#3d industrial robotic animation
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Angelian Trigger launches December 12 in Japan - Gematsu
Psuedo-3D-2D-style 3D shoot ’em up Angelian Trigger will launch for Switch on December 12 in Japan for 4,950 yen, developer PiXEL announced.
A limited edition will also be available for 8,800 yen, which includes a copy of the game, an art book, two original pin badges, a pair of original 3D glasses, an Eames Detective Agency certificate, and a special box.
Here is an overview of the game, via PiXEL:
Story
Wati is a large city on the planet Galadsik where the Eames Detective Agency is located. While the agency is facing financial difficulties due to an influx of small cases, like investigating infidelity and finding missing pets, a request comes in from an anonymous client to investigate the green planet Sarius. Despite the unsettling indicators, such as Sarius being under the control of the Planetary Industry Minister Wizria and the client being anonymous, Mia and Sheryl take off to Sarius. This was the trigger that led them into a major conspiracy.
Gameplay
Angelian Trigger is a 3D shooting game in which you run through the screen while shooting down enemies. Each planet consists of four stages, and a stage is cleared by defeating the boss at the end. Both Story Mode and Arcade Mode contain a total of 24 stages. Arcade Mode also has unique bosses. Mia can double jump and wields two guns, while Sheryl can fly and wields a large cannon. Since each protagonist plays differently, the same stages and enemies offer a different gameplay experience depending on the character. Additionally, you can gain an edge in combat with help from your support robot O-P2, offering backing like cover fire and force fields. With homing lasers that let you lock onto multiple enemies, and bonus points when defeating groups of enemies, Angelian Trigger offers a sense of both speed and exhilaration.
Staff
Character Design: Akihiro Kimura (ZAVAS, Emerald Dragon, Alshark, Alnam no Kiba: Juuzoku Juunishinto Densetsu)
Music: Akari Kaida (Darkstalkers, Resident Evil, Breath of Fire III, Okami)
Sound Effects
Ayako Saso (Rolling Thunder 2, Ridge Racer series, Street Fighter EX series, beatmaniaIIDX series)
Takashi Okamoto (12sound) (Made in Abyss Binary Star Falling into Darkness, Gotopazu, OBAKEIDORO)
2D Animation: Yukito Tanaka
Background Art: Tomoyuki Kanazawa
Effect Design: Kazue Arai
Director: Hidekuni Sasaki
Ending Theme “HERE WITH ME”: Miho Morikawa
Watch a new trailer below. View a new set of screenshots at the gallery. Visit the official website here.
Release Date Trailer
youtube
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post-animation night 177 comments
brief thoughts on kizazi moto (more substantial tomorrow perhaps): visually that was so lush. we're really full post-Arcane/Spiderverse nonphotorealistic stylings here, with a powerful dash of Trigger/Flying Bark-esque Neo Kanada School as well. this was like a cross-section of the current big styles in animation and it kicked ass for that. I'm not entirely sure what the production pipeline looked like - the Irish film board was apparently involved somehow! and maybe some Irish studios so it wasn't a purely African production - but it was an extremely impressive showing all round.
narratively, putting it right beside Fatenah kinda highlighted the places it wasn't willing to go. though I had heard the directors had a lot of freedom, there were some very consistent themes running throughout the anthology - nearly every film involved parent-child relationships, many of them revolving around a kid hoping to prove themselves in the eyes of their society/ancestors. the uglier side of history is touched on lightly: one film shows us a flashy cyberpunk city from an alternate timeline where 'Great Zimbabwe was never colonised', complete with 'the most advanced justice system in the multiverse' (a giant robot bird that chases our protagonists), but doesn't expand on that as more than a colourful backdrop. the last film gets closest, presenting a mother-child pair of two gods who are wounded by extractivism and retreat from the world - I appreciated the understated bleak implication of its ending.
I think while the creators were probably not given too much overt creative restriction, they were surely aware this was to be broadcast in English on Disney's streaming service, and tailored their stories accordingly. so you'd probably avoid "Disney is the face of American imperialism: the movie". Disney money is a bit of a double-edged sword that way.
besides parent/child reconciliation, we had a lot of ancestors and more than a few gods. a few stories centred on coming of age rituals; other had a more or less central focus on social media fame and its corrupting effect. at times it verges into the preachy - characters who stand between two families, or between humans and aliens, and resolve to honour both sets of ancestors - but the presentation is more than engaging enough to make it a compelling watch, regardless.
there's a lot of wonderful lighting, set design and architecture throughout. Mọrémì had a very cool desaturated style with toyetic, colourful 'soul-stealing giants' that put me a little in mind of Absolver.
Stardust had a bit of a Star Wars feel, almost feeling like an extra Visions short, but the injection of Islamic architecture was very effective.
a certain Arcane/Riot influence is very overt in many of the films - not just in the widespread use of paint textures in the CG environments and the approach to light and colour, but also with plot elements like the neon-drenched surfer gang in Surf Sangoma (episode 4) - which was definitely a fantastic-looking episode with the wonderfully out-there premise of a world where you have a squid suck on your face to gain surf skills. (just say no to squids, kids! you don't need 'em! rely on your magic ghost mum instead.) but I think this is something that's true in the animation industry more generally of late - the last few years have really kicked the door open to 2D stylings in 3D (paint textures, reduced framerates etc.). no doubt having a Spiderverse director as exec producer played a role in that too!
all in all I really enjoyed this anthology, and I'm super excited to see what comes next from the studios involved.
Fatenah meanwhile was fantastic, and an absolute gut punch. the fact that the hospital seen in the film has been in the news for being emptied out at gunpoint in the last week gave it a special level of 'oof'. its style may seem disarmingly simple, but the puppet-like styling ends up bestowing a huge degree of weight to the characters. the scenes of the border checkpoint, the monotony of cages and guards, and the concrete environment resembling a Half Life 2 map, were very impactful. highly recommend taking 20 minutes to watch this film.
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Five animated features in the Top 10, all of different kinds and even mediums used... Now that's very cool.
WILD ROBOT falls a good 28% estimate, the picture is now at $83m domestic, $148m worldwide, a few clicks away from doubling its budget. Chris Sanders confirmed earlier that they're already at work on a sequel, likely adapting the actual sequel book THE WILD ROBOT ESCAPES. I won't be surprised if it's penciled in for 2027/28 by the end of the year.
PIECE BY PIECE opened with $3m, it has a smaller $16m budget to make back. If it doesn't get there, that's not too steep anyways.
At 6th place, TRANSFORMERS ONE continues to hold okay, only slipping 32%. Total sits at $52m domestically and $111m worldwide, as it now opens elsewhere little by little. $187m, which is more than 2 1/2x its budget, may be unreachable, but at least some word of mouth is kicking in and it's not disappearing altogether. The small theater showing it was packed at my cinema job, today.
A new MY HERO ACADEMIA movie opened with less than the last one (going from $6m to $3m), but still, enough to make it into the Top 10. These never really blew past $10m on opening weekend here, unlike say, one of the DEMON SLAYER movies.
