Animation unleashed : 100 principles every animator, comic book writer, filmmaker, video artist, and game developer should know /

Animation never ceases to make earth shattering leaps and breakthroughs. From the flat world of Mickey Mouse to the 3-D universe of WALL-E, the possibilities are truly endless. As a powerful communication tool in all kinds of media- from TV series to feature, web animation to computer game- animatio...

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Bibliographic Details
Main Author: Besen, Ellen, 1953-
Other Authors: Hallett, Bryce (Illustrator)
Format: Book
Language:English
Published: Studio City, Calif. : Michael Wiese Productions, [2008]
Subjects:
Table of Contents:
  • Part I. General principles : Analogy : Analogy as foundation ; The analogy equation
  • Caricature : Simplify and exaggerate ; Caricature in animation
  • Movement : Animation and movement-based communication ; Making movement matter
  • Fantasy : Animation has no limits ; Building fantasy into your film
  • Reality : Creating a universe ; Making your universe real
  • Control : The frame as the smallest unit of animation ; Making every element count
  • Part II. Principles for production : Ideas, scripts, and storyboards : Uncovering core ideas ; Developing core ideas ; The animated script ; The storyboard as blueprint
  • Character : Anything can be a character ; Building distinctive characters ; Expressing personality ; Character design and style Character design and movement ; Human characters ; Animal characters ; Object characters ; Imaginary characters
  • Animation film structure : Structure and meaning ; Framing ; Camera moves ; Editing ; Alternative structure
  • Sound : Synched sound ; Dialogue ; Narration ; Character voices ; Sound effects: realistic vs. stylized ; The role of music ; Off-screen sound ; Silence
  • Animation technique : Realistic animation vs. stylized ; Full animation vs. limited ; Straight-ahead animation vs. pose to pose ; Stretch and squash ; Anticipation ; Overlapping action and follow through ; Speed lines ; Lip synch ; Animated thought
  • Performance : Silhouettes ; Breaking out of the boundaries of realistic performance ; Gesture and dialogue ; Use of props ; Working with non-human characters ; Character interaction
  • Timing : Timing and action ; Varying the pace ; Effective pauses ; Timing and mood ; Timing and rhythm structure
  • Backgrounds : Backgrounds and meaning ; Backgrounds and mood ; Backgrounds and character design ; Backgrounds and performance ; Placement of elements
  • Special effects : Special effects: realistic vs. stylized ; How special effects and characters interact ; Fire ; Explosions ; Wind and tornadoes ; Water and tidal waves ; Rain ; Shadows
  • Abstract and non-narrative animation : Abstract and non-narrative animation and analogy ; Abstract and non-narrative continuity
  • Titles and credits : Credit sequences as part of your film making credits readable.