外文文献—动画

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二维动画外文文献参考

二维动画外文文献参考

二维动画外文文献参考标题:二维动画的现状、发展与应用摘要:二维动画是一种广泛应用于娱乐和教育领域的动画形式。

本文综述了二维动画的现状、发展趋势和应用领域。

首先介绍了二维动画的定义、特点和制作过程。

然后探讨了二维动画的发展历程,从传统手绘动画到数字化制作的转变,引入了相应的工具和技术。

接着,讨论了二维动画在电影、电视、游戏和广告等领域的应用情况,并探索了其在教育和科普方面的潜力。

最后,指出了二维动画面临的挑战和未来的发展方向。

关键词:二维动画,制作过程,应用领域,教育,科普1. 引言二维动画是一种通过连续播放逐帧图像来模拟运动的动画形式。

它以平面形式呈现,不具备真实世界的三维感,但却能够通过绘制、色彩、音效等元素来创造出生动、富有个性的角色和场景。

二维动画广泛应用于电影、电视、游戏和广告等领域,同时也在教育和科普方面发挥着重要作用。

2. 二维动画的制作过程二维动画的制作过程包括角色设计、故事板、手绘或数字绘制、彩色涂色、音效等环节。

角色设计是形象塑造的关键,故事板则负责确定剧情和场景的先后顺序。

手绘或数字绘制是创作的核心环节,后者在数字化制作中发挥着重要作用。

彩色涂色能够为动画增添视觉效果,音效则进一步提升了观众的体验。

3. 二维动画的发展历程传统二维动画采用手绘方式,制作工艺复杂且耗时耗力。

随着计算机技术的发展,数字化制作成为了可行的选择,引入了诸如Flash、Toon Boom等软件,大大简化了制作流程。

近年来,二维动画在内容和风格上也呈现出多样化的发展趋势。

4. 二维动画的应用领域电影、电视、游戏和广告是二维动画的主要应用领域。

电影中的经典作品如《狮子王》和《冰雪奇缘》展示了二维动画在故事叙述和角色表现方面的潜力。

电视剧和动画片中,二维动画可以更好地表达丰富的情感和细腻的细节。

游戏中的二维动画能够增加游戏体验的互动性和趣味性。

广告中的二维动画则为产品宣传和品牌推广带来独特的视觉冲击力。

5. 二维动画在教育和科普领域的应用二维动画在教育和科普领域有着广阔的应用前景。

关于mg动画的外文文献综述

关于mg动画的外文文献综述

关于mg动画的外文文献综述随着动画的应用范围不断拓展,许多动画制作工具如 mushrooms 越来越受到关注。

其中,mg动画是一款将gif制作交互化的软件,已经成为了当前最流行的动画工具之一。

那么,我们应该如何使用这款软件呢?本文将从外文文献综述的角度入手,为您详细阐述。

一、mg动画的起源mg动画的诞生始于2012年,当时,葛祥科技开发了一款名为MagicGif的工具,用于裁切gif和PPT工具,并提供gif动态评论和转发功能。

在2014 年,其推出了mg动画软件,用于将GIF制作交互化。

该软件随后在网络上迅速传播,被广泛应用于各个领域。

二、mg动画的制作流程mg动画软件的制作流程很简单。

首先,你需要导入原始GIF放到编辑界面。

然后,你可以在画布上添加各种元素,比如文字、贴纸、边框等。

接下来,你可以选择添加动画效果,并进行调整,比如调整速度和透明度等。

最后,你可以将结果导出并与他人共享。

三、mg动画的应用场景mg动画具有广泛的应用场景。

例如,它可以用于产品演示、营销代理、教育培训、宣传广告等,能够帮助用户快速而专业地制作动画,从而提高工作效率。

mg动画也可用于个人娱乐和交流。

四、mg动画的特点mg动画具有许多特点优势。

首先,它是一款用户友好的动画工具,易学易用,且没有学习曲线。

其次,它具有出色的交互性能,能够为用户带来更好的用户体验。

另外,mg动画还支持批处理,让用户可以一次性处理多个文件,大大节省了时间和精力。

最后,它还拥有丰富的资源库,以及强大的社区支持,为用户提供最新的动画素材和灵感来源。

总的来说,mg动画是一款非常实用的工具,能够帮助用户快速制作出交互式GIF动画。

可以看出,有关mg动画的外文文献综述,都对该软件的优点有详细的介绍,而它的使用也在不断推广和普及。

因此,我们相信,随着时间的推移,mg动画将会在未来变得更加流行和完善,并为用户带来更好的用户体验。

动画种类介绍英文作文

动画种类介绍英文作文

动画种类介绍英文作文Anime, or Japanese animation, covers a wide range of genres, including action, adventure, romance, horror, and science fiction. It often features vibrant visuals and fantastical themes, appealing to both children and adults.Manga, the Japanese style of comic books and graphic novels, is a popular source material for anime adaptations. Many anime series and films are based on manga, and vice versa, creating a symbiotic relationship between the two mediums.Studio Ghibli, known for its charming and whimsical storytelling, has produced some of the most beloved anime films, such as "Spirited Away," "My Neighbor Totoro," and "Princess Mononoke." Its unique art style and imaginative narratives have garnered a dedicated international fanbase.Shonen anime, targeted at young male audiences, often features action-packed storylines and male protagonistsstriving to become stronger and overcome challenges. Popular examples include "Naruto," "Dragon Ball Z," and "One Piece."Magical girl anime, on the other hand, revolves around young girls who possess magical powers and use them tofight evil forces. Series like "Sailor Moon" and "Cardcaptor Sakura" have left a lasting impact on the genre and inspired numerous spin-offs and imitators.Mecha anime, characterized by giant robots andfuturistic warfare, has been a staple of the genre since the debut of "Mobile Suit Gundam" in the late 1970s. It continues to captivate audiences with its epic battles and complex political intrigue.Slice-of-life anime focuses on mundane, everyday experiences, often set in high school or college environments. These series emphasize character development and interpersonal relationships, offering a more grounded and relatable storytelling approach.Sports anime, as the name suggests, centers around athletic competitions and the personal journeys of athletes striving for victory. Whether it's basketball, soccer, or swimming, these series often blend intense sports actionwith emotional drama.Historical anime transports viewers to different time periods, offering a blend of fiction and real-life events. Whether it's feudal Japan, World War II, or the Renaissance, these series provide a unique way to explore historythrough a creative lens.。

