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- From: angus@cgl.citri.edu.au (angus y montgomery)
- Newsgroups: comp.graphics.animation,comp.answers,news.answers
- Subject: comp.graphics.animation FAQ v1.2 (12 sep)
- Followup-To: comp.graphics.animation
- Date: 13 Sep 94 04:56:25 GMT
- Organization: Collaborative Information Technology Research Institute
- Lines: 777
- Approved: news-answers-request@MIT.EDU
- Message-ID: <angus.779432185@manda.cgl.citri.edu.au>
- NNTP-Posting-Host: godzilla.cgl.citri.edu.au
- Summary: This posting is what currently passes for a
- comp.graphics.animation FAQ. It has information on computer
- animation for end-users, hobbyists, career animators, and
- programmers. Please read this FAQ before posting to
- comp.graphics.animation.
- Keywords: Computer Animation, Resource, FAQ.
- Xref: bloom-beacon.mit.edu comp.graphics.animation:11357 comp.answers:7239 news.answers:25630
-
- Archive-name: graphics/animation-faq
- Last-modified: 12 sep 1994
- Version: 1.2
- Posting-frequency: Monthly
- Last-issue: comp.graphics.animation FAQ v1.1 (8 aug)
-
- This FAQ
- --------
-
- This is a growing FAQ skeleton, not a complete FAQ. Contributions and
- suggestions are encouraged. Computer animation is a large and growing
- field, and people want different things from it; this FAQ tries to
- cover all bases, and as a result is rather thin on many of them! This
- FAQ skeleton will one day grow into a fully-hypertextified document
- (name your favorite format) available for delivery by news, FTP,
- email, WWW, and hand. Until then, however, it's only available here
- on comp.graphics.animation once a month, and by FTP on rtfm.mit.edu.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- Changes
- -------
-
- Hardly anything new. I've done very little, and very little has been
- sent my way. I'll soon post a survey so that a start can be made on
- an "animation packages" section. The FAQ is late again.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- Sections
- --------
-
- There being so much to cover, the FAQ is broken down (and may in the
- future be broken up :) into a number of broad sections:
-
- * Using Animation : how to find and view animation
- * Hobby Animation : animating on my computer
- * Animation Media : animation media properties and I/O
- * Career Animation : joining the computer animation industry
- * Animation Theory : how does it work?
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- Contents
- --------
-
- Subsections marked `#' are largely incomplete or non-existant.
-
- * Fluff *
- This FAQ : what we're covering
- Changes : what's new
- Sections : broad breakdown
- Contents : recursion alert!
- Related Resources : don't look here, look there
-
- * Using Animation *
- Animation File Formats : types, conversion, docs
- Animation Players : look what we've got
- Animation Sites : where to find it
-
- * Hobby Animation *
- Animation Process : what gets done
- Animation Software : what, where, and by who #
- Animation Venues : where to see/send animation #
-
- * Animation Media *
- Media properties : video, film
- Media I/O : getting it on and off your computer #
-
- * Career Animation *
- Animation Courses : back to school! #
- Profile of an Animator : an anthropological exercise #
- Your Union : well, just one: Local 839 IATSE
-
- * Animation Theory *
- Types of Animation : 2d -> physically based and beyond
- Interpolation : how to get from A to B #
- Animation References : computer, classical, industry
-
- * Miscellaneous *
- Animations : what's been done
- Acknowledgements : people who've helped
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- Related Resources
- -----------------
- or, do i really belong in comp.graphics.animation?
-
- Computer animation, like its progenitor computer graphics, abuts on a
- large number of fields. If everyone from all related fields posted
- here, the newsgroup would be swamped with irrelevance. Here are some
- places to which your comments, information, or questions might be
- better directed:
-
- Newsgroups
- ~~~~~~~~~~
- comp.graphics : image generation, modelling
- comp.graphics.algorithms : algorithms for graphics
- comp.graphics.raytracing : bouncing light around
- comp.graphics.visualisation : scientific / data visualisation
- comp.graphics.XXX : \
- comp.sys.XXX.graphics : \
- comp.sys.XXX : } how do i do YYY
- comp.sys.XXX.hardware.video : } on/under XXX
- comp.os.ms-windows.* : /
- comp.windows.* : /
- comp.multimedia : sound and text and vision
- alt.3d : SIRDS, holograms, &c. 3d perception.
