Acting for Animators
Autor Ed Hooksen Limba Engleză Paperback – 24 mai 2023
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Specificații
ISBN-13: 9781032266473
ISBN-10: 1032266473
Pagini: 244
Ilustrații: 96 Halftones, black and white; 96 Illustrations, black and white
Dimensiuni: 300 x 235 x 22 mm
Greutate: 0.35 kg
Ediția:5 ed
Editura: Taylor & Francis Ltd.
ISBN-10: 1032266473
Pagini: 244
Ilustrații: 96 Halftones, black and white; 96 Illustrations, black and white
Dimensiuni: 300 x 235 x 22 mm
Greutate: 0.35 kg
Ediția:5 ed
Editura: Taylor & Francis Ltd.
Notă biografică
Ed Hooks was a professional actor for almost 30 years, trained in New York, with credits in all media. He is an internationally-recognized acting teacher who has taught in over 35 countries, and he has written several books for actors. Hooks is the first person to apply classical acting theory to animated storytelling.
Cuprins
Preface
Introduction
Let¿s Start with Definitions
Definition: Acting is behaving believably in pretend circumstances for a theatrical purpose.
For a theatrical purpose
Structure
Action ¿ Conflict/Obstacle ¿ Objective
We are narrative-seeking, storytelling animals
Action
Objective
Long-term and short-term objectives
Baymax in a shopping cart
Pursuing a negative objective
Acting and the CG Pipeline
Animate the thought (acting is a process of exposing, not of hiding)
Willing suspension of disbelief and the Uncanny Valley
Regarding the animated documentary
Emotion
Empathy
Sympathy
Psychological gesture
Character rhythm
The audience
Who is your intended audience?
The 4th wall
Video reference
Storyboards vs. complete screenplays
Comedy vs. drama (intro)
Gags lack structure
Charlie Chaplin, Buster Keaton, Laurel & Hardy
Showreels
Character development
Heroes and villains
Video games
Empathy vs. agency in games
Cutscenes (animatics)
Humor
Non-player characters (NPC's)
Character design and narrative
A few more thoughts about blinking in games
Classroom notes
Scenes begin in the middle
Acting is doing; Acting is also reacting
Blinking
Eyebrows
Animating dialogue
Status transactions
Power centers
The adrenaline moment
"Ma"
Regarding those talking dogs in Pixar¿s movie UP
Experimental animation
Laban movement analysis
What does listening look like?
Pantomime
Anger and yelling
Punctuation in scripts
Crying
Drunk
My acting gift to you is a surprise
A scene is a negotiation
Relationships are the way that characters feel about one another
Mirrors
A brief history of acting training (for actors)
Mocap
Animating aliens, robots and other non-humans
Film Analysis
Flee
Grave of the fireflies
Soul
Porco Rosso
Analysis
The Triplets of Belleville
Introduction
Madame Souza
Training for the Tour de France
The Tour de France
The kidnapping
French wine center/the sinister crime
We meet the Triplets of Belleville
The rescue
Finale
Postscript
"PSSSST . . . a few words, please, with animation teachers and mentors . . ."
Classroom exercises
Tightrope Exercise
Create a character profile
Open script exercise
The transformation game
Addendum
Walt Disney¿s 1935 memo to Don Graham regarding how to train animators
Ed Hooks annotates an animation master into "actor-ese" ...
Ed Hooks annotates a section from the book The Illusion of Life
Conclusion
Becoming an artist
The future of animated storytelling
Acknowledgements
References
Index
Introduction
Let¿s Start with Definitions
Definition: Acting is behaving believably in pretend circumstances for a theatrical purpose.
For a theatrical purpose
Structure
Action ¿ Conflict/Obstacle ¿ Objective
We are narrative-seeking, storytelling animals
Action
Objective
Long-term and short-term objectives
Baymax in a shopping cart
Pursuing a negative objective
Acting and the CG Pipeline
Animate the thought (acting is a process of exposing, not of hiding)
Willing suspension of disbelief and the Uncanny Valley
Regarding the animated documentary
Emotion
Empathy
Sympathy
Psychological gesture
Character rhythm
The audience
Who is your intended audience?
The 4th wall
Video reference
Storyboards vs. complete screenplays
Comedy vs. drama (intro)
Gags lack structure
Charlie Chaplin, Buster Keaton, Laurel & Hardy
Showreels
Character development
Heroes and villains
Video games
Empathy vs. agency in games
Cutscenes (animatics)
Humor
Non-player characters (NPC's)
Character design and narrative
A few more thoughts about blinking in games
Classroom notes
Scenes begin in the middle
Acting is doing; Acting is also reacting
Blinking
Eyebrows
Animating dialogue
Status transactions
Power centers
The adrenaline moment
"Ma"
Regarding those talking dogs in Pixar¿s movie UP
Experimental animation
Laban movement analysis
What does listening look like?
Pantomime
Anger and yelling
Punctuation in scripts
Crying
Drunk
My acting gift to you is a surprise
A scene is a negotiation
Relationships are the way that characters feel about one another
Mirrors
A brief history of acting training (for actors)
Mocap
Animating aliens, robots and other non-humans
Film Analysis
Flee
Grave of the fireflies
Soul
Porco Rosso
Analysis
The Triplets of Belleville
Introduction
Madame Souza
Training for the Tour de France
The Tour de France
The kidnapping
French wine center/the sinister crime
We meet the Triplets of Belleville
The rescue
Finale
Postscript
"PSSSST . . . a few words, please, with animation teachers and mentors . . ."
Classroom exercises
Tightrope Exercise
Create a character profile
Open script exercise
The transformation game
Addendum
Walt Disney¿s 1935 memo to Don Graham regarding how to train animators
Ed Hooks annotates an animation master into "actor-ese" ...
Ed Hooks annotates a section from the book The Illusion of Life
Conclusion
Becoming an artist
The future of animated storytelling
Acknowledgements
References
Index