动画论文参考文献

动画论文参考文献

动画论文参考文献动画论文参考文献在现实的学习、工作中,说到论文,大家肯定都不陌生吧,论文是描述学术研究成果进行学术交流的一种工具。

一篇什么样的论文才能称为优秀论文呢?以下是小编整理的动画论文参考文献,希望对大家有所帮助。

动画论文参考文献1[1]胡西伟.基于三维动画与虚拟现实技术的理论研究[D]:武汉,武汉大学,2005.[2]王欣东.数字艺术三个发展阶段之时间划分探析[J].影视技术,2011-03-28:64-68.[3]卢风顺,宋君强,银福康.CPU/GPU 协同并行计算研究综述[J].自然科学总论期刊计算机科学,2011,38(3).[4]Nickolls J , Dally W J.The GPU Computing Era[J].IEEE Computing Society,IEEE Micro,2010:56-69.[5]Sanders J,Kandrot E.CUDA by Example-An Introduction to General-Purpose GPU Programming[M].Addison-Wesley,2010:8-11.[6]方旭东.面向大规模科学计算的CPU-GPU 异构并行技术研究[D]:国防科学技术大学研究生院,2009.[7]岳俊,邹进贵,何豫航.基于CPU 与GPU/CUDA 的数字图像处理程序的性能比较[J].地理空间信息.2012,10(4).[8]张舒,褚艳利.GPU 高性能运算之CUDA[M].中国水利水电出版社,2009:14-120.[9]Parent puter Animation-Algorithms and Techniques[M].Academic Press,2002:2-31[10]徐鹏.软件开发模型在三维动画模型制作中的应用[D]:上海,复旦大学软件学院,2009.[11]刘姚新.基于GPU 的实时绘制算法研究[D].重庆:重庆大学,2007.[12]Luebke D,Reedy M,Cohen J D,et al.Level of D地球科学期刊etail for 3D Graphics[M].Morgan Kaufmann Publisher,2003:P3-83.动画论文参考文献2[1] 张杰,阳富民,涂刚. 嵌入式图形系统 Nano-X 多线程改造. 计算机工程与设计, 2005, 26(1): 259~261[2] 董士海. 用户界面的今天与明天. 计算机世界,1997, 23:80~81[3] 戴文华,焦翠珍. 嵌入式系统下的图形用户界面设计. 湖北民族学院学报(自然科学版), 2005, 4(23):349~351[4] 冯超. 基于 Linux 的嵌入式图形用户界面的研究与开发: [硕士学位论文]. 武汉:华中科技大学图书馆, 2007.[5] 武志强,康利刚. 嵌入式三维地形可视化技术的研究与实现. 计算机工程,2008, 34(林业期刊9): 251~253[6] 林锐,石教英. 基于 OpenGL 的可复用软构件库与三维交互设计. 计算机研究与发展, 2000.11, 37(11): 1360~1366[7] 袁亚莉,马立玲,王军政. 基于 ARM&Linux 图形用户界面开发平台的设计.嵌入式系统应用, 2009, 4:5~7[8] 王同洋,熊伟. 嵌入式 Linux 中图形用户界面的研究与设计. 微计算机信息,2006, 22:90~92[9] 王行仁. 建模与仿真的回顾与展望. 系统仿真学报,1999, 11(5):309~311[10] 李亚昆. 三维动画及运动仿真技术的.研究:[硕士学位论文]. 大连:大连理工大学, 2004.[11] 赵宁. 嵌入式三维图形系统的研究与实现:[硕士学位论文]. 武汉:华中科技大学图书馆, 2006.动画论文参考文献3[1]沈军行,孙守迁,潘云鹤.从运动捕获数据中提取关键帧[J].计算机辅助设计与图形学学报,2004, 16(5): 719-723.[2]杨跃东,王莉莉,郝爱民.运动串:一种用于行为分割的运动捕获数据表示方法[J].计算机研究与发展,2008,45(3): 527-534.[3]Lita L, Pelican E. A low-rank tensor-based algorithm for face recognition[J]. Applied Mathematical Modelling, 2015, 39(3): 1266-1274.[4]Kovar L, Gleicher M. Automated extraction and parameterization of motions in large data sets[J]. ACM Transactions on Graphics, 2004, 23(3): 559-568.[5]肖俊.智能人体动画若干关键技术研究[D].杭州:浙江大学,2007.45-48.[6]刘丰.基于运动捕获数据的若干动画技术研究[D].杭州:浙江大学,2004.29-39.[7]朱登明,王兆其.基于运动序列分割的运动捕获数据关键帧提取[J].计算机辅助设计与图形学学报,2008,20(6): 787-792.[8]朱登明,王兆其.基于动作单元分析的人体动画合成方法研究[J].计算机研究与发展,2009,46(4):610-617.[9]Tenenbaum J B, De Silva V,Langford J C. A global geometric framework for nonlinear dimensionality reduction[J]. Science, 2000, 290(5500): 2319-2323.[10]Miiller M, Roder T, Clausen M. Efficient content-based retrieval of motion capture data[J].ACM Transactions on Graphics,2005,24(3): 677-685.[11]高岩.基于内容的运动检索与运动合成[D].上海:上海交通大学,2006.44-59.[12]冯林,沈骁,孙焘,等.基于运动能量模型的人体运动捕捉数据库的检索[J].计算机辅助设计与图形学学报,2007,19(8): 1015-1021.。

Flash动画中英文对照外文翻译文献

Flash动画中英文对照外文翻译文献

中英文资料对照外文翻译1引言在现代教学中,传统的教学已经不能满足现代教学的要求,这对教学方式和教师等都提出了更高的要求,所以对于Flash制作动画课件的研制有着极为重要的意义。

