Since this is a computer generated animated movie, I couldn't skip over
talking about the animation and characters.
Yang Art Museum is pleased to invite curator Yang Zi and Gao Yuan to
talk about the animation and the paintings that Gao Yuan has...
I'm not
talking about animations taking up time from the actions I'm doing, I'm
talking about animations being rendered in less than 30 fps (should be rendered in 60 fps) and dropping over half of their frames.
Not exact matches
The closest I came to explaining the problem caused by learning too much
about value investing was when I
talked about how not buying DreamWorks
Animation was my biggest mistake of omission.
I can't take another Sunday of that stupid
animation of that Detroit car falling apart while they
talk about our rushing any more
When not working he much prefers to
talk about other things, perhaps Goldwater, civil rights or the kingdom of the ant, three subjects which always make his eyes shine and his face glow with
animation.
I
talk about retro blasting, movies, film crews, books, music, Hollywood,
animation, comic books, Gaming, writing and filmmaking.
You find out more
about that process is the 5:29 «Bringing the Characters to Life,» which includes interviews with the
animation staff, as they
talk about how they worked with their own reference videos to figure out how the «actors» move.
Or you can sit in the dark and
talk about how consistently solid the
animation has been between the three films and that there are just enough jokes aimed at adults to make this a watchable film when you take your children.
As far as the film itself is concerned, its a credit to its genre, another incredible reason to follow / watch /
talk about indie
animation and to share it with your kids so that they can be educated in film beyond the typical.
This in - depth piece is composed primarily of behind - the - scenes footage and
talking - head interviews with many participants: * Robert Zemeckis (Director) * Frank Marshall (Producer) * Steven Spielberg (Executive Producer) * Steve Starkey (Associate Producer) * Don Hahn (Associate Producer) * Peter Seaman (Screenwriter) * Dean Cundey (Director of Photography) * Arthur Schmidt (Editor) * Richard Williams (Director of
Animation) * Dale Baer (Chief Executive and Supervising Animator) * Simon Wells (Supervising Animator) * Andreas Deja (Supervising Animator) * Phil Nibbelink (Supervising Animator) * Dave Spafford (Animator) * Nik Ranieri (Animator) * Ken Ralston (Visual Effects Supervisor) * Michael Lantieri (Special Effects Supervisor) * David Alan Barclay (Chief Puppeteer) * Jon Alexander (Optical Camera Operator, ILM) * Ed Jones (Optical Photography Supervisor) * Alan Silvestri (Composer) * Bob Hoskins (Eddie Valiant) * Charles Fleischer (Voice of Roger Rabbit) * Lou Hirsch (Voice of Baby Herman) You can imagine, therefore, how thorough this documentary is
about touching every aspect of the production.
Now that the characters
talk they have a lot more personality and there are a lot more facial
animations and syncing to worry
about but this game pulls it off and stays top notch.
There are also two feature: «
Animation: Delbert Doppler» in which Sergio Pablos (supervising animator of Doppler)
talks about how he liked animating a nerd (1:10), and «Silver Progression
Animation» (2:27), in which we can see how rough sketches and computerized parts become Silver in the movie.
The
animation legend
talks about re-imagining the identities of DC's most beloved characters in the direct - to - video movie, plus a new clip and his thoughts on Margot Robbie as Harley Quinn in «Suicide Squad».
«Passion Project: Martin Rosen on Watership Down» (16:21) lets the film's screenwriter - director - producer
talk about making the film with no prior experience in
animation and with no participation by author Richard Adams.
«Characters» goes into their design, «Environments»
talks about the scale of the world (complete with footage of a hamster in a model city), and «
Animation» addresses the movement (with our only glimpses of Jason Bateman and Ginnifer Goodwin recording lines).
I wanted to take a moment and
talk about the game's
animations.
Or the potion change to making them able to be drank while moving, which was
talked about a lot at E3... Even then it isn't an instant hit — there's still a risk / reward because the longer you can stay drinking with the
animation without getting hit you'll get more energy — and you'll get the max amount of energy if you stay safe.
