click on
a topic to view it : |
about "Pixels
and Pegbars" |
An introduction to the notes below
and some thoughts about animation and computers
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the animation
workflow |
All animation projects are unique,
but most reflect a similar workflow. This describes
the animation process from concept to output
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animation
field sizes |
In
2D animation, centimetres and inches are used to specify
distances and lengths, but there is another measurement
system used unique to animation: fields....
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an animation
glossary |
Includes a US/UK dictionary of the
more common differences in film and video terms
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aspect ratios
/non-square pixels |
This
page discusses picture
aspect ratios
and pixel aspect
ratios. It
is easy to become confused, especially when trying to
produce graphics for broadcast use |
bitmap backgrounds |
Finding a way to represent
a "real" piece of artwork in the virtual world
of computer graphics |
bitmap file
types |
A brief guided tour to just part of the
bitmap file maze |
a digital
primer |
For the digitally
challenged - at last, a simple answer to the question:
what does "digital" mean? |
fairings |
Accelerations and decelerations - can
be the difference between a piece of indifferent animation
and something with real flair |
pixels and
vectors |
A thorough basic guide to the main
features of and differences between vector graphics
and bitmap graphics
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writing
a dopesheet |
This is one aspect of animation
that has changed little. There is only one real rule....communicate clearly
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widescreen
notes
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In most of Europe, most TV production
is now wide screen. But many people still watch on old
"4 x 3" TVs. What to do about it Also
- some simple advice concerning High Definition
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wobbly
animation |
One for animation nerds
only...why does some animation wobble and why do some
people like it?
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