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9781584503941

Storytelling Through Animation

by
  • ISBN13:

    9781584503941

  • ISBN10:

    1584503947

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2005-01-01
  • Publisher: Charles River Media
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Summary

As an animator, it's difficult to watch movies or animated films without thinking about the directing quality or technical aspects of the production. But when that movie pulls you in and draws you to the characters and their plights, you really experience the story. As an animator, it's difficult to watch movies or animated films without thinking about the directing quality or technical aspects of the production. But when that movie pulls you in and draws you to the characters and their plights, you really experience the story. Storytelling Through Animation provides an in-depth guide to the process of conceiving, planning, and producing an animated or live action media production. It covers specific information for many forms of visuals, including traditional cel, stop motion, Flash, or 3D CG with a focus on the most critical aspect of any production- the story. The book is written for filmmakers, animators, producers, editors, directors, game creators, and anyone who has the task of telling a story visually. It teaches the principles, real-world techniques, tricks, tips, and creative and visual fundamentals key to great animated storytelling. Using detailed explanations of principles and techniques and a variety of film examples, it guides animators through every step of the production process, and teaches them how to infuse their story and develop emotional connections in every part of the production. It provides systems and checks and balances that can make projects smoother and storytelling better at any level or budget. In addition, it explores all of the concepts and techniques needed for animation, including visual theory, motion, animation techniques, and their live action counterparts, character animation, composition, production, lighting, rendering, editing, and compositing. Finally, the book helps to create critical and realistic critiquing skills for evaluating and creating emotional connections with the audience. After reading this boo

