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Books > Computing & IT > Applications of computing > Image processing > Computer animation
This book teaches students and entry-level novices how to create
games using the GameMaker engine. Readers will quickly hone their
design skills with tutorials that are written so that beginners can
quickly start building games while also providing lessons on how
designers can 'level up' and add advanced options to their games.
Readers will also have access to a website containing all the
assets and resources to create their games, including sprites and
animations, walk-through video tutorials of each lesson and music
composed by professional musicians. Also provided are rubrics for
instructors to use when grading student work or for readers
learning on their own to evaluate their own work.
After Effects for Designers teaches design students, artists, and
web, graphic, and interactive designers how to design, develop, and
deploy motion design projects using Adobe After Effects. Author
Chris Jackson balances fundamental aspects of time-based design
with related techniques, and explores the principles of animation;
composition and layout; visual hierarchy; typography; cinematic
storytelling; 3D modelling; compositing, and more. Each chapter
contains unique, step-by-step project exercises that offer
timesaving practical tips and hands-on design techniques, teaching
readers how to effectively use the tools at their disposal in order
to conceptualize and visualize creative solutions to their own
motion design work. Readers will build professional-world examples
in every chapter and, as a result, learn how to both design
effectively using After Effects and practically apply these skills
in client-based work. An accompanying companion website includes
complete project files for the book's chapter exercises, and
additional video tutorials.
Once you know how to use Flash, you can create everything from
simple animations to high-end desktop applications, but it's a
complex tool that can be difficult to master on your own-unless you
have this Missing Manual. This book will help you learn all you
need to know about Flash CS5 to create animations that bring your
ideas to life.Learn animation basics. Find everything you need to
know to get started with Flash Master the Flash tools. Learn the
animation and effects toolset, with clear explanations and hands-on
examples Use 3D effects. Rotate and put objects in motion in three
dimensions Create lifelike motion. Use the IK Bones tool to
simulate realistic body movements and other linked motions Speed up
development. Use templates, code snippets, and motion presets
Design applications. Get an intro to building full desktop
applications with Flash and Adobe AIR Create rich interactive
animations. Dive into advanced interactivity with easy-to-learn
ActionScript examples
Inspire your own creativity with "Digital Mayhem 3D Machine
Techniques. "Compiled by Duncan Evans, founder of 3D Artist
Magazine, this book is the next installment of the "Digital Mayhem
"series. Explore, page after page, spectacular machine images
created by the industry s top talent.
With over 500 stunning images," Digital Mayhem 3D Machine
Techniques "is not your basic software manual. It is where
technique and inspiration meet a detailed and innovative guide to
great machine images. Each chapter contains vibrant images and an
explanation of the artist s workflow, including a step-by-step
tutorial to help you achieve similar results. From pre-viz to post
production, this book takes you through the whole process of
creating your very own machine masterpiece
- Get inside the minds of the artists with breakdown overviews
and supporting imagery to explain what went into their piece.
- Expand your digital canvas to include a variety of software
techniques, tools and workflows.
- Visit the companion website for additional resources to help
you develop your machine technique skills.
"
This book offers an introduction to Flash Catalyst for designers
with intermediate to advanced skills. It discusses where Catalyst
sits within the production process and how it communicates with
other programs. It covers all of the features of the Flash Catalyst
workspace, teaching you how to create designs from scratch, how to
build application designs and add functionality, and how to master
the Catalyst/Flex workflow.Introduces Flash Catalyst Focuses on
production process Covers the interrelation between Flash Catalyst
and Photoshop/Illustrator/Flex/Flash What you'll learn
Starting from scratch, you'll learn the basic concepts and
interface functionality of Flash Catalyst, and get practical
experience by working on carefully crafted real-life projects
throughout the book. You'll learn every stage of the process, from
the first design sketches to the Flex Developer hand over, and how
you can make design changes to assets while the developers work on
the code. You'll also learn how to make your designs functional by
adding simple buttons and scroll bars, and how to make sure that
developers can precisely interpret your vision.Converting
Photoshop/Illustrator artwork to interactive designs Sketching
designs with interactivity Sketching designs with transitions
Working with the FXG format Designing with fluid layouts in
Catalyst Who this book is for
This book is for designers experienced with Photoshop,
Illustrator, and Fireworks who want to include Flash Catalyst in
their workflows. It's also for the general audience looking to
design rich Internet applications using Catalyst. Table of Contents
Catalyst Interface Your First Flash Catalyst Project Wireframing in
Catalyst Animation in Catalyst Interactions Organizing Artwork and
Best Practices Data Lists and Design-Time Data SWFs, Video, and
Audio Custom Components and Library Packages Catalyst to Flex
Builder
Stop motion animation is a challenging and time-consuming skill
that requires patience, adaptability, and a close eye to detail.
