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Introduction

The animation and graphics industry is probably one of the most rapidly growing industries in today’s times. What’s ironic is that very few people opt for this field as very few realize its existence. The animation and graphic’s industry has its products all around us, right from the packaging of the biscuit we eat to the advertisement of the same biscuit on TV or in the newspaper it’s all done by this industry. Even our 1st

favorite channel was cartoon network which totally depends on this industry. Even today each and every advertisement, movie, program has a lot of graphics involved in it. No movie or advertisement is possible without at least a little bit of special effects.

It’s not only the entertainment industry that depends on graphics and

animation, almost every industry directly or indirectly depends on it. For example a car manufacturing company would need graphic designers to generate 3D images of models they plan to develop in the future. Besides that every corporate firm depends on this industry for its promotion regardless of the media used. Be it banners, posters, Television, newspapers etc it all happens because of the graphics industry.

Let’s get a rough idea about how big this industry really is, statistics show that currently there are more than 515 over-the-air and satellite television channels

available in India. Hindi television channel have the highest market share and are available throughout the country. In addition to that, numerous regional channels are available for selective regions. The DTH subscriber base has grown to 23.77 million viewers by the end of June quarter from 21.3 million users in the previous quarter, The Telecom Regulatory Authority of India (TRAI) said recently. Each of these channels show various shows every day, besides the shows, a lot of commercials are also shown, each individual show and each individual commercial is directly a product of the graphics industry.

The above statistics were only related to the Television media however the graphics industry operates with various other Medias as well. For e.g. print media, the World Wide Web, large scale banners etc.

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About The Animation and Graphic Industry

This industry can broadly be divided into two parts, the animation and the graphic section. One would think of them as two totally different industries that function independently, however both mostly work hand in hand together. For example the L.G logo was made by graphic alone, however when the same logo is shown on TV the smiley winks, this is done because of animation. Besides every animation film has some graphic special effects added to it as well.

Graphic Designing

Graphic design is a creative process – most often involving a client and a designer and usually completed in conjunction with producers of form (i.e., printers, programmers, sign makers, etc.) – undertaken in order to convey a specific message (or messages) to a targeted audience. The term "graphic design" can also refer to a number of artistic and professional disciplines that focus on visual communication and presentation. The field as a whole is also often referred to as Visual Communication or Communication Design. Various methods are used to create and combine words, symbols, and images to create a visual representation of ideas and messages. A graphic designer may use typography, visual arts and page layout techniques to produce the final result. Graphic design often refers to both the process (designing) by which the communication is created and the products (designs) which are generated.

Common uses of graphic design include identity (logos and branding), web sites, publications (magazines, newspapers, and books), advertisements and product packaging. For example, a product package might include a logo or other artwork, organized text and pure design elements such as shapes and color which unify the piece. Composition is one of the most important features of graphic design, especially when using pre-existing materials or diverse elements.

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3 While Graphic Design as a discipline has a relatively recent history, with the name 'graphic design" first coined by William Addison Dwiggins in 1922, graphic design-like activities span the history of humankind: from the caves of Lascaux, to Rome's Trajan's Column to the illuminated manuscripts of the Middle Ages, to the dazzling neons of Ginza. In both this lengthy history and in the relatively recent explosion of visual communication in the 20th and 21st centuries, there is sometimes a blurring distinction and over-lapping of advertising art, graphic design and fine art. After all, they share many of the same elements, theories, principles, practices and languages, and sometimes the same benefactor or client. In advertising art the ultimate objective is the sale of goods and services. In graphic design, "the essence is to give order to information, form to ideas, expression and feeling to artifacts that document human experience."

In late 19th century Europe, especially in the United Kingdom, the movement began to separate graphic design from fine art.

In 1849, Henry Cole became one of the major forces in design education in Great Britain, informing the government of the importance of design in his Journal of Design and Manufactures. He organized the Great Exhibition as a celebration of modern industrial technology and Victorian design.

From 1891 to 1896, William Morris' Kelmscott Press published books that are some of the most significant of the graphic design products of the Arts and Crafts

movement, and made a very lucrative business of creating books of great stylistic refinement and selling them to the wealthy for a premium. Morris proved that a market existed for works of graphic design in their own right and helped pioneer the separation of design from production and from fine art. The work of the Kelmscott Press is characterized by its obsession with historical styles. This historicism was, however, important as it amounted to the first significant reaction to the stale state of nineteenth-century graphic design. Morris' work, along with the rest of the Private Press movement, directly influenced Art Nouveau and is indirectly responsible for developments in early twentieth century graphic design in general.

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4 A graphic design project may involve the stylization and presentation of existing text and either preexisting imagery or images developed by the graphic designer. For example, a newspaper story begins with the journalists and photojournalists and then becomes the graphic designer's job to organize the page into a reasonable layout and determine if any other graphic elements should be required. In a magazine article or advertisement, often the graphic designer or art director will commission

photographers or illustrators to create original pieces just to be incorporated into the design layout. Or the designer may utilize stock imagery or photography.

Contemporary design practice has been extended to the modern computer, for example in the use of WYSIWYG user interfaces, often referred to as interactive design, or multimedia design.

The name "Graphic Design" first appeared in print in the 1922 essay "New Kind of Printing Calls for New Design" by William Addison Dwiggins, an American book designer in the early 20th century.

Raffe's Graphic Design, published in 1927, is considered to be the first book to use "Graphic Design" in its title.

The signage in the London Underground is a classic design example of the modern era and used a font designed by Edward Johnston in 1916.

In the 1920s, Soviet constructivism applied 'intellectual production' in different spheres of production. The movement saw individualistic art as useless in

revolutionary Russia and thus moved towards creating objects for utilitarian purposes. They designed buildings, theater sets, posters, fabrics, clothing, furniture, logos, menus, etc.

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Animation

Animation is the rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement. The effect is an optical illusion of motion due to the phenomenon of persistence of vision, and can be created and demonstrated in several ways. The most common method of presenting animation is as a motion picture or video program, although there are other methods.

Animation has become a popular career choice for many over the last few decades. As animation movies are on the rise and with the advancement of technologies, this is a field that combines art, creativity and cutting edge technology in the form of computer graphics and more.

2D animation:

2D animation figures are created and/or edited on the computer using 2D bitmap graphics or created and edited using 2D vector graphics. This includes automated computerized versions of traditional animation techniques such as off, interpolated morphing, onion skinning and interpolated rotoscoping.

