<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.3 20210610//EN" "JATS-journalpublishing1-3.dtd">
<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">vgik</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник ВГИК</journal-title><trans-title-group xml:lang="en"><trans-title>Vestnik VGIK</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2074-0832</issn><issn pub-type="epub">2713-2471</issn><publisher><publisher-name>ВГИК</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.69975/2074-0832-2024-59-1-145-157</article-id><article-id custom-type="elpub" pub-id-type="custom">vgik-917</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>АНИМАЦИЯ И МУЛЬТИМЕДИА</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>ANIMATION AND MULTIMEDIA</subject></subj-group></article-categories><title-group><article-title>Анимация в цифровой среде</article-title><trans-title-group xml:lang="en"><trans-title>Animation in digital media</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0009-0008-9464-4494</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Яровая</surname><given-names>Н. Ю.</given-names></name><name name-style="western" xml:lang="en"><surname>Yarovaya</surname><given-names>N. Y.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Яровая Надежда Юрьевна, старший преподаватель факультета экранных искусств Ростовского-на-Дону филиала, соискатель ученой степени кандидат наук кафедры киноведения</p><p>AuthorID: 1106979</p></bio><bio xml:lang="en"><p>Nadezhda Y. Yarovaya, PhD seeker, senior lecturer Department of Screen Arts, Rostov-on-Don branch</p><p>AuthorID: 1106979</p></bio><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>ВГИК</institution><country>Россия</country></aff><aff xml:lang="en"><institution>S.A. Gerasimov Russian State University of Cinematography</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2024</year></pub-date><pub-date pub-type="epub"><day>08</day><month>05</month><year>2024</year></pub-date><volume>16</volume><issue>1(59)</issue><fpage>145</fpage><lpage>157</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Яровая Н.Ю., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Яровая Н.Ю.</copyright-holder><copyright-holder xml:lang="en">Yarovaya N.Y.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://www.vestnik-vgik.com/jour/article/view/917">https://www.vestnik-vgik.com/jour/article/view/917</self-uri><abstract><p>Статья посвящена созданию анимационных произведений в цифровой среде. Современные технологии вырабатывают новые подходы к формированию коммуникации зрителя и произведения. Анализ новых технологий создания компьютерной анимации позволяет выявить, что анимация на игровых движках с применением захвата движения и использованием компьютерной графики трансформирует процесс производства, а персонажи «одушевляются» с помощью оцифровки движения актера. Мимика и движения актера, передаваемые цифровому персонажу, зависят от умения актера сыграть характер персонажа. Появляются ограничения создания анимационного пластического движения, утрированности, гиперболизации, условности, что в свою очередь заставляет аниматоров искать новые подходы к визуальной образности и возможности усовершенствовать средства художественной выразительности, формирующие современную компьютерную анимацию.</p></abstract><trans-abstract xml:lang="en"><p>The article is devoted to the creation of animated works in the digital environment. Modern technologies develop new approaches to the formation of communication between the viewer and the work. Analysis of the new creation technologies for computer animation reveals that animation performed on game engines with the use of motion capture and computer graphics transforms the production process, with characters “animated” via digitizing of the actor’s movement. Actor's facial expressions and movements conveyed to the digital character depend on the actor's skill in portraying their character's personality. This develops limitations of creating animated plastic movement, exaggeration, hyperbolization, and conventionality, thus making animators look for new approaches to visual imagery, as well as opportunities to improve the means of artistic expression for the modern computer animation.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>интерактивность</kwd><kwd>виртуальная реальность</kwd><kwd>компьютерная анимация</kwd><kwd>virtual production</kwd><kwd>искусственный интеллект</kwd></kwd-group><kwd-group xml:lang="en"><kwd>interactivity</kwd><kwd>virtual reality</kwd><kwd>computer animation</kwd><kwd>virtual production</kwd><kwd>artificial intelligence</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Башинская Р., Никитин Н. Виртуальное кино: инновационные технологии для производства фильмов // Бюллетень кинопрокатчика. URL: https://www.kinometro.ru/analytics/show/name/vitrualnoekino_19122023 (дата обращения: 24.12.2023).</mixed-citation><mixed-citation xml:lang="en">Bashinskaya, R., Nikitin, N. Virtual'noe kino: innovacionnye tekhnologii dlya proizvodstva fil'mov [Virtual cinema: innovative technologies for film production] // Byulleten' kinoprokatchika Available at: https://www.kinometro.ru/analytics/show/name/vitrualnoekino_19122023 (Accessed 24.12.2023). (In Russ.).</mixed-citation></citation-alternatives></ref><ref id="cit2"><label>2</label><citation-alternatives><mixed-citation xml:lang="ru">Иванов-Вано И.П. Кадр за кадром / И.