- rec.arts.{anim*,disney} : discussion of actual animations
- alt.graphics.pixutils : picture manipulation, conversion
- alt.binaries.pictures* : posts of pictures and anims, formats, ...
- rec.video.{desktop,production} : video, desktop video
- sci.image.processing : sophisticated image manipulation
- sci.virtual-worlds* : anything about VR
- comp.compression : compression issues (incl. JPEG, MPEG)
- *.test (misc.test, &c.) : test postings (some people...)
-
- Read these groups' FAQs before posting to them -- don't be flamebait.
- DO NOT post animations to this group -- remote access (ftp, &c) is
- much better, or try alt.binaries.pictures* if you must.
-
- Internet Resources
- ~~~~~~~~~~~~~~~~~~
- References to FAQs and other postings in this document look like this:
- faq:newsgroup:archive-name:name
- faq:comp.graphics:resources-listing:"Computer Graphics Resource Listing"
- ^newsgroup ^archive-name ^name (minus date,part,group info)
- All "official" FAQs are posted to news.answers, and archived for anon
- ftp on rtfm.mit.edu under /pub/usenet/news.answers/archive-name.
-
- References to WWW documents look like this:
- http://site/path/document
- http://www.crs4.it/~luigi/MPEG/mpegfaq.html
- ^site ^site path ^hypermedia-document
- More information about WWW (the world wide web) is available: ?
-
- References to anonymously FTP-able files look like this:
- ftp://site/path/document
- ftp://avalon.chinalake.navy.mil/pub/format_specs/iffspecs.lzh
- ^ftp-site ^path ^document
- `/pub' at the root of the path is often assumed.
- More information about FTP is available: ?
- Many FTP'able files are mirrored on other sites to reduce bandwidth;
- use `archie' to find a copy near you.
-
- References to mailing lists look like this:
- mail:address:subject:body
- mail:listserv@netcom.com::"subscribe animaster-l"
- ^who to mail to ^what to put in the message body
- Note that the second (subject) field is often blank, as is the third (body).
-
- General Resources
- ~~~~~~~~~~~~~~~~~
- faq:comp.graphics:faq:"Frequently Asked Questions (FAQ)"
- { gfx refs, groups, standards, various algs }
- faq:comp.graphics:resources-listing:"Computer Graphics Resource Listing"
- { ftp sites, rendering, 3d modellers, GUIs, visualisation, image analysis,
- textures }
- faq:comp.graphics.algorithms:?:"FAQ"
- { (coming soon) gfx algs in abundance }
- faq:comp.graphics.animation::"proto-FAQ"
- { (this!) animating, playing anims, anim "theory" }
- http://mambo.ucsc.edu
- { facial animation }
-
- Package-Specific Resources
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- Alias Animator (Alias Research):
- mail:listserv@uga.cc.uga.edu::"subscribe alias-l Your_Name"
- Animation Master (Hash):
- mail:listserv@netcom.com::"subscribe animaster-l"
- http://ftp.netcom.com/pub/gavingav/Home.html
- ftp://ftp.netcom.com/pub/gavingav/Hash_Info
- ftp://ftp.netcom.com/pub/gavingav/
- Animation Pro (Autodesk) (PC).
