3D Animation - Master of Arts in Design
Transcription
3D Animation - Master of Arts in Design
3D Animation The Use of Analog Techniques in a Digital Era Daniel Tamayo Master Thesis Hochschule Luzern - Design & Kunst Master of Arts in Design | Illustration Colloquium Advisers: Jan Eckert Andrew Polaine Mentor: Aileen Posada 2 Affidavit: I hereby confirm that this degree thesis is all my own work. Any material adopted from outside sources directly or indirectly is indicated as such. This thesis has not been submitted to any another examination authority in this or any similar form nor has it been published. Date: The 3rd of February 2015 Signature: 3 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 4 Abstract Abstract: Throughout the history of art there have been various executions and speeches according to the function of the technique, each supported and dependent on the resources that each time offers. This now gives us the freedom to express an idea backed by multiple possible techniques that fit to the creator›s intention. The contemporary era brings with it a debate that is present in different types of expression, is the dilemma between the analog and the digital, which consists on the two methods that are today responsible for the development of creative processes. The arrival of digital media and technological developments have generated a significant discord in literature, photography, films, illustration, among others... This thesis will expose basic concepts, definitions and references of 3D animation, both in its analog as digital technique, to resolve what advantages has one over the other, how they can complement each other, and most importantly: What is the reason that encourages to preserve manual work in the midst of this digital age? From my knowledge of analog animation, and with the help of documentation and current and historical references, I will carry out a study that exposes the development process of both techniques, their advantages and disadvantages, their main functions, resources, to determine a conclusion that manages to help the understanding and practice of the potential animators, who like me, consider and make use of development supported by the analog technique. 5 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 6 Index: Table of Contents Affidavit 3 Abstract 5 1 Introduction 9 2 Animation as a Creative Process 2.1 Stages of the Creative Process 11 11 3 Timeline: A look at the Past (Graphic Map) 14 4 Analog 3D Animation 4.1 Categories / Techniques 4.2 Analysis and Gallery Maps 4.2.1 Nightmare Before Christmas 4.2.2 Grizzlybear - Ready, Able 4.2.3 James and the Giant Peach 20 21 24 24 28 31 5 Digital 3D Animation 5.1 Types of Digital 3D Animation 5.2 Analysis and Gallery Maps 5.2.1 Toy Story 5.2.2 Avatar 5.2.3 The Lego Movie 34 35 36 36 39 43 6 Comparative Chart 47 7 Fusion between the manual and the digital. 7.1 Argument 7.2 Analysis and Gallery Maps 7.2.1 Jurassik Park 7.2.2 The Bear and the Hare 7.2.3 The Boxtrolls 48 48 50 50 53 56 Conclusion: The Theory of Reinvented Indentity 60 Bibliography and resources 62 8. 7 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 8 Introduction Introduction: Figure 1: Walking. Frame to frame. As an analog 3D Illustrator/animator and a fan of this technique, It has always called my attention to understand work in an era in which in a short time there has been many changes against this technique, without underestimating the gains made by technology, instead, trying with this thesis to somehow complement these two techniques and expand the meaning of my work. I have an affinity and affection for the manual work, I believe that it is a technique with a distinctive attribute that reveals the passion and dedication to this work, in addition to the many advantages that I›ve found in various experiments with materials. However, I don’t think it is logical to ignore that we live in a practical time, in which the technology has been responsible for saving processes and has been given many opportunities that previously could not be considered by the limitations which offer other times regarding this actual time. I start this thesis by trying to introduce the reader to the world of animation. I think the intention of animation comes from prehistoric times, as a need to narrate pictorially the bison movements, that is the reason why some of these animals are pictured in the rock art with 8 legs instead of 4. I can say that the history of animation begins, which has been perfected and in turn supported by the technological discoveries in each time, among these discoveries, it is important to note that the evolution of photography plays a key role, from the darkroom to the digital camera, animation has mutated using interventions that favored to improve photography and cinematography. But until here we have only spoken about 2D animation, and to be clear about the difference from 3D animation, it is important 9 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration to notice that 2D animation focuses on giving life to the depicted drawing (which has two dimensions), while 3D animation arises with the intention of giving life to inanimate real objects (which have the volume as the third optical dimention), both with the same objective, to tell a story. With the previous definition we can say that the puppets and marionettes are the precursors in the evolutionary line of 3D animation because they present a completely manual development of characters from actual materials, and its function was to tell and recreate stories. Subsequently, stop motion animation (Analog) is used to generate simulations and effects in films, as a tool for the simulation of the voluntary movement of objects (The Electric Hotel 1907), the development of small scale models that simulate places, this resource has persisted and has been perfected till the present (the Lord of the Rings), also as a tool for the manufacture of fantastic beings (King Kong 1933). It should be noted that previously the 3D was seen more as a tool in the films of science fiction than as an ultimate goal. Until the Decade of the 50s began to perform experiments that allow analog 3D, also known as stop motion animation to finally empower 3D digital animation. 10 Animation as a Creative Process 2. Animation as a Creative Process Lets start defining animation as a simulation of movement produced by images which are created one by one; by successively projecting these images (called frames) an illusion of movement occurs, but the represented move did not really exist . As with any creative process, the creation of an animation is done in a certain order, a series of steps that segmented the work, or give shape to the project since the idea up to the projection of the animation. Each stage has an important rol in the creative process. These stages are named as: -Pre-production -Production -Post-production -Distribution 2.1 Stages of the creative process Pre - production: Most of the experts said that this is one of the most important stages, not only because it defines all the other ones, but because it is the step that creates the whole motivation of the animated process. The preproduction is the concept stage which formalizes an idea with technical specifications, it is the answer to what and how to do something. This stage includes the description of the idea, Script, Story Board, the blueprints, design and development of characters, voice recordings and voice edition (Animatic/ceica). Figure 2: Blueprint. The Nightmare Before Christmas 11 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Production: I can define this stage as the materialization of the preproduction stage, it is the stage that gives shape to the animation process, at this point the process is not only a sketch but the material result of the concept; it includes the gestures of the characters, layout, development of scenarios, the Keyframes and the Inbetween, testing, cleaning, pigmentation and execution. Figure 3: Stage and Characters. Vincent - Tim Burton Post - Production: This stage is responsible for perfecting the production by editing, dubbing, mixing and music. Based especially on reviewing mistakes ,improving production and also adding special effects that can not be done in real life. I believe the importance of this step depends on the style of the animation, and also it is focused on finding a way to debug and refine the product once it is done. Figure 4: After Effects - Edition 12 Animation as a Creative Process Distribution: This is another important stage to have in mind, its importance is focused on how the production will reach viewers. In this stage it is important to talk about a merchandising concept: The target. The target audience is the segment of society for which the product, in this case the animation, is intended.This segments are categorized by age, gender, lifestyle, needs, motivations and consumer habits. Figure 5: Focus Group 13 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 3. Time Line: A Look at the Past Graphic 1: Time Line: A Look at the Past 14 Timeline: A Look at the past 15 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 16 Timeline: A Look at the past 17 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 18 Timeline: A Look at the past 19 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 4. Analog 3D Animation Figure 6: Stop Motion Process First of all, to move forward with the objective of this thesis, it is important to define shortly what Analog 3D animation is and its techniques. Analog 3D animation also called Stop Motion animation consist in pretenting the motion of static objects through a series of successive still images called frames, which are not drawings, but they are created by taking real images. Stop Motion animation is used to produce movements in any object by manipulating it, either rigid or pliable, such as toys, building blocks, cromy or characters created with clay. It is commonly called artisan animation, because the movement is given by the construction of articulated objects frame by frame. This work is made by different materials (clay, sand, paper cuts, chalks on floors, walls, etc.) progressively, without the possibility of going back. It is important to say that analog animation is not only the begining of the 3D animation, it is also intended to preserve natural aspects of real life which is not very easy to show using a computer, this is why many animators still use it. 20 Analog 3D Animation 4.1 Categories /Techniques Graphic 2: 3D Analog Animation Techniques 21 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Puppet Animation: As I already said in the introduction, we can say this is the beginning of the 3d animation. This technique is also used in the present, but it consists of puppets that generally have an articulated structure inside of them that is used to keep them steady as well as to move them. Tim Burton’s work is the perfect example to bring when we are talking about Puppet Animation. Figure 7: Tim Burton’s Corpse Bride (2005) Claymation: Clay animation or Plasticine animation, is very similar to puppet animation, the difference is that this one uses figures made of clay or malleable materials. Also with an inside structure that allows them to both move and be steady Figure 8: Gumby - Stop Motion Process Cutout Animation or Silhouette Animation: Stop Motion made with papercuts. It can be produced by moving two-dimensional pieces of paper or cloth, or characters are backlit only visible as silhouettes. Figure 9: Silhouette animation - Cut out Animation Pixelation: Stop Motion in which the animated objects are people and authentic common objects not puppets, toys or models. Figure 10: Her Morning Elegance/ Oren Lavie Video Multiplane: It is a technique that divides the animation in glass giving the sensation of graphic depth on scenes, and that is how it obtains the simulation of 3D. Figure 11: Multi Plane Table. 22 Analog 3D Animation Model Animation: Stop-motion animation created to interact with the live-action world. Intercutting, stop motion with real motion, mixing scenes such as scenarios, stop motion characters with real actors. A great example of this technique was the first King Kong movie. There is a subcategory of Model animation called Go Motion, which uses various techniques to create motion blur, with actual movement between frames of film. Object Animation: These are the regular inanimate objects in stopmotion animation. This technique has two categories. One is the Graphic Animation, which uses photographs, newspaper clippings, magazines, etc. which are sometimes manipulated frame-by-frame to give the impression of movement. There is also the Brickfilm which uses brick toys to make an animation. Figure 12: Model Animation - Go motion. E.T Figure 13: Lego Shortcut - Brickfilm 23 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 4.2.Analisys and Gallery Maps 4.2.1.Nightmare Before Christmas Directed by: Henry Selick Produced By: Tim Burton Categorie: Movie Genre: Fantasy - Horror - Musical Stop-motion/Puppet Animation 1993 «In Hollywood, they think drawn animation doesn›t work anymore, computers are the way. They forget that the reason computers are the way is that Pixar makes good movies. So everybody tries to copy Pixar. They›re relying too much on the technology and not enough on the artists».- Tim Burton. Nightmare Before Christmas becomes a referenced determinant when it comes to naming a handcrafted and meticulously detailed graphic language, aesthetic values that are as innate to the stopmotion as an analog technique. His characters, scenarios and material culture shows how the value of manufacturing and traditional technique can also contribute to modern aesthetics, just as well as the predominantly digital modern techniques. A pre analog production, where each texture, form and material is analyzed so that they have connection with the body in movement, dress and space, brings as a consequence no standardization in techniques and processes of production. Thanks to this project Tim Buton is now recognized to employ this type of technique to perform his rare and extraordinary stories. Before the development of this film, there were series› and shortcuts, but not a feature film as well made with these resources. I chose this project as an example, since it plays a very important role in the history of animation.These models, characters and small details are the result of the first feature film made in this analog technique that captivated thousands of people especially fans of film, art and toys, future animators and modelers of characters who, like me, wants to work in a production like this. I believe that in this case, the analog technique was used for many reasons, such as the remarkable goal of making a whole movie in stop motion/ puppet animation. Also the use of this technique seems appropriate with regard to the graphic style , allowing the macabre-fantasy world come to life in its own nature as if it was real. There’s a magical touch on little details and expressions that make this world seem absolutely real. We can see these details in textures, materials used, and specially lighting, which plays a role in each stage, trying to give a more or less dramatic setting according to the situation that the producer wanted to represent. In this project, you can see a flawless and very complete result of this analog technique despite the time. It is remarkable because at this time, this team was without the resources or facilities we 24 Analog 3D Animation have now for many effects, and they still succeeded in this work of art. Assuming that this film would have been able to develop with digital technology at that time, I believe it would not have had a result as successful as it did using analog development, because of the detail value and the realistic enviroment, even if we are talking about fantasy, I think their characters would have rigid movements and its scenarios would lose this manual touch, also it’s kind of amazing to think of the huge manual process that is behind this movie as it was made. Pre - production I think is important to say that there is a strength in preproduction, it played an important role from the innovative approach of the concept and the dark and macabre style that represents Halloween. At this stage, Tim Burton creates the story, the characters and all the visual and conceptual art of the story. Later together with director Henrry Selick, they got the animators and the rest of the necessary equipment; a composer named Danny Elfman for music, since it is a film with musical sequences. Also a Department that made the storyboard which is useful to plan and visualize every scene and coordinate them with music and voices and give structure throughout the story. Thanks to the storyboard, they arranged the time to know how long it would take each scene to develop, decide the palette of colors, the required stages to fixate the lighting and objects. Characters The characters, after being designed and drawn by the art Department, are made into figures sculpted out of oil-based clay to shape the first three-dimensional character since it is easier with this clay to Texturize them and give them a more polished finish. next in development are the skeletons which are constructed with metal parts that simulate the body›s movements to hold the figure. Later, metal skeletons are placed into molds with latex foam to create the final shape of the character (give the skin). They are baked, are taken out of the mould, to finalize the character they colour and put them clothes, dressing them and adding different details such as hair, fabrics, metals etc. And finally making them up and giving them the final touches. They were about 200 figures and 15 animators. They also built hundreds of heads with different expressions and faces that change depending on the facial movements in each emotion or spoken lyric. There were more than 400 different heads that were used to complete Jack›s emotional spectrum. The characters are graphically very interesting. they have a horror and terrifying disposition without being at all macabre to there public, which are children. There is something particularly interesting about some of the characters, in which the material with which they are made is linked to their personallities and skills. Such as Sally or Oggie Boggie both of which are built with a kind of fabric sewn with threads and have the ability to tear and stitch at there own convenience. 