And the new re-release of NIGHTMARE BEFORE CHRISTMAS took in an impressive $2.3m, besting this year's LION KING re-release and coming in a little below the SHREK 2 re-release. It's lower than what last year's 30th Anniversary of the film re-release achieved, but... Yeah, still pretty okay for a three decades-old movie that's been re-released a ton of times, that you can fire up on Disney+ any minute. NIGHTMARE just hits different, one you gotta see in the theaters if you never did. I know I did last year, I was barely even a year old when it first came out in 1993 and I missed all the 3D re-releases back in the day.
It's just simply NEAT that these five films are currently playing, animation is everywhere and all around. Now if only the industry knew how to treat the people behind these movies better, hmmm?
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i decided to randomise megamix
see under the cut for sourcelists & fan-names
01 - MAU5TRAP
-Claymation/Stop Motion -Gnarls Barkley & It's members -Snakes, Serpents, & Reptiles -Kero Kero Bonito
02 - Summer Swimming
-Rivals of Aether & flashygoodness -Mysteries, Detective Media, & Puzzles -Royalty & Time -School & Education
03 - Lord Farquaad
-RayWilliamJohnson -Studio Ghibli & Their Image Albums -Pre-2012 Internet Culture & Bait-And-Switch memes (NO SIIVAGUNNER)
04 - Heaven Ascension Dio
-Big Time Rush/Stephen Glickman, Boy Bands & Their solo acts -Jojo's Bizzare Adventure & other Shonen Jump media -Wayforward & ArcSystem
05 - Ace D. Copular
-Smash Mouth & Shrek Artists -Webcomics, Animated Webseries, & Indie Web Animation -Quad City DJs/Space Jam Artists
06 - Maddumb
-90s Hip Hop/Rap -Lofi Hip-Hop & Shiloh Dynasty -Dreamworks -Pokémon & It's mainstay artists
07 - Neil Cipher
-Well-Known Music Producers -Insects & Skeletons -Otaku Culture/Sex -Alt Rock, Britpop, & Post-Britpop
08 - Tomska
-Sleep, Dreams, & Nightmares -Twitch/Esports games -Jojo's major antagonists references -First Person/Class-Based shooters, & Guns
09 - Tord
-Turner Broadcasting Media -Space & Aliens -Danny Baranowsky
10 - Charles "All-Star" Barkley
-Geico Commercials/Made for Ads -Progressive House & Dubstep -Sampled by Neil/Featured in his Mouth albums -Robots, Ghosts, & Felines
11 - Hot Hats
-Lou Bega, Mambo, & Big Band -Skating/Boarding & Skate Punk/Ska -Madeon & His collaboraters
12 - Last Peace
-S3RL/Happy Hardcore -SoundClown sources & SoundCloud rappers -Gears for Breakfast/Indie Platformers & Collectathons -Racing Games, Cars, & Bikes
13 - Scatman John
-Tally Hall & It's members -Christmas, Winter, Snow, & Ice -R&B & Soul
14 - Baba
-War, Explosives, & Flight -Electro Swing -Interscope solo female artists
15 - DARK ONES
-Voxel -Halley Labs -Psychadelic/Drugs
16 - UNCRE/ATIVE
-C418, Minecraft, & Sandbox -Lil Darkie/Spider Gang & Their Producers & Collaboraters -Gangs & Organised Crime -Creepypastas
17 - Oven Beats
-RPGMaker -Hardstyle/Trap Metal -88rising & Their collaboraters
18 - Elliana
-Streamers, Streaming, & Streamer BGM -Arena Fighters & 3D Brawlers (NO ARMS) -Live Action Sitcoms
19 - Sex Rulers
-Mods -The Apocalypse -Snail's House/Kawaii Future Bass
20 - Mettaton EX
-Tyler, The Creator & His collaboraters -Damon Albarn -Eddsworld & It's collaboraters -French Touch/Ed Banger
21 - Bad Snails
-Big Beat, Plunderphonics, & Turntablism -Gigi D'Agostino & Fatman Scoop -Undertale/Deltarune -Eastern European Culture, Food, & Culinary arts
22 - Sleepless Nights
-Deadmau5, his collaboraters, & Mau5trap artists -Bedroom Pop -VGM & Chiptune EDM
23 - The Mutant Enderman
-Beat Em Up -Game & Watch/Other Category -ARGs -Glam-Rock
24 - Rocque Banger
-Industrial, Dark Techno, & IDM -Bodies of Water & Sea Life -80s/90s Nintendo Non-VGM -Valve & It's fancontent
25 - CA7 & MATT
-NES, SNES, & Gameboy -FGC Competitions & 2D Fighting Games -Neil Cicierega -Money & Partying
26 - Cursed ARMS
-Nickelodeon/Nick Records -Vampires & Religion -Synthpop/Synthwave -One-Hit Wonders & 90s Hits (NO RAP/HIP HOP)
27 - Snail's Stream
-YTPs/YTPMVs & Keygen -Disney Channel/Disney XD & Disney child stars -Billboards Top 100 2010 & 2019
28 - Misako
-Newgrounds/Flash & Their creators -Rythm Games -Rick Astley/80s New Wave
29 - Lou Bega
-ARMS/Switch Exclusives -Huey Lewis & The News -Dungeon Crawlers/Roguelikes
30 - The Grinch
-Heat/Fire & Summer -Zombies -Chipzel
31 - Ke$ha
-Murder & Killing -Sports, Training Segments, & Montages -Ke$ha, Billie Eilish, & Their collaboraters
32 - GAME: BEAT: HUNT
-Cowboys, Deserts, & The Wild West -Illumination/Dr Seuss -Scatman John, Eurodance, & Jazz -Monstercat artists
i'm pretty sure i forgot a source in there. don't know what it is though. whatever it is goes to ke$ha.
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What are your thoughts on Sonic Superstars as a whole?
I liked it! It's simple and fun, it serves its purpose as a classic game and captures the feel of the 2D main titles well in a cool new 3D way in gameplay, controls, music, plot, animation, etc. Definitely prefer Mania, especially since I replayed it earlier in the year to refresh myself on it but that doesn't mean it's bad in comparison like some are saying. It holds up against all the other classic games well, I think, so I consider that a win.
I had fun with it. I had to play single player but I feel it would've been a little more enjoyable on multi because it definitely felt like some parts were designed with it in mind, such as the length of the bosses and how much damage they can take, as I can imagine it would've been over in seconds if four players were all fighting it at once if they hadn't. True or not, some feel they drag on a little too much on single player.
The bosses ranged from enjoyable to frustratingly difficult because of how long they were. I can imagine that isn't so much of a problem with multiple players. The actual stages were almost too easy in comparison, they lacked the challenge Mania constantly offered but it made for nice relaxed gameplay in comparison where I could just sit back and enjoy, (which I'd been wanting after the nightmare difficulty of Final Horizon lol) so it's not terrible.
