0
Your cart

Your cart is empty

Browse All Departments
Price
  • R50 - R100 (1)
  • R100 - R250 (11)
  • R250 - R500 (52)
  • R500+ (816)
  • -
Status
Format
Author / Contributor
Publisher

Books > Computing & IT > Applications of computing > Image processing > Computer animation

The Animation Textbook - Text Book (Paperback): Rao Heidmets The Animation Textbook - Text Book (Paperback)
Rao Heidmets
R1,488 Discovery Miles 14 880 Ships in 10 - 15 working days

* Covers the entire process of creating animated films in an accessible and approachable way. * Includes colour-coded exercises to help readers practice the theories explained within. * Heavily illustrated with full colour images.

The Indie Game Developer Handbook (Paperback): Richard Hill-Whittall The Indie Game Developer Handbook (Paperback)
Richard Hill-Whittall
R1,525 Discovery Miles 15 250 Ships in 10 - 15 working days

The indie game developer's complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio-from the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way. Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development

Multi-Modal User Interactions in Controlled Environments (Paperback, 2010 ed.): Chaabane Djeraba, Adel Lablack, Yassine Benabbas Multi-Modal User Interactions in Controlled Environments (Paperback, 2010 ed.)
Chaabane Djeraba, Adel Lablack, Yassine Benabbas
R3,972 Discovery Miles 39 720 Ships in 18 - 22 working days

Multi-Modal User Interactions in Controlled Environments investigates the capture and analysis of user's multimodal behavior (mainly eye gaze, eye fixation, eye blink and body movements) within a real controlled environment (controlled-supermarket, personal environment) in order to adapt the response of the computer/environment to the user. Such data is captured using non-intrusive sensors (for example, cameras in the stands of a supermarket) installed in the environment. This multi-modal video based behavioral data will be analyzed to infer user intentions while assisting users in their day-to-day tasks by adapting the system's response to their requirements seamlessly. This book also focuses on the presentation of information to the user. Multi-Modal User Interactions in Controlled Environments is designed for professionals in industry, including professionals in the domains of security and interactive web television. This book is also suitable for graduate-level students in computer science and electrical engineering.

Composition for the 21st 1/2 Century, 2 Volume set (Hardcover): Thomas Paul Thesen Composition for the 21st 1/2 Century, 2 Volume set (Hardcover)
Thomas Paul Thesen
R7,593 Discovery Miles 75 930 Ships in 10 - 15 working days

This book is about composition and its application in animation, illustration, games and film. It covers all various aspects of design and explains in detail the use of the specific aspect and provides examples of its impact. Focus is on the ability of each aspect to tell a story and how it affects story. Additionally case studies are included that explain the successful use of those aspects in film and animation. The book is geared to students and professionals, however tries to be as simple as possible in the presentation of each aspect, but also complex in its case studies. The book's goal is to see composition as a technical part of image and film and as an artistic tool. Key Features Teaches the complexity of composition in image making. Closes the gap between praxis and theory in animation. Explains why certain images have a high quality and how to use the "whoy" in one's personal artistic work on a daily basis. Key term definitions found throughout the chapters. Case studies and video clips help the reader understand the process as they progress through the book.

Minecraft: Epic Bases (Hardcover): Mojang AB Minecraft: Epic Bases (Hardcover)
Mojang AB
R502 Discovery Miles 5 020 Ships in 18 - 22 working days
Game Anim - Video Game Animation Explained (Paperback, 2nd edition): Jonathan Cooper Game Anim - Video Game Animation Explained (Paperback, 2nd edition)
Jonathan Cooper
R1,461 Discovery Miles 14 610 Ships in 9 - 17 working days

Game Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animator's perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture. The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features * 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. * The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. * Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. * Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book

Virtual Vernacular (Hardcover): Sarah Bonser Virtual Vernacular (Hardcover)
Sarah Bonser
R3,799 Discovery Miles 37 990 Ships in 18 - 22 working days

Learn to see the patterns and relationships in visual mediums and buildings as you push the boundaries of design. Sarah Bonser's Virtual Vernacular breaks the barriers between architectural theory and game design. The text explores the way in which architecture can convey history, culture, and emotion to occupants, audience members, and players. Divided into three sections, the text guides the reader on how to tackle creative problem solving and development strategy. Key Features: Architectural theory is hard to navigate, and this approach is an accessible way to start learning it. Learn more specifically how pop culture parodies these design theories. Find ways to solve abstract design problems by using the built environment as a case study. Learn about technical limitations on the built environment that visually impact the look and feel of spaces. Each piece of architectural theory comes with abstracts and applications, which is a more organized and network-style way to teach an otherwise long-winded subject.