25 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Scenarios By being made in miniature scenes with characters and other handmade objects, texture is a big contribution to the aesthetic appeal in this film. Textures are much more real and related to material giving more natural feeling than any digital technique would obtain. This story unravels in three different realities. One is the world of Halloween, which is a dark world of shadows, Halloween characters, dark shades and colors from a palette of black, white and orange tones were used. The landscapes mostly consist of cemeteries, crypts, old houses and castles all in stone, gray and a pointy and aggressive style. Another scenario is the Christmas town, where the characters are colorful, rounded and happy. This enviroment is full of vivid and bright colors alluding to Christmas. It also has a snow layer of a material that gives the feeling of fluffy, soft and shiny. Finally there is a human or real scenario, where the houses, people, objects and colors simulate reality. Production: The production process begins once all the figures and scenes are ready to be animated and is sequenced according to the order of the storyboard. Being that this is a stop-motion film, it is developed scene by scene, taking photographs of each frame to give life to the story. This process must direct the lighting in the right place and position for the camera to take photographs in the required sequence frames. he real world scene has small windows and doors that allows animators come, give movement to the figures and take pictures in the required places more easily. While one animator is working on a scene, there are more animators working in other scenes at the same time. Post -production: At this stage the team put pictures together in a software to create the final animation. Certain digital special effects such as ghosts coming out were also added to the beginning, also snow, smoke, shadows, fire and electricity. This is the stage that completes entire development process. Distribution-Target audience The Nightmare Before Christmas was created by Tim Burton while he was working for Disney, but was not accepted at first. Later It was held by Touchstone Pictures, a subsidiary focused on adult audiences. Film Rating was (PG) (PG - Parental Guidance Suggested. Some material may not be suitable for children under 10 years. Generally recommended that children under 10 must be accompanied by an adult). According to the above, I think that the film is for a public older than 10 years old who can enjoy this lively technique and these incredible characters and scenarios that are narrated through this story. There are dark and a little macabre scenes for minors which makes this film material suitable for young people and teenagers older than 10. 26 Analog 3D Animation Graphic 3: Nightmare before Christmas map 27 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 4.2.2. Grizzlybear - Ready, Able Directed by: Allison Schulnik. Categorie: Music Video Genre: Indie Rock - Fantasy Stop-motion/Claymation Animation 2009 «I mix clay colors. At times, the characters are really filled with all sorts of colors, so there can be pleasant surprises, or “happy accidents” as Bob Ross would say.».- Allison Schulnik. This short film is a music video that was developed for the for the band Grizzly Bear. , I chose it because it seems perfect to give the example of claymation and how the characters are transformed in shape and color as the animation proceeds. It is a very interesting claymation technique where you can see how the shapes are transformed frame by frame. This piece of art is the resource and graphic reference in which you can appreciate a laborious manual work that gets a result with a significant and distinctive identity. The continuous movement, detailed plans and stylistic transformations not only from the formal (the plastic and artistic) but also the creative process give way to say that the technique used in this case: claymation, is the main factor and the distinctive value of the video. You can visually see that one of the accomplished intentions of this short is to generate a sea of sensations in their spectators, these feelings become real thanks to the sensitivity of our body in front of the sensory stimuli generated by this aesthetic solution which falls short: body transformation, mutation of the color, and corresponding to the claymation diluted effects. This technique gives the characters expression and personality, i.e. precedes the words. I choose this project, because it is an important and relevant example to remind and emphasize the importance of the analog that shows us how we can use the help of artists and their works to express deepest feelings and recreate them in 3D worlds that represent another kind of comunication. This video was made by the artist Allison Schulnik, it was made in this technique to represent nostalgia, revulsion and sorrow with a natural and expresive style. If this idea had been made in digital technique,its aesthetic and essence would have been lost. With all this information we can conclude that analog technique is better to support artistic intentions. Pre Production The concept and art was performed according to the song. Later the model was built with different materials to give the detail 28 Analog 3D Animation required, elements such as trees with real wood, branches, leaves and shrubs, a material that simulates the water and over some sort of transparent paper that later was used in production to create an illusion of movement. In some scenes there are more simple scenarios such as black backgrounds, or with some color. A transparent box was created too that shines with colored lights with some kind of acrylic or glass. They built the pedestals where are the heads that move and the other items. The main character is also molded in plasticine. Characters: The character is kind of a Yeti who lives in the forest, it is molded in clay with changing colors and outside covered with a layer of white clay mixed with other colors in subtle pastels. The most interesting thing about this character is that during the motion animation he is involved and deformed getting a hint of movement in his «skin» giving a very interesting result visually, constantly moving on each frame. The other characters like the little green men who eat the monster that melts in the «water» or faces that move in columns transforming from one side to another are made during the production process, as the clay was deformed on each frame, to accomplish that one face turn into another. Production: Stop-motion animation frame by frame animation claymation figure deforming or transforming each frame, motion, lighting. I think this is the most important and interestin stage, since during animation claymation characters are transformed and deformed, changing colors becoming a more experimental and unusual art. Post - production: In the post-production stage they made the whole line of frames, collecting all the photos in any video editing software adding some lighting and some details. Also they edited the music video ending it to be published. Distribution -Target audience In this video the target audience in my opinion is divided into two segments, one is the people who likes this band or this kind of music and art and experimental videos, the other serious people who like stop motion technique and enjoy its detail and appreciate the patience and the technical work. In my opinion it is serious visual category (G) Suitable for all audiences. 29 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 30 Graphic 4: Grizzlybear - Ready, Able map Analog 3D Animation 4.2.3James and the Giant Peach Directed by: Henry Selick Produced By: Tim Burton Categorie: Movie Genre: Fantasy Live Action/Puppet Animation 1996 «You know, I love stop-motion. I›ve done almost all the styles of animation: I was a 2D animator. I›ve done cutout animation. I did a CG short a few years ago, ‹Moongirl,› for young kids. Stop-motion is what I keep coming back to, because it has a primal nature. It can never be perfect.».- Henry Selick I choose this film, because it is the first feature film that manages to mix the technique of stop motion animation and live action in an appropriate way, in which a child as a real actor becomes a fictional character as a Stop Motion character. This means that the intention to mix these two techniques is related with the two enviroments (the real and the fictional) of the movie, wich is an intelligent and recursive way that not only offers to the viewer two points of view, but also two techniques that are linked with concepts that allow to differentiate visually two worlds. This combination of techniques allows to create a collage of scenes and characters, generating values added to its production and the final result. This film was made by Henry Selick in 1996 and is based on a book written by Roald Dahl. It contains different atmospheres that can be divided into several realities, the real world, the world in peach (3d stopmotion) and the world of Jame’s dreams (illustration collage). Each style is handled according to each situation . Assuming that the film›s had developed with the help of digital media (digital 3D). It would maintain the appeal of both worlds without any problem and also the intention. What makes this film and its manual work big is the process and dedication. Also it would have lost some of the essence of those characters that may seem more real, like toys. Pre - production This stage includes the whole idea and the way to create two worlds, characters and the script based on the book and that would summarize the book in 2 hours of projection. As we saw in the other examples, this stage also covers the design and development of characters and scenarios. Characters The characters in this film are divided in two different groups, the real players and miniature figures. The figures are made by emptying molds (latex foam) on a skeleton constructed for each 31 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration character depending on his physiognomy. These skeletons are made with small parts that rotate to give a more fluid movement to the characters. Once the mold is finished, polished and the shape is completed, it is painted in detail, and the addition of other materials such as fabrics for garments and wool for the hair or small details that each character has such as sunglasses or hats. Scenarios As I have already written, there are two enviroments and principal scenarios on this movie, the real life and the life inside the peach. They are divided according to two forms of project and communicate events. The Live action and the stop motion. Production This stage is divided in two parts, one part is where the animation is developed in stop-motion. Pictures are taken frame by frame to give motion to the characters on stage. This step is performed similarly in the film «The Nightmare before Christmas» that we saw in the previous example. On the other hand, recording takes place in live action, with actors in real locations that should have a language that can merge properly with the animated part. It must be a very organized and precise work to achieve harmony with such a mix. Post - production Special Visual effects and audio, editing, music and completion. In the postproduction, the team took the animated material and video recording and joined them in a video editing program to make the final cuts and organized the timeline of the movie. Once they had everything and saw the final story, they added special effects and voices. Distribution-Target audience Like the original book, this movie is directed to the child demographic. It was produced by Walt Disney and its rating (PG) and children under 10 years must be accompanied by a responsible adult. 32 Analog 3D Animation Graphic 5: James and the Giant Peach map 33 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 5. Digital 3D Animation In computing, the three dimensions are the length, the width and the graphic depth of an image. Technically speaking the unique 3D world is real one, the computer only simulates 3D graphics, because ultimately all computer images only have two dimensions, height and width. The process of creation of three-dimensional graphics begins with a group of mathematical formulas and becomes a graphic in 3D. Those mathematical formulas (With the use of external objects) describe polygonal objects, tones, textures, shadows, reflections, transparency, translucency, refraxiones, lighting (direct, indirect and global), depth of field, blurs by movement, atmosphere, view, etc. All of this information constitutes a model in 3D. The process of transformation from a 3D model to a 3D image is called rendering, this model is joined to a virtual skeleton or stick figure that allows movement, many parts of the virtual skeleton are related to real bones. The result of a rendering can be a static 3D image or a Digital 3D Animation. The softwares commonly used for the development of 3D animation are: 3D Studio Max, Blender, Lightwave 3D, Maya, Softimage XSI. The softwares commonly used for edition of 3D animation are: Cinema 4D and Adobe After Effects. Figure 14: Digital 3D Animation Sequence 34 Digital 3D Animation 5.1 Types of Digital 3D Animation CGI Computer Graphics Imagery It is a technique that creates an animation generated from a computer without the help of external devices. The design is entirely digital from the beginning (structure) till the end (Image). Figure 15: Digital Dory Model. (2015) Motion Capture It is a technique that is used to scan real movements like facial gestures or body motion, with which it is possible to give life to objects and characters in a digital 3D animation. “Motion capture is the process of recording a live motion event and translating it into actionable data that allows for a 3d recreation of the performance. In other words, transforming a live performance into a digital performance” http://www.organicmotion.com/motion-capture/ Figure 16: Skeletal Parameter from Motion Capture Data 35 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 5.2 Analisys and Gallery Maps 5.2.1Toy Story Directed by: John Lasseter Produced By: Walt Disney Pictures and Pixar. Categorie: Movie Genre: Comedy Adventure 3D Digital Animation 1995 «The art challenges the technology, and the technology inspires the art.».