Article 2
- The first aspect before reading this is, that if you have animal in your films, it will attract the public eye. The second aspect I learned is, it can show companionship between animal, and human. The third aspect I learned is, pets can add humor to films.
- Two opinions I have are, I liked how it went into the science of publicity that pets have in movies. I also enjoyed how it explained the positive aspects of pets in versatile movies listed in the article.
- One opinion I have is, who started the trend with implementing pets in films?
Article 1
- The first thing I learned in this is, that Alice In Wonderland was that it was cheaply made, and didn't really set well with the public. The second is, that many studios aren't teaching students to most important things to film making. More like basic explosions and such. The third aspect is, many people who are starting at making films are getting it easy. They are used to to just calling someone up and getting help for granted.
- Two opinions I had were, I liked how it was getting into the reality of actual studios, and how they worked. The other thing I liked was, how it explained how the movies were not put together good, and why.
- One question I have is, why don't studios give proper advice to students?
Article 2
- The first fact I had learned from studying this article is, video games, in the nearest future will almost be able to replicate human forms, and expressions perfectly. The second fact is, a face can be recognized in only a 50 pixel photograph. The third interesting fact here is, many CG characters in films are directly formed the replication of human anatomy. Even mythological characters.
- The two concepts that I enjoyed that were present in this article was, it suggested new plausible ideas for video game ideas. The other concept is, I enjoyed how it compared two popular video game titles, and contrasted the graphics to prove the technological advancement developers have created in the last 20 years.
- One question I felt during this article was, how far can video game developers create? How detailed can we get?
Article 1
- The first of three facts I learned was why cartoonists are gaining popularity on Youtube. That is simply because, Youtube has a huge demand in cartoons, or short animated skits. The second fact is, it is very encouraging to be at home and get paid to do the work you love. The third fact is, Youtube is very versatile when it comes to creating cartoons. It is open for many ideas, and stories to be told.
- I really liked how the author explained why cartoonists are getting so popular in the present society, and media. I also enjoyed how it explained where a lot of animating originated from.
- I have one question though. How far will these more popular cartoons make it? Or how soon will they discontinue?
What I did this week
- This week, I learned a few more audio tips in Adobe Premiere. How to level them out smoothly.
- I would like to learn how to get perfect audio using boom mics and such.
- A few complications that occurred were color corrected areas of my Independant study film, was not present after the rendering.
- Above the frustration, I did manage to create really cool songs in garage band that just might suit my next film for the better.
Article 2
- The first fact in this article that I have already realized previously but it's a good point. That point is, all of the small basic, generic cliches you observe in movies, and all over media. The second fact is, there are 13 main cliches in movies. the last fact is, if you are gonna use a cliche, it better be a little more creative, or extraordinary.
- Two aspects I liked about this article is, the authors kind of reflect myself. meaning, I get annoyed by basic story lines, or generic centralized movies. the next part liked was that it described the 13 main cliches in detail.
- One question I have is, are filmmakers ever gonna run out of original ideas?
Article 1
- The first fact I learned from studying this particular article is, filmmakers could achieve more expressive rendering styles that disregard the perfect boundaries of CG. The second cool fact is, Pixar Studios has developed software that will allow a sophisticated painterly style to be scaled for feature film production. The last fact is, Artists can paint 2D illustrations over a handful of the CG key frames.
- The two opinions I have thought of is, Pixar is defiantly making a change in the CG universe, and how how it works. i think that is really cool that we are advancing. The second opinion is, I liked how the author of the article described exactly what Pixar was doing, and how they are doing it.
- The only question I have is, how advanced/how far can we really go with CG or animation?
What I Did This Week
- this week, I had learned how to correct audio problems on Adobe Premiere, that I hadn't known previously.
- What I look forward to learning in the future is to master After Affects.
- This week, I had grown frustrated in trying to edit our independent study project.
- Above all of the frustration, I did end up finishing the project. I believe this video to be one of my best works in Boces so far. So that excited me a bit.