- DCTV (Digital Creations) (Amiga):
- mail:DCTV-request@nova.cc.purdue.edu::
- Imagine (Impulse) (Amiga, PC):
- mail:image-request@email.sp.paramax.com::
- Lightwave 3D (NewTek) (Amiga):
- mail:lightwave-request@bobsbox.rent.com::"subscribe lightwave-l"
- Playmation (Hash): see Animation Master
- 3D Studio (Autodesk:PC):
- see faq:comp.graphics.animation:?:"3DS FAQ"
- mail:3dstudio-request@bobsbox.rent.com::
- "subscribe 3dstudio-L <your-user-name@your.site.domain> (Your Real Name)"
- objects on ftp://avalon.chinalake.navy.mil/pub/objects/3ds/
- Toaster (NewTek) (Amiga):
- mail:toaster-request@bobsbox.rent.com::
- "subscribe toaster-l your-user-name@your.site.domain"
-
- Format Resources
- ~~~~~~~~~~~~~~~~
- AVI (PC):
- ftp://ftp.microsoft.com/...
- { RIFF AVI format. does _not_ include compression format }
- DL:
- FLI, FLC (Autodesk) (PC):
- FLC article in DDJ'93. ftp://simtel20.../graphic/...
- ftp://avalon.chinalake.navy.mil/format_specs/Autodesk_fli_and_flc_format.txt
- { specification of format }
- GIF (PC):
- see faq:comp.graphics:faq
- IFF ANIM (Amiga):
- ftp://avalon.chinalake.navy.mil/pub/format_specs/iffspecs.lzh
- { specification of format }
- Moviesetter (GoldDisk) (Amiga):
- MPEG (lossy):
- faq:comp.graphics:mpeg-faq:"MPEG-FAQ: multimedia compression"
- also as ftp://ftp.cs.tu-berlin.de/pub/msdos/dos/graphics/mpegfa??.zip
- { covers specification, future, software (players, &c), hardware,
- incl. pointers to other information, ... }
- faq:alt.binaries.pictures.utilities:?:"WHERE TO GET MPEG UTILS"
- http://www.crs4.it/~luigi/MPEG/mpegfaq.html
- http://w3.eeb.ele.tue.nl/mpeg/index.html
- ftp://ftp.crs4.it { mpeg, and other image compression techniques }
- RLE (Unix):
-
- for code that reads: DL, FLI, FLC, GIF, IFF, MovieSetter, PFX,
- Quicktime, and RLE animation formats, see the xanim entry in
- "Players", below. Other players' source may also be useful for these
- and other formats.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- ---------------------
- ** Using Animation **
- ---------------------
-
- Animation File Formats [mark podlipec and others]
- ----------------------
-
- // (naive/compressed/compacted, conversion, players)
-
- DL:
-
- AVI (PC):
-
- FLI, FLC (Autodesk) (PC): FLI support is for 320x200 images, and is a
- series of images and deltas. The colour map can be changed during
- the animation. FLC has a few additional chunks and supports larger
- image sizes.
-
- GIF (PC): A GIF file consists of a screen colour map and a series of
- images, each with an optional colour map. The images don't have to
- be at the origin and can be any size smaller than the screen size.
- This allows GIF animations to be created that only update the part of
- the screen that changes.
-
- IFF ANIM (Amiga): The Amiga's IFF format was designed as a universal
- (extensible) data format. Many different data types and chunks can
- be found in IFF ANIMs. Many ANIMs include sound chunks or colour
- cycling. There are a plethora of compression techniques (with
- different tradeoffs) used. Most IFF ANIMs are meant to be
- double-buffered, with deltas applying to frames two distant. A
- looping ANIM means the last two deltas produce images that are the
- same as the first two. The Amiga has a large number of display modes
- (a couple of them, EHB and HAM are unusual; HAM is the hardest to
- emulate.)
-
- MovieSetter (GoldDisk) (Amiga): A very flexible animation format.
- Animations are stored as a bunch of backgrounds, sounds and sets.
- Sets are smaller images that get placed on top of the background
- (with transparent pixels). A frame list at the end describes each
- frame. Each frame specifies which background to use (backgrounds can
- also scroll in different directions and speeds), and a list of sets
- to put on that background with depth information so characters can
- pass behind or in front of each other. Sound information is
- contained here as well to sync it up to the action. There is also
- colour cycling and specialty fades and wipes. Can come as one file
- or as three directories and a control file.