- John Lasseter. Toy story was the starting point for a whole generation of digital animation. The emergence of a global technological context gradually transmuted the way to design and develop the animation. Solutions to the movement of the characters similar to everyday objects, textures typical of plastic toys and imitation lasers, became totally innovative proposals, a digitized aesthetic that changed the way we ever saw animation. This film transcends classic and is crowned as a true cinematic revolution. Each fraction was recreated from their scenarios and environments, the human characters, toys and every detail. From this film until the present there are hundreds of animated films in this technique trying to increasingly innovate. Using familiar characters in the audience as children›s toys and give them life, induces a romantic and dreamy evocation that leads to relive moments of their lives. I remember when this movie came out and generated very controversial views and critics, some people were surprised at what an animator could do with the help of technology, others on the contrary view said that the technique was monotonous. Then I begin to guess what would have happened if toy story had been made from a manual technique. And the truth is that it would be very interesting. The design and development of real toys, and a mixture of techniques to represent the world of toys and the real world, like the case of the Giant Peach. However, the mere fact of speculation, refers me to think that then without Toy Story as we know it, we would not have the chance to watch many possibilities that appeared later and which is increasingly striking and interesting this technique. Pre - production First the story and all the conceptual chart was created, then the digital characters, objects and scenarios first on sketch and later in a modeling software. Starting from modelling to its material texture and color. The story was based in some parts of the relationship of John Lasseter (Director, Animator and Founder of Pixar) with their own toys from childhood. Woody the cowboy is based on a figure of Casper the friendly ghost who was his favorite childhood toy and Buzz Lightyear space soldier was based on the Gi joe who replaces all his old toys. 36 Digital 3D Animation Characters: The characters in this film are digitized toys that become animated characters. Woody is a character who represents an old toy of a united states cowboy made of cloth, like a ragdoll. He has a string mechanism that makes him speak, he says comforting words for children as «I always be by your side» . This character represents the favorite childhood toy. On the other hand, Buzz Lightyear is a new toy, with many technological developments such as tools, wings and lights, he doesn’t know he is a toy, he thinks he is actually a galactic soldier. Other toys that are used as characters are also very interesting, toys that are recognized in time as Mr. Potato, the troll or little green soldiers with which many of us played when we were kidsIt is interesting that toys are based from their original functions to fulfill its role in the film, e.g. the dog slinky that its spring allows you to stretch and climb to reach high places. Or the remote control truck which is controlled by the same toys, as well as magnetic tablet that they can use to comunicate in distance, or the pig which in turn is a piggy bank. Their personalities are related with their functions as toys. All of the toys are created in CGI technique as well as the whole film. Scenarios: Most of the film unfolds in the Andy’s room, also the warehouse of toys, the outside world, and others. All made with digital technique resembling reality Production: During production animation process is digital, encouraging the already modeled characters at different stages in terms of camera movements zooms tables showing the scene and proper lighting is displayed. This production is also similar to the frame by frame, but not with photography, instead with digital images. Post - production: To complete the process, this stage is in charge of adapting the voices and the music of the entire film to coordinate with the already animated material to make them fit perfectly. Then end up giving touch-ups of lights and color to finish the process. Distribution - Target audience Toy Story is a film that was rated (G) family or suitable for all audience. It is a genre that lends itself to entertain the entire family using different jokes and humor to make it entertaining both for children and young adults whom we recognize some of the toys or characters we see in the new animations and allow us to remember our childhood and when we played with them. 37 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 38 Graphic 6: Toy Story map Digital 3D Animation 5.2.2 Avatar Directed and Produced by: James Cameron Categorie: Movie Genre: Science Fiction 3D Digital Animation - CGI and Motion Capture 2009 «I believe 3D is inevitable because it›s about aligning our entertainment systems to our sensory system. We all have two eyes; we all see the world in 3D. And it›s natural for us to want our entertainment in 3D as well. It›s just getting the technology - it›s really more the business model than the technology piece. We›ve solved the technology.».- James Cameron Avatar is the ultimate visual reference to commemorate the outstanding and evolved work in the 3D field. The visual experience with Avatar has staged the many technological gadgets in cinema. Technically it is above in the digital world. Its concept, graphic elements and effects are unprecedented. The fictional universes James Cameron presents are the product of our experiences and claims in the virtual environment in which we live. Dressing the body through the transformation of stylistic features, surreal landscapes, fluorescent animal textures, strange flights, is an invitation to focus on the synthetic product world of digital techniques of the time. The digital era is what has made it possible that the space between the hyper-reality and reality becomes increasingly narrow. It seems very important to note this example in the galleries of analysis because it allows us to see how these two cinematic styles are mixed obtaining excellent results. Also it allows us to analyze better the digital technique in relation to the real action and how its fusion is what gives strength to these innovative and special graphics on this film. This film was made in live action mixed with digital animation CGI because it was the best way to represent the action and events that occur in it. This technique is quite appropriate for the film since their scenes were full of fantasy, requiring different effects. If it had developed in a manual technique, I am sure that they would have not obtained results so complex and of such high quality when it comes to mix this technique with the live action technique, also the strong colors that do not exist in real life and the realistic and at the same time fictional scenarios. If this film had been made in the analog technique the process would have been much more complex for the majority of scenes in which animation at high speed was required. Scenarios would have been possible in models with a great level of detail but that chromatic game which is one of the aspects that make this movie a success has not yet been achieved. This seems to me an important example to defend the digital technique, is completely appropriate for the intention of the movie. 39 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Thanks to this example we can understand that the digital technique is a very strong technique used in the appropriate context, because it reinforces the graph and the concept of the film. We can also see rapid movements and camera tracks that are only possible in the digital animation process. Pre - production: Idea, conceptualization, storyboard, script, modeling 3D characters, scenes or necessary graphics, props and costumes, makeup. The first step was the creation of history, then the storyboards, scenes, characters, graphics and visual concepts were defined. Characters and scenes of the Pandora Planet, robots and humans ships were modeled in a 3D software, colored and textured. Characters: The characters and their characteristics are striking and interesting. They are like a kind of humanoid with some animal characteristics, long arms and legs and to survive, a tail that allows them to connect with nature. This last item reflects the union with nature and with other human beings. They are blue and have like an indigenous style who dress fabrics and animal skins, they belong to another planet called Pandora. The animals and vegetation of Pandora are modifications of existing objects in the real world combined with fantasy, making a completely new and interesting scenario that integrates two realities in one. It has excellent color and composition management. There are also human characters. Scenarios: There are fictional scenarios, which are created with a stunning and dramatic design that captivates the viewer. The planet Pandora is alive and has thousands of violent creatures. It is a jungle in which has not been introduced technology which finishes with the heart of nature. It is a paradise where the beings that inhabit it are connected to it through a loop of birth(circle of life). The graphic language used in this places is amazing they were based on incredible existing places in the world to create the movie scenes. Others were created from the imagination. When night falls, we can see that some plants and creatures illuminate with fluorescent colors. Those effects are a perfect complement to this 3D Digital Animation film. Production: Live action, recording with editing by chroma (blue/green screen), motion sensors, Digital 3D animation. Once they knew what was required to develop the project, they divided it into two parts, one is the part that is the real world that is made into live-action in which actors make their role and act in front of the cameras. The second is the motion capture and the CGI in 40 Digital 3D Animation wich the actors are located in green funds to achieve the effect of chroma. They use motion sensor in the body that are digitized and interpreted by the previously modeled 3D characters. The movement is fluid and more like reality. They also use CGI in the scenarios. So this part is about filming and also creating the whole motion and appearance of the movie. Post Production: Visual special effects, audio, editing, sound, detail and finish. In this process the adequacy of the characters was improved. They also edited and gathered scenes which combined fantasy with reality, allowing the animation take its final shape. Audio is added and given the final details of retouching. Distribution-Target audience This film covers various age groups, it is a movie with modern effects and imaginatively mixed with incredible scenery. The story is a bit stronger and shown in some scenes chaos and destruction, danger and even sex, it is recommended that children under 13 years do not see it, listed as (PG13), meaning it should be seen in the company of an adult. 41 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 42 Graphic 7: Avatar map Digital 3D Animation 5.2.3.The LEGO Movie Directed by: Phil Lord and Christopher Miller Produced by: Dan lin and Roy Lee Categorie: Movie Genre: Comedy Animation Digital 3D Animation 2014 «“We made something that uses Lego as a medium to tell a story, rather than a story to sell Lego. We saw it as a way to talk about creativity.”».- Christopher Miller I chose it as an example because it is similar in some aspects to the movie Toy Story. Toys are the protagonists, and there is a child playing with them and was carried out in this digital art by software that tries to simulate textures and real objects. However, we must recognize that tableting technology is more modern than Toy Story, and this precisely what makes me analyze it. In this gallery we see the example of Lego film which was well received worldwide both children and adults who like me have a child inside. Its plot is interesting and is a critique on different aspects. Criticizes adults who buy and collect lego pasting and leaving as ornamental when children who could really play with this and use it to create, which is the original idea and base concept, build and create. The film also criticizes society, how people become a kind of copy of the other, losing its originality, losing confidence in ourselves and the possibility of general innovative solutions. But more than the conceptual plot of the movie, what is really is interesting is the way in which it was developed which makes it an interesting example of digital animation. It is performed by this digital art depicting figures, objects and bricks of lego to achieve a similar appearance to reality. This is one of many examples I have given in which we can conclude that the technical and visual style reinforce the frame and the concept of the film. If this animation process had developed in stop motion, the work would have been much more extensive, tedious and complicated. The team would have had to build brick by brick and stage by stage which would take too long and cost materials to be made, it would also be difficult to commission exactly the number of bricks that would be needed, so that we can begin to conclude that the digital 3D animation has the advantage of optimizing processes in terms of time and sometimes money. Likewise, the process would have been complicated making such special effects or these explosions and destruction of structures or buildings to be done manually would have required much more work and the result would not have been the same as it was digital. LEGO is composed of small bricks or tiles to build their structures making it difficult to see the spontaneous and fluent work, because the material they are made is quite stiff, 43 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration this would have complicated the process of Stop Motion. And if we think Clay Motion, which could be the solution for rigidity, it would be completely lost its likeness to the original material of LEGO. Even though there have been a large sum of short films made in lego, using stop motion with good results, still have not achieved results with a similar level of this film about the quality of movement, effects and fluency. The reason why the film was made in this technique was mainly because it was a more agile and practical way to perform many special effects and movements. I do not deny it would be interesting to have seen the results in Stop Motion, which could have given some interesting and positive results in terms of realism and texture, but in turn would have lowered their quality in terms of movements and special effects. Pre - production Idea, conceptualization, storyboard, script, construction of models and scenarios in LEGO (physical), script, character selection. Modeling and construction of each real piece in digital. In this case in pre-production, the story is created, which is based on any story that would create a child playing with his LEGO bricks in his basement. Lego scenarios were created in actual size for some scenes in stop-motion, but then digitalize to animate and create effects and distortions of the material more easily. While other scenes were directly created in a 3D graphics software generated by computer.The CGI software they used was the «Lego Digital Designer», which is a program that allows the user to build digital models with Lego pieces. Each piece was modeled separately with Maya Animation Software and XSI. Then they added some defects such as scratches to the finished brick structures, hairs or fingerprints to give more realistic feel. Characters The characters in the film are based on existing characters from LEGO, to which they were assigned a role to play in history. They belong to different LEGO worlds as in the example of Batman, Pirate Beard metal or builder astronaut who is a figure of the first LEGO versions Their shapes and textures are simulating the actual figures through this digital software allows providing more flexibility and dynamism in their movements without removing the essence of brick toys. Scenarios The scenarios in the film are based on existing worlds from LEGO, and are constructed giving the illusion of the real ones.They are the different scenarios found in LEGO collections such as the Medieval world, or the Pirate World and the Old West, or even the stage of the Sky in which pieces more feminine and colorful lego used. These scenarios are recreated through bricks simulating even in natural elements such as water, smoke etc. 44 Digital 3D Animation Production Digital Animation (3D Animation software) At the stage of production is encouraged 99% software for 3D digital scenes and 1% in animated Stop Motion. Once is all completed for postproduction, the team starts the process to turn to the special sound effects, voices with actors depicting the characters, and music sound track. Post - production Special Visual effects and audio, editing, music and completion. In post production the entire animation is finished, uniting software made animation and stop-motion animation. The team gave the finishing touches to Edition, details and coloured the scenes, they added music and adapted previous voices or sound effects . Distribution-Target Audience For lego movie content is catalogued as (U), for over 4 years which makes a family film. All types of audience can enjoy it and its story is entertaining simulating the story that would create a child playing with LEGO. I also think that it covers a little of the adult audience who has identified with this toy and reminds him of his childhood. 