scholarly journals Animating and Designing Movements for Turtle Figure in 3D Animated Short Film Entitled “TUKIK”

2021 ◽  
Vol 2 (1) ◽  
pp. 111-118
Author(s):  
Steven Halim ◽  
Christine Mersiana Lukmanto

One of the most important elements in an animated film to convey a message to the audience is animating a character. Character movement in a scene is very necessary to show what is happening and what the character is experiencing in a scene that is being witnessed by the audience. This research will raise the animating process of the turtle character in a 3D animated short film entitled "TUKIK".  There are two scenes that will be discussed; a scene when the turtle is swimming in the ocean and the movement when the turtle is trapped by the waste at the beach. In the design process, various principles of animation and movement of turtles are applied based on references. The results of this research will be applied to the movements of the turtle characters in the animated awareness film called "TUKIK".

2021 ◽  
Vol 6 (1) ◽  
pp. 21-26
Author(s):  
Dewi Isma Aryani ◽  
Krisanti Fransissca Ribenty Setiawan ◽  
I Nyoman Natanael

The Peh Cun tradition is an Indonesian tradition that is acculturated with Chinese culture. The celebration of the Peh Cun tradition in Tangerang City is one of the oldest Peh Cun celebrations in Indonesia. In the celebration of Peh Cun there are many activities carried out such as: prayer, dragon boat race, eating Bacang, and also the people's market. The purpose of this design is to participate in preserving and introducing the Peh Cun tradition of the Chinese Benteng community in Tangerang to the Indonesian people with an age range of 7-20 years through the medium of short animated films. The benefits of this design are expected to increase public knowledge about one of the acculturation cultures that exist in Indonesia so that this culture remains sustainable. The design of the short animated film is carried out in a two-dimensional style suitable for cartoon type films so that it can be enjoyed by various ages, and the distribution of this short film is carried out through social media such as Instagram and Youtube as an educational function. 


Inside the world from movies, it’s very important to apply the body language of each part of characters. The purpose of this research is to study the important and ways of robotic body language in animated film. This research also will focus on the important of mood and body language related to movement in Malaysia’s animated series which is can make a way to look in deep of visual storytelling, art of acting and others technical sequences that involve when making an Animated Short Film. Thus, from this research a prototype short animated film known as “SpiDay” will be produce by using 3D animation media technique.


2017 ◽  
Vol 7 (2) ◽  
Author(s):  
Laura Hamonic

Kove, Torill. My Grandmother Ironed the King's Shirts. Firefly Books, 2017.My Grandmother Ironed the King’s Shirts is based on Torill Kove’s Academy Award nominated short film of the same title. The book is Kove’s retelling of one of her grandmother’s stories. This book is a fictional story set in a historical period.It is about Norway’s first king in hundreds of years.  Following the introduction of the King, it becomes immediately clear that this is a fictional story. The story explains that the new King’s public reputation was harmed by his inability to iron his own clothing. In reality, the King of Norway would have likely had staff to do this. Fortunately, after his first disastrous public appearance in wrinkled clothes, he found a store that was willing to do his family’s ironing. Kove’s grandmother worked at the store and soon realized that the clothes she was ironing belonged to the King. She proudly told everyone that she ironed the king’s clothes, up until the King was forced to flee Oslo during the Second World War. When the Germans invaded, Kove’s grandmother was tasked with cleaning and pressing their uniforms. She decided to join the Norwegian Resistance by sabotaging their uniforms. All of Norway’s shirt pressers joined the movement and in 1945, when the Germans left, they had to do so without clothes.The illustrations in this book are simple line work filled in with solid colours. They are drawn in a comical cartoonish manner and all were pulled from the original short animated film. Pre-war, the images are dominated with brighter colours and they fill the entire page. During the war, the images are smaller, only occupying parts of the pages, with a white background dominating. The illustrations were all pulled from the original short film, where the images always filled the screen, which makes this change to the small images from full-page illustrations seem like it serves no clear purpose.While this story provides a historical setting, and might encourage an interest in history, it may cause confusion in children because it is presented as historical while in reality it is overwhelmingly fictitious. It also makes use of the term “gypsy” which may have been appropriate in the historical period presented in the story, but is now considered a derogatory term (the preferred term is “Roma” or “Romani”) and therefore I would not recommend it for school libraries. That said, it is a quirky and fun story for elementary aged children that communicates a message of strength in adversity. As a result, I would recommend it for public libraries.Editor’s note: One of three new titles in the Firefly Books-National Film Board of Canada partnership.Recommended: 3 stars out of 4Reviewer:  Laura HamonicLaura Hamonic is an Academic Library Resident at the University of Alberta’s Science and Technology Library. She has a passion for all things crafty and spends her days cross stitching, crocheting, and costume making. 