П. Иванов-Вано; [Лит. запись А. Волкова; Вступ. статья С. Асенина]. М.: Искусство, 1980. 239 с.</mixed-citation><mixed-citation xml:lang="en">Ivanov-Vano, I.P. Kadr za kadrom [Frame by frame] / I.P. Ivanov-Vano; [Lit. zapis' A. Volkova; Vstup. stat'ya S. Asenina]. Moscow, Iskusstvo, 1980. 239 p. (In Russ.).</mixed-citation></citation-alternatives></ref><ref id="cit3"><label>3</label><citation-alternatives><mixed-citation xml:lang="ru">Иванов-Вано И.П. ≪Эклер≫ — за и против. Стенограмма доклада ≪Применение эклерного метода в производстве рисованных фильмов≫. 1951 // Киноведческие записки. 2006. № 80. С. 174–187.</mixed-citation><mixed-citation xml:lang="en">Ivanov-Vano, I.P. “Ekler” — za i protiv. Stenogramma doklada ‘‘Primenenie eklernogo metoda v proizvodstve risovannyh fil'mov’’. 1951 [“Eclair” — pros and cons. Transcript of the report “Application of the eclair method in the production of hand-drawn films” 1951]. Kinovedcheskie zapiski. no. 80, 2006, рр. 174–187. (In Russ.).</mixed-citation></citation-alternatives></ref><ref id="cit4"><label>4</label><citation-alternatives><mixed-citation xml:lang="ru">Манович Л. Язык новых медиа / пер. с англ. Д. Кульчицкой. М.: Ад Маргинем Пресс, 2018. 400 с.</mixed-citation><mixed-citation xml:lang="en">Manovich, L. Yazyk novyh media [Language of new media] / Perevod Diany Kul'chickoj. Moscow, Ad Marginem Press, 2018. 400 p. (In Russ.).</mixed-citation></citation-alternatives></ref><ref id="cit5"><label>5</label><citation-alternatives><mixed-citation xml:lang="ru">Уткин А. Белое зеркало. Учебник по интерактивному сторителлингу в кино, VR и иммерсивном театре. М.: Издательство ≪Альпина Паблишер≫, 2020. 236 с.</mixed-citation><mixed-citation xml:lang="en">Utkin, A. Beloe zerkalo. Uchebnik po interaktivnomu storitellingu v kino, VR i immersivnom teatre [White Mirror. Tutorial on interactive storytelling in cinema, VR and immersive theater] / Utkin A., Pokrovskaya N. Moscow, Izdatel'stvo “Al'pina Pablisher”, 2020. 236 p. (In Russ.).</mixed-citation></citation-alternatives></ref><ref id="cit6"><label>6</label><citation-alternatives><mixed-citation xml:lang="ru">Чичканов Е.С. Интерактивность как средство художественной выразительности // Вестник КГУ. 2009. № 4. С. 309‒313. URL: https://cyberleninka.ru/article/n/interaktivnostkak-sredstvo-hudozhestvennoy-vyrazitelnosti (дата обращения: 09.01.2024).</mixed-citation><mixed-citation xml:lang="en">Chichkanov, E.S. Interaktivnost' kak sredstvo hudozhestvennoj vyrazitel'nosti [Interactivity as means of art expressiveness]. Vestnik KGU, no. 4, 2009. Available at: https://cyberleninka.ru/article/n/interaktivnost-kak-sredstvo-hudozhestvennoy-vyrazitelnosti (Accessed 09 January 2024). (In Russ.).</mixed-citation></citation-alternatives></ref><ref id="cit7"><label>7</label><citation-alternatives><mixed-citation xml:lang="ru">An Era in Jinling: A Digital Art Exhibition: An Interactive Landscape of Nanjing. Available at: https://www.dejiart.com/en/exhibition/jinlingtushuziyishuzhan (Accessed 09.12. 2023).</mixed-citation><mixed-citation xml:lang="en">An Era in Jinling: A Digital Art Exhibition: An Interactive Landscape of Nanjing. Available at: https://www.dejiart.com/en/exhibition/jinlingtushuziyishuzhan (Accessed 09.12. 2023).</mixed-citation></citation-alternatives></ref><ref id="cit8"><label>8</label><citation-alternatives><mixed-citation xml:lang="ru">Baobab Studios. Available at: https://www.baobabstudios.com (Accessed 05.12. 2023).</mixed-citation><mixed-citation xml:lang="en">Baobab Studios. Available at: https://www.baobabstudios.com (Accessed 05.12. 2023).</mixed-citation></citation-alternatives></ref><ref id="cit9"><label>9</label><citation-alternatives><mixed-citation xml:lang="ru">Bringing the Palace Museum's treasures to life. 2022. Available at: https://www.hkbu.edu.hk/en/whats-new/discover-hkbu/2022/jul-2022/0728-bringing-the-Palace-Museums-treasuresto-life.html (Accessed 17.01. 2024).</mixed-citation><mixed-citation xml:lang="en">Bringing the Palace Museum's treasures to life. 2022. Available at: https://www.hkbu.edu.hk/en/whats-new/discover-hkbu/2022/jul-2022/0728-bringing-the-Palace-Museums-treasuresto-life.html (Accessed 17.01. 2024).</mixed-citation></citation-alternatives></ref><ref id="cit10"><label>10</label><citation-alternatives><mixed-citation xml:lang="ru">Engaging with Castiglione’s horses 2022 Hong Kong, China. Available at: https://www.jeffreyshawcompendium.com/portfolio/engaging-with-castigliones-horses (Accessed 17.11.2023).</mixed-citation><mixed-citation xml:lang="en">Engaging with Castiglione’s horses 2022 Hong Kong, China. Available at: https://www.jeffreyshawcompendium.com/portfolio/engaging-with-castigliones-horses (Accessed 17.11. 2023).</mixed-citation></citation-alternatives></ref><ref id="cit11"><label>11</label><citation-alternatives><mixed-citation xml:lang="ru">Manovich, L. Understanding Hybrid Media. 2007. Available at: http://manovich.net/index.php/projects/understanding-hybrid-media (Accessed 17.01.2023).</mixed-citation><mixed-citation xml:lang="en">Manovich, L. Understanding Hybrid Media. 2007. Available at: http://manovich.net/index.php/projects/understanding-hybrid-media (Accessed 17.01.2023).</mixed-citation></citation-alternatives></ref></ref-list><fn-group><fn fn-type="conflict"><p>The authors declare that there are no conflicts of interest present.</p></fn></fn-group></back></article>
