动画外文文献

合集下载

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。

动画文献综述(Animationliteraturereview)

动画文献综述(Animationliteraturereview)

动画文献综述(Animation literature review)Animation literature reviewA performance China ink animation in the abstract, the concept of freehand and post modern design works is natural, with an artificial way of wonderful have different approaches but equally satisfactory results. Post modernism design works, but can catharsis, release their emotions, but only through the creation of visible colored works to express some ideas inside. And Chinese ink animation in bold concise, crisp pen depicting the images and spirit, to express the feelings of the author's methods and postmodern works have in common. Freehand animation works in the performance object is based on generalization and exaggeration, rich Lenovo, pen although simple butfar-reaching conception, has certain performance. It has a high generalization ability, there must be a little more subtle moods, to picture must be accurate, the pen to be skilled, can be handy, will write with ease. But, just splash ink brush between the artistic spirit, such works coincides with postmodern style. Elegant, subtle, natural aesthetic view Chinese, it is not like us loud and bright colors, just a touch screen, but have a profound artistic conception; in the mountain, nature, natural quiet, bring people away from the reality of the city, a simple picture. The daily complex forgotten, distant mood is a lot of foreign animation flow to form the surface can not be compared, this is the most China characteristics of film and television animation form.3, the first birth of ink animation film and television industry at home and abroad have made amazing. 60s, ink cartoon "Little Tadpole Looking for Mom", is "China" at the beginning of thedesign, open a simple painting album, a quiet pond scene into the light, Pipa and guqin music, lays out a common beautiful lyrical ink world. In the film, little tadpole, lively and lovely, like a group of innocent children. Can be said that each of the two lens is a moving picture, make the audience feel like into the Chinese painter Qi Baishi painting pen, a fascinating beauty. Equally impressive is its narrator, the typical voice broadcasting cavity sounds like a teacher, but today is a review of extremely cordial and warm. Especially at the beginning of the sentence "the frog mother love them, like mother love us, let people a warm heart, as if to return to the pure age of childhood. The birth of this cartoon has reached a new climax of the China animation style of the nation, creating a new milepost of world animation, and with its distinctive style China shook the international animation industry. China with national characteristics of the cartoons can also occupy a space for one person in the world that from.4, Chinese ink animation is a lyrical, artistic animation art form. Aesthetic thought it contains not emphasis on objective simulation, which focuses more on the expression of subjective interest. In the action figures and role modeling, concentrate and general requirements. It was learned in Chinese painting ink performance, the scenery, the soft Chinese traditional painting in meticulous style, and expressed concern, hesitation and happy movement, music and other features, combining visual and sound beauty, naturally together. More important is that these cartoons inherited the painting in the art of serenity and natural born high artistic conception. It's superb art level completely out of Jiang Qi, to make the film masters as the blueprint image attached to the charm and aura,such as "Little Tadpole Looking for Mom" directly based on Qi Baishi's fish image, "pipe" is borrowed from Li Keran's "bull map", these works of the traditional culture China is the art of painting the extraordinary gas Yun, especially the "scenic"a film without dialogue, but the landscape of ancient literati temperament and China style beautiful are perfectly expressed. We can say "Little Tadpole Looking for Mom" with perfect ink showing animal vivid action give ink animation life, "landscape love" gives the soul Chinese ink animation poem picturesque, to show the world the beauty of China.The "pipe" this film by Mr. Li Keran concise and painting features interesting shape and buffalo cowboy form, show grand waterfalls and a thousand feet meteorological lofty mountains and steep hills to China traditional painting color, to create a full lyric, the scenes of the realm of art. The film has no dialogue, use rich pastoral southern folk flute melody as the theme music. The flute music is not only full of Jiangnan music kind of elegant beautiful features, and the story of the development and the characters emotions portrayed, the effect of paint clouds to set off the moon. Compared to "Little Tadpole Looking for Mom", this movie in technology and art are more mature.5, in contrast to the United States and Japan as the representative of the animation power pressure, Chinese animation workers increasingly find their own position, to give up their traditional, lack of Chinese possess distinct ethnic characteristics of the cartoon and animation image brand. This seemingly is caused by market factors, but the reason is that with the animationEducation in the lack of local cultural and educational content has a direct relationship, which is currently the biggest problem exist in the field of China's animation industry, with the development of global economic integration of science and technology, and modern science and technology to speed up the process, the more we should re valuation of local culture and art value, digging and carrying forward the national traditional culture, re shaping the new in the era of national image. So in the field of animation, we call for real born from the local culture in the Chinese animation image, here, it is not only related to an animation industry problem, but has a strategy of culture.6, the national animation with multi-source and inclusive, ink animation to keep up with contemporary aesthetic consciousness impact, not only to the essence of mining folk stories of ancient China, more modern ideas into Chinese excellent folk stories in animation creation. At the same time to absorb the third world excellent foreign culture and ideology. The broad and profound three-dimensional pattern and a full range of cultural integration emerged in ink painting, has a unique national flavor Chinese ink animation will take on a new look to show in front of the world audience.。