45 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 46 Graphic 8: The LEGO Movie map Comparative Chart 6. Comparative Chart Between Analog and Digital 3D Animation According to the information and analysis that so far I have raised in this thesis, it is important to draw conclusions that allow us to see the advantages and disadvantages of each technique in order to rescue the best of each, techniqueand their limitations. Graphic 9: Comparative table between Analog and Digital 3D Animation 47 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 7. Fusion betweenAnalog and Digital 7.1 Argument The above reflections on analog and digital technique, are pros and cons, gives way to the next analysis based on graphs and narrative arguments that demonstrate the surprising and important result of the fusion of these two techniques, temporarily distant but attractively united. The sighting of a digital era, the spread of their progress, the qualitative graphical processing, the use of softwares that allows performing specific tasks in a short time, set immediately the feeling of innovation that can light and lead us to a new cycle. Throughout time digital techniques have managed to cross barriers, gaining maturity in their processes and outcomes, leading to new generations of modeling, animation, lighting and rendering. The effervescent moment of digitization has enabled the optimization of production processes, playing spaces, textures and colors alluding to reality, using practical design elements for its representation «When a form has been derived from nature, or of the world made by humans, is representative» (Wong, 1979 :12) However the so abused technique has provided homogenization of graphically images, such as character traits, textures, scenarios. Wucius Wong in his book fundamentals of design says «When we draw an object on paper, we employ a visible line to represent a conceptual line. The visible line has not only long but also wide. Its color and texture are determined by the materials we use and how we use them. So when the conceptual elements are visible, as are shaped, color and texture. The visuals are the most prominent part of a design, because they are what we actually see». (Wong, 1979: 11) In the digital age these visual elements are those that are determined by the used material, and which have become standard factors to the viewer›s eye to the point of confusion between characters and stories. In the opposite direction, the analogous technique is the laboratory where new materials, shapes, textures and structures of a character or a scenario become an idea that be can perceive, distinguish and remember. This analog world is immersed in the tactile textures whichas mentioned by Wucius Wang «Is the kind of texture that is not only visible to the eye but can be felt by hand. The tactile texture rises above the surface of a bi-dimensional design and is concerning a threedimensional relief». (Wong, 1979: 85) All this handmade content leads us to obtain an identity through a process of individuation. But is it possible to conceive this way of constructing images without the current context? without the spacetime axis as the requirement of every narrative and product? No way, the context and the situation are the differentiating variables in the outcome of the creative process. That is what begins to reinvent analog by the hand of digital, revaluing 48 Fusion Between Analog and Digital their production processes and results. Preserving them separately may seem insistent and repetitive. What results surprising about this combination of techniques are things like when the viewer is tempted to think of scenarios developed at small scales with hyper-realistic touches belong to our daily lives. This is the case of the famous film director Peter Jackson with The Lord of the Rings, where with the help of handmade technique was allowed to create realistic and detailed scenarios like Rivendel. In this film we can also see how they used makeup, prosthetics, Figure 17: Jackson, Peter: Rivendell Scenario Model. (2001) mold making handmade and lots of gadgets for the transformation of actors. And undoubtedly another example that manages to blend with reality is “Gollum” which is materialized through motion capture technique. This technique completely covers the practical requirements of this character, which characterizes its quadruped position and elusive movements, achieving harmony in the composition and the environment. The collage between these two techniques becomes a practice that can take different sides and therefore can generate interesting and innovative value propositions, creating an effect of surprise and seduction by audiovisual narratives in the viewer. In the next gallery I will show three films, in which the use of this collage techniques are well manage and can bring fruitful results. 49 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 7.2 Analisys and Gallery Maps 7.2.1.Jurassic Park Directed by: Steven Spielberg Produced By: Kathleen Kennedy and Gerald R. Molen. Categorie: Movie Genre: Adventure - Science Fiction Mixed Technique 1993 «The only movie that I would ever even consider retrofitting is the first ‹Jurassic Park,› which I think would look pretty spectacular in 3D. That›s the only one of my films that I would consider doing in 3D.».- Steven Spielberg This movie seemed like an excellent example of a mixed technique in real action and animated with both analog and digital for the development of these dinosaurs, mixing these two techniques for very convincing results close to the reality. The film was made in 1993 an era in which digital technique was not so strong and had not developed to such a level to encourage all these giant dinosaurs so easily, and get them to interact and to fit correctly with these actors in live-action. It is important to mention this movie on the galleries because with it we can analyze how both techniques worked together with live-action in a complete and interesting way to help among them to achieve very real effects. It is important in the history of animation, since from this film that became an instant blockbuster, have experienced these techniques now making even more incredible things, even from the same sequel to Jurassic Park, which opens in 2015 as Jurassic world. If this movie had done all in Stop Motion it would not have been able to make several scenes that require speed and agile movements in dinosaurs not as serious and realistic as possible. While being developed only in digital form would have given more chances to play with the planes in which the image is taken and also to give more drama and more complexity to the scenes, but still with very digitized textures and movements. And it would have lost the realistic appearance that they wanted to achieve. The mix with digital and analog technique is much more effective than using one of the two techniques, especially given the time, when digital technique was just beginning. Pre - production: In the process of this film, they use the novel by Michael Crichton to recreate this Jurrasik world. It started with a very thorough research process with paleontologists and experts in this area. Once they got the necessary information and studies, Stiven Spielberg made a storyboard choosing specific scenes that he wanted to show in the film and determining the story. Later the group of Stan Winston recreated the storyboard on small models with real dolls of the characters and dinosaurs, simulating the prior created by Stiven Spielberg. This 3D / Animatronic storyboard gave 50 Fusion Between Analog and Digital them the possibility to organize in detail the lights and the elements required in the real set. Finally, they used digital dinosaurs and giant robots with certain robotic movements. In this stage of the process, the team experimented the Go-motion technique, but still looked very fictitious and the idea was to show dinosaurs as realistic as possible. So they made it in digital form and the objective was achieved, a high level of realism to the era in which it was made. Characters: The characters (dinosaurs) were made in miniature and first hand designed to take definite shape, textures and color. The most important parto was to make them look real 100%.Then they developed giant sculptures in clay of some of the dinosaurs as prototypes of the sculptures that were use in the process to make huge molds, then they added silicone to create skins that covered these gigantic structures making them look as realistic as possible. When Dinosaurs did not have many moves in the scenes, the team used these huge robots with some special effects and certain robotic movements to give these a sense of realism. Furthermore this process of robotics dinosaur structures gives support and movements. Is the skeleton which allows the robot to move and act. To finish this process these robots were covered with silicone molds, then colored, and then they gave the final touches and makeup to make these dinosaurs look real. Scenarios: They chose and prepared the different sets and locations for the scenes. The team constructed buildings and necessary structures for production. The sets were the genetic laboratory, the main room of the barracks, the outside of of the tyrannosaurus rex cage, and other scenarios were generally out doors. Production: During this process, they made the shooting in different sets and locations like Hawaii and California in the Mojave desert. They also performed the sounds and different special effects such as the vibration famous in the water. Post - production: The team made several tests of movements and positions of the dinosaurs on stage to give the level of realism that wanted to obtain. Later they created articulated robots connected with software that gave the robots movements through the characters previously modeled in a computer. Then they made the sounds, special effects, mixing and rendering. And the last step was the edition of the hole material. Distribution-Target audience This film presents a rather strong content for children under 10 years old, contains scenes of violence. In this film the audience to which it was directed are people above 13 years old (P13). 51 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 52 Graphic 10: Jurassik Park map Fusion Between Analog and Digital 7.2.2.The Bear and the Hare Directed by: Elliot Dear / Yves Geleyn Produced by: Adam&EveDDB Categorie: Commercial Advert for John Lewis Mixed Technique Topic: Christmas 2013 «Through the use of hand-crafted animation, we›re hoping to evoke nostalgia and build anticipation ahead of Christmas..».- Craig Inglis (John Lewis Marketing Director) Again we appreciate the manual and digital come together to produce a great result. The graphic quality in the design of the characters, the meticulous detail to distribute and set the characters spatially generating the movement, the creativity in the whole production process. Manual animation, as a traditional technique becomes a sensory operation allowing itself to evoke nostalgia of Christmas in a shopping context. While the digital work is responsible for facilitating processes and acclimate the analogue with his incredible handling of effects and efficient way to work. This example is a mixture of digital and analog techniques, in which the portion of the digital work is mainly in the production of the characters that were made in hand sketch and later were vectorized and printed to be cut and became characters with their movements , they organized them into categories for an easy way to produce the animation. We can clearly see the Cut Out animation in this development process. This commercial advert certainly could have been present in other ways to the public, may have developed all digital or analog. However the mixture provides great convenience and reinforcement of the concept. Not only is presented as a similar challenge, but also as a way to optimize processes and bring a variety of techniques to the content that enhance the final product. Their concept is to evoke the warmth, family atmosphere, the meaning of Christmas in the eyes of a modern public, allowing us to understand that the technique is based on the traditional to the eyes of a technological world. It is a commercial that certainly intended not only to sell a product but incorporate all kinds of feelings through art, and it brings us an innovative way to transmit a message Pre Production: This is a very important stage in this example, because it is what gives the distinctive factor of the animated piece. Idea, conceptualization, storyboard, script, model building / scenarios, illustration and digital sketch characters, gestures, props, 53 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration printing and trimming and completion of each piece. For the development of this advertising, pre-production process was basically the idea, conceptualization and preparation of the model, characters and other necessary details. They also organized the required lighting and a storyboard to arrange times and scenes. Characters: The characters were illustrated handsketch pose by pose, once they were defined, they were digitalized and colored. After having each character position they were vectorized, printed on paper or some type of thick cardboard. Once they were cut, they stored them in order in their respective drawers ready for production. The lines and style of the characters are smooth and polished, with characteristics of real animals but with a tender graphic style. Scenarios: The scenario was a 100% handmade model with impressive detail. Interesting materials such as polystyrene were used to simulate snow on the ground or in trees, rocks to achieve the cave where the bear lives, or papers to prepare gifts, variety of materials making each piece in detail. Production: Stop-motion animation frame by frame, physical, actual lighting. In the production stage frame by frame animation stop-motion was developed. The characters were changed at each feeding with their respective pose giving the impression of movement.. Post Production: Special visual and audio editing, music and end effects. The correction of missing details and mistakes, then the edition to complete this amazing work. The correction of any missed detail. Distribution-Target audience: This advertisement is made for the whole family at Christmas time and its history tries to evoke the audience to feel some nostalgia and spirit of Christmas. The advertising message is to buy the best gift on this date for the loved ones. Category (G). 54 Fusion Between Analog and Digital Graphic 11: The Bear and the Hare map 55 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 7.2.3.The BoxTrolls Directed by: Graham Annable and Anthony Stacchi Produced By: Travis Knight and David Ichioka (Laika) Categorie: Movie Genre: Comedy Animation Digital 3D Animation 2014 «“Animation, you think of it as kind of an industrial product because they’re mostly manufactured by these big, big corporations. But, if you look back historically, animation can be used to tell very, very personal stories in powerful ways.”».- Travis Knight The Boxtrolls became the essential and decisive element in to appoint a «cocktail effect» in animation, in which a mixture of recognizable ingredients creates a differentiator and added value in production design. The skills and effort are focused on the realization of characters and spaces in a perfect claymation work, which are modified with enormous subtlety for later fictionalize the movement of these. In this case the stop-motion recreates in emphatic proxemics condition characters like The Boxtrolls: Monsters living in the underground tunnels of the city, seize them and make use of space as their home. From the opening scenes to the end of the film there is a sense of wonder in the characters and their gestures, under the stress of a technique that is characterized by not neglecting details that range from what materials to use on stage, objects, and even how to play with these to create textures with worn appearance. Boxtrolls uses old trades such as the stop-motion and 3D translates to a modern aesthetic, emphasizing the aesthetic value, finding different ways to develop the animation and presentation of traditional techniques. I chose this film because I think it is the most important example of all the examples in the galleries, as it achieves to get closer to an approximate answer to the main question of the thesis. This example shows the fusion of the two techniques as best seen before in the history of animation. Travis Knight, with the help of digital printers and cutting-edge innovations, tries to rescue the best of the stop motion technique, especially their real fluid movements, shadows and lighting as well fused to actually achieve a three-dimensional atmosphere very similar to a live action film. These movements and nearly perfect lighting are elements that even through digital animation have not managed to replace. It is a extraordinary way fo mixing this two techniques and take all the advantages of all of them, giving to this movie an impresive graphic style and also practicity. 