![]() This chapter will attempt to interrogate such creations in order to establish a conceptual rapport between the fantasy genre and the psychoanalytic theory of fantasy. The success of a contemporary fantasy production such as Game of Thrones (2011–) is heavily dependent upon the use of visual effects to bring its amazing world to the screen. Visual effects have never been more important to filmmaking, but recently the visual effects industry has proved to be precarious: major firms Digital Domain and Rhythm & Hues declared bankruptcy in the last two years, leading to a protest of visual effects artists at the 2013 Academy Awards ceremony. Digital techniques manipulate lighting and color, build virtual sets, tweak costumes and makeup, while also radically transforming film acting. Moreover, with the increased use of digital means at every stage, the lines between visual effects and other categories of production have rapidly broken down. Clint Eastwood’s 2008 film Changeling provides a good example of how methods like 3D character animation, motion capture, MASSIVE, and digital set extensions can be used “invisibly” for historical realism. Beyond these high-concept spectacles, however, the rapid advancement and decreasing cost of digital technologies has led to the ubiquity of digital visual effects in all kinds of films, converting “special” effects into commonplace tools. Less than a decade later, films like Avatar and Hugo took digital effects to dazzling new stereoscopic heights, while Life of Pi stood as the apotheosis of advances in particle effects like water and fur. #Awsome mechanical movie effects softwareIn the first years of the new century, the Lord of the Rings films exemplified this trend, introducing groundbreaking new digital technologies, such as the motion-capture techniques that allowed Andy Serkis to perform as the digital character Gollum, and MASSIVE, a software package that uses fuzzy logic to create thousands of autonomous digital extras. Since 2000, digital visual effects have played a central role in Hollywood’s governing business model of developing high-budget blockbuster franchises like Star Wars, Harry Potter, Pirates of the Caribbean, Transformers, and the Avengers-universe films. 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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