外文文献—动画讲课教案

外文文献—动画讲课教案

外文文献—动画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 anddemonstrated 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. Five images sequence from avase found in Iran 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 byaccident 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. Early examples of attempts tocapture the phenomenon of motiondrawing can be found in paleolithic cavepaintings, where animals are depictedwith multiple legs in superimposedpositions, clearly attempting to convey the perception of motion. An 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. A 5,000 year old earthen bowl foundin Iran.It has five images of a goat paintedalong the sides. This has been claimed tobe an example of early animation.However, since no equipment existed toshow the images in motion, such a series ofimages cannot be called animation in a truesense of the word.A Chinese zoetrope-type device hadbeen invented in 180 AD. The phenakistoscope, praxinoscope, and the common flip book were early popular animation devices invented during the 19th century. These devices produced the appearance of movement from sequential drawings using technological means, but animation did not really develop muchMéliès 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 result was 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 thetechniques 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 Enchanted Drawing (1900) and Humorous Phases of Funny Faces (1906) were film versions of Blackton's "lightning artist" routine, and utilized modified versions of Méliès' 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. Fantasmagorie by Emile Cohl, 1908 Following the successes of Blackton and Cohl, many other artists beganexperimenting 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 Another French artist, Émile Cohl,began drawing cartoon strips and createda film in 1908 called Fantasmagorie. Thefilm largely consisted of a stick figuremoving about and encountering allmanner of morphing objects, such as awine bottle that transforms into a flower.There were also sections of live actionwhere the animator’s hands would enterthe scene. The film was created bydrawing each frame on paper and thenshooting each frame onto negative film, which gave the picture a blackboard look.This makes Fantasmagorie the firstanimated film created using what came tobe known as traditional (hand-drawn)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 filmutilizing cutout animation, and the world's first animated feature film.Traditional animationThe 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 35 mm 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 computer technology 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 traditionallyanimated 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).An example of traditional animation, a horse animated by rotoscoping from Eadweard Muybridge 's 19th centuryphotos Traditional animation (also called celanimation or hand-drawn animation) was theprocess used for most animated films of the20th century. The individual frames of atraditionally animated film are photographs ofdrawings, which are first drawn on paper. Tocreate the illusion of movement, each drawingdiffers slightly from the one before it. Theanimators' drawings are traced or photocopiedonto transparent acetate sheets called cels,which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels arephotographed one-by-one onto motion picturefilm against a painted background by a rostrumLimited 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)。

动画设计电视广告论文中英文外文翻译文献

动画设计电视广告论文中英文外文翻译文献

动画设计电视广告论文中英文外文翻译文献Copywriting for Visual MediaBefore XXX。

and film advertising were the primary meansof advertising。

Even today。

local ads can still be seen in some movie theaters before the start of the program。

The practice of selling time een programming for commercial messages has e a standard in the visual media XXX format for delivering shortvisual commercial messages very XXX.⑵Types of Ads and PSAsThere are us types of ads and public service announcements (PSAs) that XXX ads。

service ads。

and XXX a specific product。

while service ads promote a specific service。

nal ads。

on theother hand。

promote an entire company or industry。

PSAs。

on the other hand。

are mercial messages that aim to educate andinform the public on important issues such as health。