Flash不仅能使学习者加深对所学知识的理解,提高学生的学习兴趣和教师的教学效率,同时也能为课件增加生动的艺术效果,有助于学科知识的表达和传播。

为了为学生提供直观的实验过程,提高学生的学习效率,Flash动画在教学中的应用十分必要。

本论文以制作蛋白质透析动画为例,阐述了利用拥有强大能力和独特的交互性的Flash8.0制作实验动画的整个过程和有关事宜。

2 什么是FlashFlash 是一种创作工具,设计人员和开发人员可使用它来创建演示文稿、应用程序和其它允许用户交互的内容。

Flash 可以包含简单的动画、视频内容、复杂演示文稿和应用程序以及介于它们之间的任何内容。

通常,使用 Flash 创作的各个内容单元称为应用程序,即使它们可能只是很简单的动画。

您可以通过添加图片、声音、视频和特殊效果,构建包含丰富媒体的 Flash 应用程序。

Flash 特别适用于创建通过 Internet 提供的内容,因为它的文件非常小。

Flash 是通过广泛使用矢量图形做到这一点的。

与位图图形相比,矢量图形需要的内存和存储空间小很多,因为它们是以数学公式而不是大型数据集来表示的。

位图图形之所以更大,是因为图像中的每个像素都需要一组单独的数据来表示。

要在 Flash 中构建应用程序,可以使用 Flash 绘图工具创建图形,并将其它媒体元素导入 Flash 文档。

接下来,定义如何以及何时使用各个元素来创建设想中的应用程序。

在Flash 中创作内容时,需要在 Flash 文档文件中工作。

Flash 文档的文件扩展名为 .fla (FLA)。

Flash 文档有四个主要部分:舞台是在回放过程中显示图形、视频、按钮等内容的位置。

时间轴用来通知 Flash 显示图形和其它项目元素的时间,也可以使用时间轴指定舞台上各图形的分层顺序。

动画专业外语文献

动画专业外语文献

动画专业外语文献关于动画专业的外语文献有很多,以下是一些例子:1. "The Art of Animation: The Evolution of the American Feature Film" by John Lasseter (Disney Editions, 2001)2. "The Art of Storyboard: The Complete Guide for Filmmakers and Storyboard Artists" by David B. Levy (Focal Press, 2014)3. "The Animator's Survival Kit: A Manual for Drawing and Thinking" by Richard Williams (Faber and Faber, 2001)4. "The Encyclopedia of Animated Cartoons" by John Cawelti (Facts on File, 1993)5. "The World Encyclopedia of Cartoons" by Gary Groth and Michael Vollmer (Facts on File, 1993)6. "The Animator's Handbook: A Complete Guide to Creating and Developing the Art of Animation" by Don L. Harris (Focal Press, 2003)7. "The Art of SpongeBob SquarePants: The Complete Collection" by The SpongeBob SquarePants Writers' Room (Chronicle Books, 2007)8. "The Art of the Simpsons: The Complete History of the Iconic Characters, Writers, Animators, and Producers Behind the Longest-Running Animated Series" by John Ortved (Hachettespeakersbureau, 2015)9. "The Animator's Eye: A Handbook for Visual Development" by John Lasseter (Focal Press, 1985)10. "The Illusion of Life: Disney Animation" by Ollie Johnston and Frank Thomas (Disney Editions, 1981)这些书籍涵盖了动画的历史、技术和理论等方面,对于深入了解动画专业非常有帮助。

介绍美国动画和中国动画英语作文

介绍美国动画和中国动画英语作文

The Enchanting Worlds of Animation: A Comparison between American and ChineseStylesAnimation, a medium that transcends cultural and linguistic barriers, has captivated the hearts of children and adults alike for generations. While the art form may share common threads across the globe, it blossoms into unique and colorful expressions when immersed in the rich cultural soils of different nations. This essay aims to delve into the enchanting worlds of American and Chinese animation, comparing their stylistic differences, narrative techniques, and cultural influences.American animation, often synonymous with the term "cartoon," has a long and storied history. From the early days of Walt Disney's groundbreaking works like "Snow White and the Seven Dwarfs" to the modern-day blockbusters of Pixar and DreamWorks, American animation