2D animation has many applications, including analog computer animation, Flash animation and PowerPoint animation. Cinemagraphs are still photographs in the form of an animated GIF file of which part is animated.

3D animation:

3D animation is digitally modeled and manipulated by an animator. In order to manipulate a mesh, it is given a digital skeletal structure that can be used to control the mesh. This process is called rigging. Various other techniques can be applied, such as mathematical functions (ex. gravity, particle simulations), simulated fur or hair, effects such as fire and water and the use of motion capture to name but a few, these techniques fall under the category of 3D dynamics. Well-made 3D animations can be difficult to distinguish from live action and are commonly used as visual effects for recent movies. Toy Story (1995, USA) is the first feature-length film to be created and rendered entirely using 3D graphics.

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6 A Chinese zoetrope-type device had been invented in 180 AD. The phenakistoscope, praxinoscope, and the common flip book were early popular animation devices invented during the 19th century.

These devices produced the appearance of movement from sequential drawings using technological means, but animation did not really develop much further until the advent of cinematography.

There is no single person who can be considered the "creator" of film animation, as there were several people working on projects which could be considered animation at about the same time.

Georges Méliès was a creator of special-effect films; he was generally one of the first people to use animation with his technique. He discovered a technique by accident which was to stop the camera rolling to change something in the scene, and then continue rolling the film. This idea was later known as stop-motion animation. Méliès discovered this technique accidentally when his camera broke down while shooting a bus driving by. When he had fixed the camera, a hearse happened to be passing by just as Méliès restarted rolling the film, his end result was that he had managed to make a bus transform into a hearse. This was just one of the great contributors to animation in the early years.

The earliest surviving stop-motion advertising film was an English short by Arthur Melbourne-Cooper called Matches: An Appeal (1899). Developed for the Bryant and May Matchsticks company, it involved stop-motion animation of wired-together matches writing a patriotic call to action on a blackboard.

J. Stuart Blackton was possibly the first American film-maker to use the techniques of stop-motion and hand-drawn animation. Introduced to film-making by Edison, he pioneered these concepts at the turn of the 20th century, with his first copyrighted work dated 1900. Several of his films, among them The Enchanted Drawing (1900) and Humorous Phases of Funny Faces (1906) were film versions of Blackton's "lightning artist" routine, and utilized modified versions of Méliès' early stop-motion techniques to make a series of blackboard drawings appear to move and reshape

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7 themselves. 'Humorous Phases of Funny Faces' is regularly cited as the first true animated film, and Blackton is considered the first true animator.

Another French artist, Émile Cohl, began drawing cartoon strips and created a film in 1908 called Fantasmagorie. The film largely consisted of a stick figure moving about and encountering all manner of morphing objects, such as a wine bottle that

transforms into a flower. There were also sections of live action where the animator’s hands would enter the scene. The film was created by drawing each frame on paper and then shooting each frame onto negative film, which gave the picture a blackboard look. This makes Fantasmagorie the first animated film created using what came to be known as traditional (hand-drawn) animation.

Following the successes of Blackton and Cohl, many other artists began

experimenting with animation. One such artist was Winsor McCay, a successful newspaper cartoonist, who created detailed animations that required a team of artists and painstaking attention for detail. Each frame was drawn on paper; which invariably required backgrounds and characters to be redrawn and animated. Among McCay's most noted films are Little Nemo (1911), Gertie the Dinosaur (1914) and The Sinking of the Lusitania (1918).

The production of animated short films, typically referred to as "cartoons", became an industry of its own during the 1910s, and cartoon shorts were produced to be shown in movie theaters. The most successful early animation producer was John Randolph Bray, who, along with animator Earl Hurd, patented the cel animation process which dominated the animation industry for the rest of the decade.

El Apóstol (Spanish: "The Apostle") was a 1917 Argentine animated film utilizing cutout animation, and the world's first animated feature film.

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Different careers in the Industry

 3D Modelers FX Artist Multimedia Instructional Designer  3D Tracker Game Artists and Designers Production Designers  Art Directors Graphic Programmer Production Support Lead  Background Painter Inbetweener Special Effects Designer

 Character Animators Independent Filmmakers Storyboard Artists  Character Riggers Interaction Designer Technical Directors  Color Key Artist Layout Artists Texture Artists

 Compositing Artist Lighting Technicians Tools Programmer  Concept Artist Look Development

 Painter Visual Effects Artist

 Creative Project Manager Match move Artist Web Developer

 Film and Video Editor Mathematical Modeler Visual Development Artist  Flash Directors Motion Capture Artists

Forensic Animators Motion Graphic Artists  Animation Computer Science Media Arts  Art History Digital Cinema Photography  Communication Fine Arts Physics  Development Game Design Studio Art

 Computer Graphics and Motion Picture Technology  Game Programming Visual Computing

 Software Development Interactive Media and Cinema Studies  Advertising Graphic Design Industry

 CAD/Industrial Design

 In-House Design for Sales or Related Industries  Computer Systems Design and Management  Instructional Technology Industry

 Digital Consulting Services Motion Picture and Video Entertainment  Public Relations/Marketing

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Let us now look at some of the most prominent careers in detail

3D Modelers/3D Tracker: 3D Modelers/Trackers create 3D models and simulate

movement in their environments using animation software. 3D modelers/Trackers work closely with technical directors in implementing ideas and bringing their work to life, simulating motion picture camera perspective in a software environment. For more information, go to CG Jobs- Society of Digital Artists website in the references section, or Computer Arts 3D tracking

Art Directors, Creative Project Managers, and Production Leads: People who

work as Art Directors, Creative Project Managers and Production Leads are

responsible for maintaining managerial role to oversee a creative team from concept to project finish. Production and Director positions combine both managerial and artistic skills to lead implementation of a given project. Leadership roles require design and technical skills to best understand methods of project implementation, and to help solve problems within a range of animation departments.

Character Animator/Motion Capture Artists: Character Animators design and

create animate characters using a variety of methods, including but not limited to animation software, 2Danimations, puppetry or 3D modeling. Character animators bridge the gap from script to the screen, and work with team members to use their character’s movements to tell a story.

Character Riggers/Matchmove Artist: Character Riggers manipulate the geometry

of their created character in it’s interaction with the environment. Character Riggers need a solid knowledge of physics and anatomy to fully understand how their character should react to stimuli within the context of its digital environment.