safety。

and social XXX.⑶The Power of Visual AdvertisingXXX。

The use of colors。

Unity3DAnimation外文文献

Unity3DAnimation外文文献

Untiy3D AnimationUnity’s Animation features include Retargetable animations, Full control of animation weights at runtime, Event calling from within the animation playback, Sophisticated State Machine hierarchies and transitions, Blend shapes for facial animations, and more.Read this section to find out how to import and work with imported animation and how to animate objects, colours, and any other parameters within Unity itself.Animation System OverviewUnity has a rich and sophisticated animation syst em (sometimes referred to as ‘Mecanim’). It provides:Easy workflow and setup of animations for all elements of Unity including objects, characters, and properties.Support for imported animation clips and animation created within UnityHumanoid animation retargeting - the ability to apply animations from one character model onto another.Simplified workflow for aligning animation clips.Convenient preview of animation clips, transitions and interactions between them. This allows animators to work more independently of programmers, prototype and preview their animations before gameplay code is hooked in.Management of complex interactions between animations with a visual programming tool.Animating different body parts with different logic.Layering and masking featuresAnimation workflowUnity’s animation system is based on the concept of Animation Clips, which contain information about how certain objects should change their position, rotation, or other properties over time. Each clip can be thought of as a single linear recording. Animation clips from external sources are created by artists or animators with 3rd party tools such as Max or Maya, or come from motion capture studios or other sources.页脚内容1Animation Clips are then organised into a structured flowchart-like system called an Animator Controller. The Animator Controller acts as a “State Machine” which keeps track of which clip should currently be playing, and when the animations should change or blend together.A very simple Animator Controller might only contain one or two clips, for example to control a powerup spinning and bouncing, or to animate a door opening and closing at the correct time. A more advanced Animator Controller might contain dozens of humanoid animation s for all the main character’s actions, and might blend between multiple clips at the same time to provide a fluid motion as the player moves around the scene.Unity’s Animation system also has numerous special features for handling humanoid characters whi ch give you the ability to retargethumanoid animation from any source (Eg. motion capture, the asset store, or some other third-party animation library) to your own character model, as well as adjusting muscle definitions. These special features are enabled by Unity’s Avatar system, where humanoid characters are mapped to a common internal format.Each of these pieces - the Animation Clips, the Animator Controller, and the Avatar, are brought together on a GameObject via theAnimator Component. This component has a reference to an Animator Controller, and (if required) the Avatar for this model. The Animator Controller, in turn, contains the references to the Animation Clips it uses.The above diagram shows the following:Animation clips are imported from an external source or created within Unity. In this example, they are imported motion captured humanoid animations.页脚内容2The animation clips are placed and arranged in an Animator Controller. This shows a view of an Animator Controller in the Animator window. The States (which may represent animations or nested sub-state machines) appear as nodes connected by lines. This Animator Controller exists as an asset in the Project window.The rigged character model (in thi s case, the astronaut “Astrella”) has a specific configuration of bones which are mapped to Unity’s common Avatar format. This mapping is stored as an Avatar asset as part of the imported character model, and also appears in the Project window as shown.When animating the character model, it has an Animator component attached. In the Inspector view shown above, you can see the Animator Component which has both the Animator Controller and the Avatar assigned. The animator uses these together to animate the model. The Avatar reference is only necessary when animating a humanoid character. For other types of animation, only an Animator Controller is required.Unity’s animation system (Known as “Mecanim”) comes with a lot of concepts and te rminology. If at any point, you need to find out what something means, go to our Animation Glossary.Legacy animation systemWhile Mecanim is recommended for use in most situations, Unity has retained its legacy animation system which existed before Unity 4. You may need to use when working with older content created before Unity 4. For information on the Legacy animation system, see this sectionUnity intends to phase out the Legacy animation system over time for all cases by merging the workflows into Mecanim.Animation ClipsAnimation Clips are one of the core elements to Unity’s animation system. Unity supports importing animation from external sources, and offers the ability to create animation clips from scratch within the editor using the Animation window.Animation from External SourcesAnimation clips imported from external sources could include:Humanoid animations captured at a motion capture studio页脚内容3Animations created from scratch by an artist in an external 3D application (such as 3DS Max or Maya)Animation sets from 3rd-party libraries (eg, from Unity’s asset store)Multiple clips cut and sliced from a single imported timeline.Animation Created and Edited Within UnityUnity’s Animation Window also allows you to create and edit animation clips. These clips can animate:The position, rotation and scale of GameObjectsComponent properties such as material colour, the intensity of a light, the volume of a soundProperties within your own scripts including float, int, Vector and boolean variablesThe timing of calling functions within your own scriptsAnimation from External SourcesOverview of Imported AnimationAnimation from external sources is imported into Unity in the same way as regular 3D files. These files, whether they’re generic FBX files or native formats from 3D software such as Maya, Cinema 4D, 3D Studio Max, can contain animation data in the form of a linear recording of the movements of objects within the file.In some situations the object to be animated (eg, a character) and the animations to go with it can be present in the same file. In other cases, the animations may exist in a separate file to the model to be animated.It may be that animations are specific to a particular model, and cannot be re-used on other models. For example, a giant octopus end-boss in your game might have a unique arrangement of limbs and bones, and its own set of animations.In other situations, it may be that you have a library of animations which are to be used on various different models in your scene. For example, a number of different humanoid characters might all use the same walk and run animations. In these situations, i t’s common to have a simple placeholder model in your animation files for the purposes of previewing them. Alternatively, it is possible to use animation files even if they have no geometry at all, just the animation data.