Author(s):  
Regilene Aparecida Sarzi-Ribeiro ◽  
João Victor Kurohiji Bonani

ResumoO presente artigo tem como tema a animação experimental e suas características, campo repleto de inovações técnicas e artísticas que é mantido à margem dos estudos sobre o cinema animado. Portanto, tem como objetivos definir certas características de uma animação experimental e identificar e descrever traços e características do que se considera uma animação experimental no curta animado “Begone Dull Care” (1949) de Norman McLaren (1914-1987) e Evelyn Lambart (1914-1999) através de uma pesquisa teórica, bibliográfica e descritiva do tipo qualitativa, de natureza básica/pura a partir da coleta de dados e análise documental que compreende a identificação, verificação e apreciação de documentos (bibliográficos e obras audiovisuais) com determinados fins, como análise de conteúdo por meio da descrição do filme de animação “Begone Dull Care” (1949). Diferente da animação comercial que tem como objetivo comercial agradar o público sem a preocupação da satisfação artística ou pessoal dos animadores dos estúdios, e buscar soluções formais que facilitem a produção em larga escala dos filmes animados, a animação experimental vai se distinguir por experimentações técnicas e estéticas que desafiam os limites da linguagem e ampliam seu potencial expressivo. Com caráter de vanguarda, voltada à criação artística e à experimentação, a animação experimental terá desenvolvimento na Europa do início do séc. XX. Artistas como McLaren e Oskar Fischinger exploraram técnicas que ampliam o potencial plástico das animações. O termo incorporou diversas nomenclaturas ao longo dos anos como animação independente ou de autor. “Begone Dull Care” é produto desse espírito que desafia o tradicional através de experimentações. Nele, McLaren utiliza o método de animação direto sobre a película e sincroniza cores e formas gráficas animadas pelo som de jazz. McLaren e Lambart adotam formas simplificadas e abstratas para maior liberdade de criação e, durante tal processo empírico, incorporam imprevistos, acidentes e materiais não convencionais como potencializadores da expressividade através de suas experimentações com a materialidade do filme.AbstractThe present article has as its theme the experimental animation and its characteristics, a field full of technical and artistic innovations that is kept aside from the studies on animated cinema. Therefore, it aims to define certain characteristics of an experimental animation and to identify and describe traits and characteristics of what is considered an experimental animation in the animated short film Begone Dull Care in Norman McLaren’s (1914-1987) and Evelyn Lambart (1914). Bibliographical and audio-visual works with a specific purpose, such as the identification, verification and evaluation of documents (bibliographical and audiovisual works), of a basic / pure nature, based on data collection and documentary analysis, as content analysis through the description of the animated film “Begone Dull Care” (1949). Unlike commercial animation that aims to please the public without the concern of the artistic or personal satisfaction of studio animators, and seek formal solutions that facilitate the large-scale production of animated films, the experimental animation will be distinguished by technical experimentation and aesthetics that challenge the limits of language and amplify its expressive potential. With avant-garde character, focused on artistic creation and experimentation, the experimental animation will be developed in Europe at the beginning of the century. XX. Artists like McLaren and Oskar Fischinger explored techniques that amplify the plastic potential of animations. The term has incorporated several nomenclatures over the years as independent or author animation. “Begone Dull Care” is a product of this spirit that challenges the traditional through experimentation. In it, McLaren uses the direct animation method on the film and synchronizes colors and graphic shapes animated by the sound of jazz. McLaren and Lambart adopt simplified and abstract forms for greater freedom of creation and, during such an empirical process, incorporate contingencies, accidents and unconventional materials as enhancers of expressiveness through their experimentation with the materiality of the film.