Table of Contents

Acknowledgments xvii
Foreword xix
Preface xxiii
Part I Emotions in Motion
1(70)
The Illusion of Cinema and Animation
3(20)
Animation, Extremes, and Abstraction
10(2)
Interview with Glen Keane
12(9)
References
21(2)
The Story
23(48)
The Nature of Story
24(1)
The Tools of Story
24(2)
The Plot
26(1)
Motivation
27(5)
Motivations Can Change
31(1)
The Point
32(5)
Point of View
33(4)
Pacing
37(1)
Structure
37(3)
Acts and Resolutions
40(8)
Subplots
41(1)
Story Arcs
42(1)
Plot Twists
42(1)
Exceptions
43(1)
Narration
44(1)
Surprise
44(1)
Repetition
45(1)
Time
46(1)
Omnipresence
47(1)
Drama
48(1)
Humor
48(8)
Absurdity
49(1)
Stupidity and Embarrassment
50(1)
Misunderstandings and Confusion
50(1)
Homage and Parody
51(1)
Breaking the Fourth Wall
52(4)
Story Elements and Props
56(1)
Animation in Storytelling
57(1)
Animation Story Considerations
58(1)
Characterization
58(4)
Empathy for a Character
59(1)
Nonhuman Characterization
59(2)
Alternate Story Forms and Personal Taste
61(1)
Tips for Future Projects
62(1)
Determine the Point of the Story
62(1)
Deciding on Plots, Points of View, and Subplots
62(1)
Break the Fourth Wall
62(1)
Strip Down a Story to Its Basic Components
62(1)
Reverse Engineer a Story
63(1)
Interview with Dean Wellins
63(8)
Part II Visual Storytellingz
71(112)
Developing the True Critical Eye
73(20)
Experimentation
74(1)
Experimental Film
74(2)
Viewing and Critiquing Animation
76(1)
The Fine Art of Pushing
77(1)
Rapid Motion and Motion Blur
77(4)
Tips for Future Projects
81(1)
Studying the World Around You
81(1)
Repetition, Repetition, Repetition
81(1)
Slow Motion and Frame by Frame
82(1)
Flopping an Image to Study Balance
82(1)
Study the Work of the Masters
82(1)
Interview with Barry Bruce
82(11)
Directing
93(28)
Visual Storytelling and Directing
94(15)
Creating Story Visuals
97(3)
Pacing and Timing
100(1)
The Evolved Audience
101(1)
Symbolism
102(2)
Diplomat between the Production and the Story
104(1)
The 30-Second Spot
104(2)
Idea Farmer
106(1)
Techniques
107(2)
Directing for Animation
109(2)
Exaggeration
110(1)
Tips for Future Projects
111(2)
Physics Apply to Editing and Cutting
111(1)
Be Flexible and Resourceful
111(1)
Keeping It Moving
112(1)
Rehearsing
112(1)
Interview with Director Chris Sanders
113(8)
Art Direction
121(26)
Visual Consistency
125(1)
Creating the Environment
126(2)
Color
128(2)
Forced Perspective
130(3)
Lighting as Visual Textures
133(2)
Texture Maps and Surfaces
135(3)
Tips for Future Projects
138(1)
Don't Get Hung Up on Preconceived Ideas---Be Flexible
138(1)
How Are the Story and the Art Direction Connected?
138(1)
How Are the Character Design, Animation Design, and Art Direction Tied to the Scene?
138(1)
Create a Production Plan from the Animatic
139(1)
Experiment on Paper
139(1)
Interview with Paul Harrod
139(8)
Cinematography
147(36)
Photography
148(5)
Black and White
150(1)
Negative Space
151(2)
Depth
153(13)
Using 2D Stylistically
161(5)
Foreground and Background Elements
166(1)
Physical Staging
167(5)
Depth of Field
170(1)
Light and Dark
171(1)
Cinematic Props
172(1)
Shots and Lenses
173(4)
Camera Movement
177(3)
Camera as a Character
179(1)
Camera Shake
180(1)
Tips for Future Projects
180(3)
Master the Rules
180(1)
Establish a Tone or Style
181(1)
Compose Each Shot
181(2)
Part III Preproduction
183(162)
Preplanning and Preproduction
185(28)
Starting a Project
186(3)
Planning Character Creation
189(3)
Planning Before Modeling
190(2)
Taking Full Advantage of Technology
192(1)
Why Use Animation?
192(1)
Very Few Happy Accidents
193(1)
Frame Counts and Naming Conventions
194(1)
Handles
195(1)
Locking a Project
195(1)
Testing
196(2)
Internet/Intranet
198(1)
Aspect Ratios
198(1)
Reverse Engineering the Story
198(2)
The Graveyard of Unfinished Films
200(2)
Working with Affordable Resolution
202(2)
Tips for Future Projects
204(9)
Break Down Stories to Basic Elements
204(1)
Take Good Notes
204(1)
Break Down Scenes and Shots
204(2)
Create a Production Plan
206(7)
Storyboarding
213(24)
Presentation Boards versus Production Boards
214(7)
Using Storyboards as a Working Tool
216(5)
Prepping for Animatics
221(1)
Storyboards and Photoshop
222(1)
The Language of Storyboards
223(10)
Tips for Future Projects
233(4)
Follow the Rules of Cinematography to Establish a Flow
233(1)
When in Doubt, Let the Story Decide
233(1)
Consider Props and Other Objects in Helping Tell the Story
233(1)
Consider Locations
234(1)
What Are the Boards For?
234(1)
Move Quickly
234(1)
Focus on Clarity
234(1)
Boards Aren't the Place to Create Characters
234(1)
Don't Get Hung Up on Pre-Conceived Ideas---Be Flexible
235(1)
Prep for Animatics
