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The Animator's Survival Kit

Richard Williams

The Animator's Survival Kit Richard Williams Amazon Price: $19.80
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Total reviews: 93 Average rating: 5.0 of 5

Editorial Review:

The definitive book on animation, from the Academy Award-winning animator behind Who Framed Roger Rabbit?Animation is one of the hottest areas of filmmaking today--and the master animator who bridges the old generation and the new is Richard Williams. During his more than forty years in the business, Williams has been one of the true innovators, winning three Academy Awards and serving as the link between Disney's golden age of animation by hand and the new computer animation exemplified by Toy Story. Perhaps even more important, though, has been his dedication in passing along his knowledge to a new generation of animators so that they in turn could push the medium in new directions. In this book, based on his sold-out master classes in the United States and across Europe, Williams provides the underlying principles of animation that every animator--from beginner to expert, classic animator to computer animation whiz --needs. Urging his readers to "invent but be believable," he illustrates his points with hundreds of drawings, distilling the secrets of the masters into a working system in order to create a book that will become the standard work on all forms of animation for professionals, students, and fans.

The Art of WALL.E

Tim Hauser

The Art of WALL.E Tim Hauser Amazon Price: $26.40
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Customer Reviews:
Total reviews: 13 Average rating: 4.5 of 5

Missed opportunity 3 out of 5 stars.
9 of 9 people found this review helpful.

First of all let me say that my rating doesn't have anything to do with Wall-e which is a great movie or Pixar which I love.

Here I'm rating this book only. Regrettably, I must say that "The Art of Wall-e" is a missed opportunity. It could have featured many more drawings about wall-e (the actual character) and its genesis. Out of its 160 pages this book manages to devote to the design of this robot and to drawings showing how wall-e "works" a mere 4 pages (pages 48-49 and 52-53).

Also, at page 102 we are told that "there were nine revisions of Eve" and yet, we are only shown that robot more or less as it appears in the movie instead of as a work in progress which would have been much more interesting and stimulating by giving the reader insight into the artists' creative process.

Unlike the previous "Art of" books about Pixar movies, this one doesn't really delve into the evolution of art direction or characters in a major way (except for the humans in the movie) as if what we see in the movie weren't the result of several iterations (as it most definitely is).

In short, great art but much left to be desired.

Editorial Review:

Pixar Animation Studios, the innovators behind Toy Story, Finding Nemo, and Ratatouille, has again reinvented the genre with WALL E. When a robot searching for a connection finds EVE, a sleek female probe-droid from outer space, he embarks on an adventure-filled journey across the galaxy. Inspired by classic films, and a brave venture in its own right, WALL E is set to awe audiences this summer. The Art of WALL E includes more than 250 imaginative pieces of concept art, including storyboards, full-color pastels, digital and pencil sketches, character studies, color scripts, and more. The astute text—featuring quotes from the director, artists, animators, and production team—unearths the filmmakers' historical inspirations and reveals a studio confidently pushing the limits of animation.

The Art of Kung Fu Panda

Tracey Miller-Zarneke

The Art of Kung Fu Panda Tracey Miller-Zarneke Amazon Price: $29.70
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Customer Reviews:
Total reviews: 19 Average rating: 5.0 of 5

SWEET! 5 out of 5 stars.
0 of 0 people found this review helpful.

I'm pretty picky when it comes to art books, especially when the art style isn't what I'm looking for. This book, however, has various styles that I actually enjoyed, and it isn't even in a style I'm particularly fond of either! What makes it so interesting, you ask? Well, for one, you get to see and understand why the producers chose the particular art style for the movie, and it makes a lot of sense.

If you've seen the movie already, you know how the intro movie goes (all in 2D at first), the author explains why they chose to go with that style and how they came up with the idea.