Animation ◽  
2018 ◽  
Vol 13 (2) ◽  
pp. 162-174 ◽  
Author(s):  
Raz Greenberg

The short film Humorous Phases of Funny Faces, released in 1906 and directed by J Stuart Blackton (1875–1941), is considered to be one of the earliest examples of cinematic animation. This article aims at examining the film’s influence from another perspective, beyond its pioneering use of film camera: the author argues that Blackton’s film has also laid the foundation for common design principles in subsequent animated productions, particularly in the design of animated characters. The analysis of Blackton’s film aimed at supporting this argument is based on Scott McCloud’s seminal book Understanding Comics: The Invisible Art (1993) and this article offers a modified method of McCloud’s ‘Vocabulary of Comics’ to demonstrate how Blackton has introduced the basic building-blocks of animated characters’ design that are common to this day: designs that rely on an emotional, universal core upon which culture-specific items are overlaid. Moreover, through appearance and performance of his animated characters, Blackton broke the design process of animated characters into such building blocks, emphasizing their importance.


2019 ◽  
Vol 1 (1) ◽  
pp. 229-243
Author(s):  
Chanel Maria Novela ◽  
Andrew Willis

Many techniques can be implemented to create a 3D animation; one of them is procedural animation. Procedural animation is a type of animation  in  which  all  movements  are  created  using  programming  languages or scripting. This technique is very effective to animate repetitive movements. Therefore, the motion  created  using  procedural algorithms  in  “Bako”  3D  animation  short  film  is  playing musical  instruments. Phyton is used as the scripting language, with Sasandu as the musical instrument. Sasandu is a unique musical instrument of the island of Rote that is starting to go extinct. Playing the Sasandu is relatively difficult to animate manually, as we have to keep synchronizing it with the melody and tempo of the music. In the attempt of creating a fluid and believable animation of the finger striking, the rig should also be adjusted to mimics the structure of the hand and the human joints. Also, the logic of the algorithm created should be able to create a proper strumming movement with the tone and timing. This is to make sure that the resulting animated movements are correct according to the song's notations.


2021 ◽  
Vol 2 (1) ◽  
pp. 54-63
Author(s):  
Dominika Anggraeni Purwaningsih ◽  
David Haryanto Ruswandi

Jakarta is often, if not regularly, being hit by a natural disaster in a form of floods. Floods have affected not only human but also domestic animals like cats, chickens, and pigeons, especially in Kampung Pulo. There are not many films out there that show the struggles and sufferings of animals during floods which is why author and team decided to make an animated film about it titled “Hanyut”; how are their conditions; how can they survive the events. In the scope of the film preproduction, author decided to focus on character design which is designing the cat family characters in the 2D animation film “Hanyut”. The designs will be limited on character designs for the cat family that consists of the mother cat and her two kittens. Although anthropomorphic, these cat characters can not talk and walk on 4 feet (quadrupedal), but have similar personalities and emotions as human beings. Moreover, the research design will be limited on the drawing style, basic shapes, body proportions, as well as hair and eye colors that will be used on the characters. Data collection for this qualitative research was done by literature reviews, on-site observations, observations on animation films, and surveys about the characters’ appearances to be used during the character designing process. By doing this research, the writer wants to create the cat family corresponding to the story plot and can attract people’s sympathy with the characters’ characterizations.


2012 ◽  
Vol 17 (4) ◽  
pp. 257-265 ◽  
Author(s):  
Carmen Munk ◽  
Günter Daniel Rey ◽  
Anna Katharina Diergarten ◽  
Gerhild Nieding ◽  
Wolfgang Schneider ◽  
...  

An eye tracker experiment investigated 4-, 6-, and 8-year old children’s cognitive processing of film cuts. Nine short film sequences with or without editing errors were presented to 79 children. Eye movements up to 400 ms after the targeted film cuts were measured and analyzed using a new calculation formula based on Manhattan Metrics. No age effects were found for jump cuts (i.e., small movement discontinuities in a film). However, disturbances resulting from reversed-angle shots (i.e., a switch of the left-right position of actors in successive shots) led to increased reaction times between 6- and 8-year old children, whereas children of all age groups had difficulties coping with narrative discontinuity (i.e., the canonical chronological sequence of film actions is disrupted). Furthermore, 4-year old children showed a greater number of overall eye movements than 6- and 8-year old children. This indicates that some viewing skills are developed between 4 and 6 years of age. The results of the study provide evidence of a crucial time span of knowledge acquisition for television-based media literacy between 4 and 8 years.


2013 ◽  
Author(s):  
Lori B. Stone ◽  
Abigail Lundquist ◽  
Stefan Ganchev ◽  
Nora Ladjahasan

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