Data-Driven 3D Facial Animation (Paperback, 2008 ed.): Zhigang Deng, Ulrich Neumann Data-Driven 3D Facial Animation (Paperback, 2008 ed.)
Zhigang Deng, Ulrich Neumann
R1,411 Discovery Miles 14 110 Ships in 18 - 22 working days

Data-Driven 3D Facial Animation systematically describes the important techniques developed over the last ten years or so. Although 3D facial animation is used more and more in the entertainment industries, to date there have been very few books that address the techniques involved. Comprehensive in scope, the book covers not only traditional lip-sync (speech animation), but also expressive facial motion, facial gestures, facial modeling, editing and sketching, and facial animation transferring. It provides an up-to-date reference source for academic research and for professionals working in the facial animation field. An edited volume, the book brings together contributions from leading researchers and practitioners working in both academia and in the leading animation studios.

Foundation Flash Cartoon Animation (Paperback, 1st ed.): Barry Kelly, Tim Jones, David Wolfe, Allan Rosson Foundation Flash Cartoon Animation (Paperback, 1st ed.)
Barry Kelly, Tim Jones, David Wolfe, Allan Rosson
R958 R837 Discovery Miles 8 370 Save R121 (13%) Ships in 18 - 22 working days

Whether you are an experienced Flash designer or developer looking for a guide to doing animation in Flash, or a novice to Flash who is looking for an effective way to create and distribute animations, this book will prove invaluable to you. Covering every aspect of Flash animation, the book is a fast-paced yet thorough review of the Flash animation process. Written by the Emmy-Award winning team at ANIMAX, this book not only reveals the step-by-step process followed by one of today's leading Flash animation studios, it gives you valuable tips and tricks to take your Flash animation to the next level. Divided into three phases of production (pre-production, animation, post-production) this book breaks the Flash animation process into smaller, more manageable steps. And because the authors approach the animation process from various perspectives (such as producer, animator, and editor) the book balances many of the real-world issues facing today's Flash animators, from artistic to technical to financial. The book starts off by looking at planning and designing an animation project, including working out your goals, and putting together character libraries and storyboards. Next up we look at the production phase, which includes using plug-ins to make your work more efficient, implementing your animation, and adding special effects. Finally, we look at post-production work, including how After Effects can be used effectively alongside Flash for tasks such as camera mechanics, how to make Flash not look like Flash, and tips and tricks from the experts. Whatever the reason, like millions of others around the world you've become interested in Flash animation. And you've come to the rightplace to learn more. This book is compatible with pretty much any fairly recent version of Flash. Covers the full process of Flash animation, through preproduction, production, and post production Covers many practical techniques, including creating character libraries, using plugins, and camera mechanics with After Effects. Written by the Emmy award winning ANIMAX studios team What you'll learn How to effectively plan an animation project How to put together storyboards How to create elegant character libraries How to set up your .fla file, ready for animation to commence How to make more efficient use of your time with plugins, where to find good plugins, and how to create your own How to animate, frame by frame, or using tweens Why After Effects can be better than Flash for some tasks. Effective After Effects Techniques, such as camera mechanics How to make Flash not look like Flash

Disney Stories - Getting to Digital (Hardcover, 2012): Newton Lee, Krystina Madej Disney Stories - Getting to Digital (Hardcover, 2012)
Newton Lee, Krystina Madej
R1,930 R1,567 Discovery Miles 15 670 Save R363 (19%) Ships in 10 - 15 working days

"Disney Stories: Getting to Digital" explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet.

Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, "Disney Stories: Getting to Digital" explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences.

Through an insider's perspective of Disney's legendary creation process, the book closely examines how the Disney Company moved its stories into the "digital" world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including "The Lion King Animated Story Book," "Disney Blast" and "Toontown."

"Disney Stories: Getting to Digital" is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.