The Eggman themed stages like Pinball Carnival, Press Factory, and Egg Fortress included basically all my favorites and that's not even just my bias, they were the most fun for me gameplay wise too- and they also looked really fucking cool. I always love when Eggman's love for carnival shows and the dark industrial pollution of Press Factory was so awesome and my element, I enjoyed the look and the stakes of act 2 🥰💜
The new robots and boss designs both the funny huge animals and ones Eggman got to pilot were really cool too! And Eggman's adorable model and all his animations were just so precious, he's so full of life and charm and character and made me so happy. 💕 I wish he'd gotten more drawn animation and context in the plot in game but combined with the prequel comic, manga, and Trio of Trouble, it was a good amount.
Admittedly, I haven't played all of the game yet, only the main story mode, so I can only speak for that. I skipped all the extra optional acts and haven't played Trip's and the Last Story. Mostly because I got the game a couple days early but was in a rush to be somewhere, so I only played what I had to get the Eggman related stuff I needed, make my video, and be on my way. XD After main story, I didn't mind spoiling myself the rest.
I find it odd how Eggman is completely absent from Trip's and the Last Story, I hoped to see more of how Trip joined his side and I also feel there at least should've been a bit of context provided for how the dragon got out to fight because it was strange how it just appeared out of nowhere and went just as fast. I didn't expect crazy depth from a classic game but that was a little too random to just throw at you like that lol
But other than that it pretty much gave us just about everything I expected and I'm happy with it. I kinda don't think it was quiiite worth £60 as I enjoyed Mania more and that was way less expensive, (though maybe that's too soon for me to say as I haven't played the other two campaigns), so I say unless you're super eager then maybe wait for a price drop- but I do recommend the experience for a nice little fun time with a faithful classic feel!
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I've been thinking about old railway uniforms, and come to the conclusion that the textiles could be INTERESTING in a steampunk world.
If steam power is widespread and commonplace, that means that there's going to be plenty of steam piping and/or boilers around. A lot of it would probably be insulated for safety and efficiency, but that still probably means that a significant part of the population has to work around HOT steam-powered equipment fairly often. I don't think that EVERYONE would necessarily be going around in protective double denim, but I think there'd just be less demand for fabrics with worse heat resistance.
That probably means that textile innovation wouldn't focus so hard on inventing New materials; but rather on improving natural fabrics. With a focus on mechanical innovation, I think your steampunk inventor would have an ENORMOUS array of linkages available to them - for converting a continuous mechanical input to various complicated and adjustable movement patterns. I think that having a lot more workers in hot environments would also lead to wide-spread use of mechanical refrigeration.
I've seen a few videos of industrial fabric-handling machines - they seem to have a Lot spiky metal fingers making repetitive movements. I think a steampunk world would be GREAT at making those little fingers do different, interesting patterns of movement! I recently saw a Matt Parker video about a continuous lattice of 7 different directions of pencil, and there was a cool animation of its cross-section. Imagine the funky patterns you could weave with thread going in more than 2 directions - either coplanar with eachother or in 3d space. All the cool decorative patterns woodworkers can do with plywood and veneer - imagine that with thread!
One of the reasons that a lot of tradespeople wore denim was because the pattern of the fabric obscured oil and grease stains. Could you achieve the same effect with the above funky patterns if they were dense enough? SO many workwear fashion options. And if you've got hot steam on tap as well as decent refrigeration - heat treatment would be easy to incorporate. What sort of interesting features would they be heat-setting into their clothes?
And if you want to build any sort of articulated machine/robot with steam as the power source; you need something to carry that steam - a flexible, high-pressure, heat resistant pipe. That sounds like a braided hose to me - and if you're using more colourful metals than stainless steel, your steam plumbing could get COLOURFUL! You know how we have braided hoses with a red or blue strand for hot or cold water? JUST IMAGINE the industry standard colour coding schemes for different temperatures, pressures, and phases of various fluids they could have!
Colour coded flexible pressure hose reminds me of an electrical system - I wonder how a steampunk world would do mechanical calculation? Did someone say Convoluted Fluid Based Computers?? With advances in textiles, hoses, and ropes - surely at some point they'd invent wire or fibre-wrapped pressure vessels! (Just think what they'd do with carbon fibre!) A society with (admittedly probably building-sized) computers that's used to dealing with high-pressure fluids - SURELY they'd invent jet propulsion? Perhaps not for rockets or aircraft - imagine pressure-jet steampunk ships, submarines even.
Actually where I can see modern-ish chemical rocketry in a steampunk world is in miniature steam generators - either HO bipropellant (your choice of liquid or gaseous) or peroxide monopropellant. A vigorous chemical reaction with hot, fast H2O as the product - sounds like a (rather explosive) portable power source.
Anyways, TLDR i'd LOVE to see what technological innovations a steampunk world would have. What paths they'd go down for research.
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Gundam Unicorn OVA 1: Day of the Unicorn
I enjoyed this quite a lot.
Banagher is a responsible father. Stick a "baby on board" decal on the back of his work mech.
I think it's probably pretty rare for fans who don't know Japanese to read the Unicorn novels before watching the anime. They weren't even fully translated until well after the anime finished airing. Even nowadays, when we have the full fan TL available, I doubt many people decide "Yes, I will read an edited machine translation of ten light novels, even though I know the series has been adapted into seven anime episodes of movie length and quality and I have never watched them". It was novel-only character information that first caught my interest, though, so I get to do it the unusual way.
Will this make a difference in my perception of the anime? Who knows. I don't actually know much about what fan reception was like back in 2010-2014, in either the west or Japan.
Thoughts below.
I'll start with complaints first, since I have only one:
👎 Removed all textual and visual indication of Banagher being multiracial / Syam being Middle Eastern.
Why did they do this. I was genuinely surprised and disappointed to see this from Gundam, since the franchise has a history of diverse casts all the way back to 1979. Gundam 00 would have finished airing just a year before this came out, and that had two brown-skinned Middle Eastern protagonists. Did they hit a quota or something?
Things I really liked:
👍 Everything is beautiful.
It's so pretty. The way characters and expressions are drawn is pretty. The mechs are pretty. The death lasers and the resulting explosions are pretty.
The backgrounds! Ship interiors, industrial sites, the signs and posters in the city. It's all gorgeous.
👍 Robot Status: Wow, Cool
I looove the design of the cockpits and UI. I'd already seen the same setup used in Hathaway's Flash, but it’s not any less impressive here. It's so cool. It's SO cool. I love watching the little markers for the funnels pop up.
The mixing of 3D and 2D for complex scenes is pretty seamless, except for the bit at the very end where the Unicorn transforms. My suspension of disbelief can easily survive a few seconds of recognizable CGI.
God, the robots are cool. I love seeing the Kshatriya in motion.
👍Great use of one of my favourite little Gundam things: characters moving around in zero / reduced gravity.
There are some real weird shots in this one.
I love specialized architecture and infrastructure for low gravity environments! I love characters who are accustomed to living in space being strangely indifferent to the concept of up and down! I love deliberately confusing or unsettling camera angles! Raaaaah!!!
👍👍👍👍👍 MUSIC
It's good music.
The part of the score where the violins start going sour while Cardeas threatens Banagher, until it's just an ugly atonal mess? Love that.