From 2D sketches from various character designers to the final 3D output of the characaters and environments, you won't be disappointed at how they all turned out. Most of them didn't make in the movie, but you eventually find out why. Some of the art is so good, you won't even be able to tell if it's 2D or 3D. Vibrant colors fill up the pages in this book, and the overall design for the cover inside and out will make you want to come back to this book, even if it's just for fun or for your personal reference to character/environment design. PICK THIS ONE UP!

The Pixar Touch: The Making of a Company

David A. Price

The Pixar Touch: The Making of a Company David A. Price Amazon Price: $18.45
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Total reviews: 12 Average rating: 4.5 of 5

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Product Description

The roller-coaster rags-to-riches story behind the phenomenal success of Pixar Animation Studios: the first in-depth look at the company that forever changed the film industry and the "fraternity of geeks" who shaped it.

The Pixar Touch is a story of technical innovation that revolutionized animation, transforming hand-drawn cel animation to computer-generated 3-D graphics. It's a triumphant business story of a company that began with a dream, remained true to the ideals of its founders—antibureaucratic and artist driven—and ended up a multibillion-dollar success.

We meet Pixar's technical genius and founding CEO, Ed Catmull, who dreamed of becoming an animator, inspired by Disney's Peter Pan and Pinocchio, realized he would never be good enough, and instead enrolled in the then new field of computer science at the University of Utah. It was Catmull who founded the computer graphics lab at the New York Institute of Technology and who wound up at Lucasfilm during the first Star Wars trilogy, running the computer graphics department, and found a patron in Steve Jobs, just ousted from Apple Computer, who bought Pixar for five million dollars. Catmull went on to win four Academy Awards for his technical feats and helped to create some of the key computer-generated imagery software that animators rely on today.

Price also writes about John Lasseter, who catapulted himself from unemployed animator to one of the most powerful figures in American filmmaking; animation was the only thing he ever wanted to do (he was inspired by Disney's The Sword in the Stone), and Price's book shows how Lasseter transformed computer animation from a novelty into an art form. The author writes as well about Steve Jobs, as volatile a figure as a Shakespearean monarch . . .

Based on interviews with dozens of insiders, The Pixar Touch examines the early wildcat years when computer animation was thought of as the lunatic fringe of the medium.

We see the studio at work today; how its writers, directors, and animators make their astonishing, and astonishingly popular, films.

The book also delves into Pixar's corporate feuds: between Lasseter and his former champion, Jeffrey Katzenberg (A Bug's Life vs. Antz), and between Jobs and Michael Eisner. And finally it explores Pixar's complex relationship with the Walt Disney Company as it transformed itself from a Disney satellite into the $7.4 billion jewel in the Disney crown.

Little-Known Facts from The Pixar Touch: The Making of a Company by David Price

• Pixar, not Apple, made Steve Jobs a billionaire. Jobs bought Pixar in 1986 from Lucasfilm for $5 million. In 1995, the week after the release of Toy Story, Pixar went public and Jobs's stock was worth $1.1 billion.

• Ed Catmull, Pixar's co-founder, dreamed as a youth of becoming an animator, but decided in high school that he couldn't draw well enough. Instead, he became an early visionary of computer animation as a graduate student in the 1970's. "Computer animation was sort of on the lunatic fringe at that time," remembered Fred Parke, a fellow Ph.D. student in Catmull's class at the University of Utah.

• When John Lasseter joined Pixar—which was then the computer graphics department of George Lucas's Lucasfilm—he had just been fired from his dream job as an animator at Disney. He became the first person to apply classic Disney character animation principles to computer animation.

• Before it became an animation studio, Pixar went through years of struggle and multi-million-dollar losses. It started as a computer company and John Lasseter's short films, such as Luxo Jr. and Tin Toy, were promotional films to help sell the company's computers.

• Pixar was almost bought by…Microsoft? Yep: Jobs remained worried about the company's finances even after Pixar made a deal with the Walt Disney Co. in 1991 to produce Toy Story, Pixar's first feature film. The Pixar Touch details the effort to sell Pixar to Bill Gates's company while Toy Story was in production.