56 Fusion Between Analog and Digital Pre - production: Idea, conceptualization, storyboard, script, character modeling clay, construction of models / scenarios, 3D modeling props, gestures, previously modeled 3D printing prototyping, final construction of characters and props, assemble each piece by hand, retouching, costumes, makeup and details. The story is based on the novel Here Be Monsters! by Alan Snow. A concept backed by an excellent children›s story and helped by an elaborate technique, seduces the viewer. The group Laika Studios had already developed stop-motion before on Coraline and Paranorman movies. But never with such a high quality and such a bold creativity at the time of pre production. In this stage they required a large sum of money and work, as the producer of the film decided to conduct much of the production elements using 3d digital printing, such as expressions of the characters and some details or elements that could facilitate the process of pre-production. The intentions were to achieve more fluid and realistic movements in animation and speed up the final production of the characters and scenarios. This film reflects the talent of people who worked sculpting this little world all by hand. It is a valued technique and opened doors for different companies in the animation industry to be inspired by this technique in order to achieve retaining the manual technique, which can be appreciate as a special and detailed production with the help of technological attributes and digital media. Characters: The characters are made with a high level of detail. Humans have exaggerated features, such as The Trolls Hunters with their exaggerated physical forms or The Gentlemen in White Hat with their long noses and big ears. The costumes are devotedly handmade with high quality, designed from the choice of fabric, design and colors. The textures are also important, as it give a level of detail giving a sense of realism to the image. The Boxtrolls are little monsters who lives in the sewers, but are tender and nice beings. Their design is unique, its expressions and personality. The graphic language that defines them is shocking. The characters were drawn in pencil and later sculpted in clay, with metal skeleton inside. They finished the figure by painting, dressing, defining details, hair, different fabrics and finally making up. Then they developed the character faces of the characters in a digital software to perform the different expressions and be able to print on a 3D laser printer with its colors and textures. The final touches were given and the characters were ready to be animated in stop motion. 57 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Scenarios: The scenarios used in this movie are also handmade using the technique of 3D digital printing in some details or elements,The spaces were developed large so that the characters would fit perfectly. The enviroments are usually dark with opaque shades. The graphic language is very striking and interesting and the level of detail of every little element is what makes this movie a graphically enriched and high quality film. Production: Stop-motion animation frame by frame, physical actual lighting In this production process the animation was done in stop-motion. The scenes were organized according to the storyboard, the different expressions and characters that appear. The correct lighting, camera positioning and movements were required to make this serial work, a workk that took weeks. Post - production: Special effects and audio editing, music and completion. This process commissioned to compile everything that was done in a software and add the finishing touches as highlights or colorization. Then, voices performed by actors who interpret, music composition and sound effects were added. Some visual special effects are also added to complement the process. Then they test one of the best animated products made in this fusion of techniques so far, and review all the work done. The film seems very good and I really like the language used in both the characters and scenarios. I find interesting the fusion of techniques in this case, making the animation look much complete. Distribution-Target audience: The film›s target audience was category (PG) which means that children under 10 years should be accompanied by an adult. There are violent scenes and some shocking images. 58 Fusion Between Analog and Digital Graphic 12: The BoxTrolls map 59 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration 8. Conclusion: The Theory of Reinvented Indentity The intention of this thesis revolves around two analyzed directions in animation. The analogous art and digital art. On the one hand there is the timeline that allowed us to place ourselves within the variable space - time to define starting points, progress and results. On the other side there are the definitions and researched material documenting the basic information on the categories and the expression of each technique. And supplementing the above information, there are the galleries which are graphic and analytical device, and which fulfilled the role of backbone to obtain context analysis, application of these techniques, processes, progress and values of each technique and the fusion of them. This research, creative and analytical process gave way to developing a rigorous result for the conceptualization of my reflection: Why should we preserve the analogous art in a digital age? «The computer-aided design could serve as an emblem of a great challenge facing modern society: to think like artisans make good use of technology» - Page: 61. Bibliographic Appeal: The Craftsman. Author: Richar Sennet «It is possible that the term» craft «suggest a way of life that waned with the advent of industrial society, but that is misleading. «Craft» means a durable and basic human impulse, the desire to perform a task well, no more» - Page: 20. Bibliographic Appeal: The Craftsman. Author: Richar Sennet Something that these statements make clear is that the design is product of our human capacity to create, change and transform, being in an era where only survive those best adapted to the change in this industrial times, referring to the foundation of a digital era, where thanks to these constant characteristics of this century, we can observe a serial and standardized graphical results with similar style, uniform textures and features that forces us to rethink and invest in new forms and ways of conceiving the design and artistic expressions. This is where the same contemporary declares the need to reinvent the traditional or analogous techniques in situations that demand new and rigorous solutions. Outside is a discerning viewer and also yearning for novelty. There is an interest in establishing creative and enriching value of analog and digital technology, to dump both to the novelty factor. These are two areas that develop different practices, but we could say that they have the same purpose of creating and solving worlds, each under its guidelines: a slow, detailed, patient, traditional the other one, fast, modern, technological. Poles technically apart but attractively together. To combine these two techniques leads us to a growth mindset of creating new proposals of an extraordinary value. One of the terms that best unites these two poles is to reinvent, 60 Conclusion to claim traditional, evolve it based on the benefits of modern processes and thereby gestate the value of authenticity. This term is nourished by the way that both techniques go hand in hand, they are not enemies, on the contrary, they represent the two sides a feedback process that is performed by filling the gaps that each technique has with respect to the other. A technique performed manually reflects the human being and the digital technique reflects the help of the machine, both together enable a better use of their benefits and strengths to complement each other and achieve the best way to make an animation. It is worth to notice in strict sense that even in this digital age the human factor is needed as a creative and productive side in a piece of work, marking an authentic and human future. Human hand brings value, identity, differentiation and authenticity. Interpret our own individuality in a correct way, gives distinctive character to the work we do and to mix this with the actual technological innovations, generates a surprise and shock effect on the viewer. Thus to conclude, it is important to consider the importance and relevance of the analogous art for animation processes, even when we are in a digital age, because losing the manual technique, also refers to lose our human and creative identity that constantly achieves this high level of quality in many textures and finishes, while we can mix both to innovate and create as well. 61 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Bibliography and Resources Websites Wikipedia. (2015). Clasificación por edades [Online]. Available at: http://es.wikipedia.org/wiki/Clasificaci%C3%B3n_por edades_%28cine%29 Gráffica. (2013). Stop Motion, multitud de técnicas para explorar y abrirse paso en el mundo profesional [Online]. Available at: http://graffica.info/stop-motion-master-bau/ Xombit. (2013). Las claves del Stop Motion, una técnica de animación [Online]. 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Available at: http://www.upf.edu/pdi/dcom/ xavierberenguer/recursos/ima_dig/_1_/estampes/3_8.htm Xombit. (2013). Las claves del stop motion una técnica de animacion [Online]. Available at: http://xombit.com/2012/10/stop-motion-tecnica-animacion Revistaweb. (2013). Las Maquetas de Películas Míticas de la Historia del Cine [Online]. Available at: http://revistaweb.es/las-maquetas-de-peliculas-miticas-de-la-historia-del-cine/ Hombreencamino. (2014). La evolución del stop-motion [Online]. Available at: http://www.hombreencamino.com/2014/10/30/la-evolucion-del-stop-motion/ Taringa. (2014). ¿Qué es el Stop Motion? [Online]. Available at: http://www.taringa.net/posts/videos/2095223/Que-es-el-Stop-Motion.html Taringa. (2011). Qué es el 3D? definiciones [Online]. Available at: http://www.taringa.net/posts/info/7317756/Que-es-el-3D-definiciones.html Wikipedia. (2014). Software de gráficos 3D [Online]. Available at: http://es.wikipedia.org/wiki/Software_de_gráficos_3D Bligoo. (2015). Edición digital y edición analógica [Online]. Available at: http://tics9dietiguamo.bligoo.com.co/edicion-digital-y-edicion-analogica#.VNAHeUu9bIJ Bligoo. (2012). Stop admiring Frankenweenie! Why stop-motion doesn›t move me [Online]. Available at: http://www.theguardian.com/film/filmblog/2012/oct/15/frankenweenie- 64 stop-motion-animation Animation.about. (2015). What›s the Difference Between Traditional and Computer Animation? [Online]. Available at: http://animation.about.com/od/faqs/f/Whats-TheDifference-Between-Traditional-And-Computer-Animation.htm Evermore (2006). Animación tradicional vs. animación digital [Online]. Available at: http:// www.evermore.es/2006/06/animacin-tradicional-vs-animacin.html Wired (2015). The Man Who Brought Stop-Motion Animation Into the 21st Century [Online]. Available at: http://www.wired.com/2014/09/travis-knight-stop-motion-boxtrolls/ Books Sennet, R. (2008) The Crafstman, Yale Univeristy Press, New Haven Wong, W. (1993) Principles of Form and Design, Van Nostrand Reinhold Ritzer, G. (1993) The Mcdonaldization of Society, Pine Forge Press Wiedemann, EJ. (2004) Animation Now!, Anima Mundi, Taschen, Italy. Salisbury, M. (2012) Tim Burton, Der Melancholische Magier, Quadriga, Germany. Filmography and visual resources The Nightmare Before Christmas. (1993) Directed by Tim Burton. Tv is ok productions. [Movie]. https://www.youtube.com/watch?v=kLw-Fo8uhis Ready, Able. (2009) Directed by Allison Schulnik. [Movie]. https://www.youtube.com/ watch?v=Puph1hejMQE James and the Giant Peach. (1996) Directed by Henry Selick. Tim Burton. [Movie]. http:// www.recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html James and the Giant Peach. (1996) Directed by Henry Selick. Tim Burton. [Movie]. https:// www.youtube.com/watch?v=RBt9ilToEP4 Toy Story. (1995) Directed by John Lasseter. Walt Disney Pictures and Pixar. [Movie]. https://www.youtube.com/watch?v=1VdERcRJ3jI Toy Story. (1995) Directed by John Lasseter. 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[Movie]. https://www.youtube.com/watch?v=grgBeu-elBg The Lego Movie. (2014) Directed by Chris Miller and Phil Lord. Dan Lin and Roy Lee. [Movie]. http://es.gizmodo.com/como-se-hizo-la-pelicula-de-lego-animacion-en-3d-que-p-1520473891 The Lego Movie. (2014) Directed by Chris Miller and Phil Lord. Dan Lin and Roy Lee. [Movie]. https://www.youtube.com/watch?v=aq_tqsasgoI The Lego Movie. (2014) Directed by Chris Miller and Phil Lord. Dan Lin and Roy Lee. [Movie]. https://www.youtube.com/watch?v=YTPISMmnmps The Lego Movie. (2014) Directed by Chris Miller and Phil Lord. Dan Lin and Roy Lee. [Movie]. https://www.youtube.com/watch?v=3pyCTPQZUXc The Lego Movie. (2014) Directed by Chris Miller and Phil Lord. Dan Lin and Roy Lee. [Movie]. https://www.youtube.com/watch?v=FEgTzfiafhU The Lego Movie. (2014) Directed by Chris Miller and Phil Lord. Dan Lin and Roy Lee. [Movie]. https://www.youtube.com/watch?v=_gFe7fAmyag Jurassic Park. (1993) Directed by Steven Spielberg. Kathleen Kennedy and Gerald R. Molen. [Movie]. http://pelis24.com/peliculas-actualizadas/14090-parque-jurasico-1993-online.html Jurassic Park. (1993) Directed by Steven Spielberg. Kathleen Kennedy and Gerald R. Molen. [Movie]. https://www.youtube.com/watch?v=TUVAirMVru0 Jurassic Park. (1993) Directed by Steven Spielberg. Kathleen Kennedy and Gerald R. Molen. [Movie]. https://www.youtube.com/watch?v=TnWNyKqI3Bc Jurassic Park. (1993) Directed by Steven Spielberg. Kathleen Kennedy and Gerald R. Molen. [Movie]. https://www.youtube. com/watch?v=nM-RPO10aPY Jurassic Park. (1993) Directed by Steven Spielberg. Kathleen Kennedy and Gerald R. Molen. [Movie]. https://www.youtube.com/watch?v=JylK4HuKMvQ The Bear & The Hare. (2013) Directed by Elliot Dear and Yves Geleyn. Adam&eveDDB. [Short film]. https://www.youtube.com/watch?v=XqWig2WARb0 The Bear & The Hare. (2013) Directed by Elliot Dear and Yves Geleyn. Adam&eveDDB. [Short film]. http://www.itsnicethat.com/articles/making-of-bear-and-hare The boxtrolls. (2014) Directed by Graham Annable and Anthony Stacchi. Laika. [Movie]. http://pelis24.com/pelicula-latino/16827-los-boxtrolls-2014-online.html The boxtrolls. (2014) Directed by Graham Annable and Anthony Stacchi. Laika. [Movie]. http://www.itsartmag.com/features/making-of-the-boxtrolls/ 66 The boxtrolls. (2014) Directed by Graham Annable and Anthony Stacchi. Laika. [Movie]. http://gizmodo.com/in-the-boxtrolls-3d-printing-makes-stop-motion-animati-1636519977 The boxtrolls. (2014) Directed by Graham Annable and Anthony Stacchi. Laika. [Movie]. http://www.dailymotion.com/video/x25a1gp_creating-thenature-in-boxtrolls_shortfilms?from_related=related.page.ext.gravity-only. ff8c46c6b8f9145fe247fb26e214f8a9142230833 Historia de los Videojuegos. (2012). Downloaded by SirSameEveryday. [Documentary]. https://www.youtube.com/watch?v=GQAZIG1mEX0 Walt Disney›s MultiPlane Camera. (1957). Downloaded by Alvy. [Video]. Categorías: Arte y Diseño http://www.microsiervos.com/archivo/arte-y-diseno/camara-multiplano-animaciones-disney. html LOTR CD 1 - The Appendices From Book to Vision Storyboards and Pre-Viz - Making Words Into Images. (2001). Downloaded by János Kiss. [Video]. https://www.youtube.com/ watch?v=VHJN61AdHe8 Big Atures - Fellowship of the Ring. (2001). Downloaded by Frodo The Hutt. [Video].https:// www.youtube.com/watch?v=BYUY3i9TamY Weta Workshop - Fellowship of the Ring. . (2001). Downloaded by Frodo The Hutt. [Video]. https://www.youtube.com/watch?v=hzrC6VMM1Xc Images and Graphics Fig. 1: Walking Frame to Frame. (2014). Animationbegins [Online]. Available at: https:// animationbegins.wordpress.com/2012/01/14/experimental-stop-motion-animation/ Fig. 2: Blueprint of The Nightmare before Christmas. (2014). Liveauctiongroup [Online]. Available at: http://media.liveauctiongroup.net/i/5736/8632967_1. jpg?v=8CE70FDFAF1B540 Fig. 3: Stage and characters Vincent - Tim Burton. (2014). Aintitcool [Online]. Available at: http://media.aintitcool.com/media/legacy/images2009/BTSburtonvincentbig.jpg Fig. 4: Animation Edition on After Effects. (2015). CreativebloqFuturecdn [Online]. Available at: http://media.creativebloq.futurecdn.net/sites/creativebloq.com/files/images/2013/08/ skin.jpg Fig. 5: Focus Group. (2015). Marketingdirecto [Online]. Available at: http://www.marketingdirecto.com/wp-content/uploads/2010/11/target.jpg Fig. 6: Stop Motion Process. (2014). Stuffpoint [Online]. Available at: http://stuffpoint.com/ stop-motion-animation/image/431483/stop-motion-3-wallpaper/ Fig. 7: Tim Burton’s Corpse Bride Figures. (2015). Wannabemagazine [Online]. Available at: http://wannabemagazine.com/animirani-petak-mrtva-nevesta/ 67 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Fig. 8: Gumby - Stop Motion Process. (2014). Howsoohang [Online]. Available at: https://howsoohang.files.wordpress.com/2014/09/2-_wdfm_bf_gumby_morphing.jpg Fig. 9: Silhouette Animation. (2014). Dailygeekshow [Online]. Available at: http://dailygeekshow.com/2013/03/14/the-me-bird-une-poesie-contee-parune-animation-artistique/ Fig. 10: Her Morning Elengance. (2015). Lavie.O:Mundolocker [Online]. Available at: http:// www.mundolocker.com/articulos/169.html Fig. 11: Multi Plane Table. (2015). Animation Studio Stuff for Students [Online]. Available at: http://students1049.rssing.com/chan-12543195/all_p1.html Fig. 12: Model Animation - Go motion. E.T. (1982). Flixster [Online]. Available at: http://www. flixster.com/movie/et-the-extraterrestrial/ Fig. 13: Marion, M: Henri & Edmond - Plastic Love (LEGO brick film)- BrickFilm- Shortcut. (2015). Vimeo [Online]. Available at: http://i.vimeocdn.com/video/498184567_640.jpg Fig. 14: Almela, Digital 3D Animation Sequence. (2015). Criticarte [Online]. Available at: http://www.criticarte.com/Page/file/art2010/AnimacionFS.html?