Anime and the Visual Novel - Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games... Anime and the Visual Novel - Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games (Paperback)
Dani Cavallaro
R1,069 R684 Discovery Miles 6 840 Save R385 (36%) Ships in 10 - 15 working days

This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player's choices, providing a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, plot depth and subtle characterization are vital aspects of the medium. Anime based on visual novels capitalize on the parent games' attributes, yielding thought-provoking yarns and complex personalities.

Foundation ActionScript 3.0 with Flash CS3 and Flex (Paperback, 1st Corrected ed., Corr. 4th printing): Sean McSharry, Gerald... Foundation ActionScript 3.0 with Flash CS3 and Flex (Paperback, 1st Corrected ed., Corr. 4th printing)
Sean McSharry, Gerald Yardface, Steve Webster
R1,004 R883 Discovery Miles 8 830 Save R121 (12%) Ships in 18 - 22 working days

If you want to create exciting dynamic web sites that will amaze your online audience, then the Flash platform is a great way to go, with it's many features, including powerful graphical and sound and video capabilities. To really harness the power of Flash though, you need to make use of ActionScript to provide dynamic effects, enable user interaction, and manipulate data.

ActionScript 3.0, the Flash Platform's scripting language, offers a lot of new and powerful features. ActionScript is now a full-fledged programming language, with complete object-oriented capabilities, improved event handling, sound and video support, drawing capabilities, support for regular expressions, and much more.

Whether you are a Flash designer wishing to add to your skill set or an experienced ActionScript developer who wants to get up to speed with the latest version, you'll find all you need to know in Foundation ActionScript 3.0 with Flash CS3 and Flex.

This book covers all the essential techniques from the ground up, allowing you to get up and running quickly and easily. Starting with the fundamentals, you'll learn about using ActionScript objects, manipulating sound and video, and harnessing the power of regular expressions and XML.

The book concludes with two case studies to consolidate what you've learned and to introduce some more advanced techniques. This will give you some grounding in the new and exciting world of ActionScript 3.0 and show you how it all fits together in larger applications, allowing you to go on and build your own professional sites.

The sensible layout of the book makes it easy to find information about specific techniques. It doesn't aim to be an exhaustive reference, but rather focuses on the essential skills that will enable you to get up and running more quickly. With this book as your guide, you'll be creating killer Flash applications before you know it

Foundation Actionscript 3.0 Animation - Making Things Move! (Paperback, 1st ed., Corr. 3rd printing): Keith Peters Foundation Actionscript 3.0 Animation - Making Things Move! (Paperback, 1st ed., Corr. 3rd printing)
Keith Peters
R1,182 R1,010 Discovery Miles 10 100 Save R172 (15%) Ships in 18 - 22 working days

This is the first definitive and authoritative book available on ActionScript 3 animation techniques. ActionScript animation is a very popular discipline for Flash developers to learn. The essential skill set has been learned by many Flash developers through the first edition of this book. This has now been updated to ActionScript 3, Adobe's new and improved scripting language. All of the code has been updated, and some new techniques have been added to take advantage of ActionScript 3's new features, including the display list and new event architecture. The code can be used with the Flash 9 IDE, Flex Builder 2, or the free Flex 2 SDK.

Foundation Flash CS3 Video (Paperback, 1st ed.): Adam Thomas, Tom Green Foundation Flash CS3 Video (Paperback, 1st ed.)
Adam Thomas, Tom Green
R1,044 R897 Discovery Miles 8 970 Save R147 (14%) Ships in 18 - 22 working days

Video is one of the most exciting features on today's Internet, with widespread adoption being made possible by advances in bandwidth and software. But simply streaming video clips to Web users is only the tip of the iceberg Flash CS3 offers a whole host of advanced video features, allowing you to create breathtaking user experiences. And this book, the 2nd edition of the critically-acclaimed Foundation Flash 8 Video, shows you how to make the most of video in Flash CS3. The authors start with the basics of creating video ready for use on the web using popular applications such as Windows Movie Maker and iMovie, creating FLV (Flash video) using both Flash and other applications such as Sorenson Squeeze, and importing that video into Flash. With that out the way, then turn their attention to essential practical techniques such as creating and customizing video players, applying blends and filters to Flash Video, effective use of video alpha channel and masks, captioning, cue points, interactivity using the Camera object, going full screen, and much more. This edition is fully-updated for Flash CS3 and ActionScript 3.0, and includes many new examples. Learn how to create video for the web using popular applications such as iMovie and Movie Maker, and turn it into Flash Video using Flash, and other tools such as Sorenson Squeeze Learn several essential practical techniques for manipulating video in Flash New edition fully-updated for Flash CS3 and ActionScript 3.0, with new examples What you'll learn All the essential video features of Flash CS3 and ActionScript 3.0 How to create video using iMovie and Windows Movie Maker How to process that video into Flash Video (FLV) usingFlash, Sorenson Squeeze, and Flix Pro How to create a video player and customize it How to apply fantastic filters and blend modes to your video How to use masks with video How to create applications with multiple videos How to allow the user to interact with your Flash using the camera object How to add captions to your video How to work will full screen video A whole host of tips and special effects Who is this book for? This book is for anyone who wants to learn Flash video from the ground up.