页脚内容4When importing multiple animations, the animations can each exist as separate files within your project folder, or you can extract multiple animation clips from a single FBX file if exported as takes from Motion builder or with a plugin / script for Maya, Max or other 3D packages. You might want to do this if your file contains multiple separate animations arranged on a single timeline. For example, a long motion captured timeline might contain the animation for a few different jump motions, and you may want to cut out certain sections of this to use as individual clips and discard the rest. Unity provides animation cutting tools to achieve this when you import all animations in one timeline by allowing you to select the frame range for each clip.Importing Animation FilesBefore any animation can be used in Unity, it must first be imported into your project. Unity can import native Maya (.mb or .ma), 3D Studio Max (.max) and Cinema 4D (.c4d) files, and also generic FBX files which can be exported from most animation packages (see this page for further details on exporting). To import an animation, simply drag the file to the Assets folder of your project. When you select the file in the Project View you can edit the Import Settings in the inspector.Working with humanoid animationsThe Mecanim Animation System is particularly well suited for working with animations for humanoid skeletons. Since humanoid skeletons are used extensively in games, Unity provides a specialized workflow, and an extended tool set for humanoid animations.Because of the similarity in bone structure, it is possible to map animations from one humanoid skeleton to another, allowingretargeting and inverse kinematics. With rare exceptions, humanoid models can be expected to have the same basic structure, representing the major articulate parts of the body, head and limbs. The Mecanim system makes good use of this idea to simplify the rigging and control of animations. A fundamental step in creating a animation is to set up a mapping between the simplified humanoid bone structure understood by Mecanim and the actual bones present in the skeleton; in Mecanim terminology, this mapping is called an Avatar. The pages in this section explain how to create an Avatar for your model.Creating the AvatarAfter a model file (FBX, COLLADA, etc.) is imported, you can specify what kind of rig it is in the Rig tab ofthe Model Importer options.页脚内容5Humanoid animationsFor a Humanoid rig, select Humanoid and click Apply. Mecanim will attempt to match up your existing bone structure to the Avatar bone structure. In many cases, it can do this automatically by analysing the connections between bones in the rig.If the match has succeeded, you will see a check mark next to the Configure menuAlso, in the case of a successful match, an Avatar sub-asset is added to the model asset, which you will be able to see in the project view hierarchy.Avatar added as a sub-assetSelecting the avatar sub-asset will bring up the inspector. You can then configure the avatar.页脚内容6The inspector for an Avatar assetIf Mecanim was unable to create the Avatar, you will see a cross next to the Configure button, and no Avatar sub-asset will be added. When this happens, you need to configure the avatar manually.Non-humanoid animationsTwo options for non-humanoid animation are provided: Generic and Legacy. Generic animations are imported using the Mecanim system but don’t take advantage of the extra features available for humanoid animations. Legacy animations use the animation system that was provided by Unity before Mecanim. There are some cases where it is still useful to work with legacy an imations (most notably with legacy projects that you don’t want to update fully) but they are seldom needed for new projects. See this section of the manual for further details on legacy animations.Configuring the AvatarSince the Avatar is such an important aspect of the Mecanim system, it is important that it is configured properly for your model. So, whether the automatic Avatar creation fails or succeeds, you need to go into the Configure Avatar mode to ensure your Avatar is valid and properly set up. It is important that your character’s bone structure matches Mecanim’s predefined bone structure and that the model is in T-pose.If the automatic Avatar creation fails, you will see a cross next to the Configure button.If it succeeds, you will see a check/tick mark:页脚内容7Here, success simply means all of the required bones have been matched but for better results, you might want to match the optional bones as well and get the model into a proper T-pose.When you go to the Configure … menu, the editor will ask you to save your scene. The reason for this is that in Configure mode, the Scene View is used to display bone, muscle and animation information for the selected model alone, without displaying the rest of the scene.Once you have saved the scene, you will see a new Avatar Configuration inspector, with a bone mapping.页脚内容8The inspector shows which of the bones are required and which are optional - the optional ones can have their movements interpolated automatically. For Mecanim to produce a valid match, your skeleton needs to have at least the required bones in place. In order to improve your chances for finding a match to the Avatar, name your bones in a way that reflects the body parts they represent (names like “LeftArm”, “RightForearm” are suitable here).If the model does NOT yield a valid match, you can manually follow a similar process to the one used internally by Mecanim:-Sample Bind-pose (try to get the model closer to the pose with which it was modelled, a sensible initial pose)Automap (create a bone-mapping from an initial pose)Enforce T-pose (force the model closer to T-pose, which is the default pose used by Mecanim animations)页脚内容9If the auto-mapping (Mapping->Automap) fails completely or partially, you can assign bones by either draging them from the Scene or from the Hierarchy. If Mecanim thinks a bone fits, it will show up as green in the Avatar Inspector, otherwise it shows up in red.Finally, if the bone assignment is correct, but the character is not in the correct pose, you will see the message “Character not in T-Pose”. You can try to fix that with Enforce T-Pose or rotate the remaining bones into T-pose.Avatar Body MasksSometimes it is useful to restrict an animation to specific body parts. For example, an walking animation might involve the character swaying his arms but if he picks up a gun, he should hold it in front of him. You can usean Avatar Body Mask to specify which parts of a character an animation should be restricted to - see this page page for further details.页脚内容10Untiy3D 动画系统统一的动画功能包括Retargetable动画,在运行时动画完全控制重量,从内部事件调用动画播放,复杂的状态机结构和转换,混合形状的面部动画等等。