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Color Key Artist/Background Painter/Look Development Painter: People who

work as color key artists, background painters, or look development painters are responsible for creating the background paintings and color keys that lighting teams and production teams can use for their projects. These artists help these departments by developing color schemes in animations that will deliver the stylistic goals for their projects, painting/designing animation backgrounds, and working with technical directors to ensure correct light rigging.

Compositing Artist: Compositing Artists work closely with FX Artists and Lighting

Directors to develop compositing strategies and achieve an aesthetically balanced overall look. Compositing artists are an important part of creating the final finished animation project, and correcting any errors that other departments may not have anticipated.

Concept Artist: Concept artists design a unique look for a creative project, working

closely with other art departments to create a visual style that will be reflected in each part of the project.

Flash Directors: Flash Directors utilize software to create flash animations. Flash

animations are utilized in a variety of contexts, ranging everywhere from fine art to website tutorials.

Special Effects Designer/FX Artist/Visual Effects Artists: FX artists create images,

elements and special effects to achieve goals of art concept and style. FX artists need to have a strong sense of animation, and how things move to realistically portray them in their work, and can also provide support on the tools/software needed to portray these effects.

Film and Video Editor: Film and Video Editors process, cut and assemble film

footage for television, cinema, and other forms of digital media. Usually film and video editors utilize computer editing software in assembling a finished film project.

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Forensic Animators: These animators help recreate crime scenes or accidents to

explain and produce legal evidence. Forensic animators collaborate with other experts depending on the situation they are recreating to produce a realistic outcome backed up by scientific data.

Game Designer: Game Designers utilize technical and artistic skills to conceptualize

and create video games. Game Designers take many areas into account when planning games such as skill level, technical limitations, market and sound effects in game. Graphic Artist/Designer: Graphic artists create and apply graphics to communicate ideas in print, online, and other visual mediums. Graphic Designers can apply their skills in a variety of areas, including but not limited to: website design, logo design, signage, document layouts, and advertisements. Graphic artists meet with clients to determine the needs their projects, and then implement these solutions with a focus on design principles. Working conditions are varied, as graphic designers can produce freelance work, work in a small business setting, or be employed by large

corporations.

Graphics Programmer: Graphics programmers help implement the visual and

technical ideas from other departments by developing the code that will be used to execute graphical interface programming. Graphic programmers must have a strong understanding of programming languages utilized in the industry, and the ability to adapt to new technology to meet industry standards.

Inbetweener: Many animators get their start in the industry by working in the

Inbetween department. The Inbetween department is responsible for the continuity of moment between scenes in an animation. Lead Animators draw out the key scenes for an animation, and Inbetweeners are responsible for the character’s movements in transitioning between (hence the name Inbetween Department) dramatic key movement scenes.

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Interaction Designers: Interaction Designers utilize technical skills in marketing and

customer outreach. Develops and implements customer marketing campaigns that directly engage the consumer and many times create opportunities for consumers to generate their own content. Interaction designer’s work with many different

departments to implement marketing strategies that best fit their employer’s targeted audience.

Layout Artists: Layout Artists create the background for animations. Their design

and layout skills are based upon the environment of the character and how the character interacts within an environment. Layout artists must also take into account how other objects in the background interact to give the illusion of depth and

perspective.

Lighting Technicians: Lighting Technicians use design knowledge of lighting and

shadows to create characters and environments that complement project aesthetics. Lighting technicians usually work collaboratively with a lighting department on creating color keys, light rigs, and compositing renderings for their shots.

Mathematical Modeler: People who build mathematical models can apply their

skills to a variety of fields to solve complex problems or illustrate processes using math based models. Many times, people who build mathematical models utilize software technology to animate and create 3 Dimensional representations of the processes they are researching.

Motion Graphics Artist: This is a general job description for anyone who works

with graphics, video and animation technologies to create the illusion of motion. A motion graphics artist can utilize a variety of programs such as Adobe After Effects, Maya, and 3D studio Max.

Multimedia Instructional Designer: Multimedia Instructional Designers utilize their

technical knowledge to teach others using multimedia technologies. Instructional designers are essential in providing new employees or clients with mentoring that will help them utilize the tools and skills that promote the goals of the organization.

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Storyboard Artists: Storyboard artists plan and create layout for storytelling

elements of animation. Storyboard artists are essential to the planning stages of an artistic project, as their storytelling structure dictates the foundation for the rest of the project.

Technical Director: Technical Directors use lighting and design principles to bring

animations to life. Technical directors have a strong foundation in programming and animation software, and can work with artists in a team setting to implement creative ideas using animation software. Technical directors focus on principles such as lighting and rigging in animating their projects.

Texture Artists: Texture Artists produce textures to be mapped onto 3-D objects, to

complement the visual style of the game. Texture artists are essential in achieving realistic objects, as they can scan or create the textures that will respond to stimuli such as light sources in the 3-D object’s environment.

Tools Programmer: Tools programmers create and design the software or tools used

in implementing a project. Certain animation projects require the use of specialized software to best meet the stylistic and creative style of an animation; tools

programmers edit and create the technical tools that will make the animation process easier for other departments.

Web Developer: This is a general position for anyone who develops a website, either

on the internet or a smaller network. Web development can span from coding, developing web applications to maintaining day to day operations through the site.

Visual Development Artists: Visual Development Artists are multi-talented

individuals who can use their versatility to help guide the plot elements of an animation. Visual Development Artists work with time-placement continuity in a story, character emotions, and stylistic elements that assist in storytelling.

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Different fields in this Industry

Considering the amount of different Medias that are used, the graphics and animation industry has a wide scope. Right from simple pamphlets to fully fledged banners, from tiny advertisements to full feature films it all comes under this industry.

Advancement in technology is bringing out newer and more effective Medias day by day. This is also increasing the scope on animations and graphics. The different fields can be categorized into two main categories namely digital media which includes web-sites, games, 3Dcartoons and animations, 2D cartoons, film special effects etc. Following are some of the major fields in this industry:-

Digital Media

Digital art is any art in which computers played a role in production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, videogame, web site, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between traditional works of art and new media works created using computers has been blurred. For instance, an artist may combine traditional painting with algorithm art and other digital techniques. Often, the medium itself is considered the artwork. As a result, defining computer art by its end product can thus be difficult. Nevertheless, this type of art is beginning to appear in art museum exhibits.

Comic book artists in the past would generally sketch a drawing in pencil before going over the drawing again with India ink, using pens and brushes. Magazine illustrators often worked with India ink, acrylics or oils. Currently, an increasing number of artists are now creating digital artwork.