How to Cheat in Motion (Paperback): Patrick Sheffield How to Cheat in Motion (Paperback)
Patrick Sheffield
R1,417 Discovery Miles 14 170 Ships in 10 - 15 working days

Creative solutions without the filler. That is what you get from this practical guide to enhancing your titles, motion graphics and visual effects with Motion. Step-by-step instruction is concisely described and lavishly illustrated. The downloadable resources show the techniques at work so you can take them and run.

Prepare to Board! Creating Story and Characters for Animated Features and Shorts - Creating Story and Characters for Animated... Prepare to Board! Creating Story and Characters for Animated Features and Shorts - Creating Story and Characters for Animated Features and Shorts (Paperback, 3rd Edition)
Nancy Beiman
R1,545 Discovery Miles 15 450 Ships in 10 - 15 working days

Successful storyboards and poignant characters have the power to make elusive thoughts and emotions tangible for audiences. Packed with illustrations that illuminate and a text that entertains and informs, Prepare to Board, 3rd edition presents the methods and techniques of animation master, Nancy Beiman, with a focus on pre-production, story development and character design. As one of the only storyboard titles on the market that explores the intersection of creative character design and storyboard development, the third edition is an invaluable resource for both beginner and intermediate artists.

Key Features

Adapt key techniques, tips and tricks of experienced character designers and storyboard artists with 30 years of experience to your film, television and animation projects.

Save time and money with workflow solutions and avoid common mistakes and problems with troubleshooting tips.

Implement creative solutions for your own projects with this invaluable resource for beginner and intermediate artists with examples of what a good storyboard and character design should look like and example of poorly designed storyboards. and tricks.

Further your artistic skill development with an interactive, companion website which will includes video tutorials, examples of animatics and good and bad pitching techniques.

Table of Contents

Chapter 1 First Catch Your Rabbit: Creating Concepts and Characters

Chapter 2 How Storyboard Took Over the Movies (And Television)Live Action and Animation Boards

Chapter 3 Putting Yourself into Your Work

Chapter 4 Situation and Character Driven Stories

Chapter 5 Treat ‘em rough: beginning character design and setting story rules

Chapter 6 Appealing or Appalling? Developing your Characters

Chapter 7 Working with Multiple Characters

Chapter 8 Beauties and Beasts: Creating Character Contrasts in Design

Chapter 9 Color and Design in Storytelling

Chapter 10 Starting Story Sketch: Compose Yourself

Chapter 11 Boarding Time: Getting with the Story Beat

Chapter 12 Roughing It: Basic Staging

Chapter 13 The Big Picture: Creating Story Sequences

Chapter 14 Patterns in Time: Pacing Action on Rough Boards

Chapter 15 Present Tense: Creating a Performance on Storyboards

Chapter 16 Color My World: Art Direction and Storytelling

Chapter 17 Show and Tell: Presenting Your Storyboards

Chapter 18 Talking Pictures: Assembling a Leica, Story Reel or Animatic with a Scratch Track

Chapter 19 Team Storyboard: Working on Group Projects

Chapter 20 Maquette Simple: Modeling Characters in Three Dimensions

Chapter 21 Building a Better Mouse: Creating Final Model Sheets

Chapter 22 Screen and Screen Again: Preparing for Production

Chapter 23 Appendices: Animated Interviews

Learning C# Programming with Unity 3D, second edition (Hardcover, 2nd edition): Alex Okita Learning C# Programming with Unity 3D, second edition (Hardcover, 2nd edition)
Alex Okita
R3,985 Discovery Miles 39 850 Ships in 18 - 22 working days