=Animacion.html Fig. 15: Digital Dory Model. (2015). Cesine [Online]. Available at: http://www.cesine.com/blogs/alumni/tag/arturo-monedero/ Fig. 16: Skeletal Parameter from Motion Capture Data. (2015). Buffy EECS Berkeley [Online]. Available at: https://buffy.eecs.berkeley.edu/PHP/resabs/resabs.php?f_year=2006&f_ submit=chapgrp&f_chapter=15 Fig. 17: Jackson, Peter: Rivendell Scenario Model. (2001) Screenshot from the Making of, Big Atures - Fellowship of the Ring in YouTube [Online]. Available at: https://www.youtube.com/watch?v=BYUY3i9TamY Graphics All graphics designed by: Daniel Tamayo with the following images: Graphic 1: Time Line: A Look at the Past Fig. 1: Prehistory Paleolithic: 8 leg Bisont. (2014). Animation.dreamers [Online]. Available at:http://www.animation.dreamers.com/articulos/avanzes_tecnologicos.php Fig. 2: Camera Obscura 16th century. (2014). Animation.dreamers [Online]. Available at: http://www.animation.dreamers.com/articulos/avanzes_tecnologicos.php Fig. 3: Athanasius Kircher magic lantern 17th century. (2014). Animation.dreamers [Online]. Available at: http://www.animation.dreamers.com/articulos/avanzes_tecnologicos.php Fig. 4: Plateau, Joseph: Joseph-Antoine Ferdinand Plateau early stroboscopic device, the «phenakistoscope». (1832). Animation.dreamers [Online]. Available at: http://www. animation.dreamers.com/articulos/avanzes_tecnologicos.php Fig. 5: Horner, George: George Horner Zoetrope. (1834). Animation.dreamers [Online]. Available at: http://www.animation.dreamers.com/articulos/avanzes_tecnologicos.php 68 Fig. 6: Decomposition of movement in still images. (1872). Animation.dreamers [Online]. Available at: http://www.animation.dreamers.com/articulos/avanzes_tecnologicos.php Fig. 7: Reynaud, Emili: Emili Reynaud Praxinoscope. (1877). Animation.dreamers [Online]. Available at: http://www.animation.dreamers.com/articulos/avanzes_tecnologicos.php Fig. 8: Edison, Thomas: Edison kinetoscope. (1888). Animation.dreamers [Online]. Available at: http://www.animation.dreamers.com/articulos/avanzes_tecnologicos.php Fig. 9: Lumiere, L and A: Louis and Augustine Lumiere Cinematograph. (1895). Animation. dreamers [Online]. Available at: http://www.animation.dreamers.com/articulos/avanzes_ tecnologicos.php Fig. 10: Puppets (1846). Imaginaria [Online] . Available at: http://www.imaginaria.com. ar/19/9/titeres.htm Fig. 11: Méliès, Georges: Georges Méliès Le Voyage Dans la Lun. (1902). Animation. dreamers [Online]. Available at: http://www.animation.dreamers.com/articulos/avanzes_ tecnologicos.php Fig. 12: Méliès, Georges: Georges Méliès Le Voyage Dans la Lun. (1902). Animation. dreamers [Online]. 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Available at: http:// www.animation.dreamers.com/articulos/avanzes_tecnologicos.php Fig. 18: O’brien, Willies: Willies O’brien The lost world - Stop Motion Special Effects. (1925). Findelahistoria [Online]. Available at: http://www.findelahistoria.com/2014/02/el-mundoperdido/ Fig. 19: O’brien, Willies: Willies O’brien King Kong - Stop Motion Special Effects. (1925). Spectacularoptical [Online]. Available at: http://www.spectacularoptical.ca/wp-content/ uploads/2012/08/King-Kong.jpg Fig. 20: TV Invention. (1928). Prezi [Online]. Available at: https://prezi.com/ 69 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration zo1y3kqybbiw/504-world-history/ Fig. 21: Warner Brothers 30’s. (1930). Aurorasginjoint [Online]. Available at: http:// aurorasginjoint.com/2012/09/01/the-culture-at-warner-bros/ Fig. 22: Hanna Barbera 50’s. (1950). Logo Screenshot [Online]. Available at: http://i.ytimg. com/vi/lWQdX9c_-0w/hqdefault.jpg Fig. 23: The Beast from 20000 Fathonms Animation in special efects Robots. (1953). Cornucopia.theiapolis [Online]. Available at: http://cornucopia.theiapolis.com/goodies/ b6eVt/the-beast-from-20-000-fathoms-from-warner-bros.html Fig. 24: Gumbasia First Claymotions series. (1955). Ofm [Online]. Available at: http://www. ofm.co.za/article/A-Slice-of-Life/70621/The-creator-of-Gumby-would-have-been-90-today-You-will-love-this Fig. 25: Perego, Maria: Maria Perego Topo Gigio. (1958). Vivienlos70 [Online]. Available at: http://vivienlos70s.com/wp-content/uploads/topo-gigio-248x300.jpg Fig. 26: Sutherland, Ivan: Ivan Sutherland Sketchpad, A Man-Machine Graphical Communication System. (1963). Blog.render [Online]. Available at: http://blog.render.com. br/cad/a-historia-do-cad/ Fig. 27: Mary Poppins Mix: Actors and Animated sequences. (1964). Squidlondon [Online]. Available at: http://www.squidlondon.com/squidlondon/wp-content/uploads/2012/07/ mary-poppins-1964-06-g.jpeg Fig. 28: Catmull, Edwin: Edwin Catmull (Actual Pixar’s president) Hand First Digital Animation. (1972). Proyectidis [Online]. Available at: http://proyectoidis.org/futureworld/ Fig. 29: Heffron, Richard: Richard T. Heffron Futureworld. (1976). Daruma-view [Online]. Available at: http://daruma-view.it/recensione-dvdbluray/futureworld-2000-anni-nel-futuroblu-ray-disc Fig. 30: Lucas, George: George Lucas Star Wars construction of ships and scenarios as the star of death. (1977). Beyondhollywood [Online]. Available at: http://www.beyondhollywood. com/uploads/2013/01/Star-Wars-1977-Movie-Poster.jpg Fig. 31: Tron Digital scenarios. (1978). Collider [Online]. Available at: http://collider.com/ steve-lisberger-interview-tron-blu-ray-remastered/ Fig. 32: Burton, Tim: Tim Burton Vincent Claymotion. (1982). Cinemascope [Online]. Available at: http://cinemascope.com.br/colunas/oompa-loompa-colunas/vincent/ Fig. 33: The Adventures of André and Wally B First 3d Digital Animated cut. (1984). Pixarplace [Online]. Available at: http://www.pixarplace.com/wp-content/uploads/landing_12.jpeg Fig. 34: Gutmann, Otmar: Otmar Gutmann Pingu Clay Motion. (1986). Tinyop [Online]. Available at: http://tinybop.com/img/loves/_maxed/pingu.jpg Fig. 35: Burton, Tim: Tim Burton The Nightmare Before Christmas Claymotion - Digital 70 retouch. (1993). Examiner [Online]. Available at: http://www.examiner.com/list/the-mustsee-christmas-movie-list-for-the-eclectic-taste Fig. 36: Jurassic Park Mix of Analog, Digital and Live Action. (1993). Designmantic [Online]. Available at: http://www.designmantic.com/blog/movie-moods-in-typography/ Fig. 37: Toy Story First 100% Digital 3d Animated Movie. (1995). Chicadelpanda [Online]. Available at: http://chicadelpanda.com/2010/08/ Fig. 38: NDR filmes Cassiopeia. (1996). Yamashitatereza [Online]. Available at: https:// yamashitatereza.wordpress.com/tag/cangaco/ Fig. 39: Star Wars episode I – The Phantom Menace Almost every scene use 3D graphics. Aliens and realistic 3D animated creatures. (1999). Theactionelite [Online]. Available at: http://theactionelite.com/site/wp-content/uploads/2012/07/Phantom-Menace-The.jpg Fig. 40: Simbad beyond the veil of mists. First movie in Motion Capture. (2000). Sobadbooks [Online]. Available at: http://sobadbooks.com/wp-content/uploads/2014/04/sinbad3.jpg Fig. 41: Lord of the rings Scenarios in volume Animation Motion Capture The creation of Gollum/Smeagol. (2001). Moviefancentral [Online]. Available at: http://www. moviefancentral.com/cochise-2?page=9 Fig. 42: Matrix. Mix of 3D and Reality. (2003). P2e [Online]. Available at: http://p2e.mobi/ wp-content/uploads/the-matrix-reloaded-7.jpg Fig. 43: Beowulf Made in CGI with motion capture and real actors capturing your most detailed expressions. (2007). Denofgeek [Online]. Available at: http://www.denofgeek.com/ tv/beowulf/33380/itv-announces-13-part-beowulf-series Fig. 44: Avatar CGI and Motion Capture, Scenarios in entirely CGI. (2009). Nycprowler [Online]. Available at: http://nycprowler.com/2014/05/29/avatar-a-live-show-yup/ Fig. 45: Frankenweenie. (2012). Openlettersmonthly [Online]. Available at: http://www. openlettersmonthly.com/issue/wp-content/uploads/2012/10/1Id-squeeze-him-but-hedprobably-burst.jpg Fig. 46: The hobbit - first use of «hight frame rate» in a film of CGI. (2012). Battlelog.battlefield [Online]. Available at: https://battlelog.battlefield.com/bf3/es/ platoon/2832655391786132734/ Fig. 47: Paranorman One of the first movies that mix Analog and Digital 3d. (2013). Animarte [Online]. Available at: http://www.anim-arte.com/paranorman/ Fig. 48: Frozen. (2013). Kapanlagi [Online]. Available at: http://www.kapanlagi.com/ ragam/tag-populer/film_animasi/resmi-film-pendek-frozen-akan-tayang-dalam-waktu-dekat6815f3.html Fig. 49: Lego made to innovate through software that manipulate the lego bricks for the development of 3D. (2014). Passionweiss [Online]. Available at: http://www.passionweiss. com/2014/12/30/passion-of-the-weisss-2014-movie-round-up-20-film-recommendations/ Fig. 50: The Boxtrolls. (2014). Cganimationblog [Online]. Available at: http://www. 71 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration cganimationblog.com/category/studios/laika/ Fig. 51: Hobbit 3. (2014). Screencrush [Online]. Available at: http://screencrush.com/thehobbit-3-poster-banner/ Graphic 2: 3D Analog AnimationTechniques Graphic 3: Nightmare before Christmas map Fig. 1: Selick, Henry: The Nightmare Before Christmas, Movie Cover (1993), Stop-Motion Animation: The Nightmare Before Christmas [Online]. Available at: http://www.lomography. com/magazine/lifestyle/2011/11/24/stop-motion-animation-the-nightmare-beforechristmas Fig. 2: Tim Burton, Photography (2015), 10 Real People Who Would Make Awesome Book Characters [Online]. Available at: http://paintersoflouisville.com/tag/tom-cruise/ Fig. 3: Selick, Henry: The Nightmare Before Christmas, Preproduction sketches (1993), The Making Of The Nightmare Before Christmas VOB, Screenshot [Online]. Available at: https:// www.youtube.com/watch?v=kLw-Fo8uhis Fig. 4: Selick, Henry: The Nightmare Before Christmas, Preproduction storyboard (1993), The Making Of The Nightmare Before Christmas VOB, Screenshot [Online]. Available at: https://www.youtube.com/watch?v=kLw-Fo8uhis Fig. 5:Selick, Henry: The Nightmare Before Christmas, Preproduction Mold (1993), The Making Of The Nightmare Before Christmas VOB, Screenshot [Online]. Available at: https:// www.youtube.com/watch?v=kLw-Fo8uhis iFig. 26: Selick, Henry: Postproduction Ghosts, The Nightmare Before Christmas Production (1993), The Making Of The Nightmare Before Christmas VOB [Online]. Available at: https:// www.youtube.com/watch?v=kLw-Fo8uhis Fig. 27: Selick, Henry: Postproduction Zero, The Nightmare Before Christmas (1993), Megashare, Screenshot from the Movie [Online]. Available at: http://megashare.info/watchthe-nightmare-before-christmas-online-TWpreQ Graphic 4: Grizzlybear - Ready, Able map Fig. 1: Grizzly Bear: Grizzly Bear, Veckatimest Album Cover (2009), Soloneba [Online]. Available at: http://soloneba.com/nico-muhly-classic-game/ Fig. 2: Schulnik, Allison: Preproduction Character and Scenarios, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www. youtube.com/watch?v=Puph1hejMQE Fig. 3: Schulnik, Allison: Yeti clown, Character, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 4: Schulnik, Allison: Lizard, Character, Ready, Able (2009), Grizzly Bear Ready, 72 Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 5: Schulnik, Allison: Living Green Seeds, Characters, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube. com/watch?v=Puph1hejMQE Fig. 6: Schulnik, Allison: Skull Clown, Character, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 7: Schulnik, Allison: Clown faces, Characters, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 8: Schulnik, Allison: The Forest, Scenario, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 9: Schulnik, Allison: The River, Scenario, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 10: Schulnik, Allison: The Dark Space, Scenario, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 11: Schulnik, Allison: The Lights Room, Scenario, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 12: Schulnik, Allison: Step 1, Production, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 13: Schulnik, Allison: Step 2, Production, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 14: Schulnik, Allison: Step 3, Production, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 15: Schulnik, Allison: Step 4, Production, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 16: Schulnik, Allison: Step 5, Production, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 17: Schulnik, Allison: Step 6, Production, Ready, Able (2009), Grizzly Bear Ready, 73 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Fig. 18: Schulnik, Allison: Spaceship, Postproduction, Ready, Able (2009), Grizzly Bear Ready, Able Official Music Video, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=Puph1hejMQE Graphic 5: James and the Giant Peach map Fig. 1: Selick, Henry: James and the Giant Peach, Cover Art (1996), Carteles James y el melocotón gigante [Online]. Available at: http://peliculas.film-cine.com/james_y_el_ melocoton_gigante-m5738 Fig. 2: Selick, Henry: Preproduction James and the Giant Peach (1996), James and the Giant Peach- Behind the Scenes- Stop Motion Puppets, Making of, YouTube [Online]. Available at: https://www.youtube.com/watch?v=RBt9ilToEP4 Fig. 3: Selick, Henry: Real James, James and the Giant Peach Character (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www. recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 4: Selick, Henry: Fantastic James, James and the Giant Peach Character (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www.recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 5: Selick, Henry: Mysterious Man, James and the Giant Peach Character (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http:// www.recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 6: Selick, Henry: Firefly, James and the Giant Peach Character (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www. recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 7: Selick, Henry: Evil Aunts, James and the Giant Peach Character (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www. recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 8: Selick, Henry: Spider, James and the Giant Peach Character (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www. recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 9: Selick, Henry: Centipede, James and the Giant Peach Character (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www. recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 10: Selick, Henry: Ladybug, James and the Giant Peach Character (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www. recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 11: Selick, Henry: Earthworm, James and the Giant Peach Character (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http:// www.recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html 74 Fig. 12: Selick, Henry: Cricket, James and the Giant Peach Character (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www. recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 13: Selick, Henry: The village, James and the Giant Peach Scenario (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www. recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 14: Selick, Henry: The Sea, James and the Giant Peach Scenario (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www. recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 15: Selick, Henry: The Frozen Sea, James and the Giant Peach Scenario (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http:// www.recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 16: Selick, Henry: Inside The Peach, James and the Giant Peach Scenario (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www.recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 17: Selick, Henry: James Dreams, James and the Giant Peach Scenario (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http:// www.recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 18: Selick, Henry: New York, James and the Giant Peach Scenario (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www. recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 19: Selick, Henry: Centipede Screenshot, James and the Giant Peach (1996), James and the Giant Peach- Behind the Scenes- Stop Motion Puppets, Making