• When writing Toy Story, to find inspiration for the relationship between Buzz and Woody, Lasseter and his story department screened classic "buddy" movies, including 48 Hrs., The Defiant Ones, Midnight Run, and Thelma & Louise.

• John Lasseter has instilled an intense commitment to research in the studio's creative staff. To prepare for the scene in Finding Nemo in which the fish characters Marlin and Dory become trapped in a whale, two members of the art department climbed inside a dead gray whale that had been stranded north of Marin, California.

• To learn how to make a realistic French kitchen, the producer and first director of Ratatouille worked as apprentices at an elite French restaurant in the Napa Valley.

• Pixar deliberately avoided making the humans in The Incredibles look too realistic. They knew that as animated human characters became too close to lifelike, audiences would actually perceive them as repulsive. The phenomenon, known as the "uncanny valley," had been predicted by a Japanese robotics researcher as early as 1970. Thus, the details of human skin, such as pores and hair follicles, were left out of The Incredibles' characters in favor of a more cartoonlike appearance.

• The signature of most Pixar feature films is characters who appeal to children (toys, fish, monsters…), but who have adult-like personalities and are dealing with adult-like problems.

• Prior to the acquisition of Pixar by Disney in 2006, Lasseter loathed the idea of Disney making sequels to Pixar films without Pixar's involvement—as Disney's contract with Pixar allowed it to do. "These were the people that put out Cinderella II," Lasseter remarked.

• Pixar is more than an animation studio. Pixar's innovations in computer graphics technology pervade movies today. Special-effects houses like Industrial Light & Magic (Pirates of the Caribbean: Dead Man's Chest, The Chronicles of Narnia: The Lion, The Witch and The Wardrobe, Harry Potter and the Order of the Phoenix) use Pixar's software to create out-of-this-world places and characters.

(Photo © Simon Bruty)

Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels

Tom Bancroft

Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels Tom Bancroft Amazon Price: $13.57
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Customer Reviews:
Total reviews: 27 Average rating: 5.0 of 5

Great Book 5 out of 5 stars.
1 of 1 people found this review helpful.

I am a student studying animation, and I purchased this book for my character design class. I really love this book, it is quite usefull, and my two roommates reference it as well! One is an illustrator, and one is a video game designer. Useful to anyone and everyone...

Editorial Review:

• Character design is the key in many industries—and they're all covered in this book

• Practical step-by-step exercises

• Contributors include Glen Keane, Supervising Animator, Disney

From Snow White to Shrek, from Fred Flintstone to SpongeBob Square-Pants, the design of a character conveys personality before a single word of dialogue is spoken. Creating Characters with Personality shows artists how to create a distinctive character, then place that character in context with a script, establish hierarchy, and maximize the impact of pose and expression. Practical exercises help readers put everything together to make their new characters sparkle. Lessons from the author, who designed the dragon Mushu (voiced by Eddie Murphy) in Disney's Mulan—plus big-name experts in film, TV, video games, and graphic novels—make a complex subject accessible to every artist.

Character Animation Crash Course!

Eric Goldberg

Character Animation Crash Course! Eric Goldberg Amazon Price: $23.10
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By: Silman-James Press
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Total reviews: 5 Average rating: 4.0 of 5

Best Animation book by far 5 out of 5 stars.
6 of 6 people found this review helpful.

This book is without a doubt one of the best how to animations books out there. Believe me there are many others but the fact that it was written and fully illustrated by master animator Erik Goldberg makes this an absolute must have. His drawings just pop off the page with life and it is very inspirational to look at. Goldberg takes a different approach to teaching animation because here he assumes you already know the basics and shows you how to make your animation come to life with style and fluidity. It's different from say the Richard Williams book The Animator's Survival Kit because in this book it covers things like walk cycles and what not but in a more technical way. Don't get me wrong that's a wonderful book as well, but Goldberg expands on what Williams did. An example would be Williams talks about mouth shapes but Goldberg shows how and when the shapes should be used effectively; such as hitting accents with a bigger shape and pose. This is not for someone who is just starting out but more for someone who knows a little already and wants to improve to the next level. I've been a professional animator for years and nothing has helped me more than this book. I would highly recommend this book to students of animation and working professionals. The golden age isn't dead yet!

