|
|
Books > Computing & IT > Applications of computing > Image processing > Computer animation
Single frame film-making has been around as long as film itself. It
is the ancestor to modern day special effects and animation.
Despite its age-old practice, Single frame film making and
stop-motion animation continues to influence media and culture with
its magic. Current advances in technology and classic stop motion
techniques, such as pixilation, time-lapse photography and down
shooting have combined to form exciting new approaches. Tom Gasek's
Frame-By-Frame Stop Motion offers hands-on experience and various
tricks, tips, and exercises to help strengthen skills and produce
effective results. Interviews from experts in the field offer not
only offer inspiration but also help readers learn how to apply
skills and new applications. The companion website offers further
instruction, recommended films, tools and resources for the both
the novice and the expert. Key Features Features interviews with
industry experts that offer inspiration and insight as well as
detailed explanations of the inner workings of non-traditional stop
motion techniques, processes, and workflows Applies professional
stop motion techniques that have been taught and refined in the
classroom and applied to leading stop motion films, exhibiting at
South By Southwest, Cannes, and more Explores the stop motion
opportunities beyond model rigs and puppetry. Re-visualizes stop
motion character movements, build downshooter rigs, and configures
digital workflows with After Effect tutorials while creating
dynamic, creative and inspired stop motion films Offers new
coverage of smart phones and their application in stop motion
Covers motion control, Dragon Frame, evolution of timelapse,
expanded light painting, DSLR cameras, and more
One of the challenges facing professionals working in computer animation is keeping abreast of the latest developments and future trends - some of which are determined by industry where the state-of-the-art is continuously being re-defined by the latest computer-generated film special effects, while others arise from research projects whose results are quickly taken on board by programmers and animators working in industry. This handbook will be an invaluable toolkit for programmers, technical directors and professionals working in computer animation. A wide range of topics are covered including: * Computer games * Evolutionary algorithms * Shooting and live action * Digital effects * Cubic curves and surfaces * Subdivision surfaces * Rendering and shading Written by a team of experienced practitioners, each chapter provides a clear and precise overview of each area, reflecting the dynamic and fast-moving field of computer animation. This is a complete and up-to-date reference book on the state-of-the-art techniques used in computer animation.
Go behind the scene of the behind the scenes to learn how the
business of producing the dazzling visual effects we see in movies
and on TV works. With decades of combined VFX production and
supervisory experience in Hollywood, the authors share their
experience with you, illuminating standard industry practices and
tips on: * preproduction planning * scheduling * budgeting *
evaluating vendors and the bidding process * effective data
management * working on-set, off-set, or overseas * dealing with
changes in post-production * legal issues (contracts, insurance,
business ethics), and more Also included are interviews with
established, successful Hollywood VFX Producers about their career
paths and how they got to where they are now. From pre-production
to final delivery, this is your complete guide to visual effects
production, providing insight on VFX budgeting and scheduling (with
actual forms for your own use) and common production techniques
such as motion control, miniatures, and pre-visualization. Also
included is a companion website
(www.focalpress.com/cw/finance-9780240812632) with forms and
documents for you to incorporate into your own VFX production
workflows.