-
- MPEG (lossy):
-
- PFX (PageFlipper Plus F/X) (Amiga): A series of deltas with a play
- list at the end. Supports colour map changes, nested loops and
- dynamic timing.
-
- RLE (URT) (Unix): One or more runlength encoded images, viewable with
- an X11 viewing program. Tools for creating consistent colour maps
- and for many other operations are part of the toolkit.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- Players
- -------
-
- display v1.84 (PC) (Jih-Shin Ho): AVI, DL, FLC, GL, MPEG
- ftp://nctuccca.edu.tw/PC/graphics/disp (also on simtel20)
-
- MPEG players for IBM, Mac, Unix, VMS, Next: see
- faq:alt.binary.pictures.utilities:?:"WHERE TO GET MPEG UTILS"
- also http://w3.eeb.ele.tue.nl/mpeg/index.html { Atari, X11, IBM }
-
- xanim (X-Windows) (Mark Podlipec): DL, FLI, FLC, GIF, IFF, MovieSetter,
- PFX, Quicktime, RLE
- ftp://ftp.x.org/contrib/applications/xanim???.tar.Z (official ftp site)
- http://www.univ-rennes1.fr/ASTRO/fra/xanim.html (www page)
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- Animation Sites
- ---------------
-
- ftp://ftp.univ-rennes1.fr/Images/ASTRO/anim/ { Space anims }
- ftp://ftp.cnam.fr/Fractals/anim/ { Fractal anims }
- http://w3.eeb.ele.tue.nl/mpeg/index.html { Various }
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- ---------------------
- ** Hobby Animation **
- ---------------------
-
- Animation Process [charles king and angus]
- -----------------
-
- Things don't necessarily have to happen in this order (or at all), and
- there's room for plenty of feedback between them, especially in
- computer animation, but here's the basic flow. Although it's an
- advantage (both for the animator and the software) to integrate as
- many stages as possible in the one package, and most `animation'
- packages do so, in practice all packages have their relative merits
- and work may be swapped from package to package to exploit their
- strengths, especially in `high end' studios. This sequence assumes
- that the animation has already been scripted.
-
- Model Design:
- input: script
- tool: Modeller
- task: making the models to be animated
- output: models
-
- Animation Design:
- input: models, script
- tool: Animation Package
- task: planning and tuning sequences of motion, action, interaction, ...
- output: animation script
-
- Production / Rendering:
- input: models, animation script
- tools: Renderer front-end, Renderer
- task: generating images from which the animation is to be constructed
- output: images
-
- Post-Production:
- input: images, script
- tools: Editor, Compositor, Paint, Image Processing, other SFX Packages
- task: modifying, compositing, sequencing the images
- output: final sequence of images
-
- Transfer:
- input: sequence of images
- tools: various media, media i/o hardware
- task: transferring the frames to the desired medium
- output: the product
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- Animation Software
- ------------------
-
- * Reviews : software reviews
- * Design : design an animation
- * Production : from design to pictures
- * Post-Production : from pictures to animation
-
- Reviews
- ~~~~~~~
-
- Reviews of six High-End UNIX animation packages (Alias PowerAnimator,
- SoftImage Creative Environment, TDI Explore, ElectroGIG GIG3DGO,
- Vertigo, Wavefront Advanced Visualizer) are soon to be available by
- ftp. originally published in Computer Graphics World Oct-Nov 1993,
- net distribution thanks to Chris Williams.
- // : ftp://avalon.chinalake.navy.mil/misc/?
-
- // copyright status: PD / FD / SW / Commercial
- // platform: generic/home (amiga mac pc)/w'station (SGI X)/other
-
- Design
- ~~~~~~
-
- // Alias Animator, Softimage, Lightwave, Wavefront, Symbolics, 3D Studio, ...