has always been known for its vibrant colors, life-like character designs, and imaginative storylines. These stories often feature anthropomorphic animals, heroic protagonists, and villains with comical antics that resonate with audiences of allages. The narratives are often wrapped in moral lessons, teaching children the virtues of hard work, kindness, and perseverance. The music and sound effects are equally important, often featuring catchy songs and soundtracksthat stay with the viewer long after the credits roll.In contrast, Chinese animation boasts a rich and diverse history that spans thousands of years. From the ancient scroll paintings and shadow puppets to the modern-day digital animations, Chinese animation has always been areflection of its rich cultural heritage. Chinese animations often draw inspiration from traditional tales, myths, and legends, retelling them in a contemporary and accessible manner. The character designs are often rooted in Chinese aesthetics, with a strong emphasis on line work and simplified forms. The narratives are often less focused on moral lessons and more on exploring themes of destiny, karma, and the interconnectedness of all beings. The music and sound effects are often infused with traditional instruments and melodies, creating a unique and enchanting atmosphere.Stylistically, American animation tends to be more realistic and detailed, with a strong emphasis on realistic lighting and shadows. The characters are often designed to look life-like, with intricate details and expressions. In contrast, Chinese animation often employs a more simplified and abstract art style, with a strong emphasis on line work and negative space. The characters are often designed to evoke a sense of otherworldliness or dreamlike quality, reflecting the ethereal beauty of traditional Chinese art.Narratively, American animations often feature heroes who embark on adventures to save the day, with villainsthat are either comically over-the-top or deeply complex. The stories are often fast-paced and filled with excitement, keeping the viewer engaged from start to finish. Chinese animations, on the other hand, often feature more subtleand nuanced narratives that explore themes of destiny, karma, and the interconnectedness of all beings. Thestories are often slower-paced and更注重内心世界的探索,inviting the viewer to delve into the deeper meanings and messages.In conclusion, both American and Chinese animations are rich and enchanting expressions of their respective cultures. American animation shines with its vibrant colors, life-like characters, and imaginative storylines, while Chinese animation evokes a sense of otherworldliness and dreamlike quality with its simplified art style andethereal beauty. Both styles have their unique strengthsand appeal, making them indispensable additions to theglobal animation landscape.**中美动画的迷人世界**动画,这一跨越文化和语言障碍的艺术形式,多年来一直吸引着儿童和成人的心。