A continuation of 1994's groundbreaking Cartoons, Giannalberto
Bendazzi's Animation: A World History is the largest, deepest, most
comprehensive text of its kind, based on the idea that animation is
an art form that deserves its own place in scholarship. Bendazzi
delves beyond just Disney, offering readers glimpses into the
animation of Russia, Africa, Latin America, and other
often-neglected areas and introducing over fifty previously
undiscovered artists. Full of first-hand, never before
investigated, and elsewhere unavailable information, Animation: A
World History encompasses the history of animation production on
every continent over the span of three centuries. Volume I traces
the roots and predecessors of modern animation, the history behind
Emile Cohl's Fantasmagorie, and twenty years of silent animated
films. Encompassing the formative years of the art form through its
Golden Age, this book accounts for animation history through 1950
and covers everything from well-known classics like Steamboat
Willie to animation in Egypt and Nazi Germany. With a wealth of new
research, hundreds of photographs and film stills, and an
easy-to-navigate organization, this book is essential reading for
all serious students of animation history. Key Features Over 200
high quality head shots and film stills to add visual reference to
your research Detailed information on hundreds of never-before
researched animators and films Coverage of animation from more than
90 countries and every major region of the world Chronological and
geographical organization for quick access to the information
you're looking for
Looking to become more efficient using Unity? How to Cheat in Unity
5 takes a no-nonsense approach to help you achieve fast and
effective results with Unity 5. Geared towards the intermediate
user, HTC in Unity 5 provides content beyond what an introductory
book offers, and allows you to work more quickly and powerfully in
Unity. Packed full with easy-to-follow methods to get the most from
Unity, this book explores time-saving features for interface
customization and scene management, along with
productivity-enhancing ways to work with rendering and
optimization. In addition, this book features a companion website
at www.alanthorn.net, where you can download the book's companion
files and also watch bonus tutorial video content. Learn bite-sized
tips and tricks for effective Unity workflows Become a more
powerful Unity user through interface customization Enhance your
productivity with rendering tricks, better scene organization and
more Better understand Unity asset and import workflows Learn
techniques to save you time and money during development
This textbook takes a case study approach to media and audience
analytics. Realizing the best way to understand analytics in the
digital age is to practice it, the authors have created a
collection of cases using data sets that present real and
hypothetical scenarios for students to work through. Media
Analytics introduces the key principles of media economics and
management. It outlines how to interpret and present results, the
principles of data visualization and storytelling and the basics of
research design and sampling. Although shifting technology makes
measurement and analytics a dynamic space, this book takes an
evergreen, conceptual approach, reminding students to focus on the
principles and foundations that will remain constant. Aimed at
upper-level students in the fast-growing area of media analytics in
a cross-platform world, students using this text will learn how to
find the stories in the data and to present those stories in an
engaging way to others. Instructor and Student Resources include an
Instructor's Manual, discussion questions, short exercises and
links to additional resources. They are available online at
www.routledge.com/cw/hollifield.
Working with Sound is an exploration of the ever-changing working
practices of audio development in the era of hybrid collaboration
in the games industry. Through learnings from the pre-pandemic
remote and isolated worlds of audio work, sound designers,
composers and dialogue designers find themselves equipped uniquely
to thrive in the hybrid, remote, and studio-based realms of today's
fast-evolving working landscapes. With unique insights into
navigating the worlds of isolation and collaboration, this book
explores ways of thinking and working in this world, equipping the
reader with inspiration to sustainably tackle the many stages of
the development process. Working with Sound is an essential guide
for professionals working in dynamic audio teams of all sizes, as
well as the designers, producers, artists, animators and
programmers who collaborate closely with their colleagues working
on game audio and sound.
This book takes you through all the basic steps of character design
for games and animation, from brainstorming and references through
to the development phase and final render. It covers a range of
styles such as cartoon, stylized and semi-realistic, and explains
how to differentiate between them and use them effectively. Using a
step-by-step approach for each stage of the process, this book
guides you through the process of creating a new character from
scratch. It contains a wealth of design tips and tricks as well as
checklists and worksheets for you to use in your own projects. The
book covers how to work with briefs, as well as providing advice
and practical strategies for working with clients and creating art
as a product that can be tailored and sold. This book will be a
valuable resource for all junior artists, hobby artists, and art
students looking to develop and improve their character development
skills for games and animation.
Write your own MAXScript functions and utilities to create custom
tools and UI elements, and automate repetitive tasks. Demonstrated
techniques include the creation of objects, arrays, collections,
control structures, parametric objects, and the construction of UI
elements. The companion CD-ROM contains media files that allow you
to practice the techniques with real-world examples demonstrating
how you can use then in a production environment.
.The definitive introduction to MAXScript
.Includes media files that allow you to practice with real-world
examples
Welcome to the Autodesk Media and Entertainment Official Training
Courseware for 3ds Max 8 software! Consider this book an all-access
pass to the production and training experience of Autodesk
developers and training experts. Written for self-paced learning or
instructor-led classroom training, the manual will teach you the
fundamentals of using 3ds Max 8. The book is organized into
sections dedicated to animation, modelling, materials, lighting and
rendering. Each section covers basic theory, and then includes
exercises for hands-on demonstration of the concept. By the end of
the book, you will have mastered the basics and moved onto
full-length projects. Flexibility is built in, so that you can
complete the tutorials in the way that works best for you. Complete
the book and you will be a seasoned 3ds Max pro, ready to work
confidently in a production environment.