Digital artists do, simply, what centuries of artists have always done by exploring and adopting a culture's new technology toward the making of a personal imagery. In doing so the culture is also reflected in the artwork as is the artist's personal vision. As our culture becomes increasingly digitized, digital artists are leading the way in exploring and defining this new culture. Digital Artists use a medium that is nearly immaterial, that being binary information which describes the color and brightness of

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15 each individual pixel on a computer screen. Taken as a whole an image consisting of pure light is the feedback devise that tells an artist what is being made and

simultaneously stored on the computer's hard drive. Digital Artists employ many types of user interfaces that correspond to the wide variety of brushes, lenses or other tools that traditional artist use to shape their materials. Rather than manipulating digital code directly as math, these electronic brushes and tools allow an artist to translate hand motions, cutting and pasting, and what were formerly chemical dark room techniques into the mathematical changes that effect the arrangement of screen pixels and create a picture.

Digital Art is created and stored in a non-material form on the computer's memory systems and must be made physical, usually in the form of prints on paper or some other form of printmaking substrate. In addition, digital art may be exchanged and appreciated directly on a computer screen in gallery situations or simultaneously in every place on the globe with access to the web. Being immaterial has its advantages and with the advent of high quality digital printing techniques a very traditional long lasting print of this artwork can also be produced and marketed.

Following are some fields within digital art/media

1. Web Designing: - Today almost every business and firm has its own website. Infact it’s not just organizations but also individuals who have web sites these day. Many models, actors, writers etc have their own web site. A web site is one of the best way to connecting to the public. It convenient for both parties.

Web Sites not only help you connect to others but also help you earn. There are many people and firms who earn sufficient revenue through sites. Advertisers are ready to pay any amount of money for ad space on a web site. Besides this, sites like orkut and facebook has made its owners millionaires. Web sites also help firms provide value added services to its customers. For example banks now provide E-banking facilities which let members perform all the banking functions from home itself. There are many firms who also sell their products on web sites. Sites like Amazon.com perform wholly as online shops and earn all of its revenue from there.

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16 This shows how important web sites are in today’s times, and thus it also shows how important web developers and designers are in today’s time.

Web design is the process of designing websites — a collection of online content including documents and applications that reside on a web server/servers. As a whole, the process of web design includes planning, post-production, research, advertising, as well as media control that is applied to the pages within the site by the designer or group of designers with a specific purpose. The site itself can be divided into its main page, also known as the home page, which cites the main objective as well as

highlights of the site's daily updates; which also contains hyperlinks that functions to direct viewers to a designated page within the site's domain.

Basically web designing is all about making a web site for your client. It includes all the functions right from content writing to final hosting. A web designer’s job does not end once the web site is online and has begun to function. His job continues even after this. The web site needs to be updated regularly. It also needs to be maintained with respect to its content and links. SEO (search engine optimization) also needs to be carried out on timely basis. Thus a web designer’s job needs a lot of patience and planning.

The demand for web designers is on a constant rise today. With newer firms coming into the market every day more and more web sites go online every day. Besides this there is strong competition among firms to make their web sites better and more functional every day. More and more people are using the internet every day. People prefer online banking to traditional banking as it’s more convenient. Thus banks try to add as much functionality to their sites as possible. Every site wants to land on the first page of Google, thus there is a rapid need for search engine optimizers who are also a kind of web designer. In many cases the web site is the first mode of

communication used by perspective customers of a firm. For example before opting for a DTH (direct to home) services many of us may have visited the provider’s web site to compare different schemes etc. Thus for many of us the web site formed the 1st impression in our minds. A Firm’s web site speaks a lot about the organisation, for example a site with good accessibility and layout creates a positive image in the visitors mind.

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Web-Designing Pipeline

There are numerous steps in the web site design and development process. From gathering initial information, to the creation of your web site, and finally to maintenance to keep your web site up to date and current.

The exact process will vary slightly from designer to designer, but the basics are generally the same.

1. Information Gathering 2. Planning

3. Design 4. Development

5. Testing and Delivery 6. Maintenance

Phase One: Information Gathering

The first step in designing a successful web site is to gather information. Many things need to be taken into consideration when the look and feel of your site is created.

This first step is actually the most important one, as it involves a solid understanding of the company it is created for. It involves a good understanding of you – what your business goals and dreams are, and how the web can be utilized to help you achieve those goals.

It is important that your web designer start off by asking a lot of questions to help them understand your business and your needs in a web site.

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Certain things to consider are: Purpose

What is the purpose of the site? Do you want to provide information, promote a service or sell a product?

Goals

What do you hope to accomplish by building this web site? Two of the more common goals are either to make money or share information.

Target Audience

Is there a specific group of people that will help you reach your goals? It is helpful to picture the ―ideal‖ person you want to visit your web site. Consider their age, sex or interests this will later help determine the best design style for your site.

Content

What kind of information will the target audience be looking for on your site? Are they looking for specific information, a particular product or service, online

ordering…?

Phase Two: Planning

Using the information gathered from phase one, it is time to put together a plan for your web site. This is the point where a site map is developed.

The site map is a list of all main topic areas of the site, as well as sub-topics, if applicable. This serves as a guide as to what content will be on the site, and is

essential to developing a consistent, easy to understand navigational system. The end-user of the web site – aka your customer – must be kept in mind when designing your site. These are, after all, the people who will be learning about your service or buying your product. A good user interface creates an easy to navigate web site, and is the basis for this.

During the planning phase, your web designer will also help you decide what

technologies should be implemented. Elements such as interactive forms, ecommerce, flash, etc. are discussed when planning your web site.

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Phase Three: Design

Drawing from the information gathered up to this point, it’s time to determine the look and feel of your site.

Target audience is one of the key factors taken into consideration. A site aimed at teenagers, for example, will look much different than one meant for a financial institution. As part of the design phase, it is also important to incorporate elements such as the company logo or colors to help strengthen the identity of your company on the web site.

Your web designer will create one or more prototype designs for your web site. This is typically a .jpg image of what the final design will look like. Often times you will be sent an email with the mock-ups for your web site, while other designers take it a step further by giving you access to a secure area of their web site meant for

customers to view work in progress.

Either way, your designer should allow you to view your project throughout the design and development stages. The most important reason for this is that it gives you the opportunity to express your likes and dislikes on the site design.