Editorial Review:

Character Animation Crash Course! is a veritable Genie's lamp stuffed with everything the aspiring animator could wish for! Renowned animator Eric Goldberg's detailed text and drawings illuminate how to conceive characters "from the inside out" to create strong personalities. Classic animation techniques are analyzed and brought to life through this unique book and its accompanying CD that offers readers animated movie examples that show, in real time or frame-by-frame, the author's principles at work. Add to this Goldberg's discussions of classic cartoons and his witty, informative observations based on the wealth of knowledge he's gained during his 30-plus years in professional animation, and you have a tour-de-force guide to character animation with the classic touch.

Force: Dynamic Life Drawing for Animators, Second Edition

Mike Mattesi

Force: Dynamic Life Drawing for Animators, Second Edition Mike Mattesi Amazon Price: $19.77
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Total reviews: 19 Average rating: 4.5 of 5

Editorial Review:

Force: Dynamic Life Drawing for Animators

Capture the force in your life drawing subjects with this practical guide to dynamic drawing techniques - packed with superb, powerfully drawn examples that show you how to:

* Bring your work to life with rhythmic drawing techniques
* Create appealing and dynamic poses in your drawings
* Experience the figure's energy in three dimensional space
* Use the asymmetry of straight and curved lines to clarify the direction of force in the body
* Build on your foundational anatomy and figure drawing skills to animate your drawings
*Apply the theory of force to your on-location and animal drawing observations


Whether you are an animator, comic book artist, illustrator or fine arts' student you'll learn to use rhythm, shape, and line to bring out the life in any subject while Mike Mattesis infectious enthusiasm will have you reaching for your pencils!

Mike Mattesi is the owner and founder of Entertainment Art Academy (www.enterartacad.com) based in Southern California. He has been a professional production artist and instructor for the last fifteen years with clients including Disney, Marvel Comics, Hasbro Toys, ABC, Microsoft, Electronic Arts, DreamWorks and Nickelodeon.

Audience level: Intermediate to advanced

* Discover and master the techniques of rhythmic drawing and bring your work to life
* Learn from a professional production artist who has successfully taught his unique techniques for the last fifteen years
* Written in an accessible, enthusiastic style which will have you reaching for your pencils!

The Essential Blender: Guide to 3D Creation with the Open Source Suite Blender

Roland Hess

The Essential Blender: Guide to 3D Creation with the Open Source Suite Blender Roland Hess Amazon Price: $29.67
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Total reviews: 32 Average rating: 3.5 of 5

Editorial Review:

Blender is a free and open source 3D creation suite that is a real alternative to commercially available 3D design software. A cross-platform software package with millions of downloads annually, Blender is now one of the world's most popular 3D design tools.

Although Blender is free, it's intended for design professionals and others motivated to become 3D artists. The Essential Blender will provide you with the knowledge you need to help integrate Blender into your work and begin to master its powerful creation tools.

If you've never tried 3D design before, an introductory chapter will familiarize you with relevant terminology and concepts. If you're already experienced with commercial 3D software, The Essential Blender will get you up to speed with Blender quickly. After a tour of Blender's 3D modeling, animation, and rendering capabilities, you'll learn how best to use Blender for these tasks:

  • Object manipulation and animation
  • Mesh and sculpt modeling and shape animation
  • Materials and texturing (including UV unwrapping)
  • Lighting and rendering
  • Particle animation
  • Character rigging and animation
  • Node-based composition

    The book is modular in its approach, with each topic addressed independently and accompanied by hands-on tutorial sections.