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。

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。

关于动画的英文文献 (1)

关于动画的英文文献 (1)

附录附录A:外文资料翻译-原文部分The needs of the development of the Chinese animation Why the development of cultural industries such as animation and game? Who is the model for the development of animation and game industry in China? By following the survey report in Japan and the U.S. can be seen, animation, games and other cultural industries to each country to bring much benefit. Not ugly, social progress, to a certain period of time, the development of cultural industries is inevitable.Japan's animation industry can be described as a model, and therefore the reference object and catch up with the target of China's animation industry. However, reporters found that a series of data on the Japanese animation industry is also confusing, especially back in five or six years ago, a number of widely cited data today seems very absurd.In many articles in 2006, reporters found that when the output value of the global animation industry between $ 200,000,000,000 to $ 500,000,000,000, the annual output value of Japan's animation industry to reach 230 trillion yen, Japan's second-pillar industry. " According to the 2010 release in Japan this year Japan's gross domestic product (GDP) at current prices of479.1791 trillion yen, while Japan's economic growth in recent years is not, you can estimate when the Japanese animation industry, the proportion of GDP is likely to exceed 50%!The most popular data is the Japanese animation industry share of GDP over 10%, this estimate, the Japanese anime industry output should be about 48 trillion yen, which is $ 800,000,000,000. Which is basically the global animation industry and its industrial output value of derivatives and the United States topped the list where the shelter?According to the Japan Association of digital content, the White Paper 2004 "of the" digital animation industry as an important part of Japanese culture and creative industries, the output value in 2004 reached 12.8 trillion yen, accounting for Japan's gross domestic product 2.5%, Imaging Products 4.4 trillion yen, 1.7 trillion yen of the music products, books and periodicals published 5.6 trillion yen, 1.1 trillion yen of the game, more than agriculture, forestry, aquatic production value of 10 trillion yen. Andcommunications, information services, printing, advertising, appliances and other aggregate, it is up to the scale of 59 trillion yen. Only in this way the scope of the animation industry generalized, so as to achieve 10% of the proportion of domestic widespread.The integration of information seems relatively reasonable, "White Paper on digital content 2004 to data released, with some reference value, that is, Japan's animation industry's share of GDP should be between 2-5%. This way, the domestic animation industry is also a lot less pressure, but the runner-up position in the global animation industry, is the total GDP has exceeded Japan's, China is still beyond the reach of being the so-called efforts will be necessary.About 20% of GDP of the U.S. cultural industries, especially following a set of data appear most frequently in a variety of articles: 2006 U.S. GDP was $ 13.22 trillion, the cultural industries for the $ 2.64 trillion; cultural products occupy 40% of international market share. The United States controlled 75 percent of global production and production of television programs; the American animation industry output accounted for almost 30% of the global market to reach $ 31 billion; film production in the United States accounted for 6.7 percent of the world, but occupied 50% of the world screening time; In addition, the total size of the sports industry in the United States is about $ 300 000 000 000, accounting for 2.3% of GDP which only NBA a $ 10 billion. However, we can see that this so-called American culture industry output is included, including sports and related industries, its scope is greater than the domestic cultural industry classification.Last article published on the web on the proportion of cultural industry in the United States, the earliest dating back to the Economic Daily News October 27, 2000 published in the Chinese culture, industry, academic Yearbook (1979-2002 V olume) cultural entrepreneurship space is there much ". Mentioned According to statistics, 18-25 percent of the U.S. cultural industries accounted for the total GDP, the 400 richest American companies, there are 72 cultural enterprises, the U.S. audio and video have been more than the aerospace industry ranks exports trade first. " Since then, the concept of "cultural industries" in the Research Office of CPC Central Committee from 2002 release of "2001-2002: China Cultural Industry Development Report", the official presentation of its background "article is the first official document reference the data. Now, the "Economic Daily News, the data from wherehas been untraceable, however, has passed 10 years, the data are still widely various articles and government documents referenced, just a little floating, such as to 1/3 or dropped to 12%, the value ratio of 72 cultural enterprises "in the past 10 years has never been subject to change. At least the data, has 11 years, there is a problem.The definition of cultural industries, the classification system, statistical methods and cultural enterprises related to the composition. Culture Research Center of the Chinese Academy of Social Sciences, deputy director Zhang Xiaoming, in an interview with reporters: "to a large extent, today's American culture industry is more from multinational companies to operate these multinational corporations majority of United States as the main body. This seems to be one kind of paradox: American culture industry backed by multinational companies to benefit from all over the world, but the ultimate holding company lies in the hands of the merchants of other countries, although the country is still the biggest beneficiary the United States during the GDP statistics still this part of the cross-cultural enterprises to join them. It is reported that, among the most powerful movie studios of Hollywood, Columbia TriStar is a subsidiary of Sony Corporation of Japan, parent company of Fox (Fox) is Australia's News Corporation. Especially in the popular music industry sector, in addition to the WEA, the more money earned in the U.S. market is the Sony of Japan, the Netherlands, Polygram, BMG in Germany, the United Kingdom Thorn EMI companies.China in recent years to increase the development of cultural industries such as animation and game, the seventh international animation festival, the statistics of the number of Chinese animation turnover super-Japan, to become the first in the world. We need more quality to support domestic animation to the world.[1] Marilyn Hugh著, Andrea Jane译外文资料翻译-中文部分中国动画发展的需求中国为什么要发展动漫游戏等文化产业?中国发展动漫游戏产业的榜样是谁?通过下面对日本与美国的调查报告可以看出来,动漫游戏等文化产业给每个国家带来了多大的利益。