I like that spooky echo sound they use sometimes-- I'm genuinely not sure whether it's built into the music tracks or an added sound effect? I interpreted it at first as an indication of Newtype Shenanigans, but it also seemed to show up in other moments that were dramatic or had a lot of deaths. Though I suppose a lot of people dying is something newtypes would pick up, so maybe it still is meant to represent that. I don't know. The sound is cool.
Some miscellaneous commentary, mostly but not exclusively about comparisons the novels:
Things move more quickly in the OVA than the novels, and the audience knows less about the characters. This is an inherent difference of medium and format. We spend less time inside the characters' heads, and this can give a very different first impression-- particularly of Banagher as the protagonist.
My impression of OVA Banagher is that he's a daydreamer, longing for something he can't place. Novel Banagher can also be described this way, but at least to me he felt more worn down and resigned in his detachment. The anime version has more of a wistful, almost romantic vibe. Maybe it's just those big ol' eyes.
Once he's seen the Unicorn, OVA Banagher has some kind of switch flip in his brain. From that point on, as soon as he gets an impulse, he is GOING. We aren't privy to any of his internal deliberation, just the snap decisions as they happen. He seems a lot more confident without his internal thoughts narrating everything, but also less socially aware.
Here's an actual change for you: in the OVA, Banagher actively volunteers to help Audrey get to the colony builder when she starts to leave. In the novel, she directly asks for his help-- and he says no!
He felt a pull to help when he saw she was in danger, but after they crashed he could hear police sirens. He didn't want to get in any more trouble after his little stunt, so she called him spineless and ran off. He has a whole little arc where he tries to just go back to school like nothing happened until Marida shows up and literally twists his arm. The guilt of ratting Audrey out is the push that makes him change his mind and go after her.
Some of the scenes this change skips were cute, but getting more of Banagher hanging out with Mineva when they aren't being actively chased is nice. It's also just a smartly economical use of time. I do think the change makes Banagher feel meaningfully different, though.
I was fond of him being a little more conflicted and moody, but there's also something really funny about a guy who so single-mindedly barrels into situations. He really does seem supernaturally compelled.
Just a laser guided missile of a boy. Hyperfocus: maximum.
Knowing a bit less about characters like Audrey and Marida works very well. We know about as much as Banagher.
Audrey is obviously someone important, but they don't even say the word "princess" until the VERY end-- like four minutes left on the runtime. They never drop her real name. We get all that through narration long before this in the novels (as well as a lot more direct discussion of the Sleeves and Zeon in general).
We get ZERO interiority or backstory for Riddhe in this first one. His first introduction is saving Audrey and Banagher's friends. They pointedly show you his little airplane charm with a special sound effect for like, two seconds maybe, so quickly you can barely process what it is. Very interesting.
We also know less about Banagher's mom… not necessarily a LOT less, but enough to feel like she's being kept a mystery.
Trust the process, Banagher.
This whole scene-- especially the face journey Banagher goes through-- is lovely.
Marida's civilian disguise is better in this version. Like, in-universe, I mean. She's serious and imposing at a glance in this coat look, which is important when we don't get to see her terrorize and physically overpower Banagher. Probably the right choice to redesign the look, but I did like the novel's gag of her being dressed like sharp-dressed secretary except conspicuously wearing sports shoes so she can still run and fight.
Very fun framing here of Cardeas' dramatic lore dump about newtypes, where it's being told over cool mech combat for the audience, but then they cut back to Zinnerman, who is already sick to bastard death of this guy. Stop expositing, old man, I'm here for a business transaction.
I always love when characters see a Gundam and just say "Gundam". It's good every time.
Gundam.
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okay here are my combined takeaways from the director/producer commentary on robots (2005):
production designer william joyce was also a creative lead on rolie polie olie (started in 1998). so you may connect some stylistic similarities there lol
he and director chris wedge knew each other for quite a while before this and had been dreaming up this movie since, if I heard them correctly, they were teenagers?
the movie started from the setting, then characters and story were developed for it.
they took a Lot of pride in the setting, in figuring out how a world of metal people would function. artists would design Cool Things In The World and they would scramble to figure out where they could put it in the movie. they knew that including lots of background details would give the world life, and they were very happy to see it
if you don't remember the 3d animation scene in the early 2000s, you might not intuit that they were constantly amazed by what they were able to do. the technology was in a rapid stage of development, so there is physics and rendering in the complete movie that they simply could not have done at the start of production. these two were in constant awe of how good the movie looked
on that note, lighting was a big priority for them. they talked a lot about trying to find ways to texture and light metal so that it could look friendly, or so that the main characters would pop in a crowd.
the dominoes thing wasn't initially intentional. they were pretty late in production when they figured out that the way they would approach bigweld's reclusiveness would be Big Dominoes.
oh right, they were writing the story like As it was being animated. this was not a very linear production. the script was Not finished when they moved to the next steps.
they both liked to point out the Function of scenes. like "ok here's where we had to put in more exposition, here's where we had to introduce the stakes, this scene is important for letting the movie Breathe after all that action" etc etc. as part of that, they also liked to point out scenes that Didn't have a function, they were just extended gags or maybe at best helped to flesh out (hah) the world. they liked these scenes tho :) they took a lot of inspiration from buster keaton gags
there was originally a lot more stuff about cappy and from her pov :( her whole deal was that she was Also, like rodney, a small-town bot, but she upgraded herself in order to succeed in the industry. so that was like, her motivation to sympathy and to help the heroes. also that was the connection point between her and rodney from which they built their romance, which, was also, largely cut.
the voice actors never recorded together. at all. but would come back and do retakes when they heard the others' line reads.
they point out that robots is Almost a musical. which, yeah! it does feel like that! there are musical moments, or moments that feel like they Belong in a musical. but besides fender's singing in the oil song (which robin williams just. made. unprompted. bc of course he did) there's no actual singing.
bigweld has two designs, i never noticed! between the time the children's show was shot and the next time we see him, he got upgrades. apparently most other people didn't notice either so I'm glad I'm not alone lol
robots fun movie with a lot of love in it and these two seemed exceptionally proud of the result :)
#myaa#robots i love robots#they were just Constantly interrupting each other to say MAN look at that shot! this looks so good!! wow!!!#oh also ratchet's old lady jowls are like. plumbing tubes
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It's not a shortcut because it's fun though, it was specifically selected to create the feel they wanted. Also it's weird that you bring up 3D modeling as an example, because that was an ACTUAL example of a computer artform replacing a more expensive and labor intensive traditional artform. There hasn't been a Disney traditionally animated film in over a decade and for a lot of that time there weren't many 2D animated movies from anyone else, either, and a lot of the attempts to change that flopped hard, something that's only changing a little bit now. Would you put the slippery slope argument on any use of 3D modelling? Or is it a tool that artists can use for specific purposes that have to be analyzed on their individual merit instead of inherently representing the sum total of the tool's (HYPOTHETICAL!) effect on the industry
i get what you're saying about the 2d-3d stuff, but how can you deny that using ai - that's ARTIFICIAL INTELLIGENCE, not some helpful program - is worrisome not just for creators who don't use it but for every kind of creative endeavour moving forward? are you not paying attention to the way ai has begun to permeate the creative market in recent months? every app update boasts using ai.
and you know what? it starts with art because art is pretty harmless, right? make a movie or show using ai in any aspect and see what happens. but then it moves on to bigger, scarier things (and my mind goes to things like using robots for surgery and autopilot on commercial airlines - but we already have those things, so someone more knowledgable about how those things and other computer-assisted inventions differ from ai, please advise, but i already know it's different because ai is a new thing).
you seem pretty amped up to defend the use of ai so i'm curious: are you an artist? someone who uses computers for their work? or just an audience member who saw the title sequence, read that they used ai, and foolishly jumped on the that's so cool! train without thinking about the implications of ai in creative endeavours and what that may lead to for ai in our world?