-
- Production (trivial renderer front-ends)
- ~~~~~~~~~~
-
- Post-Production
- ~~~~~~~~~~~~~~~
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- Venues
- ------
-
- [see Animation Sites subsection for ftp sites]
-
- Conferences [see references section for more information on these]
- ~~~~~~~~~~~
- SIGGRAPH (siggraph)
- EG w'shop (eg)
- CGI (cgs)
- Computer Animation (cgs)
- GI
-
- Events
- ~~~~~~
- Imagina
- Prix Ars Electronica: International Competition for the Computer Arts.
- ~42k$US in prizes for animation.
- General Info '94: (Peter Schoeber)
- mail: ORF-Prix Ars Electronica, Europaplatz 3, A-4010 Linz, Austria.
- phone: +43 (732) 6900-267, fax: -270, telex: +21616
- email: schoeber@jk.uni-linz.ac.net
- Presentation: 22 jun 94.
- Animation Info '94: (Christine Schpf) phone: +43 (732) 6900-218
- Deadline: 28 feb 94.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- ---------------------
- ** Animation Media **
- ---------------------
-
- Media Properties
- ----------------
-
- video
- ~~~~~
- (NTSC PAL SECAM HDTV fields composite component synch RGB analog digital...)
-
- video formats
- ~~~~~~~~~~~~~
- -format- -by- -use- -A/D- -comp...- -other-
- VHS JVC home analog composite 1/2"
- Video8/8mm Sony home analog ... 8mm
- Betamax Sony home analog composite 1/2"
- SVHS JVC prosumer analog ... 1/2"
- Hi-8 Sony prosumer analog ... 8mm
- ED Beta Sony prosumer? analog component ...
- M (M1)? Matsu industrial? analog ... ...
- U-Matic 3/4" Sony? industrial analog composite 3/4"
- Betacam Sony industrial? analog component 1/2"
- M2 Matsu broadcast? analog component ...
- U-Matic SP Sony? broadcast? analog ... ...
- Betacam SP Sony broadcast analog component ...
- D-3 Matsu broadcast digital composite ...
- DCT Ampex broadcast digital component compressed
- D-2 Ampex master on-air digital composite uncompressed?
- D-1 Sony master RGB digital component uncompressed
-
- other formats?
- other properties (image encoding techniques, sound quality,
- effective number of "lines", ...)
- notes: D-1 endorsed by SMPTE committee
- Matsu == Matsushita == Panasonic
-
- film
- ~~~~
- (8mm super-8 16mm 32mm 72mm anamorphic stock ...)
- normal film grain ~2500 lpi resolution.
- slow film <-> higher resolution.
- 32mm: 0.875" x 1.3125" (2:3)
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- Media I/O
- ---------
-
- (VCRs genlocks frame-stores film-scanners)
-
- film recorders:
- most film recorders have at least 2000 lpi resolution, 4000 is typical.
- for optimum quality, your image should be a little over twice the resolution
- of the recording medium.
-
- screen-to-camera:
- a cheap (but surprisingly effective) option for images that can be displayed
- at full resolution on your monitor is to photograph the screen directly using
- a single-framing camera. film better than super-8 is likely to be overkill.
- any lights on your monitor should be taped over, and the whole lot should be
- put under a black hood (made of cardboard or anything else handy). A slow
- film (100 ASA or slower, the slower the better), f8 exposure, and loong
- exposures should eliminate any scanline artifacts.
-
- resolution / aspect ratio
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- film recorders: 2000+ lpi (4000 typical).