    The combined expertise of key members of the Blender community, coupled with the experience of editor Roland Hess, bring you The Essential Blender-the definitive guide to Blender. You'll find a wealth of 3D design information inside that will help you to unlock your artistic potential and get the most out of Blender.

    Includes a Complete Version of Blender 2.44 on the CD-ROM. Covers Windows, Mac OS X, Linux (x86 and PowerPC), Solaris, FreeBSD, and IRIX.

  • Walt Disney: The Triumph of the American Imagination (Vintage)

    Neal Gabler

    Walt Disney: The Triumph of the American Imagination (Vintage) Neal Gabler Amazon Price: $13.60
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    Customer Reviews:
    Total reviews: 67 Average rating: 4.5 of 5

    Editorial Review:

    Neal Gabler's meticulously researched biography, Walt Disney offers the full story (Gabler is the first writer to gain complete access to the Disney archives) of the American icon. Readers will discover the whole story, witnessing Disney's invention of a "synergistic empire that combined film, television, theme parks, music, book publishing, and merchandise." What fans don't know could fill a book (this book in fact), and we asked Gabler to point out a few of the juicy bits. Read our interview with him, and his "10 Things That May Surprise You" list below. --Daphne Durham


    10 Second Interview: A Few Words with Neal Gabler

    Q: Why Walt Disney?
    A: When you write about someone as grandiose as Walt Disney, you may tend to get a little grandiose yourself, so forgive me. But I had always set the task for myself to examine the forces that helped define American culture in the twentieth century and those individuals who might be regarded as the architects of the American consciousness. Walt Disney was certainly one of those forces and one of those architects. His visual sensibility is arguably one of the two most important in the last century, along with Picasso's, yet Picasso has received dozens of biographies and Walt Disney had, when I began, not received a single full-scale, fully-annotated biography. I wanted to fill that gap in our cultural studies. I thought that if one could understand Walt Disney, one could go a long way to understanding American popular culture.

    Q: One thing that strikes you when reading the book is that Walt Disney never had any money. With all his success how is that possible?
    A: It is astonishing that Walt Disney was always--and I do mean always--in dire financial straits until the opening of Disneyland. The primary reason wasn't that his cartoons weren't making money, because they were--at least until the war in Europe when the loss of that market meant disaster for the features. But even as they were making money, the studio was losing money because Walt was constitutionally incapable of cutting corners, enforcing economies, laying off staff. The only thing about which Walt Disney cared was quality. He thought that quality was the way to maintain his preeminence, though quality also had the psychological advantage of letting him perfect his world. The problem was that quality was expensive. To cite just one example, Walt spent more than a hundred thousand dollars setting up a training program for would-be animators, though even then the return was small because Walt was so picky that very few of the candidates actually qualified to work at the studio. Money meant very little to Walt Disney. It was only a means to an end, never an end in itself.

    Q: When did Walt first conceive of the idea for Disneyland and what were the initial reactions to the idea?
    A: It is very difficult to determine exactly when Walt hatched the idea for Disneyland, though he seems to have been thinking about it for a long time, at least since the early 1930s. Certainly by the time he was taking his daughters, Diane and Sharon, to amusement parks on Sunday afternoons in the late 1940s, he had formulated the idea to establish a park that was clean and wholesome and where parents wouldn't be afraid to take their children. The original plan was to build the park on a plot adjacent to the studio in Burbank, where there would be a train, a town square, an Indian village and kiddieland rides, but as Walt's ideas expanded, so did the need for a bigger plot. As for the reactions to his idea, Roy was initially reluctant, as usual, and Walt's wife, Lillian, was firmly opposed, though she had also been opposed to his making Snow White. Still, Walt exaggerated the opposition as a way, I think of elevating his own foresight and determination. In fact, as the plan grew closer to realization, corporations sought to be included as lessees, and even banks, that had been skeptical, became more receptive. When the park opened, it was an instant success.

