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Learn To Create Animations

Learn To Create Animations

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Published by nyagan7
Now YOU Can Create Professional 3D Animations, Games And Graphic Models Like Pixar and Dreamworks In 2 Hours or Less...
Now YOU Can Create Professional 3D Animations, Games And Graphic Models Like Pixar and Dreamworks In 2 Hours or Less...

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Categories:Topics, Art & Design
Published by: nyagan7 on Feb 02, 2012
Copyright:Attribution Non-commercial


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 ==== ====Now YOU Can Create Professional 3D Animations, Games And Graphic Modelshttp://nyagan1.illusion3d.hop.clickbank.net ==== ====Animation can be used to inform, educate, advertise and express emotions just as live action canby using the same techniques; such as the use of colour, film language and sound. The NSPCCadvert by Russell Brooke on television is a good example of how animation can be more effectivethan live action. There is no limit to how much a situation or an action can be exaggerated but stillremain to be convincing. In the advert if a real child was being thrown around it would beextremely controversial and although it is actually what is going on behind closed doors it would betoo much for some people to watch. The animated character is created in a way that portrays thechild in a way that will get the message across. This example shows how valuable a tool animationreally is, that it is not just a media form to entertain young children. It is also a good vehicle toshow that cartoon violence can be used to a positive end. On the other hand cartoon violence can be quite aggressive and graphic like the 'Grand TheftAuto' video games series and some Manga features involve a lot of violence and gore but createdin a quite realistic way, not suitable for a young audience where as cartoons adapted from Marvelcomics such as 'Spiderman' and the 'X-Men' are primarily orientated around fighting but done in aless bloody way. The fight sequences involve a few kicks and punches and a superhuman poweris used which doesn't normally inflict much gory, physical damage on the opponent, instead theloser is left with a scratch or two on their face with a trickle of blood oozing from their mouth. Thefights, realistic as they may be, are not overly graphic, otherwise they would have to be shownafter the watershed, but they are descriptive enough to express what is going on within the story.Most important of all is the fact that good always triumphs over evil in these cartoons. This doesnot justify the fighting but neither does it encourage it. Fisticuffs in a live action feature is alwaysmore violent than fighting in cartoons as it involves real people who can get hurt whereas cartooncharacters feel nothing, making the fighting seem less realistic than a live action fight sequence. The belief that animation is a media form directed mainly at children is not necessarily true, but insome situations this can be used to the advantage of the producers. A good example of this is therecent 'DairyLea' commercials, created in a 3D Stop Motion technique it shows some talking cowsencouraging children to eat their product, not just on its own, but with mashed potato. The advertshows that 'DairyLea' can be mixed with other foods and the format is more memorable to children(the talking cows), therefore they are more likely to ask their parents to buy them some. Anothergood example of animation aimed at children is the 'Green Cross Code' (stop, look and listen).This informative commercial shows hedgehogs crossing a road in an animated and musical way,encouraging children to do as they do and they will be safe. This format was chosen so childrenwill remember how to safely cross the road as told by singing hedgehogs-which would not havebeen possible in real life through a live action format. The advert offers an interesting, memorablealternative to mundane, forgettable, live action instructions. Since animation is made popular by children, (for example, the phenomenon of the 'Pokemon'
series) there are a number of ways producers can capitalise on the launch and success of aseries. The producers see many ways of making more money from a successful cartoon becausethey know that children will do anything to get their hands on elements of merchandise, forexample the 'Pokemon' battle cards. Merchandise does not just stop at playing cards though;there is stationary, cutlery, bags, toys, clothing, books, posters and video games. It is this side ofanimation that results in adults distancing themselves from the genre because of the fact that thecartoon series is blatantly aimed at children and so this is enough to put them off watching.Formerly the animation format adopted a biased approach aimed solely at a younger audience. Inthe early days animation it was fascinating concept, a drawing that was moving. Since it was anew concept people of all ages took an interest. Now the omnipresence of the format through the years that people find it entertaining up to a pointin their lives then just stop watching animation as they get older, then when they have kids of theirown the viewing process starts again. It is because of this misconception of the format and itsassociation with youngsters that successful attempts have been made to break this mould. Sincesome adults have an interest in animation specific titles and series' have been aimed at an adultspecific audience, these include the '2DTV' series, some 'Manga' titles, Comedy Central's 'SouthPark', 'The Simpsons', 'Futurama' and the Japanese 'Hen-Tai'. To conclude this point, JohnSerpentelli writes in an article, that "The connection between children and animation seems simpleenough. To a child, anything is possible and the same is true for animation." The animation formatis also able to inadvertently teach children about the artistic side of animation, as John Serpentellisays, "Since animation is an art form that can involve almost all other art forms and children candirectly encounter the art world in an unfiltered manner." A recent comeback of 80's animation has shown resurgence in popularity of classics such as 'TheClangers', 'Bagpuss' and 'The Magic Roundabout'. Adults