Entry Lasseter:2001:TAC from siggraph2000.bib

Last update: Sat Apr 14 02:01:36 MDT 2018                Valid HTML 3.2!

Index sections

Top | Symbols | Math | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

BibTeX entry

@Article{Lasseter:2001:TAC,
  author =       "John Lasseter",
  title =        "Tricks to animating characters with a computer",
  journal =      j-COMP-GRAPHICS,
  volume =       "35",
  number =       "2",
  pages =        "45--47",
  month =        may,
  year =         "2001",
  CODEN =        "CGRADI, CPGPBZ",
  DOI =          "https://doi.org/10.1145/563693.563706",
  ISSN =         "0097-8930",
  bibdate =      "Wed Oct 7 09:19:35 MDT 2009",
  bibsource =    "http://www.math.utah.edu/pub/tex/bib/siggraph2000.bib",
  abstract =     "When I presented the first animation I had created
                 with a computer, {\em The Adventures of Andr{\'e} and
                 Wally B.,\/} at SIGGRAPH 84, a number of people asked
                 me what cool new software I had used to achieve such
                 believable characters. I explained to them that the
                 software was a keyframe animation system, not much
                 different in theory than other systems that were around
                 then. What was different was that I was using basic
                 animation principles that I had learned as a
                 traditional animator. It was not the software that gave
                 life to the characters, it was these principles of
                 animation, these tricks of the trade that animators had
                 developed over 50 years ago. I was surprised at how few
                 people in the computer animation community were aware
                 of these principles. Traditional animation is basically
                 one trick after another. Whatever it takes to get it
                 working right on the screen is fair game. It should be
                 the same in computer animation. At Pixar, we constantly
                 use tricks, old and new, to get what we need on the
                 screen. In this talk, I will give away a few trade
                 secrets that will be useful to anyone attempting to
                 animate characters with computers, regardless of the
                 software they are using.",
  acknowledgement = ack-nhfb,
  fjournal =     "Computer Graphics",
  journal-URL =  "http://portal.acm.org/browse_dl.cfm?idx=J166",
}

Related entries