Case studies: Animation

Most recent case study - Animation:

19/01/2009

Case study: Animated film "Dayo" made in Cintiq-powered animation studio

(Animation, Philippines)

Animation studio Cutting Edge creates "Dayo," the Philippines's first all-digital full-length feature film.

14/11/2008

Case study: Cintiq Pen Display at the Cartoon Network

(Animation, United States of America)

Wacom®'s Cintiq® Digital Pen Technology Gives Preproduction an Interactive Boost at Cartoon Networks

03/09/2008

Case study: Whistling Woods International: Training School's Animation Dept. Provides Students with Real World Setting

(Animation, Art Education, India)

"Wacom has made our teaching and production environment much easier and faster and very cost effective and helped our students to deliver high quality works in less time in WWIL" -- Gokul.K (Head of Animation Dept., Whistling Woods International)

06/08/2008

Case study: Cintiq Revolutionizes Storyboard Art

(Animation, Concept Art, Game Design, Manga and Comics, United States of America)

"The Cintiq, and all the software I use with it, can be paid for in one job." - Mark Zoeller, Emmy Award-winning storyboard artist and animator

26/05/2008

Case study: PMVX talks about creating the hit Thai film, King Naresuan

(Animation)

"Wacom is an essential tool for 3D artists" - Yongkiat Karnchanapayap, Managing Director, PMVX

04/04/2007

Case study: Teaching Animation with Wacom Pen Tablets and Toon Boom Studio Software

(Animation, Art Education, India)

Animation and multimedia can be seen in everything
today from the internet to movies to television commerrials and the
graphics on your moblie phone.

21/08/2006

Case study: ODD Incredible and Intuos2 Create Animated Short, "A Fish With a Smile"

(Animation, Taiwan)

ODD Incredible and Intuos2 Create Animated Short, "A Fish With a Smile"

18/06/2006

Case study: Animation Company JTEAM Studio of Aachi & Ssipak

(Animation, Korea)

An action-connection program allowed animators to
readily check and modify the movement of a hero in real-time for each
scene. Therefore, working time could be reduced by eliminating the need
of rework that had eternally repeated.