It analyzes some historical issues, but focuses mainly on technical aspects (the drawing, Stop Motion and 3D processes), of the aura, of its visual and connota-tive representation, of the ction, of the virtuality and consistency of its images, reaching an overview of how these images are created. This paper is a reeection on Animation: its technical, visual and semiotic characteristics, with the objective of comprehensively understanding of its aesthetic possibilities in comparison to live-action cinema. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. Animators are artists who specialize in the creation of animation. The illusion-as in motion pictures in general-is thought to rely on the phi phenomenon. ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other.
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