In this phase, communication between both you and your designer is crucial to ensure that the final web site will match your needs and taste. It is important that you work closely with your designer, exchanging ideas, until you arrive at the final design for your web site.

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Phase Four: Development

The developmental stage is the point where the web site itself is created. At this time, your web designer will take all of the individual graphic elements from the prototype and use them to create the actual, functional site.

This is typically done by first developing the home page, followed by a ―shell‖ for the interior pages. The shell serves as a template for the content pages of your site, as it contains the main navigational structure for the web site. Once the shell has been created, your designer will take your content and distribute it throughout the site, in the appropriate areas.

Elements such as interactive contact forms, flash animations or ecommerce shopping carts are implemented and made functional during this phase, as well.

This entire time, your designer should continue to make your in-progress web site available to you for viewing, so that you can suggest any additional changes or corrections you would like to have done.

On the technical front, a successful web site requires an understanding of front-end web development. This involves writing valid XHTML / CSS code that complies to current web standards, maximizing functionality, as well as accessibility for as large an audience as possible.

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Phase Five: Testing and Delivery

At this point, your web designer will attend to the final details and test your web site. They will test things such as the complete functionality of forms or other scripts, as well last testing for last minute compatibility issues (viewing differences between different web browsers), ensuring that your web site is optimized to be viewed properly in the most recent browser versions.

A good web designer is one who is well versed in current standards for web site design and development. The basic technologies currently used are XHTML and CSS (Cascading Style Sheets). As part of testing, your designer should check to be sure that all of the code written for your web site validates. Valid code means that your site meets the current web development standards – this is helpful when checking for issues such as cross-browser compatibility as mentioned above.

Once you give your web designer final approval, it is time to deliver the site. An FTP (File Transfer Protocol) program is used to upload the web site files to your server. Most web designers offer domain name registration and web hosting services as well. Once these accounts have been setup, and your web site uploaded to the server, the site should be put through one last run-through. This is just precautionary, to confirm that all files have been uploaded correctly, and that the site continues to be fully functional.

Phase Six: Maintenance

The development of your web site is not necessarily over, though. One way to bring repeat visitors to your site is to offer new content or products on a regular basis. Most web designers will be more than happy to continue working together with you, to update the information on your web site. Many designers offer maintenance packages at reduced rates, based on how often you anticipate making changes or additions to your web site.

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22 If you prefer to be more hands on, and update your own content, there is something called a CMS (Content Management System) that can be implemented to your web site. This is something that would be decided upon during the Planning stage. With a CMS, your designer will utilize online software to develop a database driven site for you.

A web site driven by a CMS gives you the ability to edit the content areas of the web site yourself. You are given access to a back-end administrative area, where you can use an online text editor (similar to a mini version of Microsoft Word). You’ll be able to edit existing content this way, or if you are feeling more adventurous, you can even add new pages and content yourself. The possibilities are endless!

It’s really up to you as far as how comfortable you feel as far as updating your own web site. Some people prefer to have all the control so that they can make updates to their own web site the minute they decide to do so. Others prefer to hand off the web site entirely, as they have enough tasks on-hand that are more important for them to handle directly.

That’s where the help of a your web designer comes in, once again, as they can take over the web site maintenance for you – one less thing for you to do is always a good thing in these busy times!

Other maintenance type items include SEO (Search Engine Optimization) and SES (Search Engine Submission). This is the optimization of you web site with elements such as title, description and keyword tags which help your web site achieve higher rankings in the search engines. The previously mentioned code validation is

something that plays a vital role in SEO, as well.

There are a lot of details involved in optimizing and submitting your web site to the search engines – enough to warrant its own post. This is a very important step,

because even though you now have a web site, you need to make sure that people can find it!

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23

Skills and qualifications needed to be a web-designer

There's no nationally recognized professional web design qualification, although there are various design courses you could take. Clients and employers are more interested in the portfolio and past works rather that his educational qualification. Anyone having the right knowledge about web-designing along with sufficient creativity can go on an become a web designer. However having a certificate from a government recognized institute can provide additional weightage.

Following are the skills needed to be a web-designer

 Graphical user interface (GUI) design using HTML/XHTML/CSS, Adobe Fireworks & Flash

 Web standards compliance and basic accessibility issues (as they pertain to XHTML)  Planning, designing, and implementing web site structure and navigation layout with

server side includes and dynamic content  Designing and planning additions to sites  Flash presentations

 Design & layout of e-mail newsletters

 Design & layout of press releases & white papers  Image optimization

 Knowledgeable with TITLE & META tags and page content for search engine optimization

 Understanding of screen resolutions and how to design for them

 Testing with multiple browsers and operating systems to ensure the best compatibility possible Software knowledge:  Adobe Dreamweaver  Adobe Fireworks  Adobe Flash  Adobe Photoshop

 Adobe Illustrator (beginner)  Adobe Acrobat

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24

2. Animation: - The word ―animate‖ means to add life to an object. Hence lifeless

objects are also known as inanimate objects. Animation involves any process of adding life to images, i.e. to generate moving images. Animation though sounding like a recent term, the art has been in existence for years. Cartoons like Popeye the sailor man, Bugs Bunny, Mickey Mouse, Tom and Jerry etc are more than 80-90 years old. It is quite astonishing to know that even today they win the hearts of children just the way they did 80-90 years back. Infact a recent survey has revealed that even adults prefer these shows as it helps them forget their worries.

Man is said to have attempted animation more than 2500 years back. Archeologists have found vases, pots and other such objects which have a series of images painted on them in such a way that when the vase or pot is spinned the image appears to be moving. Over the years there has been a lot of changes in the process of animation. However through-out all these phases of changes, the demand for animated films has always been high. Traditionally animation was done by manually drawing each still or frame by hand. All these frames would then be displayed at a fast rate to produce the illusion of moving characters. Today most of the work is done by computers, however unlike other tasks where the job gets easy after introduction of computers, here the job has still been complicated to master. However the degree of realism has increased considerably with the introduction of computers. Many a times an animation looks so real that one can’t differentiate it from real film. As an animator a lot of planning and organizing is required. Animators need to be very patient and calm as even a tiny mistake needs them to redo a lot of work again. However this hard work pays off handsomely most of the time. Movies like ratatouille, cars, Up in the air, Avatar etc have been a huge success all over the world. We’ll heard and probably even seen them.