who viewed these animations when theywere younger tune in to see these classics of their day, and their children join in. Some adults arerequired to watch animated videos in the workplace, on issues of safety. Having to watch, followand understand irritatingly obvious and drab pieces of animation could be enough to put someadults off the format, believing the genre is as bad as the video they had to view. This also showsthat animation can be as realistic and informative as live action, but simpler to understand, whereas on the other hand cartoons aimed at children, however unrealistic, sometimes incorporate amoral or advice at the end of the episode, in an effort to teach the youngsters watching what isright and what is wrong. The reason being for this is that if children see their favourite cartooncharacter doing something or telling them to do something then they might be encouraged to doas they say. This just shows that if done correctly animations can be as entertaining as they areinformative or educational for a range of audiences. Within video games the games character which the player controls is brought to life by usinganimation. The character would be lifeless if it was not animated and so the use of animation iscrucial. The incorporation of animation does not stop there as FMV's (Full Motion Videos) are alsoused to tell a story within a video game. This is a good example of how animation can make theimpossible possible; by giving inanimate objects and characters life. Animation is a priceless tool for all types of media when the impossible is required to becomepossible. For example, there are no limits to action or comedy in an animated feature, andanimation provides these additional effects in a live action feature, effects that would not bepossible to recreate safely or due to the limitations of a human actor. An example of such effects
that are used in the movies is in the film 'The Mask' starring Jim Carrey to allow the face of themask wearer to become very rubbery, distorted and very flexible. Animation allows the actor's faceto become very pliable, allowing things to happen to it that are not humanly possible. Theanimation techniques incorporated within films are normally used in the special effects areas. Thishas been true as far back as movies such as 'Sinbad' where Ray Harryhausen's 3D stop motionmonsters were revolutionary in their day and opened up a whole new unchartered area of theworld of film. As painstaking as the monsters were to bring to life the end results were astoundingand very effective, adding a whole new atmosphere and dynamic to a movie. Examples of the useof this technique in films are: 'Robocop' and the ED-209 machine and the stone gargoyles in thefilm 'Ghostbusters' to name but two of many. The use of 3D stop motion within a live action moviedid not get left behind though in favour of the technologically advanced effects that computergraphics offered. Animation can have a unique manipulative effect on objects as it can turnnormally innocent lifeless objects into dark sinister beings In contrast, animation can turn toys intowhat children want them to be if they could come to life, as for example in Disney's 'Toy Story'.Again here is that element of target audience, depending upon what age group is being targetedanimation can be as dark or as cheerful as required. In the world today it is becoming increasingly clear how popular and widespread animation hasbecome. The production of an animated feature or series is carried out in an almost identicalprocess to that of a live action feature or series. For instance, both formats need a good story, asthis will hold the attention of the audience. The story is then required to be storyboarded, just as alive action feature is. Correct use of film language is essential in both formats whether to create anaction, suspense or an emotional sequence. Characters are incredibly important to both formats.The audience need to like, relate to or in the 'bad guys' case, hate them. If the cast lack theattributes then the audience just will not care what happens to the characters, will not feel involvedin the feature and lose interest. Since a live action feature casts real life and famous actors toattract the audiences, animation is also taking advantage of this element but because theanimated features involve computer generated characters, not real life actors it is just as importantto give that character a personality, to convince the audience that a computer generated charactercan have just the same effect on them as a real life star. This is why Disney features areincreasingly using big-name Hollywood actors and actresses within them to create believable andlikable characters, as well as the fact that recognizable voice talent brings in bigger audiences justas live action films with well known stars attract bigger audiences. An example of this is 'Toy Story'where actors such as Tom Hanks, who provides the voice for 'Woody', have been involved withthe feature and this in turn makes the genre more popular as it will encourage more people to seethe film if they can recognize a voice or the film is associated with successful and famous actors. There are many important similarities in the process of making a live-action feature and producingan animated feature. For example whether the character is animated or is a real person, they bothhave to convincingly portray emotions, express body language and provide an effective dialogueand realistic expressions. As well as the characters, aspects such as film language are importantin both features to allow a situation to be suspenseful, emotional or to create an effective actionsequence. As well as the visual aspect, the audio, too, has to be able to convince an audience andto add atmosphere to a scene. These are common similarities between producing an animatedfeature and making a live action feature. For example there is a much broader scope to what canbe achieved in an animated feature over a live action movie, as live action tends to have a realisticedge since the actors are real people and props are real and so on An animated feature can berealistic or unrealistic and the situations and characters are in the hands of the animators. In live

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