二维动画外文参考文献

二维动画外文参考文献

二维动画的外文参考文献有很多,以下是一些常见的参考文献:《The Illusion of Life: Disney Animation》by Frank Thomas and Ollie Johnston这本书是迪士尼动画的经典之作,详细介绍了二维动画的制作过程和技巧,包括角色设计、场景绘制、动画制作等方面的内容。

《An Introduction to Stop Motion Animation》by Mike Salomon这本书介绍了定格动画的制作过程和技巧,包括材料选择、拍摄技巧、后期制作等方面的内容。

虽然不是二维动画,但定格动画和二维动画有很多相似之处,这本书也可以为二维动画制作提供一些启示。

《The Animator's Survival Kit: A Manual of Methods, Principles & Formulas for Classical, Computer, Games, Stop Motion & Experimental Animation》by Richard Williams这本书是动画大师Richard Williams的经典之作,详细介绍了动画制作的基本原理和方法,包括动画原理、角色设计、场景绘制、动画制作等方面的内容。

《Animation: The Mechanics of Motion》by Preston Blair这本书介绍了二维动画的制作过程和技巧,包括角色设计、场景绘制、动画制作等方面的内容。

这本书注重实践,提供了很多实用的技巧和工具,适合初学者入门。

《The Illusion of Life: A Reference Guide to the Techniques and Processes of Animation》by Don Bluth and Gary Goldstein这本书是迪士尼动画的经典之作,详细介绍了二维动画的制作过程和技巧,包括角色设计、场景绘制、动画制作等方面的内容。