Animation can be broadly divided into 2 parts a. 2D animation

b. 3D animation

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25

A. 2D animation: - 2d animation is the creation of moving pictures in a two-dimensional

environment, such as through "traditional" cel animation or in computerized

animation software. This is done by sequencing consecutive images, or "frames", that simulate motion by each image showing the next in a gradual progression of steps. The eye can be "fooled" into perceiving motion when these consecutive images are shown at a rate of 24 frames per second or faster. It involves any type of animation where the Object can be measured in two dimensions which are height and width. Hence the name 2D meaning 2 dimensions. Example of 2D animations would include cartoons like Popeye, Tom and Jerry etc.

Compared to 3D, 2D is a far older technique having a history of about 70-100 years. However many people prefer the simplicity involved in 2D animations. Cartoons like Tom and Jerry, loony toons, Popeye the sailor man etc are all 2D animations and today they’re considered as classics in the animation field.

People may think it’s easier to make a 2D animation as compared to a 3D one, but in reality it’s just the other way round. This is because in the case of 3D most of the calculations are done by a computer, while in 3D it mostly done by human effort. Besides this, in 3D animation after modeling (designing) the character he can be rotated in any direction without any problem, while in 2D even a tiny rotation needs a lot of abstract imagination on the animator’s part.

The demand for 2D animation is falling in recent times because of the rise in 3D. However this fall in demand is very gentle or rather negligent. Commercials cartoons on T.V are still in 2D format even today. Even the most recent cartoons like choota bheem, shinchan, etc are all in 2D form. 2D works are now taking place as a classic form be it in the field of gaming for e.g.:- Mario and road rash or cartoons like Heidi- the girls in the Alps. These works are never forgotten and still generate the same entertainment as they did before. There are many full feature animation films like Lionking, Aladdin, The Jungle Book, Tarzan and The Beauty and the Beast which are animated with 2D technology.

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26

Production pipe line

The overall process of creating a 2D animation is divided into three parts: pre-production, pre-production, and post-production.

Pre- production: Pre-production involves establishing the plot of the completed

animation. Because each shot in animation is so labor-intensive, it's imperative to get shots right during pre-production. Re-animating a shot (because a character uses knowledge not gained until later in the story, for example) is very expensive, especially compared to live-action filming. Most animations are storyboarded, in which the main action in each scene is drawn in a comic book-like form. Storyboards are usually pasted on large foam-core or poster board sheets, which can be quickly read through by the staff. During pre-production, the staff reviews the storyboard for consistency, and parts of the storyboard may be redrawn multiple times.

Production: Each shot in a 2D animation involves multiple single drawings of

characters. To demonstrate the concept, think of a still camera that can take many photographs in rapid succession. Imagine aiming that camera at a person and taking many quick photographs as the person walks towards you. Each photograph

corresponds to an individual drawing in an animation. Keys are important drawings that convey the extremes of the character's movement--the first drawing is almost always a key--while in-betweens are the remaining, less important drawings in the shot. Typically, each drawing begins with a sketch, in pencil, of the character's pose. This drawing is then cleaned up in pencil, though this is not always do Some

companies hand-ink each drawing, writing over the cleaned pencil lines with a pen. Others--especially studios whose artists can draw very clean pencil lines--will scan the pencils directly into the computer, then ink the drawing digitally.

The drawing is now considered a "cel." Before computers, the drawing would now be photocopied onto a sheet of clear celluloid or acetate, then hand-painted. This created a "cel," which was placed on top of a background painting and filmed with the click of a film camera. Cels are still highly prized by collectors, though few true cels remain. Many of those on the market are reproductions.

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27 Today, the digital cels are colored on a computer. Meanwhile, a background is drawn. The background is imported into an animation program, and each cel is layered onto the background in succession. This is then saved on the computer as a single video file.

In practice, the keys are usually drawn by a top animator, and these are then scanned and assembled into a "rough cut" of the shot while the keys are given to a junior animator, who will draw the tweens. The film can then be assembled during

production, and junior animators can be directed in small adjustments to improve the flow of each shot and scene. In Asia, this is typically when dialog is recorded, so that the junior animators can match the tweens to the vocal.

Post- production: Even after all the tweens have been colored and added to the

animation, the film is far from complete. There's still music and sound effects to be added, as well as visual effects (glows, hazes, etc.). The animation also may need to be edited in the more traditional film sense; shots cut slightly short or held longer, even scenes cut entirely.

It is in this process that all the tiny bits and pieces come together to finally form a full feature film. This process is as complex, complicated and crucial as the production process because it is at this stage where all the animations begin to make sense. Videos are viewed minutely still by still or frame by frame to ensure the best bits get into the final edit.

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28

Aladdin an example of 2d animation film

Aladdin is a 1992 animated feature produced by Walt Disney Feature Animation, and

released by Walt Disney Pictures on November 25, 1992. The thirty-first animated feature in the Disney animated features canon, relates a version of the story of

Aladdin and the magic lamp from The Book of One Thousand and One Nights. It was directed by John Musker and Ron Clements, both of whom had just finished writing and directing The Little Mermaid.

Aladdin was released on November 25, 1992 to positive reviews, and was the most successful film of 1992, earning over $217 million in revenue in the United States, and over $504 million worldwide. The film also won many awards, most of them for its soundtrack. Aladdin's success led to many material inspired by the film such as two direct-to-video sequels, The Return of Jafar and Aladdin and the King of Thieves, an animated television series, toys, video games, spin-offs, and merchandise.

Composer Alan Menken and songwriters Howard Ashman and Tim Rice were praised for creating a soundtrack that is "consistently good, rivaling the best of Disney's other animated musicals from the '90s."

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29

Production of the film Aladdin

In 1988, Howard Ashman suggested Disney make an animated musical version of Aladdin. After writing a storyline and songs with partner Alan Menken, Ashman delivered it to directors John Musker and Ron Clements. In 1991, the script was delivered to studio chief Jeffrey Katzenberg, who thought the script "didn't engage", and only approved it after rewrites from Clements, Musker and the screenwriter duo Ted Elliott and Terry Rossio. Among the changes, the character of Aladdin's mother was removed, Princess Jasmine became a stronger character, Aladdin's personality was reworked to be "a little rougher, like a young Harrison Ford," and the parrot Iago, originally conceived as a "British" calm and serious character, after the filmmakers saw Gilbert Gottfried in Beverly Hills Cop II was turned into a comic role, voiced by Gottfried. The concept of calm, serious British bird would later be worked into The

Lion King's Zazu.

