In Part Two Alan Kitching gives a detailed account of his own creation: Antics. In the last issue, I gave a general outline of the different types of computer graphics […]
Cartoons, Computers and Antics – Page 2
Frame-grabbing is used to feed images direct into the machine with a video camera, scanner, or any similar gadget and there are facilities for retouching, tinting, colour balance, posterising, solarising, […]
Cartoons, Computers and Antics – Page 3
Camera FX are much the same as on a rostrum camera, but much more flexible, for example, drawings and cels can zoom independently of backgrounds and other drawings., so an […]
Cartoons, Computers and Antics – Page 4
Cartoon production with Antics generally involves a blend of all these techniques. Some are extremely easy, others are quite difficult. Careful planning is essential, right from storyboard stage, to get […]
Cartoons, Computers and Antics – Page 5
In contrast, Antics began as a concept, a clear vision of an “ideal” animation machine, which grew out of my previous ten years experience in conventional animation, graphic design, and […]
Cartoons, Computers and Antics
There are many myths and mis-conceptions about what computer animation can and cannot do. Alan Kitching attempts to clarify things and answer the commonest questions. “Animation” is often synonymous with […]
Cartoons, Computers and Antics – Page 2
There is now a huge variety of paintbox systems on the market, varying from low-cost PC systems for business graphics and slides, up to expensive high- resolution systems for full-colour […]
Cartoons, Computers and Antics – Page 3
They work by first creating a 3-D model of an object inside the machine. Various ways of doing this include building it up mathematically from geometric shapes like spheres, cubes […]
Visit to Rushes Postproduction Ltd in London
Rushes specialise in video editing and computer animation. David Jefferson met Chairman, Godfrey Pye at their London premises. Rushes Postproduction Limited specialise in video and film editing, computer graphics and […]
Visit to Camera Effects Ltd in London
Camera Effects Limited has been going for 21 years. it is an optical house dealing in special effects. David Jefferson went along to their Soho, London studio and met Director […]
Visit to Camera Effects Ltd in London – Page 2
A lot of preparation has to be done before they start to shoot animation over live-action. First of all the live action company shoot the background. This is then edited […]
Visit to Camera Effects Ltd in London – Page 3
Each frame costs a minimum of £25 to produce the artwork, mainly because of the time involved and the artist’s experience. Even so, it would be much more expensive to […]
Computer animation at Lucasfilm
The Adventures of Andre and WaIIy B. recieved a Special Award from the 1985 Canadian International Animation Festival in Toronto. The whole film was generated by computer. David Jefferson reports […]
Computer animation at Lucasfilm – Page 2
Using this method the computer only animates the background. All the characters are done by conventional animation. There for there is no time saving involved. The chances of wanting to […]
Inbetweening by home computer
The general principles of inbetweening are given in a programme that can be adapted for most home micro computers. David Jefferson explains how it works. This programme will make inbetween […]
Alan Kitching and ANTICS computer animation
In spite of the incredible range of animation effects that can be produced by ANTICS it is described as a Stone Age Machine by it’s inventor Alan Kitching. Ken Clark […]
Alan Kitching and ANTICS computer animation – Page 2
K.C.: So speaks the man who scratched designs on black 16mm film at the tender age of twelve. A.K.: Ah! Yes – but I spent a year in a professional […]
Alan Kitching and ANTICS computer animation – Page 3
K.C.: To be fair, British animation has always attempted to find its own style. Very little of the earlier surviving material exhibit signs of Disney’s influence. A.K.: Yes, that’s true. […]
Computer Games in 1984
A comment by Ken Clark Computer games are limited in their ability to produce a graphic display by the K-factor. 16K cannot be expected to generate complicated pictures in full […]
Dragon’s Lair
Animation enters the gaming arena
Animation history is about to have another “first.” The videogame phenomenon, which recently invaded the animation world via Saturday morning and computer animation graphics, is about to feel the wrath of the animated drawing, itself, as DRAGON’S LAIR premieres this summer (Refers to 1983 in USA).
Dragon’s Lair
Developed by Advanced Micro Computer Systems, distributed by Cinematronics, and animated by the Don Bluth Studio, DRAGON’S LAIR uses the laserdisc to accomplish what computer graphics have yet to do, create life-like animation for arcade games.
Introducing a new Visual Language
Take a classic Picasso painting, mix it with Salvador Dali’s melting clocks, combine these in fluid movement, and you have the capability of the latest computer graphics system.
Introducing a new Visual Language
It is common knowledge that the highly labour-intensive visual process of animated film is too expensive, and takes a long time to produce.
Introducing a new Visual Language
But the most satisfactory advance from the visual point of view is the system developed by COMPUTER CREATIONS in South Bend, Indiana, USA.