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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",
}
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