    Q: What do you think has been Walt's most lasting impact/legacy on American culture?
    A: One could answer this question in a dozen different ways depending on one's priorities, but I think his largest bequest is a matter of the American mind. Walt Disney helped change the national consciousness. He got people to believe in the power of wish fulfillment--in their own ability to impose their wills on a recalcitrant reality. That's what Walt Disney did all his life. He managed to replace reality with his illusions--what some people now refer to disparagingly as Disneyfication. He sold us on the idea of control because Walt Disney was himself a master of control. We see the results everywhere--from film to theme parks to virtual reality to virtual politics.


    You Don't Know Disney: 10 Things That May Surprise You

    1. He is not frozen. His body was cremated, and his ashes are interred at the Forest Lawn Cemetery in Glendale, California, near his studio.
    2. Mickey Mouse's original name allegedly was Mortimer but Disney's wife Lillian objected because she thought it too "sissified."
    3. Some of the names originally considered for the dwarfs in Snow White were: Deafy, Dirty, Awful, Blabby, Burpy, Gabby, Puffy, Stuffy, Nifty, Tubby, Biggo Ego, Flabby, Jaunty, Baldy, Lazy, Dizzy, Cranky and Chesty.
    4. Walt Disney suffered a nervous breakdown in 1931 and descended into depression after the war, concentrating his attention on model trains rather than on motion pictures.
    5. Fantasia was the result of a chance meeting between Walt Disney and symphony conductor Leopold Stokowski at Chasen's restaurant.
    6. During World War II the Disney studio became a war factory with well over 90% of its production in the service of government training, education and propaganda films.
    7. The studio stopped production for six months on Pinocchio because Walt felt the title character wasn't likable enough. During this time he devised the idea of introducing Jiminy Cricket as Pinocchio's conscience.
    8. Walt Disney received more Academy Awards than any other individual--32.
    9. Disney modeled Mickey Mouse on Charlie Chaplin and that Chaplin later assisted the Disneys by loaning them his financial books so they could determine what kind of proceeds they should be getting from their distributor on Snow White.
    10. MGM head Louis B. Mayer once rejected the opportunity to distribute Mickey Mouse cartoons shortly after Walt had invented the character because Mayer said that pregnant women would be frightened by a giant mouse on screen.


    Sight, Sound, Motion: Applied Media Aesthetics

    Herbert Zettl

    Sight, Sound, Motion: Applied Media Aesthetics Herbert Zettl Amazon Price: $113.56
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    Customer Reviews:
    Total reviews: 7 Average rating: 5.0 of 5

    motion graphics professor 5 out of 5 stars.
    7 of 8 people found this review helpful.

    "Sight, Sound, Motion: Applied Media Aesthetics explains the WHY of film and video production. If you're looking for HOW then turn to another book."

    I would disagree with the above review. Only by learning WHY first, can we learn HOW later. This book is more than a cookie cutter approach to film and video. If you want to "click and drag" your way through an editing program, then true, this book is not for you. Add this to your collection if you want a book that teaches how to see and create film. Sight, Sound, Motion: Applied Media Aesthetics has staying power.

    Editorial Review:

    Media aesthetics have gained prominence with the dramatic advances in the digital technology of video and electronic cinema. In this dynamic field, Herb Zettl's SIGHT SOUND MOTION/APPLIED MEDIA AESTHETICS FIFTH EDITION is more applicable than ever. This new edition of SIGHT SOUND MOTION continues to be the most comprehensive book on the market, not only describing the major aesthetic image elements--light and color, space, time-motion, and sound-but also presenting in-depth coverage on the creative ways that they are used in television and film. Zettl's thorough coverage of aesthetic theory and the application of that theory place this contemporary and highly relevant text in a class by itself. Richly illustrated, this edition features strong visuals that often draw on traditional art forms, such as painting, sculpture, and dance.

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