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Ok if you've seen this moral panic post going around about this film's backgrounds done "in Al" I just want to say fuck it and fuck everyone complaining about "oh no robots are stealing Actual Real Human Jobs don't watch it !!!". Here's some info :
A lot of your favorite anime shows have backgrounds TRACED STRAIGHT FROM PHOTOS, sometimes even just photos processed to look like they're drawn. Also you may not know this if you've never set foot in the actual animation industry but your favorite modern digital animated shows and films all use automation in some way to the point where programs like TV Paint have built-in auto coloring and stabilizing the frames, After Effects has interpolation and movement/timing/deformation keys, because it makes things way easier and faster. That's the thing about film and art, there isn't just "one proper way" to make something. If you think it's unethicaI of this film's crew to not hire background artists, why don't you start insulting digital animation films and shows for not hiring inkers and cell painters ? It's too bad the GAN users aren't properly named in this film's credits, but let's get real, that's no reason to morph into the "techonology is bad fire is scary Edison was a witch" guy (and if they were credited you fuckers would send them death threats to no end like you already do with artists that work with Al).
And if you think a good film has to have everything and every frame drawn and animated by hand, if you think using anything other than fully hand drawn backgrounds (say, actual photos or random paint splatter for backgrounds) would be cheating, you are not only against some of the big studio films you love, but also reactionary and very much against experimental digital media.
Not to mention the appeal to emotions with that "3D and Al and automation is stealing Real Artists' jobs, we must protect background artists" shit and a fucking reaction pic of Miyazaki is laughable when you know the horrible "you have to work harder and overtime and cheaper because that's what Real Artists do" workplace environment many GhibIi artists and animators faced. The man's studios broke labor laws, he thinks 3D is the end of animation because it's not the kind of animation he's been making for decades, and you fuckers applaud him as the ~icon of cottagecore anti-technology true artisan workers that makes his employees do RealArtTM which takes 10000 hours~.
No, drawing isn't over because photography exists, hand drawn animation isn't over because 3D exists, and hand drawn backgrounds won't be over if some anime studios use GANs to generate some instead of taking photos and running them through Photoshop like they used to.
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rules: seven comfort films, seven people
also an additional personal rule: no anime because what am i? a weeb?
tagged by @abadbadbrujah
1. Computer Dreams (1988)
this fucking thang doesn't have any related gifs showing up in the gif search (fuck you aesthetic bloggers spamming in unrelated fucking tags) so have a youtube clip instead
youtube
Computer Dreams is basically just a collection of "latest tech and highest quality" CGI effects and animation from the time it was released. It's narrated by a woman that also had a role in the movie and tv series Max Headroom (gifs below) which was super popular at the time and idk just having a second grade celebrity tossed in just fits the vibe!!
The thing itself is actually pretty educational, brushing over some (very) basic level computer generated imagery tech and explains how the effects are done. There's also a clip made by NASA, showcasing their latest concept of a future Mars rover project and the narrator says that it will one day come true. They didn't even know that they only had to wait 8 more years until the first one was launched and that today we have more little (ok pretty large) critters going all over the place there and I'm just ugly sobbing rn
Fuck it I'll just link the entire thing here
youtube
2. Tron: Legacy (2010)
Continuing with the CGI theme, this is a sequel to a groundbreaking 80s CGI movie, Tron. The original movie is also pretty fun when you start recognizing how familiar all the stuff feels either because they're being referenced in later works, or because there really was just a small bunch of nerds that knew how to do this stuff and ended up accidentally carrying the entire industry on their backs.
Tron: Legacy itself is actually pretty trashy movie but goddamn is it pretty!!!!!
And the reason I'm picking it over the original is because it has Daft Punk in its soundtrack :>
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3. Her (2013)
Now that you've probably realized that I'm down bad for CGI, you're ready for a movie about a guy who's down bad for a computer program.
Idk what to say here tho since my faceblind ass can't really follow non-animated stuff so um
4. Shrek 2 (2004)
honestly this movie serves pussy so hard nothing else needs to be said
5. Pelikaanimies (2004)
fUCK I spiraled right back into 3D CGI again so I'll pick something from my country because the CG animated movies from my country suck
My 5 y.o. ass wanted to bang this dude so hard oh my god and now I also have intense gender envy for him to top it off
girl you have ruined my life
6. Brother Bear (2003)
TH BG ARTISTS DIDN'T NEED TO GO THIS HARD AND YET THEY DID I COULD WATCH THIS FOREVER
7. Pacific Rim (2013)
big ass robots so cool so sexy
picking 7 latest rebloggers
@jeokinz @meggiscat @mansikka-wizard @kalmariini @enviousjam @sandutita @vesikasidesi
#computer dreams#tron#tron: legacy#her#shrek 2#pelikaanimies#brother bear#pacific rim#kanailu#damn i hope tumblr adds a cut on the dashboardd bc this is one hell of a long post
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Turn Ordinary Objects into Superpowers with VFX
Visual effects (VFX) is a powerful tool in the world of filmmaking and animation. With the right training, you can transform ordinary objects into superpowered creations that defy the imagination. By using VFX, even everyday items can become extraordinary, taking audiences to new worlds and experiences. Let’s explore how VFX works and how you can harness its potential through specialized training.
The Magic of VFX
VFX is the process of creating or manipulating imagery outside the context of a live-action shot. It allows for the addition of computer-generated elements that can range from stunning visual landscapes to transforming ordinary objects into something remarkable. With the use of special software and creative techniques, filmmakers can create realistic or fantastical elements that wouldn’t be possible to capture on camera.
For example, imagine turning a simple coffee mug into a superpowered device that can fire energy blasts. This might seem impossible in the real world, but with VFX, the transformation can happen seamlessly. The possibilities are endless, and that's the beauty of this technology.
How Ordinary Objects Become Superpowered
One of the most exciting aspects of VFX is the ability to manipulate everyday objects in extraordinary ways. By adding effects such as glowing lights, transforming shapes, or even turning a mundane object into a weapon, VFX makes it possible to tell a new story.
Let’s consider a basic example: a paperclip. By applying VFX, the paperclip could become a mini spaceship, soaring through the sky. Alternatively, it could be transformed into a tiny robotic assistant, carrying out tasks with precision. These transformations are made possible through a combination of animation, digital compositing, and 3D modeling.