- 35mm: ~2500 lpi at .875" x 1.3125" ~= 2200 x 3300 pixels. (2:3)
- lpi == lines per inch.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- ----------------------
- ** Career Animation **
- ----------------------
-
- [see Hobby Animation section for Process, Software, Venues]
-
- Your Union
- ----------
-
- The Motion Picture Screen Cartoonists and Affiliated Optical
- Electronic and Graphic Arts, Local 839 IATSE (California) has an ftp
- site with copies of their negotiated awards, news, courses, etc:
- ftp://ftp.netcom.com/pub/mpsc839/ (email mpsc@netcom.com for more)
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- ----------------------
- ** Animation Theory **
- ----------------------
-
- Types of Computer Animation (guide and glossary)
- ---------------------------
-
- 2d
- ~~
- Most computer animation takes place in the 3-d world, as our world is
- itself basically 3-d, and model interpolation becomes a problem in
- fewer dimensions, due to a lack of context. 2-d animation packages
- mostly replicate the processes of cel-based animation, where
- *key-frames* are used to plot the course of the animation, and the
- *inbetweens* (interpolating the keys) are filled in later (by an
- animator, not the computer). The main difference is that the images
- are created using pixel-based, rather than oil-based techniques.
- *Morphing* is probably the major 2-d animation technique in use
- today. Like most other computer work used for SFX in film
- (wire-removal, compositing, other retouching, etc), it is largely a
- matter of image manipulation (image processing) rather than image
- creation (computer graphics), although morphing _is_ an animated
- technique, unlike many other SFX `graphics' techniques.
- A good starter on morphing by Valerie Hall (1992) is
- ftp://marsh.cs.curtin.edu.au/graphics/bibliography/Morph/morph_intro.ps.Z,
- it references more detailed works for those interested, she's also
- written a morphing article in DDJ (1993).
-
- 3-d
- ~~~
- Almost all "computer animation" done today is done within the
- *event-based* or, interchangeably, *track-based* computer animation
- paradigm, which is based loosely on the key-framing system used in
- cel-based animation. Most computer animation systems today are built
- around time-varying parameters, known as *tracks*, which determine the
- state of the animation world at any time. Tracks take the place of
- the variables which determine the state of a static scene: they're
- "animation variables". A track's value at a given time depends on the
- *events* (<time, value> tuples) that define the track's state, and on
- the interpolation technique being used [see Interpolation]. Events
- are conceptually similar to the key-frames of cel-based animation, but
- allow much more flexibility due to their finer grain (state-variable,
- rather than world-state).
- Although tracks may not be independant, they may usefully be treated
- as such, leading to the *hierarchical animation* technique espoused by
- Lasseter [see References], where the gross motion of a model is
- animated first, followed by animation of progressively finer detail.
- The number of tracks that need to be dealt with, and their often
- compicated interdependencies, make animating anything of reasonable
- complexity a big job both in terms of time and effort. Hence most of
- the subsequent research in computer animation.
-
- Inverse Kinematics
- ~~~~~~~~~~~~~~~~~~
- *Kinematics* is the science of movement: position, velocity,
- acceleration, and their rotational equivalents. *Forward kinematics*,
- used in the context of an articulated structure (something with
- joints), is determining the positions of the links given the joint
- angles between them -- ie starting at the "top" of the hierarchy, we
- work our way along it, applying the relevant transformations, until
- the end-positions are known -- it's easy for the programmer, and it's
- the way things are normally done. However, it's quite difficult for
- an animator who simply wants the hand of a model to be "here", or
- "there" -- what the animator has to do is adjust each of the joints in
- the structure in order to arrive at the desired position.
- *Inverse kinematics* reverses the situation, making things easy for
- the animator by allowing an end-effector to be dragged wherever
- desired, but hard for the programmer/computer because the problem is
- underconstrained (many configurations of the joints may produce the
- desired end-position, which one is used?) and ill-conditioned (small
- changes in the end-position can mean large changes in the joints).
-
- particle systems and flocking
- dynamics (forward/inverse dynamics)
- teleological (goal-directed, optimisation)
- behavioural (cf flocking)
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- Interpolation
- -------------
-
- 1-d interpolation
- 3-d rotation interpolation
- euler angles and gimbal lock
- quaternions
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- References
- ----------
-
- For general computer graphics references, check out the comp.graphics FAQ.
- In particular, "Computer Graphics: Principles and Practice" and "Digital
- Image Warping" both have relevance.