Most characters' designs were based on the work of caricaturist Al Hirschfeld. Aladdin was drawn originally based on actor Michael J. Fox but during production it was decided that he wasn't "appealing enough" and they decided to make him

resemble actor Tom Cruise instead. Computer animation was used to develop some features of the movie, such as the tiger entrance of the Cave of Wonders, the magic carpet, the scene where Aladdin tries to escape the collapsing cave, the full view of Agrabah, and the clouds in "A Whole New World".

The weakest-looking aspect of Aladdin is its computer-generated animation. With the integration of CG within a 2D world still in its infancy in 1992, it often sticks out like a sore thumb.

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30 Watching this film will give animation buffs the opportunity to study and admire the fine animation work. The film mixed a variety of animation and art styles to come up with a unique look. Though some influence from Richard Williams’ ―The Thief and the Cobbler‖ (made from 1968 to the early 1990s) is apparently present, the crew of ―Aladdin‖ borrowed motifs from Tex Avery cartoons, Al Hirschfeld drawings, and Arabian design. The colors, used in the film are rich and almost three-dimensional. The film has the traditional touches many people associate with classic Disney animation. The first element is story, the story of a young boy who wants to become somebody. The sidekick characters are another element of Disney animation, and there are many in this film and most of them are strong characterizations.

The strengths of this film are many and overshadow any minor gripes one might have. Musker and Clements’ direction is solid. The animation and voice casting is nearly perfect. It’s fun entertainment. The film is also an interesting time capsule on Robin Williams. Of course, there’s also the top-notch artwork and music. There’s not much doom and gloom to be found in Aladdin, as the colorful, smooth style of

animation really adds a layer of detail to the story. Character animation is pitch-perfect, and the backgrounds are even better. Combined with the trademark Disney style of orchestral music, Aladdin is a well-rounded effort that holds up well.

Image detail and contrast are superb, and really bring the colorful world of Aladdin to life. Only a few minor nitpicks kept this presentation from being perfect, namely a few instances of very mild edge enhancement and a few traces of interlacing. Otherwise, this visual presentation is up to the high standard of Disney’s Platinum Collection.

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31

3D Animation

3D animation is the creation of moving pictures in a three-dimensional digital environment. This is done by sequencing consecutive images, or "frames", that simulate motion by each image showing the next in a gradual progression of steps, filmed by a virtual "camera" and then output to video by a rendering engine. The eye can be "fooled" into perceiving motion when these consecutive images are shown at a rate of 24 frames per second or faster.

Producing animation by using computer technology, without doubt, is closely related with the computer technology technique and a series of capabilities of this technique. Computer gives the opportunity to the animator to use time, technique and

creativeness at a higher level and enables high quality products to be emerged.

It involves any type of animation where the object can be measured in three

dimensions which are height, width and breadth. Hence the name 3D meaning three Dimensions. Examples of 3D animations would include shriek, cars, bolt, Up in the sky etc. The degree of realism in 3D games and Movies is rising at an even steeper rate. Many a times it is difficult to distinguish between real models and 3D ones.

Though stated earlier that creating 2D is more taxing than 3D, it never means creating 3D models is easy. It involves a lot of planning and patience. Though one is working in a 3D environment the monitor can always show only a 2D image, this makes it even tougher to design in 3D.It is like clay modeling but with just a finger and one side at a time.

3D demand is on a steep rise, most of the animations of today are made in 3D environment. 90% of full feature films realized these days are in 3D. More over 95-97% games are also made in 3D. Examples of 3D movies would include Up, Cars, Madagascar, Fly me to the Moon, Megamind, Cloudy chance of meat-balls etc. while examples of 3D games would include counter-strike, GTA series, Hitman series, crysis etc.

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Production pipeline

In the process of 3-d computer animation production, it is inevitable to realize some series of steps related to production technique and methods based on both technique and expression style. The information about these steps is as follows.

 Design

 Producing the models (modeling)

 Determining the surface qualities of models.  Scene arrangement

 Transformation  Rendering the objects

 Assembling and special effects  Transferring to video, CD, or film.

First of all, an idea must be formed to produce an animation. And design enables the transfer of the idea. ―The design process of animation production is a kind of planning process in which the subject of animation, the message to be sent to target population, the method to be followed in presenting the information, time and expression

characteristics are all taken into consideration and planned as a whole.‖ The event takes its first form with the scenario. Scenario can be thought as the story of the planned design. Besides this description, the drafts of characters, models, images and sound which are going to be used in the animation are formed in mind. The event that is going to be told, the message that is going to be given, relations, atmosphere, manner and behaviors all form the text in this step.

3-d computer animation production begins with the modeling of the characters that are made in the computer’s virtual space where width, length and depth are entered with numerical values. In the first step, a three-dimensional skeleton of the model which seems to be made of wires is made. On the surface of this skeleton color, texture and material features are defined. These features are the simulations of the objects surface characteristics in real life.

Animator produces very realistic images by defining the materials to objects like transparent like glass and light permeable, bright like chromium and reflecting light,

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33 dull like plastic and absorbing light. After the surface qualities of the models are done, the scene where the events will occur can be built. A placement is arranged on stage according to the positions of characters, objects and accessories, and their movements that will be performed in a planned time which is determined by shooting script and storyboard. Light sources and cameras are also placed in this section.

Then the animation is added to the models. Till the process all the objects in were still like statues. It is at this stage that movement is added to the objects and characters. The key frames of the objects or the characters that are being planned to be moved are placed on the time line. On these specific points, the movements are applied

according to the flow of scenario and the effect that the characters must follow. Each individual object has a different set of key-frames for example a character’s hand would have a different set while the legs would have yet a different set. Key frames are simply frames where the movement is supposed to start and stop. The computer then added the movement to the frames in between to create a smooth transition between the two.

The last step is the rendering step, once the scene is designed three dimensionally. By this operation, the defined surface characteristics, by the help of light sources, can be viewed on the computer screen. Here the 3D models are converted from the the animation software related format to a proper video format.

Producing 3-d computer animation comes to an end by playing all the frames in a sequence. Using sound, music, effects can take the animation to its goal so easily. After the editing of animation, it is transferred to any medium like film, video, CD, etc.

Animation is being used very wide-spread in many fields today which have many steps from design to production.