Another example could be turning a simple car into a high-speed, futuristic vehicle with sleek designs and glowing elements. VFX artists can alter the color, texture, and shape of the car, giving it a completely new identity and purpose. Such effects make the storytelling process more dynamic, especially when the objects in question need to interact with imaginary or futuristic environments.
Learning VFX: Unlock the Power
To create compelling VFX that turns ordinary objects into extraordinary ones, you need the right knowledge and tools. Learning VFX allows you to explore a wide array of creative possibilities, from 3D modeling to particle effects and compositing. By mastering the various techniques and tools used in VFX, you can gain the skills necessary to bring your imagination to life.
If you are looking to delve deeper into VFX, there are various training programs available. These programs guide you through the steps of creating visually stunning effects, helping you learn how to integrate special effects seamlessly into any scene. With proper guidance, you can become skilled at creating intricate animations and manipulating visuals to produce the desired effect.
The Growing Demand for VFX Artists
As the demand for high-quality visual content grows in industries such as film, gaming, advertising, and even online platforms, the need for talented VFX artists is on the rise. Professionals skilled in VFX can contribute to a wide range of projects, from blockbuster movies to social media campaigns.
Through dedicated VFX training in Udaipur, you can develop a solid understanding of industry-standard software and techniques that are in high demand across the globe. Whether you are interested in enhancing video games or creating realistic animations for films, VFX is an essential skill in today’s visual-driven world.
Start Your VFX Journey
If you are passionate about transforming ordinary objects into something extraordinary, learning VFX is the first step toward unlocking your creative potential. With specialized courses available, you can gain the expertise needed to turn everyday items into dynamic superpowered creations. By enrolling in a VFX training program, you can acquire the skills to manipulate and design visual effects that captivate audiences, making objects in your creations as powerful as your imagination allows.
In conclusion, VFX is a remarkable tool that empowers artists to push the boundaries of storytelling and creativity. Whether for film, animation, or digital content creation, learning VFX opens doors to endless possibilities.
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3D Printing Market — Forecast(2024–2030)
3D Printing Market Overview:
However, artificial 3D printing has opened up scope in the modern medical industry for people to opt for advanced, cost-effective, and appealing designed prosthetics. Healthcare sector has helped in generating a huge demand in the 3D printing market owing to its versatile application in dental implants, hearing aids, artificial organs, etc. 3D bioprinting fills up the gap between animal and human experimental trials with advanced bio-printed human skin, thyroid gland, and many other vital parts. Technological advancement has extended the manufacturing of almost every possible subject for 3D printing: automotive parts, metal printing, sample architectures and constructions, prototypes of footwear, energy production, food, educational, aeronautical approaches, robotics and drones, and many others. Moreover, continuous and limitless breakthroughs in 3D printing have created an enormous impact on the industrial and commercial field thereby expanding the 3D printing economy. The extensive market opportunity is expected to advance at a robust compound annual growth rate (CAGR) of 23% through 2030.
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3D printing or additive manufacturing employs layer-by-layer deposition of suitable materials to create an object. Acceptance of 3D printing has increased progressively from prototyping to low-volume manufacturing of customized products. Different types of 3D printing technologies are Stereo-lithography (SLA), Fused Deposition Modeling (FDM), and Selective Laser Sintering (SLS), among others. These above-mentioned technologies are deployed in various industries such as consumers, automotive, construction, aerospace, medical and others.
This report incorporates an in-depth assessment of the 3D printing market by type, technology, application, end user industries and geography. The offering types of 3D printing encompassed in the scope include hardware, software and services. The hardware segment is further sub segmented into printers, scanners and materials.
The 3D printing market is witnessing a surge in material diversity, with advancements in composite materials, biodegradable plastics, and metal alloys. This trend allows for more versatile and application-specific 3D printing, catering to industries such as aerospace, healthcare, and automotive. The 3D printing trend toward large-scale manufacturing is reshaping industries traditionally reliant on massive components. From building construction to shipbuilding, the ability to 3D print large structures is revolutionizing design possibilities, streamlining production, and ushering in a new era of efficiency and customization. Large-scale additive manufacturing is gaining traction, allowing for the production of bigger and more complex structures. Industries like construction, shipbuilding, and infrastructure are exploring the potential of 3D printing for large components, reducing assembly requirements and lead times.
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Market Snapshot:
Report Coverage
The “3D Printing Market Report — Forecast (2024–2030)”, by IndustryARC, covers an in-depth analysis of the following segments of the Bulletproof Glass Industry.
By Product: Hardware [Printers (Industrial, Consumer), Scanners], Software (Design, Scanning, Inspection, Printing), Services (Parts on Demand, Prototypes, Others)
By Material: Polymers [Thermoplastics (Polylactic Acid (PLA), Acrylonitrile Butadiene Styrene (ABS), Polyvinyl Alcohol (PVA ), Polyamide, Polypropylene, Others), Photopolymers], Metals and Alloys (Steel, Titanium, Silver, Gold, Nickel, Bronze, Aluminum, Copper, Iron, Manganese, Others), Fibers (Carbon, Glass, Kevlar, Others), Ceramics (Quartz, Silica, Glass, Others), Wax, Paper, Wood, Others
By Form: Filament, Liquid, Powder
By Technology: Stereolithography (SLA), Fuse deposition modeling (FDM), Selective laser sintering (SLS), Inkjet printing, Electron beam melting (EBM), Laser metal deposition (LMD), PolyJet printing, Digital Light Processing (DLP), Others
By Application: Production, Prototyping, Research & Education
By End Use Industry: Consumers [Decorative Items/Art Work (Freeform Art and Sculpture, Jewelry, Collectible Trinkets, Hospitality, Interior Decorative Items, Others), Others], Industrial (Machine Parts, Dies, Molds and Patterns, Others), Automotive [Exterior (Bumpers, Wind Breakers, Body Panels, Others), Interior (Dashboards, Seat Frames, Others), Engines and Engine Components (Cylinder Heads, Intake Manifolds, Engine Blocks, Others), Transmission Housings, Hubcaps, Tires, Suspension Spring, Others], Aerospace (Complex Gear Cases and Covers, Fuel Tanks, Transmission Housings, Components Requiring Draft Free Walls, Impellers, Turbine Blades, Lightweight Engine Parts, Structural Hinges, Others), Medical [Surgical Instruments, Implants (Dental (Sub-Periosteal Implants, Endosteal Implants), Orthopedic Implants, Prosthetic Implants, Spinal Rods, Bone Plates, Cranial Implants, Others), Tissue Engineering, Others], Construction (Commercial, Residential, Infrastructure, Industrial), Others
By Geography: North America, South America, Europe, APAC, and RoW
What are the major end users for 3D Printing?
The report includes an assessment of various end user industries such as automotive, construction, aerospace, medical, consumers and others. Medical industry is one of the major end users for 3D printing and holds a tremendous opportunity in the near future. This segment is expected to dominate the market in the short to long term. 3D Printing in the medical industry can be employed for multiple applications such as surgical instruments, dental implants, orthopedic implants, prosthetic implants, cranial implants and others.