Learning C# Programming with Unity 3D, Second Edition is for the novice game programmer without any prior programming experience. Readers will learn how C# is used to make a game in Unity 3D. Many example projects provide working code to learn from and experiment with. As C# evolves, Unity 3D evolves along with it. Many new features and aspects of C# are included and explained. Common programming tasks are taught by way of making working game mechanics. The reader will understand how to read and apply C# in Unity 3D and apply that knowledge to other development environments that use C#. New to this edition: includes latest C# language features and useful tools included with the .NET library like LINQ, Local Functions Tuples, and more! Key Features Provides a starting point for the first-time programmer C# Code examples are simple short and clear Learn the very basics on up to interesting tricks which C# offers

Image and Video Retrieval - 5th Internatinoal Conference, CIVR 2006, Tempe, AZ, USA, July 13-15, 2006, Proceedings (Paperback,... Image and Video Retrieval - 5th Internatinoal Conference, CIVR 2006, Tempe, AZ, USA, July 13-15, 2006, Proceedings (Paperback, 2006 ed.)
Hari Sundaram, Milind Naphade, John Smith, Yong Rui
R1,639 Discovery Miles 16 390 Ships in 18 - 22 working days

Here are the refereed proceedings of the 5th International Conference on Image and Video Retrieval, CIVR 2006, held in Singapore in July 2006. Presents 18 revised full papers and 30 poster papers, together with extended abstracts of 5 papers of 1 special session and those of 10 demonstration papers. These cover interactive image and video retrieval, semantic image retrieval, visual feature analysis, learning and classification, image and video retrieval metrics, and machine tagging.

How to Cheat in Maya 2014 - Tools and Techniques for Character Animation (Paperback): Kenny Roy How to Cheat in Maya 2014 - Tools and Techniques for Character Animation (Paperback)
Kenny Roy
R1,481 Discovery Miles 14 810 Ships in 10 - 15 working days

All professional animators know a handful of secrets that give them an edge in a production environment. "How to Cheat in Maya" puts these secrets in your hands! Learn time and energy-saving techniques tested in real Hollywood productions in this book, jam-packed with screenshots and scene files designed to get you up to speed quickly. From menus to modeling, lipsync to lighting, How to Cheat in Maya 2014 covers all of the methods available in the latest version of Maya. Get up to speed quickly and produce stellar results with these insider workflows. With new, updated cheats for the latest version of Maya, How to Cheat in Maya 2014 is an essential guide for amateur and professional 3D animators alike. Fully updated with gold-mine coverage including: expanded sections on production workflow, all new chapters covering rigging cheats and Maya's referencing tools, and brand new project files demonstrating production-proven techniques. The companion website includes complete scene files for exercises and techniques, extra rigs, Quicktime movies of full projects, and video tutorials.

Image and Video Retrieval - 4th International Conference, CIVR 2005, Singapore, July 20-22, 2005, Proceedings (Paperback, 2005... Image and Video Retrieval - 4th International Conference, CIVR 2005, Singapore, July 20-22, 2005, Proceedings (Paperback, 2005 ed.)
Wee-Kheng Leow, Michael S. Lew, Tat-Seng Chua, Wei-Ying Ma, Lekha Chaisorn, …
R2,955 Discovery Miles 29 550 Ships in 18 - 22 working days

It was our great pleasure to host the 4th International Conference on Image and Video Retrieval (CIVR) at the National University of Singapore on 20 22 July 2005. CIVR aims to provide an international forum for the discussion of research challenges and exchange of ideas among researchers and practitioners in image/video retrieval technologies. It addresses innovative research in the broad ?eld of image and video retrieval. A unique feature of this conference is the high level of participation by researchers from both academia and industry. Another unique feature of CIVR this year was in its format it o?ered both the traditional oral presentation sessions, as well as the short presentation cum poster sessions. The latter provided an informal alternative forum for animated discussions and exchanges of ideas among the participants. We are pleased to note that interest in CIVR has grown over the years. The number of submissions has steadily increased from 82 in 2002, to 119 in 2003, and 125 in 2004. This year, we received 128 submissions from the international communities: with81(63.3%)fromAsiaandAustralia,25(19.5%)fromEurope, and 22 (17.2%) from North America. After a rigorous review process, 20 papers were accepted for oral presentations, and 42 papers were accepted for poster presentations. In addition to the accepted submitted papers, the program also included 4 invited papers, 1 keynote industrial paper, and 4 invited industrial papers. Altogether, we o?ered a diverse and interesting program, addressing the current interests and future trends in this area."

