Wednesday, April 29, 2009

History of Walt Disny Animation Comapny

Walt Disney, one of the most successful movie producers of the Twentieth Century was born on December 5, 1901 in Chicago, Illinois. He was married to Elizabeth Bounds and partnered with his brother Roy Disney. Walt proved to be extremely innovative with animation and character development. It was his creativity that lead his Walt Disney Company to rake in over $35 billion. He began creating characters like Mickey Mouse and producing movies over 50 years ago.

Disney's early characters, Mickey Mouse and Popeye, were vastly popular for many years, when their popularity started to wane; Disney made plans to produce Snow White and the Seven Dwarfs. His counterparts said this move would be his downfall. He persevered with the movie in spite of massive criticism, and it turned out to be a huge success, raking in $8 billion, making it the most successful film in 1939. This paved the way for other princess movies old and new including Cinderella, Sleeping Beauty, The Little Mermaid, Beauty and the Beast, Mulan, Aladdin, and many more. Each of which has earned the Walt Disney Company billions of dollars.

During World War II, Disney was paid to make War Films such as "Victory Through Air Power" and others. These movies did not fare well in the box office, nor did Babmi which was released in the same period.

However, after the war, Disney had grand ideas of creating an exciting theme park that we know today as Disneyland and Disney World. The parks were hugely successful and fun for all ages. These theme parks currently reside in the United States, Japan, France, and China. These parks generated the popularity of Mickey Mouse and other characters like Winnie the Pooh, and later the Disney Princesses. The Disney princesses now amass billions of dollars on a yearly basis.

Disney's creativity came to an end on December 15th, 1966 when he died at the age of 65. His brother Roy, came out of retirement, and took over the business upon his death. Today, his legacy continues as Disney Productions continues to release blockbuster movie hits and open new theme parks in distant lands.

Shelby is the mother of 2 girls and 1 boy and lives in Orem, Utah. She also runs a home-based business called My Cute Dressups that sells Princess dress up clothes and other fun pretend play items for kids, toddlers, and even teenagers and adult princess costumes. She also has an ebay store and a local store run by the same name. She has seen a noticeable difference in her kids after encouraging dress up play. Visit her website for more biographical information or to see her exciting line of Princess Costumes like Cinderella dresses, Snow White Costumes, Sleeping Beauty dresses, wedding dress up, Medieval Princess, Yellow Beauty, Winter Beauty, Rapunzel dress, doll clothes that fit American Girl, 18 inch doll clothes. She has a Cinderella doll dress that matches exactly with the girl Cinderella dress as well as matching Snow White doll dress, Sleeping Beauty doll dress, and Medieval princess doll dress. She also sells princess accessories like Cinderella accessories, long gloves, wand, tiara and long cape, Snow White cape, and more. See her complete line of Boys Costumes like pirate cape and pirate hat, superhero cape, dragon cape, wizard wand, wizard cape, long cape, and many more.

How to Draw Cartoons and draw flipbook

Drawing cartoons is as simple as being able to put some circles and rectangles together until they resemble the outline of the person or object you want to draw. Once you get the basic outline, then you just add a few details and your drawing will take the shape of your idea. But then what happens? Unlike the cartoons you can watch on TV, your drawings just sit there. That won't be the case when you learn how to draw cartoons, how to draw a cartoon flipbook.

Cartoon Flipbook

Flipbooks aren't all the same as they have traditionally been. Now, you can use computer software which will help you get your favorite drawings on the move. The old-fashioned way of drawing a flipbook is one that uses pencil and paper and can be entertaining for children and adults alike. It is also called a motion picture book and that is the idea. You want to create a picture and give it motion.

draw a flipbook

Start with a pencil and a pad of plain paper that isn't too big to handle with ease. Next, think of something you want to see happen. You could make a football player catch the ball and go for the finish line. Two race cars could be in fierce competition around the track. Or you may want to do something simpler such as a dog getting a drink of water. Whatever you choose, think of how you want it to start. Think of the football player, for instance. Where will he be at the beginning? Jumping up to catch the ball? Now Decide how you want it to end. When he gets to the finish line, will he fall to the ground? Or maybe you want to add a little victory dance before he finishes.

Some people draw both the first and last pictures to start, but you may have trouble working it out in the middle so that the pictures come out right. You do need start with the last page of the notebook and draw your first picture there. You need to start towards one side of the paper with your main character in order to make it progress across the page. When you draw your second drawing, you will want it to be slightly to the side of the first one. If you can see through the sheet you are drawing on, then you can use it as a guide to draw the next one. The fewer pages you want to draw to get to the last picture, the farther your subject needs to advance in each one.

You can color all of your drawings ones they are finished to give them a more professional look. To activate the picture, flip the pages of the book from the bottom up, as though thumbing through a book. Now you can draw cartoons that move!

How to Draw and Desingn Animation

Different artists have different ideas on how to design your Anime. Some prefer to write the entire script out before working on their images. Some prefer to go panel by panel, writing one panel and then drawing it before working on writing the next one. It is generally a good idea to start with at least a basic outline. This will help you ensure that you are pacing well and that you don't leave out key elements you will later have to go back and add in.