235(1)
Photoshop and Boards Work Well Together
235(1)
In the Worst-Case Scenario, Go Back to the Writer
235(2)
Animatics
237(22)
Presentation and Testing Animatics
238(1)
Animatics Beyond Production
239(1)
Working Production Animatics
239(19)
Frame Counts
247(1)
Transitions and Dissolves
247(2)
Effects in Animatics
249(2)
Scratch Audio
251(1)
Animatics and Commercial Advertising
251(2)
Creating an Animatic
253(5)
Tips for Future Projects
258(1)
Don't Get Hung up on Preconceived Ideas---Be Flexible
258(1)
Move Quickly
258(1)
Create a Production Plan from the Animatic
258(1)
Make Pacing and Timing Work in the Animatic
258(1)
Don't Hesitate to Go Back and Get More Panels to Define Scenes
258(1)
Sound, Music, and Voice
259(16)
Sound Effects versus Sound Design
261(2)
Music
263(2)
Breaking the Fourth Wall in Music
265(1)
Sound Layering
265(2)
Echoes
266(1)
Sound and Music Flexibility
266(1)
Under Music
267(1)
Voice Recording
267(1)
Scratch Audio
268(1)
Digital and Analog Logging
268(2)
Temporary Sounds and Rights
270(2)
The Final Audio Mix
272(1)
Tips for Future Projects
272(3)
Plan Out a Sound Design
272(1)
Use Simple Ideas
272(1)
Audition All Sorts of Music and Sounds
273(1)
Silence or Quiet Pauses
273(1)
Layer Sound
273(1)
Go Against the Standard
273(1)
Experiment
273(2)
Character Design and Production Design
275(48)
Stylization
277(3)
Design
280(2)
The Face and the Eyes
282(9)
Visual Clarity in Design
286(5)
Design Phase
291(3)
Expression Studies
292(1)
Model Sheets
293(1)
Antipleasing
294(1)
The Challenges of Photo Real
295(1)
Inspirational Art
296(1)
2D to 3D
296(8)
CG Modeling
304(4)
Stylization that Fits
308(5)
An Example of Good Visual Planning
309(4)
Tips for Future Projects
313(2)
The More Conceptual the Art, the Better
313(1)
If Working in 3D, the Design Phase Must Include 3D
313(1)
Push Designs as Far as Possible
314(1)
The Environment and Visual Consistency
314(1)
Find Visual Inspiration
314(1)
The Genius Is in the Details
314(1)
Interview with Tracy Prescott MacGregor
315(8)
Lighting
323(22)
Animation Lighting
324(2)
Lighting Basics
326(2)
Diffusion
328(1)
Breaking up Light
329(1)
Mood and Environment
329(2)
Color and Filters
331(2)
Basic Lighting Scenarios
333(1)
Interactive Lighting and Animation
334(1)
Lighting for Digital
334(1)
Depth of Field and Rack Focus
335(1)
Taking Advantage of Long Exposures in Stop Motion
336(1)
Atmosphere, Fog, Radiosity, and Volumetrics
337(5)
Tips for Future Projects
342(3)
Treat Lighting Like a Story Device First
342(1)
Don't Be Afraid of the Dark
342(1)
Carefully Use Color for Effect
342(1)
Tests and Experiments
342(3)
Part IV Production
345(40)
Animation
347(10)
Character Animation
348(2)
Animation
350(1)
Motion Graphics
351(1)
Rotoscoping
352(2)
Tips for Future Projects
354(3)
Develop Motivated Stylizations
354(1)
Pure Exploration
354(2)
Animation as Art
356(1)
Character Animation
357(28)
Creating a Living Character
358(1)
Creating a Performance
358(2)
The Voice
360(1)
Physics
360(3)
Performance and Acting
363(2)
The Power Tools and Rules of Character Animation
365(12)
Pose to Pose
366(1)
Sketching and Drawing
367(2)
Video Reference
369(1)
Walk Cycles
370(1)
Lip Sync/Facial Expression
371(1)
Hands
372(3)
Eyes, Lids, and Brows
375(1)
Mechanical Techniques to Organic Animation
376(1)
Tips for Future Projects
377(2)
There Is No Substitute for Animation
377(1)
Log or Plan the Shot
378(1)
Preview as Much as Possible
378(1)
Interview with Andrew Gordon
379(6)
Part V Postproduction
385(40)
Editing
387(10)
Transitions
391(1)
Logs and Shot Sheets
392(2)
Tips for Future Projects
394(3)
Always Make Motivated Cuts
394(1)
Make It Work in the Animatic First
395(1)
The Radically Different Versions
395(1)
Organization Is Key to Editing
395(2)
Postproduction
397(14)
Live Action Combined with Animation
400(1)
Background Plates for CG Characters
401(2)
Whenever Possible, Use Final Plates and Elements
403(3)
Shadows
406(1)
Color Timing and Tape to Tape
406(2)
Tips for Future Projects
408(3)
Preplan for Postproduction
408(1)
Fix It in Post
408(1)
Avoid Overthinking
409(1)
Communication
409(1)
Time and Money versus Artists and Feelings
409(2)
Tools and Techniques and Modern Animation
411(14)
Tools
412(1)
Combining 2D with 3D
412(1)
Scanner Animation
412(2)
Digital Stop Motion
414(1)
Digital Frame Grabbers
414(1)
QuickTime Professional
415(1)
Lens Flares
416(1)
Photoshop and Deep Paint 3D
416(1)
Animation in the Real World
417(2)
Animation and Commercial Production
419(2)
Learn from Animation History
421(1)
Summary: The Big Ideas
421(4)
About the CD-ROM 425(2)
Index 427

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