The Rapid Prototyping Game (Cards): Matthew Smith, Andrew Peterson The Rapid Prototyping Game (Cards)
Matthew Smith, Andrew Peterson
R639 Discovery Miles 6 390 Ships in 10 - 15 working days

The Rapid Prototyping Game provides a "systems design" vehicle where players can group basic game elements into manageable categories. They then define and isolate specific elements so they can analyze how they interact with each other in a game they develop. Through gameplay, players are able to critically identify how adding, subtracting, or combining game elements can create dynamic changes in a game. The Rapid Prototyping Game will appeal to experienced game designers who are stuck in a rut, beginning game designers who need to learn how systems design and the iterative process works, and also to the educator who wants to introduce a "hands on approach" to the classroom.

Infinite Animation - The Life and Work of Adam Beckett (Hardcover): Pamela Taylor Turner Infinite Animation - The Life and Work of Adam Beckett (Hardcover)
Pamela Taylor Turner
R1,857 Discovery Miles 18 570 Ships in 10 - 15 working days

This book examines the life and animated art of the late Adam K. Beckett. Beckett is known for his six award-winning animations, made between the years 1972-1975, that were ground-breaking at the time and that continue to influence artists today. He is also recognized for his contributions to the first Star Wars movie, as he was head of the animation and rotoscoping area. Beckett was a shooting star during a critical time of change; an innovative genius as well as a unique and compelling character. His life and work illuminates significant social and cultural changes of that time: the emerging independent animation movement of the 1970s in the United States; the rebirth of the visual effects industry; the intersection of animation with newly developed video imaging and computer graphics; and the intense Cultural Revolution that occurred in the 1960s. Beckett's work in animation and effects was pioneering. His premature death cemented his mythic reputation as a larger than life artist and personality. Key Features: A comprehensive biography of Adam Beckett, based on original research Photographs of and drawings by Beckett that are not yet published or available Critical look at his six primary films that include insight into his techniques and process Insight into the re-emerging visual effects field, through Beckett's work at Robert Abel and Associations and Industrial Light and Magic The emergence of a "golden age" of independent animation in the United States Key Features A comprehensive biography of Adam Beckett, based on original research Photographs of and drawings by Beckett that are not yet published or available Critical look at his six primary films that include insight into his techniques and process Insight into the re-emergin visual effects field, through Beckett's work at Robert Abel and Associations and Industrial Light and Magic The emergence of a "golden age" of independent animation in the United States

Foundation ActionScript Animation - Making Things Move! (Paperback, 1st Corrected ed., Corr. 3rd printing): Keith Peters Foundation ActionScript Animation - Making Things Move! (Paperback, 1st Corrected ed., Corr. 3rd printing)
Keith Peters
R956 R834 Discovery Miles 8 340 Save R122 (13%) Ships in 18 - 22 working days