The Scottish actor
talks with SPINOFF
about bringing his brogue back for the DreamWorks
Animation sequel, just the first in an ambitious slate of fantasy - fueled films on his horizon.
A few weeks back I trekked out to the company's Venice, CA production facility to
talk about the work put into that film's sequel, «TRON Legacy,» with CEO Cliff Plumer, commercial division head Ed Ulbrich, visual effects supervisor Eric Barba and
animation head Steve Preeg.
First off, I want to
talk about fielding, which before was plagued with weird
animation problems now has much better control and much more consistency.
It is very interesting and features the screenwriters
talking about their approach to adapting the film and the cast
talking about what it was like to do a performance where they had to sync up their performance to the pre-existing
animation.
There is a all new feature «Lucky Dogs», which features Disney
Animation / Imagineering alum Rolly Crump, ink and paint artist Carmen Sanderson, animator Burny Mattinson, animator Floyd Norman and voice actress Lisa Davis
talking about their experiences on the film.
Special Features In Walt's Words: «Snow White And The Seven Dwarfs» - Hear Walt himself
talk about Snow White Iconography - Explore how this film influences pop culture, art and fashion Disney /
Animation: Designing Disney's First Princess - Modern - day Disney artists discuss the design of Snow White and how it influenced the look of some of your favorite Disney characters The Fairest Facts Of Them All - Disney channel star Sofia Carson reveals seven intriguing facts
about Snow White And Much More!
After a panel full of announcements
about Pixar and Disney
animation projects at Friday afternoon's presentation at the D23 2013 Expo, director Don Hall took to the stage to
talk about and show some new footage from Disney and Marvel's first animated theatrical feature, November 2014's 3D Big Hero 6.
Veteran Aardman
Animation animator Ian Whitlock
talks with Jackson
about the studio's latest film: «The Pirates!
Last week, director Pete Docter and Jonas Rivera rolled into the University of Cincinnati to
talk to some
animation students
about their new film.
Marjane Satrapi, creator of hit
animation Persepolis,
talks politics, revolution and
about why her new film reimagines Tehran from a distance.
Instead of
talking to the voice actors behind the dogs with a cardboard cutout of the poster behind them, Wes Anderson had Bryan Cranston, Bill Murray, Edward Norton, Liev Schriber, F. Murray Abraham, Jeff Goldblum, Scarlett Johansson, Bob Balaban, and Tilda Swinton interviewed
about the movie, and then created
animation as if their canine characters were doing the Isle of Dogs cast interviews themselves.
It seems as though D23, the Disney exclusive convention, is giving us
animation - heads tons to be
talking about.
During a conference at the film's press day, voice actors Andy Samberg, Katie Crown, Kelsey Grammer («Hunter») and Stephen Kramer Glickman («Pigeon Toady»), along with producer Brad Lewis and co-directors Nicholas Stoller and Doug Sweetland,
talked about how
animation is «filmmaking by army,» the film's universal metaphor, what attracted the voice cast to the material, learning
about the birds and the bees, the evolution of the Wolf Pack (led by voice actors Keegan - Michael Key and Jordan Peele), and the difference between directing live - action and
animation.
The sound icon has a slider and timer so that you can synchronize the audio to the
animations (we'll
talk about how to do this next).
Talk about the illustrations, font size, amount of text on a page, and any
animations or other features.
Finally, I couldn't
talk about using
animations in eLearning without
talking about the type of
animations you should and should not use.
Now, I'm not
talking about making a cartoon instead of a comic, and if you go too far down the
animation path, those lines run the risk of being blurred as we've seen in those embarrassing «Motion Comics» from a couple years ago, but consider the wildly popular web comic MS Paint Adventures by «Andrew.»
The closest I came to explaining the problem caused by learning too much
about value investing was when I
talked about how not buying DreamWorks
Animation was my biggest mistake of omission.