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AnimationAnimation is the rapid display of a sequence of images of 2-D or 3-D artwork or model positions to create an illusion of movement. The effect is an optical illusion of motion due to the phenomenon of persistence of vision, and can be created and demonstrated in several ways. The most common method of presenting animation is as a motion picture or video program, although there are other methods.Early examplesAn Egyptian burial chamber mural, approximately 4000 years old, showing wrestlers in action. Even though this may appear similar to a series of animation drawings, there was no way of viewing the images in motion. It does, however, indicate the artist's intention of depicting motion.Early examples of attempts to capture thephenomenon of motion drawing can be foundin paleolithic cave paintings, where animals aredepicted with multiple legs in superimposedpositions, clearly attempting to convey theperception of motion.Five images sequence from a vase found in IranA 5,000 year old earthen bowl found inIran.It has five images of a goat painted along thesides. This has been claimed to be an example ofearly animation. However, since no equipmentexisted to show the images in motion, such aseries of images cannot be called animation in atrue sense of the word.A Chinese zoetrope-type device had beenAn Egyptian burial chamber mural,approximately 4000 years old, showingwrestlers in action. Even though this mayappear similar to a series of animationdrawings, there was no way of viewing theimages in motion. It does, however, indicatethe artist's intention of depicting motion.There is no single person who can be considered the "creator" of film animation, as there were several people working on projects which could be considered animation at about the same time.Georges Méliès was a creator of special-effect films; he was generally one of the first people to use animation with his technique. He discovered a technique by accident which was to stop the camera rolling to change something in the scene, and then continue rolling the film. This idea was later known as stop-motion animation. Méliès discovered this technique accidentally when his camera broke down while shooting a bus driving by. When he had fixed the camera, a hearse happened to be passing by just as Méliès restarted rolling the film, his end resultwas that he had managed to make a bus transform into a hearse. This was just one of the great contributors to animation in the early years.The earliest surviving stop-motion advertising film was an English short by Arthur Melbourne-Cooper called Matches: An Appeal (1899). Developed for the Bryant and May Matchsticks company, it involved stop-motion animation of wired-together matches writing a patriotic call to action on a blackboard.J. Stuart Blackton was possibly the first American film-maker to use the techniques of stop-motion and hand-drawn animation. Introduced to film-making by Edison, he pioneered these concepts at the turn of the 20th century, with his first copyrighted work dated 1900. Several of his films, among them The EnchantedDrawing (1900) and Humorous Phases of Funny Faces (1906) were film versions of Blackton's "lightning artist" routine, and utilized modified versions of M éli ès' early stop-motion techniques to make a series of blackboard drawings appear to move and reshape themselves. 'Humorous Phases of Funny Faces' is regularly cited as the first true animated film, and Blackton is considered the first true animator.Another French artist, Émile Cohl, began drawing cartoon strips and created a film in1908 called Fantasmagorie. The film largely consisted of a stick figure moving about andencountering all manner of morphing objects, such as a wine bottle that transforms into aflower. There were also sections of live action where the animator’s hands would enter thescene. The film was created by drawing each frame on paper and then shooting each frameonto negative film, which gave the picture a blackboard look. This makes Fantasmagorie thefirst animated film created using what came to be known as traditional (hand-drawn)animation.Fantasmagorie by Emile Cohl, 1908Following the successes of Blackton and Cohl, many other artists began experimenting with animation. One such artist was Winsor McCay, a successful newspaper cartoonist, who created detailed animations that required a team of artists and painstaking attention for detail. Each frame was drawn on paper; which invariably required backgrounds and characters to be redrawn and animated. Among McCay's most noted films are Little Nemo (1911), Gertie the Dinosaur (1914) and The Sinking of the Lusitania (1918).The production of animated short films, typically referred to as "cartoons", became an industry of its own during the 1910s, and cartoon shorts were produced to be shown in movie theaters. The most successful early animation producer was John Randolph Bray, who, along with animator Earl Hurd, patented the cel animation process which dominated the animation industry for the rest of the decade.El Apóstol (Spanish: "The Apostle") was a 1917 Argentine animated film utilizing cutout animation, and the world's first animated feature film.Traditional animationTraditional animation (also called cel animationor hand-drawn animation) was the process used formost animated films of the 20th century. Theindividual frames of a traditionally animated film arephotographs of drawings, which are first drawn onThe traditional cel animation process became obsolete by the beginning of the 21st century. Today, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system. Various software programs are used to color the drawings and simulate camera movement and effects. The final animated piece is output to one of several delivery media, including traditional 35mm film and newer media such as digital video. The "look" of traditional cel animation is still preserved, and the character animators' work has remained essentially the same over the past 70 years. Some animation producers have used the term "tradigital" to describe cel animation which makes extensive use of computer technology.Examples of traditionally animated feature films include Pinocchio (United States, 1940), Animal Farm (United Kingdom, 1954), and Akira (Japan, 1988). Traditional animated films which were produced with the aid of computertechnology include The Lion King (US, 1994) Sen to Chihiro no Kamikakushi (Spirited Away) (Japan, 2001), and Les Triplettes de Belleville (France, 2003).Full animation refers to the process of producing high-quality traditionally animated films, which regularly use detailed drawings and plausible movement. Fully animated films can be done in a variety of styles, from more realistically animated works such as those produced by the Walt Disney studio (Beauty and the Beast, Aladdin, Lion King) to the more 'cartoony' styles of those produced by the Warner Bros. animation studio. Many of the Disney animated features are examples of full animation, as are non-Disney works such as The Secret of NIMH (US, 1982), The Iron Giant (US, 1999), and Nocturna (Spain, 2007).Limited animation involves the use of less detailed and/or more stylized drawings and methods of movement. Pioneered by the artists at the American studio United Productions of America, limited animation can be used as a method of stylized artistic expression, as in Gerald McBoing Boing (US, 1951), Yellow Submarine (UK, 1968), and much of the anime produced in Japan. Its primary use, however, has been in producing cost-effective animated content for media such as television (the work of Hanna-Barbera, Filmation, and other TV animation studios) and later the Internet (web cartoons)。

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