-For beginners or those new to 3ds max
-Tutorials and exercises designed for flexibility and ease of
use
-CD contains 3ds max support models, materials, textures, and
animations for completing the exercises
* Provides a comprehensive approach to Motion Design as Design
Practice with specific areas of focus for a range of audiences. *
Integrates professional examples, case studies, and interviews to
validate its themes. * Written from ongoing and pragmatic
experience in both education and professional practice.
Multimodal Video Characterization and Summarization is a valuable
research tool for both professionals and academicians working in
the video field. This book describes the methodology for using
multimodal audio, image, and text technology to characterize video
content. This new and groundbreaking science has led to many
advances in video understanding, such as the development of a video
summary. Applications and methodology for creating video summaries
are described, as well as user-studies for evaluation and testing.
Game Audio Fundamentals takes the reader on a journey through game
audio design: from analog and digital audio basics, to the art and
execution of sound effects, soundtracks, and voice production, as
well as learning how to make sense of a truly effective soundscape.
Presuming no pre-existing knowledge, this accessible guide is
accompanied by online resources - including practical examples and
incremental DAW exercises - and presents the theory and practice of
game audio in detail, and in a format anyone can understand. This
is essential reading for any aspiring game audio designer, as well
as students and professionals from a range of backgrounds,
including music, audio engineering, and game design.
This comprehensive guide walks readers through the entire process
of getting and keeping a writing job in the games industry. It
outlines exactly what a beginner needs to know about education
requirements, finding opportunities, applying for roles, and acing
studio interviews. Professional writers will learn how to navigate
studio hierarchies, transfer roles and companies, work overseas,
and keep developing their careers. Written by an experienced games
writer with nearly two decades of industry knowledge, the book
contains a wealth of interviews and perspectives with industry
leaders, hiring managers, and developers from marginalized
communities, all offering their tips and insights. Included are
examples of materials such as job posts, writing samples, and
portfolios, as well as chapter end challenges for readers to
directly apply the skills they have learnt. This book will be of
great interest to all beginner and aspiring games writers and
narrative designers, as well as more experienced writers looking to
hone their skills.
The Game Music Toolbox provides readers with the tools, models and
techniques to create and expand a compositional toolbox, through a
collection of 20 iconic case studies taken from different eras of
game music. Discover many of the composition and production
techniques behind popular music themes from games such as Cyberpunk
2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo,
Shadow of the Tomb Raider, The Last of Us, and many others. The
Game Music Toolbox features: Exclusive interviews from industry
experts Transcriptions and harmonic analyses 101 music theory
introductions for beginners Career development ideas and strategies
Copyright and business fundamentals An introduction to audio
implementation for composers Practical takeaway tasks to equip
readers with techniques for their own game music The Game Music
Toolbox is crucial reading for game music composers and audio
professionals of all backgrounds, as well as undergraduates looking
to forge a career in the video game industry.
Successful games merge art and technology in truly unique ways.
Fused under tight production deadlines and strict performance
requirements, shaped by demanding player expectations, games are
among the most complex software projects created today. Game AI
Pro: Collected Wisdom of Game AI Professionals covers both the art
and the technology of game AI. Nothing covered is theory or
guesswork. The book brings together the accumulated wisdom,
cutting-edge ideas, and clever tricks and techniques of 54 of
today's top game AI professionals. Some chapters present techniques
that have been developed and passed down within the community for
years while others discuss the most exciting new research and ideas
from today's most innovative games. The book includes core
algorithms that you'll need to succeed, such as behavior trees,
utility theory, spatial representation, path planning, motion
control, and tactical reasoning. It also describes tricks and
techniques that will truly bring your game to life, including
perception systems, social modeling, smart camera systems, player
prediction, and even an AI sound designer. Throughout, the book
discusses the optimizations and performance enhancements that
enable your game to run while maintaining 60 frames per second.
Written by a AAA industry expert with over twenty years of
experience, this book offers comprehensive coverage of the
practical skills that all successful level designers need to know.