Stop Motion: Craft Skills for Model Animation, 3rd Edition is the
essential guide to help stop motion animators overcome these
challenges of this highly-skilled craft. Author Susannah Shaw
provides a step-by-step guide to creating successful stop motioin
films. Starting with some basic exercises, the reader will learn
about developing a story, making models, creating sets and props,
the mechanics of movements, filming postproduction, and how to set
about finding that first elusive job in a modern studio. Key
Features Interviews with current stars, step-by-step examples,
coverage of Rapid Prototyping and Dragonframe Software
Focal Press adds a new star to its brightening constellation of
superb Animation titles: The "Tradigital" line of books.
"Tradigital" titles bridge the gap between animating with a
particular software tool, and applying the 12 principles of
animation to your work. The first three titles in the series cover:
Maya, 3ds Max, and Blender. The 12 basic principles of animation
were introduced by the Disney animators Ollie Johnston and Frank
Thomas, who wanted to codify the efforts of the leading Disney
animators from the 1930s onwards to produce more realistic
animations. The principles mainly teach animators how to create
characters that look like they are adhering to the basic laws of
physics. The principles also deal with more abstract issues, such
as emotional timing and character appeal. Today, the core Disney
principles are generally adopted by animators around the world.
Though originally intended to apply to traditional, hand-drawn
animation, the principles still have great relevance for today's
more prevalent computer animation. Lee Montgomery presents
"Tradigital Maya" which shows animators how to use the Maya
controls, while applying the classical principles of animation and
core techniques. With our new "Tradigital" series, we are finally
bridging the gap between software-specific instruction and the
world of classical animation.
Producing New and Digital Media is your essential guide to
understanding new media, taking a deep dive into such topics as the
cultural and social impacts of the web, the importance of digital
literacy, and creating in an online environment. This cutting edge
text provides an introductory, hands-on approach to creating
user-generated content, coding, cultivating an online brand, and
storytelling in new and digital media. In showing you how to
navigate the world of digital media and complete digital tasks,
this book not only teaches you how to use the web, but also helps
you understand why you use it. Key features for the second edition
include: Coverage of up-to-date forms of communication on the web:
memes, viral videos, social media, and more pervasive types of
online languages. New chapters on YouTube influencers and on-demand
subscription television. Each chapter has media literacy sidebars,
sample assignments, and activities. Updates to the companion
website additional materials for students and instructors
Thoughtful, entertaining, and enlightening, this is the fundamental
textbook for students of new and digital media, digital culture and
media literacy, as well as a useful resource for anyone wanting to
understand and develop their presence in our digital world.
Combining art and design principles with creative storytelling and
professional savvy, this book covers everything a serious motion
designer needs to make their artistic visions a reality and
confidently produce compositions for clients. In this updated
second edition of Design for Motion, author Austin Shaw explores
the principles of motion design, teaching readers how to creatively
harness the essential techniques of this diverse and innovative
medium to create compelling style frames, design boards, and motion
design products. Lessons are augmented by illustrious full-color
imagery and practical exercises, allowing you to put the techniques
covered into immediate practical context. Industry leaders,
pioneers, and rising stars contribute their professional
perspectives, share personal stories, and provide visual examples
of their work. This second edition also includes updates on the
following: Illustration techniques Typography Compositing Visual
storytelling Incorporating 3D elements Social/mobile-first design
Portfolio and concept development How to develop a distinct
personal design style, and much more Plumb the depths of core
motion design fundamentals and harness the essential techniques of
this diverse and innovative medium. An accompanying Companion
Website (www.routledge.com/cw/shaw) features video tutorials, a
student showcase, and more.