There are several ideas for inspiration for people who are unsure of how to start designing their own Anime. One idea is to study art history. Understanding the dynamics of art before you get started can be a great tool. Don't just read up on or look at pieces of art that will apply specifically to your work. Understanding the history of your art and what came before it can give you a better understanding of the art you are working on. It can also give you ideas on how to incorporate different elements into your Anime that you hadn't considered.

Reading different drawing technique books can be a huge help as well. No matter how good an artist is, there's always room for improvement. Taking advantage of different drawing exercises can be immensely rewarding in a number of ways. They will likely force you to think outside the box by doing exercises on things you aren't used to doing. Stretching your imagination will help you to be more creative in your own work. It'll also help you to learn what your strengths and weaknesses are. Some artists would never know they were particularly talented in drawing certain action scenes or particular body shapes if they didn't force themselves to try drawing exercises.

Of course drawing your Anime is only half of your design. You also want to make sure you have effective and interesting writing as well. No matter how good your drawings are or how well you shade your panels, if the story is uninteresting or written poorly your reader will not be interested. Study up on writing books to learn proper techniques for creating tension, pacing and other aspects of writing. You can also go back and study examples that you particularly like. Reading you favorite Anime with a more critical eye can be very helpful. Pay attention to the way the writer worked on their dialog, transitions and other aspects of their writing. Make a note of the things that did and did not work for you and plan your own art accordingly.

Review of Latest Animation Series

One of the most bizarre, yet compelling anime series I have ever watched. The series follows the notion of Van Hellsing; from Dracula, starting an organization to protect England from supernatural threats. The series begins with the police being called to deal with a violent outbreak of what soon are revealed as zombies. All but a single police officer are killed. The lone police girl runs to a church only to be attacked by a vampire. A new vampire appears and fights the first, saving the police girl.

This vampire is Alucard. As the series progresses, more is revealed about the Hellsing organization, the vampires and Alucard himself. The series ends with one of the strangest battles I have ever seen in Anime. Akira is weirder, but not by too much.

The main theme of the series is the struggle with identity. Alucard being under the command of humans, and other such crisis. The series is not for the squeamish. It contains very graphic combat, and murder scenes comparable to even the worst slasher flicks. The fact that it's animated doesn't help much, since they used that to let them get even more realistic and grotesque.

Some fun aspects of the series are Alucard's boredom, and the glee with which he goes into battle. His relationship with the current head of Hellsing is both amusing and at times odd. Sometimes fatherly, sometimes pet and owner. The fact that you are never 100% sure who the owner is, makes it even more fun to watch.

If you don't like shows that are more action oriented you probably wont care for Hellsing much. The action is the focal point of the series. Don't get me wrong, the story is good and keeps you guessing. It is somewhat like a combination of horror movie, action movie and a 'who done it'. They tell a good story, but they keep the action going through most of it. If you like Vampire movies, and have never seen Hellsing, you should.

Computer Animation and graphics

Like stop motion, computer animation encompasses a variety of techniques, the unifying idea being that the animation is created digitally on a computer.

2D animation

Figures are created and/or edited on the computer using 2D bitmap graphics or created and edited using 2D vector graphics. This includes automated computerized versions of traditional animation techniques such as of tweening, morphing, onion skinning and interpolated rotoscoping.

Examples: Foster's Home for Imaginary Friends, SpongeBob SquarePants, Danny Phantom, El Tigre: The Adventures of Manny Rivera

  • Analog computer animation
  • Flash animation
  • PowerPoint animation
3D animation

Digital models manipulated by an animator. In order to manipulate a mesh, it is given a digital armature (sculpture). This process is called rigging. Various other techniques can be applied, such as mathematical functions (ex. gravity, particle simulations), simulated fur or hair, effects such as fire and water and the use of Motion capture to name but a few. Many 3D animations are very believable and are commonly used as special effects for recent movies.

Examples: Toy Story, Shrek, Pocoy

Examples of traditionally animated feature films

  • 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 realistically designed works such as those produced by the Walt Disney studio, 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), An American Tail (US, 1986) and The Iron Giant (US, 1999)

  • 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).

  • Rotoscoping is a technique, patented by Max Fleischer in 1917, where animators trace live-action movement, frame by frame. The source film can be directly copied from actors' outlines into animated drawings, as in The Lord of the Rings (US, 1978), used as a basis and inspiration for character animation, as in most Disney films, or used in a stylized and expressive manner, as in Waking Life (US, 2001) and A Scanner Darkly (US, 2006).

Traditional Animation or hand drawn animation

Traditional 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.

The 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 mediums, 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.

History of Animation Technolgy

Animation is the rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision, and can be created and demonstrated in a number of ways. The most common method of presenting animation is as a motion picture or video program, although several other forms of presenting animation also exist.

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. A 5,200 year old earthen bowl found in Iran in Shari Sophia 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.

The phenakistoscope, praxinoscope, as well as the common flip book were early popular animation devices invented during the 1800s, while a Chinese zoetrope-type device was invented already in 180 AD.These devices produced movement from sequential drawings using technological means, but animation did not really develop much further until the advent of cinematography.

There is no single person who can be considered the "creator" of the art of film animation, as there were several people doing several projects which could be considered various types of animation all around the same time. Georges Melees 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 Black ton was possibly the first American filmmaker 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 Blacktop's "lightning artist" routine, and utilized modified versions of 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 Black ton is considered the first true animator.