Table of Contents
How To Succeed In Animation
This new forward, revised in mid 2010, includes a new essay by Gene entitled "Animators Belong To The Ages. Where We Fit In." As Gene starts this book, "Animation Rules, And Always Has!"
An Overview: What This Book Is All About
Everything you ever wanted to know about animation, but were afraid Gene might tell you - and it's basically all up-front in the intro stuff. So don't miss the governing Joke of this book, the Preview, and especially the ground rules for how to succeed in the business of animation.
PART ONE - HOW YOU SHOULD DO IT
Chapter 1: Win Some Lose Many
This first chapter lists everything the book covers. You can save a lot of time just by reading this chapter. If none of the topics interests you, ya don't have to read any further!
Chapter 2: Animation - What The Heck is it?
I like things to be clear, so just to be sure we're all talking about the same thing, I decided to work out a bullet-proof definition of animation; something that covers all forms and fashions of frame-by-frame endeavors. See if you agree with me. If not, we're off to a rocky start.
Chapter 3: Animation For Dummies
OK, here's where Deitch the teacher addresses a classroom of wannabes, laying down the basics. If you can't get this stuff into your head, you might as well go into another line of work.
Chapter 4: Animation Tech Talk
The technology of animation has changed somewhat over the past 35,000 years, when it was first attempted by cave men, but the basics remain. Here they are in specifics...
Chapter 5: The Great Footage Fallacy
Here is something that few animators seem to think about, but which has bugged me for years: Are we animating foot-long strips of film, or are we animating increments of time? If we are all into globalization, let's work in a global standard. I would like to foment an animation revolution in the dimension of time!
Chapter 6: The Long And The Short Of It
A short chapter about a long point. Contrast, Change-Of-Pace. That's the name of the game.
Chapter 7: Story - What's it All About?
No story - no movie. Here's how to tell if you actually have a story, and if not, how to make one.
Chapter 8: Make Luck Happen!
You need a lot of luck to make it in the movie business. How do you get lucky? Is success really just a matter of luck - chance? Or can you lure luck your way? Here are some tips.
Chapter 9: "We Hereby Agree. . ."
Most animation books I've read leave out one of the most important things an animator needs to know: How To Make a Contract! Do you really need a lawyer? Here are some examples of how you can Do It Yourself and retain your hide.
Chapter 10: My Talents Discovered
Proof-positive that I was a born artist.











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