- the scene at the beginning of a ceremony caused Shimamura a bit of trouble - the lines of the ritual did not properly reflect Zelda's personality, her motivations, her powerlessness, and awkwardness - Shimamura
talked about it with Naoki Mori (who was in charge of Cinematic Design, including screenplay, and cutscenes)- the whole thing was rewritten several times, until they arrived at the final result - there's quite a lot of scenes she really likes in the game - her favorite line is the «Yes» Princess Zelda gives as an answer to the Deku Tree in a particular scene - in that scene, Zelda thinks
about what she should do, but she can not see it at all - she refuses to give up, and wants to give hope to Link - Shimamura tried to convey all of those feelings through the single «Yes» she spoke - recording felt completely different than for
animation, the dubbing of (foreign) movies, or other games - there was no fixed routine of how to approach it, as all different things were being tried out - lines were redone even after other lines were implemented in the game, as the team found better ways to say things - Shimamura finally managed to beat the game the other day, but she wants to keep practicing her shield surfing - Shimamura explains that she really gave it her whole when voicing Princess Zelda, to give her emotions - she hopes that players will remember their memories of Princess Zelda
The first feature that was
talked about was VR project templating, which is said to make those who are starting new projects get into it easily, as it helps with basic movement and
animation.
I'm not
talking about kill
animations or being able to counter kill two guys at once or grabbing people and using them as a human shield, I'm
talking about how they changed the controls for the combat.
It was a mistake just
talking about Quantum Break, it DOES have better facial
animations but so does LA Noir and The Order: 1886.
As for issues, I didn't really come across anything worth
talking about, but I will touch on the
animations.
It's hard to explain without seeing it, but anyone who's seen the difference subtle movements of the car
animation can make in games like Forza 4 will know what I'm
talking about.
For example, let's
talk about textures and
animations.
Flurry points to drop off in yuletide download growth — Pocketgamer.biz The Dutch want gaming startups to sprout like tulips (interview)-- Gamesbeat Casual Connect 2014 • Drie Nederlandse winnaars bij Indie Prize award show — Control Portrait of a Pretentious Game — Rappler Casual Connect 2014 • De succesfactoren van Reus, de godgame met een indieprijskaartje — Control Grand Cru: Console devs are «utterly failing» at in - app purchases — Pocketgamer.biz Game makers beware: Virtual goods purchases are
about to be regulated — Gamesbeat Casual Connect 2014 • Een bedrijf opstarten doet niemand voor je, vergeet niet te relaxen en wees een ster — Control Asian companies account for nine of the top 10 game mergers and acquisitions — Gamesbeat The Godus amongst us: Molyneux
talks free - to - play farces, winning without chasing whales and his top score on Flappy Bird — Pocketgamer.biz Peter Molyneux believes ripping people off with free - to - play games won't last (interview)-- Gamesbeat Size matters: How to scale your game for overnight success — Pocketgamer.biz FlowPlay helps developers like Joju Games differentiate their social - casino titles — Gamesbeat Molyneux: Free - to - play is like «smashing consumers over the head with a sledgehammer» — Pocketgamer.biz Dandelions benoemd tot beste indiegame Casual Connect — Gamer.nl Share and share like: Why developers need to care
about their sharers — Pocketgamer.biz Mimimi gewinnt Indie Prize — GamesMarkt Flappy Bird was the perfect accidental guerilla marketing campaign, says Creative Mobile — Pocketgamer.biz Casual Connect Amsterdam — Freegame.cz Mech Mocha Founder Arpita Kapoor Wins Most Prominent Female Indie Award at Casual Connect Europe —
Animation Xpress Casual Connect Europe 2014 — Амстердам — ITC.ua
I wanted to take a moment and
talk about the game's
animations.
First off, I want to
talk about fielding, which before was plagued with weird
animation problems now has much better control and much more consistency.
Today we delve into our past by
talking about flash
animation, anime, and rpgs!
At least the people
talking about the homing attack and running
animation have a reason.
Whether you are
talking about the glass effects or the bullet effects, or even the grenade
animations you can see the level of detail in this game is top notch.
On the studio website they
talk about how they actually used classic techniques when creating much of the
animation, hand drawn and cell shaded.