It covers everything from practical production skills to the social
and soft skills required to thrive in the games industry. The book
begins with a theoretical and abstract approach that sets a common
language for the later hard-skill applications and practical
examples. These later chapters cover a wealth of practical skills
for use during the concept phase, while creating layouts,
scripting, and working with AI. The book includes essential
chapters on topics such as social and soft skills, world building,
level design direction, production, as well as how to gain a job in
the industry. This book will be of great interest to all level
designers, content leads and directors looking to enhance their
skillset. It will also appeal to students of level and game design
looking for tips on how to break into the industry.
All games are potentially transformative experiences because they
engage the player in dynamic action. When repurposed in an
educational context, even highly popular casual games played online
to pass the time can engage players in a way that deepens learning.
Games as Transformative Experiences for Critical Thinking, Cultural
Awareness, and Deep Learning: Strategies & Resources examines
the learning value of a wide variety of games across multiple
disciplines. Organized just like a well-made game, the book is
divided into four parts highlighting classroom experiences,
community and culture, virtual learning, and interdisciplinary
instruction. The author crosses between the high school and college
classroom and addresses a range of disciplines, both online and
classroom practice, the design of curriculum, and the
transformation of assessment practices. In addition to a wealth of
practical exercises, resources, and lesson ideas, the book explains
how to use a wide and diverse range of games from casual to
massively multiplayer online games for self-improvement as well as
classroom situations.
Creating Q*bert and Other Classic Video Arcade Games takes you
inside the video arcade game industry during the pivotal decades of
the 1980s and 1990s. Warren Davis, the creator of the
groundbreaking Q*bert, worked as a member of the creative teams who
developed some of the most popular video games of all time,
including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a
witty and entertaining narrative, Davis shares insightful stories
that offer a behind-the-scenes look at what it was like to work as
a designer and programmer at the most influential and dominant
video arcade game manufacturers of the era, including Gottlieb,
Williams/Bally/Midway, and Premiere. Likewise, the talented
artists, designers, creators, and programmers Davis has
collaborated with over the years reads like a who's who of video
gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave
Thiel, John Newcomer, George Petro, Jack Haeger, and Dennis
Nordman, among many others. The impact Davis has had on the video
arcade game industry is deep and varied. At Williams, Davis created
and maintained the revolutionary digitizing system that allowed
actors and other photo-realistic imagery to be utilized in such
games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the
fabled Us vs. Them, it was the first time a video game integrated a
live action story with arcade-style graphics. On the one-of-a-kind
Exterminator, Davis developed a brand new video game hardware
system, and created a unique joystick that sensed both
omni-directional movement and rotation, a first at that time. For
Revolution X, he created a display system that simulated a
pseudo-3D environment on 2D hardware, as well as a tool for artists
that facilitated the building of virtual worlds and the seamless
integration of the artist's work into game code. Whether you're
looking for insights into the Golden Age of Arcades, would like to
learn how Davis first discovered his design and programming skills
as a teenager working with a 1960's computer called a Monrobot XI,
or want to get the inside scoop on what it was like to film the
Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis'
memoir provides a backstage tour of the arcade and video game
industry during its most definitive and influential period.
This is the third edition of Character Development and Storytelling
for Games, a standard work in the field that brings all of the
teaching from the first two books up to date and tackles the new
challenges of today. Professional game writer and designer Lee
Sheldon combines his experience and expertise in this updated
edition. New examples, new game types, and new challenges
throughout the text highlight the fundamentals of character writing
and storytelling. But this book is not just a box of techniques for
writers of video games. It is an exploration of the roots of
character development and storytelling that readers can trace from
Homer to Chaucer to Cervantes to Dickens and even Mozart. Many
contemporary writers also contribute insights from books, plays,
television, films, and, yes, games. Sheldon and his contributors
emphasize the importance of creative instinct and listening to the
inner voice that guides successful game writers and designers. Join
him on his quest to instruct, inform, and maybe even inspire your
next great game.
|
You may like...
Insect-Plant Biology
Louis M. Schoonhoven, Joop J. A. van Loon, …
Hardcover
R5,238
Discovery Miles 52 380
Solitary wasps
Peter F. Yeo, Sarah A. Corbet
Paperback
R667
Discovery Miles 6 670
Insect Biology
Christopher Fleming
Hardcover
R3,061
R2,776
Discovery Miles 27 760
|