of, YouTube [Online]. Available at: https://www.youtube.com/watch?v=RBt9ilToEP4 Fig. 20: Selick, Henry: Animation Screenshot, James and the Giant Peach (1996), James and the Giant Peach- Behind the Scenes- Stop Motion Puppets, Making of, YouTube [Online]. Available at: https://www.youtube.com/watch?v=RBt9ilToEP4 Fig. 21: Selick, Henry: James Transformation, James and the Giant Peach Postproduction (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www.recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 22: Selick, Henry: James Transformed in to Figure, James and the Giant Peach Postproduction (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www.recpelis.com/pelicula/5513/jim-y-el-duraznogigante.html Fig. 23: Selick, Henry: Characters on the Peach, James and the Giant Peach Postproduction (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www.recpelis.com/pelicula/5513/jim-y-el-durazno-gigante.html Fig. 24: Selick, Henry: Motion Graphics Worm James, James and the Giant Peach Postproduction (1996), Ver Jim y el durazno gigante online 1996, Movie Screenshots, Recpelis [Online]. Available at: http://www.recpelis.com/pelicula/5513/jim-y-el-duraznogigante.html 75 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Graphic 6: Toy Story map Fig. 1: Lasseter, John: Toy Story Cover (1995), 1995. Crea Pixar luego de ser despedido de Apple [Online]. Available at: http://www.xbil.com/steve-jobs-ha-muerto-1955%E2%80%93-2011.html Fig. 2: Lasseter, John: Woody and Buzz Sketches, Preproduction (1995), The Making of Toy Story, Screenshots [Online]. Available at: https://www.youtube.com/watch?v=1VdERcRJ3jI Fig. 3: Lasseter, John: Story board, Preproduction (1995), The Making of Toy Story, Screenshots [Online]. Available at: https://www.youtube.com/watch?v=1VdERcRJ3jI Fig. 4: Lasseter, John: Larger Story board, Preproduction (1995), The Making of Toy Story, Screenshots [Online]. Available at: https://www.youtube.com/watch?v=1VdERcRJ3jI Fig. 5: Lasseter, John: Sculpting Process, Preproduction (1995), The Making of Toy Story, Screenshots [Online]. Available at: https://www.youtube.com/watch?v=1VdERcRJ3jI Fig. 6: Lasseter, John: Woody, Toy Story Character (2010), Woody Cowboy [Online]. Available at: http://cartoonpicexplorer.com/woody-cowboy-wallpaper/ Fig. 7: Lasseter, John: Buzz Lightyear, Toy Story Character (1995), Police seek Buzz Lightyear lookalike after glassing [Online]. Available at: http://www.dailytelegraph.com.au/news/ weird/police-seek-buzz-lightyear-lookalike-after-glassing/story-e6frev20-1226051962070?nk =4ea56133220b9799c22a5ee6f0bab7ba Fig. 8: Lasseter, John: Mr. Potato Head, Toy Story Character (1995), Mr potato promational art [Online]. Available at: http://imgarcade.com/1/mr-potato-head-toy-story-wallpaper/ Fig. 9: Lasseter, John: Slinky, Toy Story Character (2010), Conheça os principais personagens de Toy Story 3 [Online]. Available at: http://entretenimento.r7.com/cinema/fotos/conhecaos-personagens-de-toy-story-3-20100615-4.html Fig. 10: Lasseter, John: Ham, Toy Story Character (2010), Todos los personajes de Toy Story, Jam[Online]. Available at: http://listas.20minutos.es/lista/todos-los-personajes-de-toystory-376325/ Fig. 11: Lasseter, John: Rex, Toy Story Character (2010), Papel de parede de Rex, Toy Story [Online]. Available at: http://www.papeisdeparede.info/Wallpapers-Filmes/Papel-de-ParedeFilmes-Animacao/Fundos-Ecra-Toy-Story/wallpaper-rex-toystory.htm Fig. 12: Lasseter, John: R.C, Toy Story Character (1995), Toy Story RC Free Wheel Buggy [Online]. Available at: http://www.amazon.co.uk/Toy-Story-Free-Wheel-Buggy/dp/ B002C1BF5Y Fig. 13: Lasseter, John: Bo Peep, Toy Story Character (1995), HD Wallpapers [Online]. Available at: http://hdwallpapers4u.eu/toy_story_2_film_movies_hd-wallpaper-28215/ Fig. 14: Lasseter, John: Plastic Soldiers, Toy Story Character (1995), images2jeux [Online]. Available at: http://www.images2jeux.com/toy_story_3.php Fig. 15: Lasseter, John: Pizza Planet Martians, Toy Story Character (1995), zapwallpaper [Online]. Available at: http://www.zapwallpaper.fr/Galerie/Disney/1/IMG363.php 76 Fig. 16: Lasseter, John: Andy’s room, Toy Story Scenario (1995), Ver Toy Story 1995 online [Online]. Available at: http://gnula.nu/animacion-infantil/ver-toy-story-1995-online/ Fig. 17: Lasseter, John: Sid Garden, Toy Story Scenario (1995), Ver Toy Story 1995 online [Online]. Available at: http://gnula.nu/animacion-infantil/ver-toy-story-1995-online/ Fig. 18: Lasseter, John: Pizza Planet, Toy Story Scenario (1995), Ver Toy Story 1995 online [Online]. Available at: http://gnula.nu/animacion-infantil/ver-toy-story-1995-online/ Fig. 19: Lasseter, John: The Town, Toy Story Scenario (1995), Ver Toy Story 1995 online [Online]. Available at: http://gnula.nu/animacion-infantil/ver-toy-story-1995-online/ Fig. 20: Lasseter, John: On the Street, Toy Story Scenario (1995), Ver Toy Story 1995 online [Online]. Available at: http://gnula.nu/animacion-infantil/ver-toy-story-1995-online/ Fig. 21: Lasseter, John: The Neighborhood, Toy Story Scenario (1995), Ver Toy Story 1995 online [Online]. Available at: http://gnula.nu/animacion-infantil/ver-toy-story-1995-online/ Fig. 22: Lasseter, John: woody Face Movements, Production (1995), The Making of Toy Story, Screenshots [Online]. Available at: https://www.youtube.com/watch?v=1VdERcRJ3jI Fig. 23: Lasseter, John: Animation process, Production (1995), The Making of Toy Story, Screenshots [Online]. Available at: https://www.youtube.com/watch?v=1VdERcRJ3jI Fig. 24: Lasseter, John: Randy Newman Music, Postproduction (1995), The Making of Toy Story, Screenshots [Online]. Available at: https://www.youtube.com/watch?v=1VdERcRJ3jI Fig. 25: Lasseter, John: TS3 Movie Picture (2010), Toy Story Wallpapers, Toy Story 3 [Online]. Available at: http://hdw.eweb4.com/search/toy+story/ Graphic 7: Avatar map Fig. 1: Cameron, James: Avatar Movie Cover (2009). Postere alternative Avatar [Online]. Available at: http://www.cinemarx.ro/filme/Avatar-Avatar-388118.html?postere-alternative Fig. 2: Cameron, James: Jake Sully, Avatar Movie Preproduction (2009). Avatar Making Art Part 1 flv, Screenshot [Online]. Available at: https://www.youtube.com/watch?v=bv2sj_y8qKg Fig. 3: Cameron, James: Sculpting monsters, Avatar Movie Preproduction (2009). Avatar Making Art Part 1 flv, Screenshot [Online]. Available at: https://www.youtube.com/ watch?v=bv2sj_y8qKg Fig. 4: Cameron, James: Sculptures, Avatar Movie Preproduction (2009). Avatar Making Art Part 1 flv, Screenshot [Online]. Available at: https://www.youtube.com/watch?v=bv2sj_y8qKg Fig. 5: Cameron, James: Building sets, Avatar Movie Preproduction (2009). Avatar Making Art Part 1 flv, Screenshot [Online]. Available at: https://www.youtube.com/watch?v=bv2sj_ y8qKg Fig. 6: Cameron, James: Digitalizing, Avatar Movie Preproduction (2009). Avatar Making Art Part 1 flv, Screenshot [Online]. Available at: https://www.youtube.com/watch?v=bv2sj_y8qKg 77 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Fig. 7: Cameron, James: Jake Sully, Avatar Character (2009), Sam Worthington como Jake Sully [Online]. Available at: http://www.aeromental.com/2009/12/22/los-personajes-deavatar-junto-a-los-actores-de-la-vida-real-que-los-representan/ Fig. 8: Cameron, James: Neytiri, Avatar Character (2009), Zoe Saldana como Neytiri [Online]. Available at: http://www.aeromental.com/2009/12/22/los-personajes-de-avatar-junto-alos-actores-de-la-vida-real-que-los-representan/ Fig. 9: Cameron, James: Eytukan, Avatar Character (2009), [Online]. Available at: http:// www.deshumanisation.com/continuite/toujours-en-cage/110-avatar-mythe-de-tarzanmoderne Fig. 10: Cameron, James: Grace, Avatar Character (2009), Sigourney Weaver como Dr. Grace Augustine [Online]. Available at: http://www.aeromental.com/2009/12/22/lospersonajes-de-avatar-junto-a-los-actores-de-la-vida-real-que-los-representan/ Fig. 11: Cameron, James: Tsu ‘tey, Avatar Character (2009), Laz Alonso como Tsu’tey [Online]. Available at: http://www.aeromental.com/2009/12/22/los-personajes-de-avatarjunto-a-los-actores-de-la-vida-real-que-los-representan/ Fig. 12: Cameron, James: Moat, Avatar Character (2009), Dameono [Online]. Available at: http://dameono.blog112.fc2.com/blog-entry-457.html Fig. 13: Cameron, James: Corporal Lyle Wainfeet, Avatar Character (2009), Lyle Wainfleet [Online]. Available at: http://de.james-camerons-avatar.wikia.com/wiki/Lyle_Wainfleet Fig. 14: Cameron, James: Trudy Chacon, Avatar Character (2009), Dreamworlds [Online]. Available at: http://dreamworlds.ru/intersnosti/38882-geroi-avatara-trudi-chakon-trudychacon.html Fig. 15: Cameron, James: Dr. Max Patel, Avatar Character (2009), Max Patel [Online]. Available at: http://james-camerons-avatar.wikia.com/wiki/Max_Patel Fig. 16: Cameron, James: Norm Spellman, Avatar Character (2009), Character jake sully [Online]. Available at: http://imgarcade.com/1/norm-spellman-avatar/ Fig. 17: Cameron, James: Parker Selfridge, Avatar Character (2009), Northern Oasis Toutaine, The Veil [Online]. Available at: http://bbs.stardestroyer.net/viewtopic. php?p=3410764 Fig. 18: Cameron, James: Colonel. Miles Quatrich, Avatar Character (2009), Avatar, Colonel Miles Quaritch [Online]. Available at: http://www.monologuedb.com/dramatic-malemonologues/avatar-colonel-miles-quaritch/ Fig. 19: Cameron, James: Floating Mountains, Avatar Movie Scenario (2009). Avatar HD 2009, Movie Screenshot, Pelis24 [Online]. Available at: http://pelis24.com/peliculalatino/729-avatar-2009.html Fig. 20: Cameron, James: The Jungle, Avatar Movie Scenario (2009). Avatar HD 2009, Movie Screenshot, Pelis24 [Online]. Available at: http://pelis24.com/pelicula-latino/729avatar-2009.html 78 Fig. 21: Cameron, James: Pandora View, Avatar Movie Scenario (2009). Avatar HD 2009, Movie Screenshot, Pelis24 [Online]. Available at: http://pelis24.com/pelicula-latino/729avatar-2009.html Fig. 22: Cameron, James: Headquarters, Avatar Movie Scenario (2009). Avatar HD 2009, Movie Screenshot, Pelis24 [Online]. Available at: http://pelis24.com/pelicula-latino/729avatar-2009.html Fig. 23: Cameron, James: Pandora, Avatar Movie Scenario (2009). Avatar HD 2009, Movie Screenshot, Pelis24 [Online]. Available at: http://pelis24.com/pelicula-latino/729avatar-2009.html Fig. 24: Cameron, James: The Glowing Jungle, Avatar Movie Scenario (2009). Avatar HD 2009, Movie Screenshot, Pelis24 [Online]. Available at: http://pelis24.com/peliculalatino/729-avatar-2009.html Fig. 25: Cameron, James: The Laboratory, Avatar Movie Scenario (2009). Avatar HD 2009, Movie Screenshot, Pelis24 [Online]. Available at: http://pelis24.com/pelicula-latino/729avatar-2009.html Fig. 26: Cameron, James: Spaceship, Avatar Movie Scenario (2009). Avatar HD 2009, Movie Screenshot, Pelis24 [Online]. Available at: http://pelis24.com/pelicula-latino/729avatar-2009.html Fig. 27: Cameron, James: Zoe Saldana Production, Avatar Movie (2009). Avatar Making Of Part-1 Creating The World Of Pandora HD, Screenshot [Online]. Available at: https://www. youtube.com/watch?v=oCDh5SdxAdo Fig. 28: Cameron, James: Production Set, Avatar Movie (2009). Avatar Making Of Part-1 Creating The World Of Pandora HD, Screenshot [Online]. Available at: https://www.youtube. com/watch?v=oCDh5SdxAdo Fig. 29: Cameron, James: Avatar Jake Sully Grid, Avatar Movie (2009). Avatar Making Of Part-1 Creating The World Of Pandora HD, Screenshot [Online]. Available at: https://www. youtube.com/watch?v=oCDh5SdxAdo Fig. 30: Cameron, James: Avatar Jake Sully, Avatar Movie (2009). Avatar Making Of Part-1 Creating The World Of Pandora HD, Screenshot [Online]. Available at: https://www.youtube. com/watch?v=oCDh5SdxAdo Fig. 31: Cameron, James: Digital Postproduction Color, Avatar Movie (2009). Avatar Making Of Part-1 Creating The World Of Pandora HD, Screenshot [Online]. Available at: https://www. youtube.com/watch?v=oCDh5SdxAdo Fig. 32: Cameron, James: Postproduction rendering, Avatar Movie (2009). Avatar Making Of Part-1 Creating The World Of Pandora HD, Screenshot [Online]. Available at: https://www. youtube.com/watch?v=oCDh5SdxAdo 79 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Graphic 8: The LEGO Movie map Fig. 1: Lord, P & C. Miller: The Lego Movie Cover (2014), torrentoa [Online]. Available at: http://torrentoa.com/bbs/board.php?bo_table=tr_fmovie&wr_id=787220 Fig. 2: Lord, P & C. Miller: Digital Preproduction (2014), THE LEGO MOVIE YAPIM AŞAMASI [Online]. Available at: http://www.animasyongastesi.com/tag/animation/ Fig. 3: Lord, P & C. Miller: Wild West Mountains, Preproduction (2014), How they made The Lego Movie, 30 Minute Video About the Making of LEGO Movie by VFX Studio [Online]. Available at: https://www.youtube.com/watch?v=grgBeu-elBg Fig. 4: Lord, P & C. Miller: The Water Animation, Preproduction (2014), How they made The Lego Movie, 30 Minute Video About the Making of LEGO Movie by VFX Studio [Online]. Available at: https://www.youtube.com/watch?v=grgBeu-elBg Fig. 5: Lord, P & C. Miller: Pirate Ship Animation, Preproduction (2014), How they made The Lego Movie, 30 Minute Video About the Making of LEGO Movie by VFX Studio [Online]. Available at: https://www.youtube.com/watch?v=grgBeu-elBg Fig. 6: Lord, P & C. Miller: Lego City real model (2014), FinnsBasement TheLegoMovie City. jpg [Online]. Available at: http://lego.wikia.com/wiki/File:FinnsBasement_TheLegoMovie_City. jpg Fig. 7: Lord, P & C. Miller: Emmet, Lego Character (2014), LEGO [Online]. Available at: http://www.lego.com/en-us/movie/explore/characters Fig. 8: Lord, P & C. Miller: Wyldstyle, Lego Character (2014), LEGO [Online]. Available at: http://www.lego.com/en-us/movie/explore/characters Fig. 9: Lord, P & C. Miller: Vitruvius, Lego Character (2014), LEGO [Online]. Available at: http://www.lego.com/en-us/movie/explore/characters Fig. 10: Lord, P & C. Miller: Metalbeard, Lego Character (2014), LEGO [Online]. Available at: http://www.lego.com/en-us/movie/explore/characters Fig. 11: Lord, P & C. Miller: Lord Business, Lego Character (2014), LEGO [Online]. Available at: http://www.lego.com/en-us/movie/explore/characters Fig. 12: Lord, P & C. Miller: Batman, Lego Character (2014), LEGO [Online]. Available at: http://www.lego.com/en-us/movie/explore/characters Fig. 13: Lord, P & C. Miller: Benny, Lego Character (2014), LEGO [Online]. Available at: http://www.lego.com/en-us/movie/explore/characters Fig. 14: Lord, P & C. Miller: Good cop/Bad cop, Lego Character (2014), LEGO [Online]. Available at: http://www.lego.com/en-us/movie/explore/characters Fig. 15: Lord, P & C. Miller: Unkitti, Lego Character (2014), LEGO [Online]. Available at: http://www.lego.com/en-us/movie/explore/characters Fig. 16: Lord, P & C. Miller: Cloud Cuckoo Land, Lego Scenario (2014), LEGO, Worlds, CLOUD CUCKOO LAND [Online]. Available at: http://www.lego.com/en-us/movie/explore/worlds 80 Fig. 17: Lord, P & C. Miller: Bricksburg, Lego Scenario (2014), LEGO, Worlds, BRICKSBURG [Online]. Available at: http://www.lego.com/en-us/movie/explore/worlds Fig. 18: Lord, P & C. Miller: The Ocean, Lego Scenario (2014), LEGO, Worlds, THE OCEAN [Online]. Available at: http://www.lego.com/en-us/movie/explore/worlds Fig. 19: Lord, P & C. Miller: Bricksburg 2, Lego Scenario (2014), LEGO, Worlds, BRICKSBURG [Online]. Available at: http://www.lego.com/en-us/movie/explore/worlds Fig. 20: Lord, P & C. Miller: The Ocean 3, Lego Scenario (2014), LEGO, Worlds, THE OCEAN [Online]. Available at: http://www.lego.com/en-us/movie/explore/worlds Fig. 21: Lord, P & C. Miller: Wild West, Lego Scenario (2014), LEGO, Worlds, WILD WEST [Online]. Available at: http://www.lego.com/en-us/movie/explore/worlds Fig. 22: Lord, P & C. Miller: Production, Emmet Animation (2014), Making of The Lego Movie [Online]. Available at: http://www.cgmeetup.net/home/making-of-the-lego-movie/ Fig. 23: Lord, P & C. Miller: Wyldstyle moves (2014), Making of The Lego Movie [Online]. Available at: http://www.cgmeetup.net/home/making-of-the-lego-movie/ Fig. 24: Lord, P & C. Miller: Metalbeard on the screen (2014), Making of The Lego Movie [Online]. Available at: http://www.cgmeetup.net/home/making-of-the-lego-movie/ Fig. 25: Lord, P & C. Miller: Emmet at home, Postproduction (2014), How they made The Lego Movie, 30 Minute Video About the Making of LEGO Movie by VFX Studio [Online]. Available at: https://www.youtube.com/watch?v=grgBeu-elBg Fig. 26: Lord, P & C. Miller: Movie scene (2014), Cinemacity, Images [Online]. Available at: http://cinemacity.mymovies.ge/en/movie/137106/The+Lego+Movie-2014 Graphic 10: Jurassik Park map Fig. 1: Spielberg, Steven: Jurassic Park, Movie Cover (1993), Jurassic-Park-cover-locandina-2 [Online]. Available at: http://speed-cover.org/jurassic-park-1993-b/jurassic-park-coverlocandina-2/ Fig. 2: Spielberg, Steven: Story board, Jurassic Park Preproduction (1993), Making Of Jurassic Park [Online]. Available at: https://www.youtube.com/watch?v=TUVAirMVru0 Fig. 3: Spielberg, Steven: Velociraptor mold, Jurassic Park Preproduction (1993), Making Of Jurassic Park [Online]. Available at: https://www.youtube.com/watch?v=TUVAirMVru0 Fig. 4: Spielberg, Steven: Prototypes, Jurassic Park Preproduction (1993), Making Of