This book offers a perspective into a phenomenon becoming more and
more common: AAA developers 'going indie'. Written through the
personal story of the author finding his way into the AAA games
space, only to retreat back to indie games and consulting work and
finding a new-old life making games for himself, and finding
fulfillment in doing so. It is both a word of warning to creatives
seeking a corporation and a call for disillusioned developers to
break free and do something wild, creative, and unexpected. It is
critical of common industry issues such as structural crunch,
health issues, work life balance, and more, but is also a personal
story of mismatched needs in doing creative work. Key Features
Under-explored viewpoint of the games industry, someone who worked
for years to 'break in', then worked for years to 'break out'.
Offers a unique look at making an indie game life both financially
and mentally feasible. Encourages developers sitting on the fence
to take the plunge.
A uniquely interdisciplinary look at storytelling in digital,
analogue, and hybridised contexts, this book traces different ways
stories are experienced in our contemporary mediascape. It uses an
engaging range of current examples to explore interactive and
immersive narratives. Critical Encounters with Immersive
Storytelling considers exciting new forms of storytelling that are
emerging in contemporary popular culture. Here, immersion is being
facilitated in a variety of ways and in a multitude of contexts,
from 3D cinema to street games, from immersive theatre plays to
built environments such as theme parks, as well as in a multitude
of digital formats. The book explores diverse modes and practices
of immersive storytelling, discussing what is gained and lost in
each of these 'genres'. Building on notions of experience and
immersion, it suggests a framework within which we might begin to
understand the quality of being immersed. It also explores the
practical and ethical aspects of this exciting and evolving
terrain. This accessible and lively study will be of great interest
to students and researchers of media studies, digital culture,
games studies, extended reality, experience design, and
storytelling.
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Next Generation Computer Animation Techniques
- Third International Workshop, AniNex 2017, Bournemouth, UK, June 22-23, 2017, Revised Selected Papers
(Paperback, 1st ed. 2017)
Jian Chang, Jianjun Zhang, Nadia Magnenat-Thalmann, Shi-Min Hu, Ruofeng Tong, …
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R2,216
Discovery Miles 22 160
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This book constitutes the thoroughly refereed post-conference
proceedings of the Third International Workshop on Next Generation
Computer Animation Techniques, AniNex 2017, held in Bournemouth,
UK, in June 2017. The workshop was held in conjunction with the
11th International Conference on E-Learning and Games, Edutainment
2017. The 17 full papers presented in this volume were carefully
reviewed and selected from 27 submissions. The papers are
structured according to the four main themes: simulation and
rendering for computer animation; character modeling and dynamics;
user centered design and modeling; computer animation systems and
virtual reality based applications.
The animation studio United Productions of America (UPA) was able
to challenge Disney supremacy in the 1950s entertainment market by
creating cutting-edge animated cartoons. UPA films express a
simplified audiovisual language consisting of stylized layout
designs, asymmetrical compositions, colors applied flatly and in
contrast with each other, limited animation and a minimalist use of
sound effects. UPA artists developed this innovative style by
assimilating those aesthetic features already expressed by Modern
painters, graphic designers and advertisers. This book considers
UPA films as Modern animations, because they synthesize a common
minimalist tendency that was occurring in US animation during the
1940s and 1950s. It examines the conditions under which UPA studio
flourished and the figure of its executive producer Stephen
Bosustow; the influence of Modernist stylistic features of
painting, graphic design and poster advertising on UPA animations;
and UPA animated cartoons as case studies of a simplified
audiovisual language that influenced 1950s-1960s international
productions. Key Features Looks at UPA's origins during the 1940s
and postwar American stage, and how this influences later Modern
movements and styles Learn about the production methods of UPA and
its lasting graphic contribution to animation history Discover how
UPA audiovisual styles were born from the assimilation of Modern
paintings, graphic art, and poster advertising Explores how UPA
influenced animation in other parts of the world, including
Romania, Russia, and Japan Highlights the impact UPA had on styles
with famous international legends like Dusan Vukotic, Fyodor
Khitruk, and Osamu Tezuka
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