  1. 1、下载文档前请自行甄别文档内容的完整性,平台不提供额外的编辑、内容补充、找答案等附加服务。
  2. 2、"仅部分预览"的文档,不可在线预览部分如存在完整性等问题,可反馈申请退款(可完整预览的文档不适用该条件!)。
  3. 3、如文档侵犯您的权益,请联系客服反馈,我们会尽快为您处理(人工客服工作时间:9:00-18:30)。

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 the phenomenon of motion drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting to convey the perception of motion.Five images sequence from a vase foundA 5,000 year old earthen bowl found in Iran.It has five images of a goat painted along the sides. This has been claimed to be an example of early animation. However, since no equipment existed to show the images in motion, such a series of images cannot be called animation in a true sense of the word.A Chinese zoetrope-type device had been invented in 180 AD. The phenakistoscope, praxinoscope, and the common flip book were early popular animation devices invented during the 19th century.These devices produced the appearance of movement from sequential drawings using technological means, but animation did not really develop much further until the advent ofcinematography.An 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.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 result was 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 Enchanted Drawing (1900) and Humorous Phases of Funny Faces (1906) were film versions of Blackton's "lightning artist" routine, and utilized modified versions of Méliès' 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 in 1908 called Fantasmagorie. The film largely consisted of a stick figure moving about and encountering all manner of morphing objects, such as a wine bottle that transforms into a flower. There were also sections of live action where the animator’s hands would enter the scene. The film was created by drawing each frame on paper and then shooting each frame onto negative film, which gave the picture a blackboard look. This makes Fantasmagorie the first 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 createddetailed 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 animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, which are first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels, which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one onto motion picture film against a painted background by a rostrum camera.An example of traditional animation, a horse animated by rotoscoping from Eadweard Muybridge's 19th century photosThe 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 35 mm 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 computer technology 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)。

相关文档
最新文档