Jurassic Park [Online]. Available at: https://www.youtube.com/watch?v=TUVAirMVru0 Fig. 5: Spielberg, Steven: Animatic, Jurassic Park Preproduction (1993), Making Of Jurassic Park [Online]. Available at: https://www.youtube.com/watch?v=TUVAirMVru0 Fig. 6: Spielberg, Steven: Tyrannosaurus Rex, Jurassic Park Character (1993), Om Nom Nom T. Rex Was, Indeed, A Voracious Hunter [Online]. Available at: http://kuow.org/post/omnom-nom-t-rex-was-indeed-voracious-hunter 81 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Fig. 7: Spielberg, Steven: Triceratops, Jurassic Park Character (1993), ¿Qué sonidos hacían los dinosaurios? Quizás nunca lo sepamos [Online]. Available at: http://www.ohmygeek. net/2015/01/02/sonidos-dinosaurios-misterio/ Fig. 8: Spielberg, Steven: Velociraptor, Jurassic Park Character (1993), Top ten villains never to make a top villains list [Online]. Available at: http://screenrobot.com/top-ten-villains-nevermake-top-villains-list/4/ Fig. 9: Spielberg, Steven: Gallimimus, Jurassic Park Character (1993), Gallimimus [Online]. Available at: http://jurassicpark.wikia.com/wiki/Gallimimus?file=Gallimimus.JPG Fig. 10: Spielberg, Steven: Dilophosaurus, Jurassic Park Character (1993), Dilophosaurus [Online]. Available at: http://jurassicpark.wikia.com/wiki/Dilophosaurus Fig. 11: Spielberg, Steven: Branchiosaurus, Jurassic Park Character (1993), Branchiosaurus [Online]. Available at: http://jurassicpark.wikia.com/wiki/Brachiosaurus?file=003.png Fig. 12: Spielberg, Steven: Dr. Alan Grant, Jurassic Park Character (1993), Sam Neill as Dr. Alan Grant in Jurassic Park [Online]. Available at: http://cinema.theiapolis.com/ movie-0379/jurassic-park/gallery/sam-neill-as-dr-alan-grant-in-jurassic-park-1077125.html Fig. 13: Spielberg, Steven: Dr. Ellie Sattler, Jurassic Park Character (1993), Cinerd [Online]. Available at: http://cinerd.blogspot.ch/2011/10/cinews-nuevo-trailer-de-haywire-laura.html Fig. 14: Spielberg, Steven: Tim Murphy, Jurassic Park Character (1993), Jurassic World Jurassic Park 4 [Online]. Available at: http://www.nosolohd.com/xf/threads/jurassic-worldjurassic-park-4-2015.1999/page-15 Fig. 15: Spielberg, Steven: Dr. Ian Malcolm, Jurassic Park Character (1993), Jeff Goldblum as Dr. Ian Malcolm in Jurassic Park [Online]. Available at: http://cinema.theiapolis.com/ movie-0379/jurassic-park/gallery/jeff-goldblum-as-dr-ian-malcolm-in-jurassic-1094712.html Fig. 16: Spielberg, Steven: John Hammond, Jurassic Park Character (1993), Hollywood llora la muerte de Richard Attenborough [Online]. Available at: http://www.diariovigilante. com/entretenimiento/cine/cine/steven-spielberg/entretenimiento/-richard-attenborough/ gandhi/ben-kingsley/parque-jurasico/7379 Fig. 17: Spielberg, Steven: Lex Murphy, Jurassic Park Character (1993), Lex Murphy [Online]. Available at: http://es.jurassicpark.wikia.com/wiki/Lex_Murphy Fig. 18: Spielberg, Steven: Robert Muldoon, Jurassic Park Character (1993), Bob Peck pictures and photos [Online]. Available at: http://www.listal.com/bob-peck/pictures Fig. 19: Spielberg, Steven: Donald Gennaro, Jurassic Park Character (1993), archive 9news [Online]. Available at: http://archive.9news.com/images/640/360/2/assetpool/ images/130406025950_jurassic-park-4_3_r536_c534.jpg Fig. 20: Spielberg, Steven: Ray Arnold, Jurassic Park Character (1993), Images from Jurassic Park blu-ray screencaps, Photo 13 of 24 [Online]. Available at: http://www. examiner.com/slideshow/jurassic-park-2#slide=3 Fig. 21: Spielberg, Steven: Dr. Henry Wu, Jurassic Park Character (1993), B.D. Wong 82 [Online]. Available at: http://www.hark.com/collections/rlsnlftrvv-bd-wong Fig. 22: Spielberg, Steven: Dennis Nedry, Jurassic Park Character (1993), This One Scene COULD Explain Why We’re Even Getting a Jurassic World Movie [Online]. Available at: http:// moviepilot.com/posts/2015/01/03/this-one-scene-could-explain-why-we-re-even-getting-ajurassic-world-movie-2557022?lt_source=external,manual Fig. 23: Spielberg, Steven: The Island, Jurassic Park Scene (1993), wikia nocookie, Screenshot [Online]. Available at: http://img4.wikia.nocookie.net/__cb20141015011537/ jurassicpark/images/c/ce/JP-MoviePoster.jpg Fig. 24: Spielberg, Steven: Near the Sea, Jurassic Park Scene (1993), wikia nocookie, Screenshot [Online]. Available at: http://img4.wikia.nocookie.net/__cb20141015011537/ jurassicpark/images/c/ce/JP-MoviePoster.jpg Fig. 25: Spielberg, Steven: In to the Park, Jurassic Park Scene (1993), wikia nocookie, Screenshot [Online]. Available at: http://img4.wikia.nocookie.net/__cb20141015011537/ jurassicpark/images/c/ce/JP-MoviePoster.jpg Fig. 26: Spielberg, Steven: In to the Labs, Jurassic Park Scene (1993), wikia nocookie, Screenshot [Online]. Available at: http://img4.wikia.nocookie.net/__cb20141015011537/ jurassicpark/images/c/ce/JP-MoviePoster.jpg Fig. 27: Spielberg, Steven: The Main Room, Jurassic Park Scene (1993), wikia nocookie, Screenshot [Online]. Available at: http://img4.wikia.nocookie.net/__cb20141015011537/ jurassicpark/images/c/ce/JP-MoviePoster.jpg Fig. 28: Spielberg, Steven: Scene of T-Rex in the Rain, Jurassic Park Production (1993), Making Of Jurassic Park [Online]. Available at: https://www.youtube.com/ watch?v=TUVAirMVru0 Fig. 29: Spielberg, Steven: Digital Effects, Jurassic Park Production (1993), Making Of Jurassic Park [Online]. Available at: https://www.youtube.com/watch?v=TUVAirMVru0 Fig. 30: Spielberg, Steven: T-Rex Size, Jurassic Park Production (1993), Making Of Jurassic Park [Online]. Available at: https://www.youtube.com/watch?v=TUVAirMVru0 Fig. 31: Spielberg, Steven: Digital Gallimimus, Jurassic Park Production (1993), Making Of Jurassic Park [Online]. Available at: https://www.youtube.com/watch?v=TUVAirMVru0 Fig. 32: Spielberg, Steven: Digital Post Production, Jurassic Park Postproduction (1993), Making Of Jurassic Park [Online]. Available at: https://www.youtube.com/ watch?v=TUVAirMVru0 Fig. 33: Spielberg, Steven: T-Rex Movie Scene, Jurassic Park Postproduction (1993), Making Of Jurassic Park [Online]. Available at: https://www.youtube.com/watch?v=TUVAirMVru0 83 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Graphic 11: The Bear and the Hare map Fig. 1: Adam&Eve DDB: Cover Picture, The Bear & The Hare (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https://www.youtube. com/watch?v=XqWig2WARb0 Fig. 2: Adam&Eve DDB: Sketch Fox, The Bear & The Hare Preproduction (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-of-bear-and-hare Fig. 3: Adam&Eve DDB: Storyboard, The Bear & The Hare Preproduction (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-of-bear-and-hare Fig. 4: Adam&Eve DDB: Building the Presents, The Bear & The Hare Preproduction (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-of-bear-and-hare Fig. 5: Adam&Eve DDB: The Cave Process, The Bear & The Hare Preproduction (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-of-bear-and-hare Fig. 6: Adam&Eve DDB: Handmade Presents, The Bear & The Hare Preproduction (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-of-bear-and-hare Fig. 7: Adam&Eve DDB: The Bear, The Bear & The Hare Character (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https:// www.youtube.com/watch?v=XqWig2WARb0 Fig. 8: Adam&Eve DDB: The Hare, The Bear & The Hare Character (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https:// www.youtube.com/watch?v=XqWig2WARb0 Fig. 9: Adam&Eve DDB: Animals From the Forest Fox, The Bear & The Hare Character (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https://www.youtube.com/watch?v=XqWig2WARb0 Fig. 10: Adam&Eve DDB: Animals From the Forest Badger, The Bear & The Hare Character (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https://www.youtube.com/watch?v=XqWig2WARb0 Fig. 11: Adam&Eve DDB: Animals From the Forest Birds, The Bear & The Hare Character (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https://www.youtube.com/watch?v=XqWig2WARb0 Fig. 12: Adam&Eve DDB: Animals From the Forest Owl, The Bear & The Hare Character (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https://www.youtube.com/watch?v=XqWig2WARb0 Fig. 13: Adam&Eve DDB: The Forest, The Bear & The Hare Scenario (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https:// www.youtube.com/watch?v=XqWig2WARb0 84 Fig. 14: Adam&Eve DDB: The Cave, The Bear & The Hare Scenario (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https:// www.youtube.com/watch?v=XqWig2WARb0 Fig. 15: Adam&Eve DDB: The Land, The Bear & The Hare Scenario (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https:// www.youtube.com/watch?v=XqWig2WARb0 Fig. 16: Adam&Eve DDB: Winter Look, The Bear & The Hare Scenario (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https:// www.youtube.com/watch?v=XqWig2WARb0 Fig. 17: Adam&Eve DDB: The Christmas Tree, The Bear & The Hare Scenario (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https://www.youtube.com/watch?v=XqWig2WARb0 Fig. 18: Adam&Eve DDB: Frozen River, The Bear & The Hare Scenario (2013), John Lewis Christmas Advert 2013 - The Bear & The Hare, Screenshot [Online]. Available at: https:// www.youtube.com/watch?v=XqWig2WARb0 Fig. 19: Adam&Eve DDB: Production The Bear & The Hare Making of Still (2013), Blinkink/ Adam&EveDDB: The Bear & The Hare making of still [Online]. Available at: http://www. itsnicethat.com/articles/making-of-bear-and-hare Fig. 20: Adam&Eve DDB: Production Frozen River, The Bear & The Hare Production (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-of-bear-and-hare Fig. 21: Adam&Eve DDB: Production the Forest, The Bear & The Hare Production (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-of-bear-and-hare Fig. 22: Adam&Eve DDB: Production Winter Look, The Bear & The Hare Production (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-of-bear-and-hare Fig. 23: Adam&Eve DDB: Production Scene, The Bear & The Hare Production (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-of-bear-and-hare Fig. 24: Adam&Eve DDB: Postproduction on the Screen, The Bear & The Hare Postproduction (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-ofbear-and-hare Fig. 25: Adam&Eve DDB: Final Scene, The Bear & The Hare Production (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-of-bear-and-hare Fig. 26: Adam&Eve DDB: The Product, The Bear & The Hare Production (2013), Advertising Great making of video for the new John Lewis Bear and Hare spot, Screenshot [Online]. Available at: http://www.itsnicethat.com/articles/making-of-bear-and-hare 85 3D Animation: The Use of Analog Techinques in a Digital Era | Danien Tamayo • Master Thesis | Hochschule Luzern - Design & Kunst | Master of Arts in Design | Illustration Graphic 12: The BoxTrolls map Fig. 1: Stacchi, A & G, Annable: The Boxtrolls Movie Cover (2014), The Boxtrolls Teaser Poster [Online]. Available at: http://www.bcdb.com/cartoon/109810-Boxtrolls Fig. 2: Stacchi, A & G, Annable: Storyboard and Modeling, The Boxtrolls (2014), The Boxtrolls Making a Stop Motion Short , Screenshot [Online]. Available at: http://www.itsartmag.com/features/making-of-the-boxtrolls/ Fig. 3: Stacchi, A & G, Annable: Modeling Fish, The Boxtrolls (2014), The Boxtrolls Making a Stop Motion Short , Screenshot [Online]. Available at: http://www.itsartmag.com/features/making-of-the-boxtrolls/ Fig. 4: Stacchi, A & G, Annable: Miniature Trumpet, The Boxtrolls (2014), The Boxtrolls Making a Stop Motion Short , Screenshot [Online]. Available at: http://www.itsartmag.com/features/making-of-the-boxtrolls/ Fig. 5: Stacchi, A & G, Annable: Making the Clothes, The Boxtrolls (2014), The Boxtrolls Making a Stop Motion Short , Screenshot [Online]. Available at: http://www.itsartmag.com/features/making-of-the-boxtrolls/ Fig. 6: Stacchi, A & G, Annable: Miniature Food, The Boxtrolls (2014), The Boxtrolls Making a Stop Motion Short , Screenshot [Online]. Available at: http://www.itsartmag.com/features/making-of-the-boxtrolls/ Fig. 7: Stacchi, A & G, Annable: Eggs, The Boxtrolls Character (2014), Boxtrolls Characters Eggs [Online]. Available at: http://imgarcade.com/1/boxtrolls-characters-eggs/ 450&r=x404&c=534x401/local/-/media/ NWGroup/KING/2014/09/17/1410996115000-eggs.JPG Fig. 8: Stacchi, A & G, Annable: Winnie, The Boxtrolls Character (2014), Winnie in formal wear [Online]. Available at: http://hero.wikia.com/wiki/File:Winnie_in_formal_wear.png Fig. 9: Stacchi, A & G, Annable: Archibald Snatcher , The Boxtrolls Character (2014), Pelis24, Los Boxtrolls HD 2014, Screenshot [Online]. Available at: http://pelis24.com/pelicula-latino/16827-los-boxtrolls-2014-online. html Fig. 10: Stacchi, A & G, Annable: Madame Fru Fru , The Boxtrolls Character (2014), Pelis24, Los Boxtrolls HD 2014, Screenshot [Online]. Available at: http://pelis24.com/pelicula-latino/16827-los-boxtrolls-2014-online. html Fig. 11: Stacchi, A & G, Annable: Fish, The Boxtrolls Character (2014), The Boxtrolls, Fish, Pinterest [Online]. Available at: https://www.pinterest.com/pin/321725967105147986/ Fig. 12: Stacchi, A & G, Annable: Shoe, The Boxtrolls Character (2014), The Boxtrolls, Cast of Characters, Shoe, [Online]. Available at: http://lib.oup.com.au/blog/The-Boxtrolls-Activity-Book-sample.pdf Fig. 13: Stacchi, A & G, Annable: Sparky, The Boxtrolls Character (2014), Los Boxtrolls [Online]. Available at: http://www.cineenlinea.net/especiales/Boxtrolls%20datos%20curiosos.php Fig. 14: Stacchi, A & G, Annable: Knickers, The Boxtrolls Character (2014), Numbercrunching The Box Trolls [Online]. Available at: http://www.bleedingcool.com/2014/09/02/numbercrunching-the-box-trolls/ Fig. 15: Stacchi, A & G, Annable: Lord Portley Rind, The Boxtrolls Character (2014), New Releases The Boxtrolls [Online]. Available at: http://porcupinesundae.com/new-releases-boxtrolls/ Fig. 16: Stacchi, A & G, Annable: Mr. Gristle, The Boxtrolls Character (2014), Pelis24, Los Boxtrolls HD 2014, Screenshot [Online]. Available at: http://pelis24.com/pelicula-latino/16827-los-boxtrolls-2014-online.html 86 Fig. 17: Stacchi, A & G, Annable: Mr. Trout, The Boxtrolls Character (2014), Pelis24, Los Boxtrolls HD 2014, Screenshot [Online]. Available at: http://pelis24.com/peliculalatino/16827-los-boxtrolls-2014-online.html Fig. 18: Stacchi, A & G, Annable: Mr. Pickles, The Boxtrolls Character (2014), Pelis24, Los Boxtrolls HD 2014, Screenshot [Online]. Available at: http://pelis24.com/peliculalatino/16827-los-boxtrolls-2014-online.html Fig. 19: Stacchi, A & G, Annable: In the Caves, The Boxtrolls Scenario (2014), Pelis24, Los Boxtrolls HD 2014, Screenshot [Online]. Available at: http://pelis24.com/peliculalatino/16827-los-boxtrolls-2014-online.html Fig. 20: Stacchi, A & G, Annable: Central Cave, The Boxtrolls Scenario (2014), Pelis24, Los Boxtrolls HD 2014, Screenshot [Online]. Available at: http://pelis24.com/peliculalatino/16827-los-boxtrolls-2014-online.html Fig. 21: Stacchi, A & G, Annable: Cheesebridge, The Boxtrolls Scenario (2014), Pelis24, Los Boxtrolls HD 2014, Screenshot [Online]. Available at: http://pelis24.com/peliculalatino/16827-los-boxtrolls-2014-online.html Fig. 22: Stacchi, A & G, Annable: The Streets, The Boxtrolls Scenario (2014), Pelis24, Los Boxtrolls HD 2014, Screenshot [Online]. Available at: http://pelis24.com/peliculalatino/16827-los-boxtrolls-2014-online.html Fig. 23: Stacchi, A & G, Annable: Robot Digital Prototype (2014), Creating the Nature in Boxtrolls , Screenshot [Online]. Available at: http://www.dailymotion.com/video/x25a1gp_ creating-the-nature-in-boxtrolls_shortfilms?from_related=related.page.ext.gravity-only. ff8c46c6b8f9145fe247fb26e214f8a9142230833 Fig. 24: Stacchi, A & G, Annable: Inside the Caves, Production (2014), Creating the Nature in Boxtrolls , Screenshot [Online]. Available at: http://www.dailymotion.com/video/ x25a1gp_creating-the-nature-in-boxtrolls_shortfilms?from_related=related.page.ext.gravityonly.ff8c46c6b8f9145fe247fb26e214f8a9142230833 Fig. 25:Stacchi, A & G, Annable: Animation Process, Production (2014), Creating the Nature in Boxtrolls , Screenshot [Online]. Available at: http://www.dailymotion.com/video/ x25a1gp_creating-the-nature-in-boxtrolls_shortfilms?from_related=related.page.ext.gravityonly.ff8c46c6b8f9145fe247fb26e214f8a9142230833 Fig. 26: Stacchi, A & G, Annable: Special Effects Fire Scene, Postproduction (2014), Creating the Nature in Boxtrolls , Screenshot [Online]. Available at: http://www.dailymotion.com/ video/x25a1gp_creating-the-nature-in-boxtrolls_shortfilms?from_related=related.page.ext. gravity-only.ff8c46c6b8f9145fe247fb26e214f8a9142230833 Fig. 27:Stacchi, A & G, Annable: Digital Smoke, Postproduction (2014), Creating the Nature in Boxtrolls , Screenshot [Online]. Available at: http://www.dailymotion.com/video/ x25a1gp_creating-the-nature-in-boxtrolls_shortfilms?from_related=related.page.ext.gravityonly.ff8c46c6b8f9145fe247fb26e214f8a9142230833 Fig. 28: Stacchi, A & G, Annable: Digital Fire, Postproduction (2014), Creating the Nature in Boxtrolls , Screenshot [Online]. Available at: http://www.dailymotion.com/video/ x25a1gp_creating-the-nature-in-boxtrolls_shortfilms?from_related=related.page.ext.gravityonly.ff8c46c6b8f9145fe247fb26e214f8a9142230833 87