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34

Shrek: A 3d animation film

It is a wondrous, comical animated adventure that satirizes fairy tales and wears its heart on its sleeve without ever winking too far to remind us that it is all a joke. It wastes no time in making big impressions. The opening credits for the movie are absolutely incredible. The opening credits interact with Shrek’s environment and are pulled off so well that it is easily the best animated opening credits ever created. The second computer-generated animated film from DreamWorks Shrek is a dazzling display of creative artistry and sheer imagination. With animated characters never looking so flesh-and-blood before ,the movie is nonstop candy for the eyes, with a palette of bright colors jumping off the screen, and a round-up of central characters who are not only likable, but also memorable and enchanting. The film is an ideal viewing experience for both children and grown-ups alike.

Commercially successful on release in 2001, it helped establish DreamWorks as a prime competitor to Pixar in the field of feature film animation, particularly in computer animation. The film's success also made DreamWorks Animation create three sequels: Shrek 2, Shrek the Third, and Shrek Forever After. There was also a Christmas special called Shrek the Halls and a Halloween special called Scared Shrekless.

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Production process of the film: Shrek

The production moves from story and concept artwork into 3-D modeling and

eventually render. DreamWorks Animation uses the popular Linux Maya commercial package for 3-D modeling. Layout positions the characters in the scenes and

determines overall lighting. Models are ―rigged‖ with internal skeletons by the Character TDs, and then given to the scene animators. Because of the complexity,

Shrek 3 animators were assigned in pairs to each of the hundreds of scenes. In the

past, it was one animator per scene. Lighting and any special effects are added, such as cloth or flames. Then, the scene is rendered frame by frame on a 3,000+ CPU Linux renderfarm.

Storyboard: A Story Artist's Rendition of the Scene.Each frame is assigned to a

different node of the renderfarm by grid software so that many frames can be output simultaneously. The frames are edited into a movie using Avid software. Early in the process, hand-drawn storyboard images are scanned, and a scratch audio track is edited together creating a rough video representation of the movie. As each sequence is completed, it replaces the rough storyboard footage, building the fully rendered movie scene by scene.

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36

Layout: the Layout Artist's Blocking of the Camera Moves and Character Poses

Animation: at this stage, the animators create the character's performance for the

scene.

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37 The issues with maintaining a large Linux-based pipeline are the same as maintaining a large pipeline on any operating system. They unified the studio on one standard pipeline a while ago, and now they have all productions at all times using the same pipeline. They stress, push and develop the pipeline in different ways on each production.

There was much specific technical advancement on the movie, including advancements in hair, clothing, costuming and crowds as well as bringing the secondary character animation (crowds) to a whole new level of performance. Long hair may be the biggest technology advance in Shrek. In all of animation in the past long hair is very little. It took months to do the hero-hair flick on Shrek 2. Hair is everywhere in Shrek 3. How hair glides across a shoulder looks easy but is very complicated to model. The way the hair moves had to become much more automated. There isn't time for animators to position each hair by hand. With clothing they have more interactions, including ripping of the cloth. Fast motion is always difficult to do.

Technically and creatively there were three major challenges; the human characters, the complex environment and then the traditional visual effects — things like fire and water and the elements. For human characters, some of the challenges were rendering skin. Computers are really good at rendering things like plastic and metal, as they love hard surfaces, but to date they haven’t been as successful dealing with translucent softer surfaces and we didn’t find real applicable computer graphics research for rendering skin that we would use.

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Qualification and skills needed to be an animator

Just like web designing there is no specified educational qualification for animators. It’s all about your skill and creativity. However doing a course in a reputed institute is quite necessary in the case of animation as very few firms can afford to trust an animator with no experience. Besides it is almost impossible to work on free lance basis as an animator. When looking for an animator employers look for the following qualities in an individual.

Artistic Ability – Creative thinking, an understanding of composition and the ability

to draw are the foundation of an animation career. Whether you're creating

storyboards or putting the finishing touches on a series of computer generated images, you'll need to have a good grasp on basic artistic skills.

Storytelling Ability –You need to be a good storyteller. This includes having a good

sense of timing and pacing, and knowing how to get your characters to express themselves in a believable way. As an animator, you'll be responsible for portraying characters' emotions—which means you need to understand character development, even if you're not the one onscreen.

Technical Skill / Software Knowledge – With the increased use of computer

generated imagery (CGI) technology in the film industry—in both live action films and animated movies—animation careers are becoming increasingly technical. You'll need training in various software programs that are standard in the industry. In some animation jobs you may also find math and physics helpful,

Teamwork – You not only need the ability to work with clients, but you'll also need

to thrive in a team environment. Animation projects involve many people, but the end product needs to be consistent as if produced by one person. This may involve

following or giving direction, working to meet deadlines and communicating clearly and effectively with other team members and clients.

Miscellaneous knowledge- It includes knowledge about geometry, physics,

mathematics etc. in order to be able to create a realistic scene it is necessary to know how the real world functions. For eg, to create a realistic reflective surface the animator needs to know how light it reflected and how it behaves in the real world.

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Special Effects

The illusions used in the film, television, theatre, or entertainment industries to simulate the imagined events in a story are traditionally called special effects (often abbreviated as SFX, SPFX, or simply FX).Special effects are traditionally divided into the categories of optical effects and mechanical effects. With the emergence of digital film-making tools a greater distinction between special effects and visual effects has been recognized, with "visual effects" referring to digital post-production and "special effects" referring to on-set mechanical effects and in-camera optical effects.

Optical effects (also called photographic effects), are techniques in which images or film frames are created photographically, either "in-camera" using multiple exposure, mattes, or the Schüfftan process, or in post-production processes using an optical printer. An optical effect might be used to place actors or sets against a different background.

Mechanical effects (also called practical or physical effects), are usually

accomplished during the live-action shooting. This includes the use of mechanized props, scenery, scale models, pyrotechnics and Atmospheric Effects: creating physical wind, rain, fog, snow, clouds etc. Making a car appear to drive by itself, or blowing up a building are examples of mechanical effects. Mechanical effects are often incorporated into set design and makeup. For example, a set may be built with break-away doors or walls to enhance a fight scene, or prosthetic makeup can be used to make an actor look like a monster.

Since the 1990s, computer generated imagery (CGI) has come to the forefront of special effects technologies. CGI gives film-makers greater control, and allows many effects to be accomplished more safely and convincingly – and even, as technology marches on, at lower costs. As a result, many optical and mechanical effects

techniques have been superseded by CGI.

Today even a tiny advertisement on television has atleast some amount of special effects added to it.

References

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