Sure you can animate using motion tweens, in fact we'll help you do that with our Flash Cartoon Animation book, but isn't there something extra special in making things move with just a few lines of code? In this book Keith Peters guides us through some basic animation theory and then demystifies the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing & friction. This book will teach you how to use Flash ActionScript to move the objects in your movies, rather than letting Flashs tween engine do it for you. The benefit of this is smaller, more realistic, more dynamic interactive movies that seem to come alive on your screen. Almost all of the code featured in this book will work fine in either Flash MX 2004 or Flash 8, and with a few minor adjustments, most of it can even be applied to Flash MX. Although the text covers many advanced math and physics concepts, making for very realistic motion, theres no need to worry, even if youre a relative newcomer to programming and the last math class you took was in high school (and even if you barely remember that!). This book first covers everything you need to know to get started: the principles of animation, and the basics of ActionScript, trigonometry, and Flash rendering methods. Youll work your way slowly from using code to move a single object across the screen to creating complex systems that really push Flashs capabilities with topics covered including collision detection, particle attraction, and kinematics. The book concludes with looking at 3D animation techniques, including building a basic 3D engine, 3D lines, fills and solids, and matrix math. Once you come to gripswith the ideas presented here, youll find yourself creating all manner of exciting animations and games! Summary of Contents Part I ActionScripted Animation Basics Ch. 1 Basic Animation Concepts Ch. 2 ActionScript Basics for Animation Ch. 3 Trigonometry Ch. 4 Rendering Techniques Part II Basic Motion Ch. 5 Velocity and Acceleration Ch. 6 Bouncing and Friction Ch. 7 User Interaction: Dragging and Throwing Part III Advanced Motion Ch. 8 Easing and Springs Ch. 9 Collision Detection Ch. 10 Bouncing off Angles Ch. 11 Billiard Ball Physics Ch. 12 Particle Attraction Ch. 13 Forward Kinematics Ch. 14 Inverse Kinematics Part IV Three D Ch. 15 A Basic 3D Engine Ch. 16 3D Lines, Fills, Solids Ch. 17 Advanced 3D: Backface Culling and Lighting Ch. 18 Matrix Math Part V Tips and Tricks Ch. 19 Tips and Tricks

The Pyramid of Game Design - Designing, Producing and Launching Service Games (Hardcover): Simon Nicholas Crawford Lovell The Pyramid of Game Design - Designing, Producing and Launching Service Games (Hardcover)
Simon Nicholas Crawford Lovell
R4,072 Discovery Miles 40 720 Ships in 18 - 22 working days

Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers. Key Features Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly. Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era. Consider the ethics of game design in a rapidly changing world.

Learn Programming with Flash MX (Paperback, Softcover reprint of the original 1st ed.): Ben Renow-Clarke, Kristian Besley Learn Programming with Flash MX (Paperback, Softcover reprint of the original 1st ed.)
Ben Renow-Clarke, Kristian Besley
R968 R847 Discovery Miles 8 470 Save R121 (13%) Ships in 18 - 22 working days

Learn Programming with Flash MX employs a truly unique class-based approach to learning with the goal of establishing core, generic-programming skills. Each chapter represents a discrete lesson covering a distinct topic of programming with ActionScript. In each 'class' we smoothly blend theory and practice with plentiful practical examples, and a class project that runs through the book to reinforce the learning in an integrated, real-world context, using Flash MX as the illustrative vehicle.This book also addresses the shortfall in solid programming knowledge in significant segments of the web design community - specifically, traditional web designers and Flash users with no exposure to the programming world. It also assumes that the reader is a Flash novice, so if you're coming to Flash completely from scratch, this book will give you a broad and solid introduction enabling you to create aesthetically pleasing, well laid-out content glued together with robust coding techniques. and skills that every programmer needs to master in order to create well-structured and efficient code to a professional standard. Readers will come away from this book with the following: - A rich, solid understanding of the concepts and basic processes of programming that will enable them to explore Flash and other technologies with a degree of confidence that they didn't have before. - Insights into universally applicable programming processes and techniques. - An understanding of how to implement these principles in Flash MX

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
MEL Scripting for Maya Animators
Mark R. Wilkins, Chris Kazmier Paperback R1,391 Discovery Miles 13 910
View-Dependent Character Animation
Parag Chaudhuri, Prem Kalra, … Hardcover R2,653 Discovery Miles 26 530
YouTube - The Top 100 Best Ways To…
Ace McCloud Hardcover R551 R511 Discovery Miles 5 110
The Animator's Survival Kit: Dialogue…
Richard E. Williams Paperback R286 R260 Discovery Miles 2 600
Working with Sound - The Future of Audio…
Rob Bridgett Paperback R1,106 Discovery Miles 11 060
Flipbook Javelin Throwing
Yann Tzorken Paperback R321 Discovery Miles 3 210
The Foley Grail - The Art of Performing…
Vanessa Theme Ament Paperback R1,281 Discovery Miles 12 810
YouTube - A Beginners' Guide to Building…
George Pain Hardcover R734 Discovery Miles 7 340
Handbook of Research on Advanced…
Ahmed J. Obaid, Ghassan H Abdul-Majeed, … Hardcover R7,311 Discovery Miles 73 110
Computer Animation Complete…
Rick Parent, David S. Ebert, … Paperback R1,560 Discovery Miles 15 600

 

Partners