Market Research and Market Trends of 3D Printing Ecosystem
• The American space company, SpaceX has sent a Dragon capsule to the International Space Station (ISS) which carried the first ever zero-G 3D printer. In addition, increasing traction by space agencies such as the National Aeronautics and Space Administration (NASA), European Space Agency (ESA) and others are anticipated to show a significant impact on the 3D printing market in the near future.
• The bio printers’ technology is in the experimental stage and is anticipated to provide prospects for the 3d printing market in the food industry. Furthermore, the importance of this technology has resulted in growing R&D investments by food companies such as chocolate & confectionery manufacturers.
• According to Oxford Performance Materials, more than 75% of American patients’ damaged skulls by disease or trauma were replaced with an implant from Oxford Performance Materials 3D printer and hence brought a revolution in the healthcare industry
The consumer 3D printers market is becoming highly consolidated with Stratasys Ltd. and 3D Systems Corp. being the global behemoths in this industry. 3DSystems has been highly active with a string of acquisitions of smaller companies across the globe
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Who are the Major Players in the 3D Printing Market?
The companies referred to in the market research report include Flashforge 3D Technology Co., Ltd., Hewlett-Packard, 3D Systems, Inc., Stratasys Ltd., SLM Solutions Group AG, ExOne Company LLC., Organovo Holdings, Inc., EOS GmbH, General Electric Company, XYZprinting, Inc., and others and more than 15 other companies.
What is our report scope?
The report incorporates an in-depth assessment of the competitive landscape, product market sizing, product benchmarking, market trends, product developments, financial analysis, strategic analysis and so on to gauge the impact forces and potential opportunities of the market. Apart from this the report also includes a study of major developments in the market such as product launches, agreements, acquisitions, collaborations, mergers and so on to comprehend the prevailing market dynamics at present and their impact during the forecast period 2024–2030.
All our reports are customizable to your company’s needs to a certain extent, we do provide 20 free consulting hours along with the purchase of each report, and this will allow you to request any additional data to customize the report to your needs.
Key Takeaways from this Report
• Evaluate market potential by analyzing growth rates (CAGR %), Volume (Units) and Value ($M) data given at country level — for product types, end use applications and by different industry verticals.
• Understand the different dynamics influencing the market — key driving factors, challenges and hidden opportunities.
• Get in-depth insights on your competitor’s performance — market shares, strategies, financial benchmarking, product benchmarking, SWOT and more.
• Analyze the sales and distribution channels across key geographies to improve top-line revenues.
• Understand the industry supply chain with a deep-dive on the value augmentation at each step, in order to optimize value and bring efficiencies in your processes.
• Get a quick outlook on the market entropy — M&A’s, deals, partnerships, and product launches of all key players for the past 4 years.
• Evaluate the supply-demand gaps, import-export statistics and regulatory landscape for more than the top 20 countries globally for the market.
3D Printing Market Outlook:
Computer-aided high-quality 3D printing designs of delicate human organs and vascular systems provide a better chance for medical experts to perform risk-free preliminary trials of critical surgery. Earlier 3D printing was accomplished with inkjet printers but vernacular mediums and innovations have made it comparatively easier to print 3D models of any object successfully in modern times. Prototyping is the major push towards 3D printing industries leaving behind conventional practices of manufacturing models and machineries. It uses high-performing materials such as thermoplastics for yielding engineered aeronautical, automotive, and medical utilities. Booming 3D printing market is anticipated to leverage a mounting demand from the automotive industry with an outstanding CAGR of 15% during the period 2024–2030. Apart from North America other provinces are susceptible to the 3D printing market transition with compelling revenue income during the forecast period.
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3D Printing Market Growth Drivers:
• Surgical trials on 3D printed organ models lead to minimal risks, proper surgery planning, identifying suitable tools for a particular case, and shrinks surgical complications, consequently, enhancing medical prowess and driving the global 3D printing market demand.
• Designing new tools and their effective application generates amplifying prospects for 3D printing companies.
• Automotive industry is a major driving force in the 3D printing market owing to better customization, lower material wastage, accuracy and less time consumption, and flexible designing.
• Research on 3D printing organ transplantation is conducted on a large scale to replace the complication of live organ transplantation owing to cost-inefficiency, inadequate donor availability, and donor-receiver incompatibility. Around 13 people die every day without a kidney transplantation. Persistent biomedical engineering advances will increase the efficacy of 3D bio-printed organs and will accomplish sophisticated applications in the medical field in the forthcoming years.
3D Printing Market Challenge:
Critical problems associated with the trending 3D printing progression include limited material variety, limited repetition process, and narrow scale of niche expertise. Albeit the low-cost 3D printing products, exorbitant rates of manufacturing procedure, equipment installation, and post-processing necessities thwart the global 3D market development. However, the optimistic approach of the manufacturing companies outpaces these market challenges with rigorous investment in the technologies and embracing strategic changes.
3D Printing Market Key Players:
The leading market innovators of the global 3D printing market include Flashforge 3D Technology Co., Ltd., Hewlett-Packard, 3D Systems, Inc., Stratasys Ltd., SLM Solutions Group AG, ExOne Company LLC., Organovo Holdings, Inc., EOS GmbH, General Electric Company, XYZprinting, Inc., and others.
XYZ Printing is a 3D printer manufacturing company incorporating the 3D printing experience in offices, schools, and homes with accessible and less expensive printers. With 8500 engineers, they deliver products such as 3D pen, mini, and nano series, original and junior series, color, pro, nobel, and 3D scanner series.
3D Printing Market Trends:
3D Printing Bunion Rectification
Traumatic bunion development on the foot leads to difficulty in walking and toe movement. MedShape Orthopedic Solution Company has invented a new device for correcting hallux valgus deformity with an FDA-administered bone tether plate sculpted through 3D titanium alloy printing. Furthermore, mechanical drilling of bones will be escaped owing to the innovative FastForward bunion correction plate.
Revolutionary Bio-Printed Human Skin
Recent research directed by the unique 3D bio-printer to create a lab-made skin is suitable for testing chemicals, cosmetics, and pharmaceutical experiments as well as compatible with transplantation in burn incidences. A close replica of human skin bio-printing, this method is cost-effective as compared to manual production of artificial skin.
Persuasive Prosthetic Designs
Prosthetics have improved physical deformity with newer advances keeping an eye on the quality, design, and comfort level of the patients. Amputees’ changed outlook on the modern world has shaped their personal preferences. Designer prosthetics in the form of modern bionics of popular characters such as artificial hero arms are widely gaining traction among children worldwide. Widely accepted by teenagers and young amputees, the bionic trend is gradually overpowering the 3D printed prosthetics market.
3D Printing Market Research Scope:
The base year of the study is 2023, with forecasts done up to 2030. The study presents a thorough analysis of the competitive landscape, taking into account the market shares of the leading companies. It also provides information on unit shipments. These provide the key market participants with the necessary business intelligence and help them understand the future of the 3D printing market. The assessment includes the forecast, an overview of the competitive structure, the market shares of the competitors, as well as the market trends, market demands, market drivers, market challenges, and product analysis. The market drivers and restraints have been assessed to fathom their impact over the forecast period. This report further identifies the key opportunities for growth while also detailing the key challenges and possible threats. The key areas of focus include the type of 3D printing in the 3D printing market and their specific applications in different areas.