-
- Books (Industry)
- ~~~~~~~~~~~~~~~~
- Morrison, Mike, "Becoming a Computer Animator", Prentice-Hall, 1994.
- { covers computer animation history, technology (and how to keep up
- with it), techniques. with tutorials, interviews with industry
- luminaries, buyer's guide (s/w and h/w), how to find work, getting
- an education. a chapter ea. on: television, motion pictures,
- visualisation, forensic, games. incl. 600Mb CD-ROM of PC & Mac
- animation and software. }
- "International Directory of Computer Animation Producers", Pixel, 1994.
- { 800+ separate listings of producers in 44 countries. listings
- include company profiles. also lists animation schools.
- see Pixel, in "Publishing Organisations", below, for ordering info. }
- "The Roncarelli Report on the Computer Animation Industry", Pixel, 1993.
- { market status and strategic analysis for the global computer
- animation industry. an annual. }
-
- Books (Computer Animation)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- Leister, W, M"uller, H, and St"o\3er, A, "Fotorealistische Computeranimation",
- Springer-Verlag, 1991. ISBN 3-540-53234-X.
- { text in German. introductory text for both artists and computer scientists.
- covers: animation , modelling, rendering, video, post-production. includes
- 60-page glossary. [thanks Wolfgang Leister] }
- Vince, John, "3D Computer Animation", Addison-Wesley, 1992.
- { very introductory animation theory for programming. }
- Watt, Alan and Watt, Mark, "Advanced Animation and Rendering Techniques",
- Addison-Wesley, 1992.
- { an excellent text, covering important implementation theory and
- details. }
- Whitney, John, "Digital Harmony".
- { ?. storyboarding. }
-
- Books (Animation)
- ~~~~~~~~~~~~~~~~~
- Arijon, Daniel, "The Grammar of the Film Language".
- { ?. storyboarding. }
- Culhane, Shamus, "Animation: from script to screen", St. Martin's Press, 1988.
- { ex-disney animator describes the whole animation process. including
- production details, setting up a studio, storyboards, character
- animation, and more. culhane manages to fit a lot into relatively
- small book. }
- Halas, John, "Visual Scripting".
- { ?. storyboarding. }
- Hoffer, Thomas, "Animation: a reference guide", Greenwood Press, 1993.
- { ? }
- Muybridge
- { muybridge spent years taking sequences of strobe photos of animal
- and human movement. the photos are a great help for anyone trying to
- make something move properly. some more good books for the coffee
- table ;-}
- Russet, Robert, and Starr, Cecile, "Experimental Animation".
- { ?. storyboarding. }
- Thomas, Frank and Johnston, Ollie, "Disney Animation: the illusion of life",
- Abbeville Press, NY, 1981.
- { a look at many of the techniques and approaches used by the disney
- studios. occasionally referred to as "The Animation Bible" (due to
- its size and the value of its contents). the disney "rules of
- animation" and many other useful rules-of-thumb are included.
- unfortunately out-of-print, so grab any copy you can.
- lots of pretty piccies make it good for your coffee table, too! }
- ?, "The Cinema as a Graphic Art".
- { ?. storyboarding. }
-
- Journals
- ~~~~~~~~
- "Cinefex", Cinefex.
- { the special-effects industry magazine, with reviews of how the SFX
- in major films were done. increasingly, this means computer
- animation. }
- "Computer Artist".
- "Computer Graphics", ACM/SIGGRAPH.
- { SIGGRAPH's journal. Proc. SIGGRAPH is published in one issue.
- some special issues are also of note. }
- "Computer Graphics Forum", Eurographics (EG).
- { Eurographics' journal. Proc. Eurographics is published in one
- issue. rarely contains anything of note for animation. }
- "Computer Graphics World", CGW.
- { a graphics industry magazine. product reviews, industry news. }
- "The Journal of Visualization and Computer Animation", ?.
- "Pixel - the computer animation newsletter", Pixel.
