investigating how ideas of 'class' and 'taste' apply to recent TV animation, and addressing themes such as irony, alienation, and representations of the family.


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Wednesday, March 30, 2011

The Art of Flash Animation: Creative Cartooning

The Art of Flash Animation: Creative Cartooning Review


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The Art of Flash Animation: Creative Cartooning Feature

Part animation guide, part Flash manual, The Art of Flash Animation: Creative Cartooning provides a practical primer on classic, hand-drawn 2D screen animation as well as an introduction to using Flash for creating your own cartoons. Section I discusses the terms and techniques of hand-drawn animation, character design, and storyboards, while Section II covers scanning, digitizing your artwork into Flash, and setting up scenes.


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