3D Printing Market: Industry Coverage:
Global 3D printing market is segmented based on offering, application, and end user. Bifurcation based on offering includes printer, scanner, material, software, service, and others. Based on application categorization includes production, prototyping, and research and education. By end user, this market is divided into consumers, automotive, construction, and so on.
The 3D printing market also analyzes the major geographic regions for the market as well as the major countries for the market in these regions.
The regions and countries covered in the study include:
• North America: The U.S., Canada, Mexico
• South America: Brazil, Venezuela, Argentina, Ecuador, Peru, Colombia, Costa Rica
• Europe: The U.K., Germany, Italy, France, the Netherlands, Belgium, Spain, Denmark
• APAC: China, Japan, Australia, South Korea, India, Taiwan, Malaysia, Hong Kong
Middle East and Africa: Israel, South Africa, Saudi Arabia
More information about 3D Printing Market report click here
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How does our STEAM lab prepare students for STEM success?
In today’s fast-paced world, the skills required for success in STEM fields are evolving rapidly. Our STEAM Lab is designed to nurture curiosity and provide a foundation for students to excel in science, technology, engineering, arts, and math. Here’s how our lab bridges the gap between curiosity and capability, preparing students for future STEM success.
1. Hands-On Learning and Real-World Problem Solving
The STEAM Lab offers students a place to actively engage with STEM concepts. Instead of just reading about science or engineering, students use hands-on projects to solve real-world problems. For example, they may build robots, design sustainable structures, or develop basic coding projects, all of which bring theory to life.
Benefit: Research shows that students retain 80% of information they learn through practical experiences. By applying theory directly, students gain confidence in tackling complex problems, a skill essential for any STEM career.
2. Encouraging Creativity with Technology and Art
Our STEAM approach includes an “A” for “Arts,” recognizing that creativity is vital in STEM fields. Whether through designing interactive stories in Scratch or creating digital art, students learn that innovation often emerges from a blend of technical skill and creative thought. This mix cultivates open-mindedness and flexibility traits valued across all industries.
Example: For instance, a project might involve creating an animated story that explains a scientific concept, blending visual art with coding to communicate complex ideas in a simple way.
3. Building Collaboration and Communication Skills
In the STEAM Lab, students often work in groups, sharing ideas and troubleshooting issues together. This collaborative environment simulates real-world workspaces, teaching them how to communicate ideas clearly, listen actively, and respect others’ perspectives. Group projects allow students to play different roles, developing both leadership and teamwork skills.
Insight: According to LinkedIn’s Global Talent Trends, teamwork and communication are among the top skills sought by employers. Our lab helps students develop these skills early.
4. Fostering a Growth Mindset through Challenges
We encourage students to embrace a growth mindset the belief that abilities can be developed through dedication and hard work. Through projects with built-in challenges, they learn that failure isn’t a setback but a step toward improvement. This mindset is critical in STEM, where experimenting and iterating are essential parts of the problem-solving process. Learn more
Impact: A study from Stanford University shows that students with a growth mindset are more resilient, better problem solvers, and more adaptable qualities necessary for thriving in STEM fields.
5. Introducing Advanced Technology and Future Skills
Our lab provides access to tools like 3D printers, coding software, and electronics kits. By using these technologies, students gain early exposure to advanced tools and concepts. As they work with these resources, they develop skills in critical areas like programming, engineering design, and data analysis.
Future-Ready Skills: By familiarizing students with these tools, we’re helping them develop skills that will be in high demand in the future, from AI development to robotics engineering.
6. Developing Confidence to Pursue STEM Careers
Finally, our STEAM Lab is a confidence-building space. Students who start with simple projects quickly progress to more complex challenges. This progression not only strengthens their skills but also builds their confidence to pursue STEM education and careers.
Empower your child’s future in STEM today
Our STEAM Lab is more than a classroom it’s a launching pad for future success. By fostering curiosity, resilience, and creativity, we equip students with the tools to excel in STEM. Get involved today and let’s inspire the next generation of thinkers and innovators!
Our STEAM Lab is more than just a classroom it’s a launching pad for future success. By fostering curiosity, resilience, and creativity, Makers’ Muse equips students with the tools they need to excel in STEM. Join us in inspiring the next generation of thinkers and innovators!
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Can I ramble?
A part of the appeal of the Clickteam FNAF aesthetic is the artificiality to me. Like, there's the obvious right? It's just robots, there's almost no life present and what is there is only in minigame flashbacks, rendered in that abstract pseudo pixel art style.
A big part of it to me IS also the art style. One time I was watching this discussion unfold on a Discord server, two people were talking about if 3D art ages worse than 2D art. One of them said this thing that stuck with me, "Modern 3D animation is generally just livelier than what came before". That helped me finally articulate this feeling I had, if modern 3D animation is livelier then old 3D is more "dead" if you get what I'm saying.
That Scotch Cinnamon guy or whatever, he's known for his art having that 2000s-ish look to it, due to his history in the animation industry. His models and renders just have that appeal, even if it's completely unintentional. FNAF is special in that regard, it evokes nostalgic feelings in me without feeling pandering, something that no mascot horror games since have replicated. The closest it gets to pandering is with the aforementioned minigame pixel art, frankly, it's a somewhat poor facsimile of Atari graphics... that kinda works in the games' favor? The minigame are supposed to be fuzzy memories, the inaccuracy heightens that feel I think, still, that's only one piece of the picture.
The series used to make such effective use of ambience. The static and robotic spelling out of the minigames of 2 still unsettle me. The general lack of music made what little music there was hit significantly harder, FNAF 3 makes me sob. I wish classical music was kept as a series staple, it contrasts beautifully with the retro technological motifs... The symbolism of the struggle of the spirits of the victims... It makes me go crazy aughhhhh!!!
The series desperately needs more supernatural things again. I really dislike the hard sci-fi turn, like most people. It wasn't TOO bad with Sister Location but, omg, it got so much worse, we literally just have sentient robots, no ghosts necessary. The series at its core is about a tragic past haunting the future and what comes of that, grief and grudges and how all of that tears people apart, that's what the series has ALWAYS been about, this is even true for the early Steel Wool entries. The difference now is that balance has been lost because of many things, mostly due to poor direction.
This is what the original FNAF titles have over any other mascot horror game I've seen, a vision, a story, a message, not piles of smoking guns. They're incoherent but earnest, completely sincere, all made in such a short time span but still managed to spark a creative passion in millions.
Cawthon as an artist is so unique, strange, fascinating, in a way I kind of admire him and he DONATED MONEY TO MITCH FUCKING MCCONNELL!!!!!!!!!!!!!!!!!!!!!!!!! 😭😭😭😭😭😭😭😭😭😭😭
FIVE NIGHTS AT FREDDY'S IS THE WORSTEST BESTEST WORSTEST THING!!!! I HATE IT!!!! I LOVE IT!!!! WHY???!!!
#fnaf#ramble#would you believe me if I said I had to force myself to leave things out#i could write a billion words about this thing#there's just so much ground to cover
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