- { "inside" news on the computer animation industry. }
- Proc. "Computer Animation", Springer-Verlag / CGS.
- { proceedings of CGS's computer animation conference }
- Proc. "Computer Graphics International", Springer-Verlag / CGS.
- { proceedings of the second-largest graphics conference }
- Proc. "Eurographics", see "Computer Graphics Forum".
- Proc. "Eurographics Workshop on Animation and Simulation", Eurographics.
- Proc. "Graphics Interface".
- { proceedings of an important graphics conference. }
- Proc. "SIGGRAPH", Addison-Wesley / ACM Press / ACM/SIGGRAPH,
- { see "Computer Graphics".
- proceedings of the largest graphics conference }
- "The Visual Computer", Computer Graphics Society (CGS).
- { a good graphics journal }
-
- An extensive list of computer graphics journals, including ordering and other
- information is available from Juhana Kouhia <kouhia@ftp.funet.fi>
-
- Organisations
- ~~~~~~~~~~~~~
- ACM/SIGGRAPH - The ACM Special Interest Group on Graphics.
- Computer Graphics Society.
- Eurographics.
- Pixel - the computer animation news people, inc.
- 109 Vanderhoof Ave, Suite 2, Toronto, ON, Canada M4G 2H7.
- (416) 424-4657. (Fax) 424-1812.
- PO Box 1674 5325 Sheridan Drive, Williamsville, NY, USA 14231-1674.
-
- Papers
- ~~~~~~
- Lasseter, John, "Principles of Traditional Animation Applied to 3D Computer
- Animation", Computer Graphics, July 1987, Proc. SIGGRAPH '87.
- { Lasseter relates the disney principles of animation (see Thomas and
- Johnston, above) to computer animation, and introduces
- "hierarchical" animation while he's at it. }
-
- Shoemake, Ken, "Animating Rotation with Quaternion Curves", Computer
- Graphics, July 1985, Proc. SIGGRAHP '85.
- { an early quaternion paper. there are probably better ones, anyone? }
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- -------------------
- ** Miscellaneous **
- -------------------
-
- Animations (what's been done)
- ----------
-
- other
- ~~~~~
-
- // (big screen, video, ...)
-
- see faq:comp.graphics:faq for PIXAR ordering info
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- Acknowledgements
- ----------------
-
- Thanks to:
- Sean Brandenburg <seanb@cpsc.ucalgary.ca>
- Matt Carpenter <mattcarp@panix.com>
- Mark Crawford <mrcrawfor@dux.dundee.ac.uk>
- Luigi Filippini <luigi.filippini@crs4.it>
- Andy Gough <agough@sedona.intel.com>
- Eric Haines <erich@eye.com>
- Paul Hertz <paul-hertz@nwu.edu>
- Jih-Shin Ho <u7711501@bicmos.ee.nctu.edu.tw>
- Dudley Hunkins <dudley@cis.ksu.edu>
- Colin Jensen <cjensen@netcom.com>
- Charles King <charles@anatomy.ucl.ac.uk>
- Juhana Kouhia <kouhia@ftp.funet.fi>
- Alan Larson <larson@net.com>
- Nadine Leenders <nadine@seymour.ucs.ualberta.ca>
- Wolfgang Leister <wolfgang@ifi.uio.no>
- Jeff Massie <mpsc839@netcom.com>
- Akira Mito <t90534am@sfc.keio.ac.jp>
- Mike Morrison <mikem@crash.cts.com>
- Jimmy Ning <jhbning@neumann.uwaterloo.ca>
- Mark Podlipec <podlipec@wellfleet.com>
- Frank Roussel <rousself@univ-rennes1.fr>
- Ole Villumsen <ole@stat.washington.edu>
- Chris Williams <chrisw@fciad2.bsd.uchicago.edu>
- for their contributions and comments, large and small.
- (i'm still working through some of it...)
- --
- angus@mega.cgl.citri.edu.au graphics/animation postgrad melbourne, australia
-