Showing posts with label Animation. Show all posts
Showing posts with label Animation. Show all posts

Monday, October 24, 2011

Animation

form·Z offers a seamlessly integrated animation environment, where objects, lights, cameras, and surface styles (colors) can be animated and transformed over time. The animation features are object-centric and are applied as modeling operations, which, in addition to supporting the production of animated visualizations, they also support dynamic modeling and the creation of forms that go significantly beyond the repertoire of conventional modeling tools. This offers a powerful avenue for design explorations.

Friday, October 21, 2011

Animation

Animation is the technique in which each frame of a film is produced individually, whether generated as a computer graphic, or by photographing a drawn image, or by repeatedly making small changes to a model unit (see claymation and stop motion), and then photographing the result with a special animation camera. When the frames are strung together and the resulting film is viewed at a speed of 16 or more frames per second, there is an illusion of continuous movement (due to the persistence of vision). Generating such a film is very labor intensive and tedious, though the development of computer animation has greatly sped up the process.
Because animation is very time-consuming and often very expensive to produce, the majority of animation for TV and movies comes from professional animation studios. However, the field of independent animation has existed at least since the 1950s, with animation being produced by independent studios (and sometimes by a single person). Several independent animation producers have gone on to enter the professional animation industry.
Limited animation is a way of increasing production and decreasing costs of animation by using "short cuts" in the animation process. This method was pioneered by UPA and popularized by Hanna-Barbera, and adapted by other studios as cartoons moved from movie theaters to television.[11]
Although most animation studios are now using digital technologies in their productions, there is a specific style of animation that depends on film. Cameraless animation, made famous by moviemakers like Norman McLaren, Len Lye and Stan Brakhage, is painted and drawn directly onto pieces of film, and then run through a projector.

Thursday, October 20, 2011

Animation

For the cars themselves, Lasseter also visited the design studios of the Big Three Detroit automakers, particularly J Mays of Ford Motor Company. Lasseter learned how real cars were designed.

Unlike most anthropomorphic cars, the eyes of the cars in this film were placed on the windshield (which resembles the Tonka Talking Trucks, and the characters from Tex Avery'sOne Cab's Family short and Disney's own Susie the Little Blue Coupe), rather than within the headlights. According to production designer Bob Pauley, "From the very beginning of this project, John Lasseter had it in his mind to have the eyes be in the windshield. For one thing, it separates our characters from the more common approach where you have little cartoon eyes in the headlights. For another, he thought that having the eyes down near the mouth at the front end of the car feels more like a snake. With the eyes set in the windshield, the point of view is more human-like, and made it feel like the whole car could be involved in the animation of the character.[8] The characters also use their tires as hands and feet, the exceptions being the various tow truck characters that sometimes use their tow hooks, and the various forklift characters, which use their forks. Some cars are shown shuffling sideways by moving their wheels about on their suspensions.

Computers used in the development of the film were four times faster than those used in The Incredibles and 1,000 times faster than those used in Toy Story. To build the cars, the animators used computer platforms very similar to those used in the design of real-world automobiles.[9]