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Books > Computing & IT > Applications of computing > Image processing > Computer animation
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
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.
Bring your artwork to life with the power of the FORCE! Watch, listen, and follow along as Mike Mattesi demonstrates the fundamental FORCE line and explains dynamic figure drawing techniques through 30 videos that are launched through the book's companion App. Packed with superb, powerfully drawn examples, the updated third edition of FORCE features an all-new section on the "FORCE blob," and dozens of fresh illustrations. Mike Mattesi's 10th anniversary edition of FORCE will teach readers how to put thought and imagination to paper. Whether you are an illustrator, animator, comic book artist, or student, you'll learn to use rhythm, shape, and line to bring out the life in any subject. The 10th Anniversary Edition contains numerous improvements. Around 30 videos are embedded within the book and accessible through the FORCE Drawing App. In the App, click on the image of the camera, point your mobile device's camera at the page with the symbol, and then finally tap the video card image floating above the drawing to launch the video. Then sit back and watch the video that shows me creating that drawing and discussing my process. Many new drawings can be found within this edition and the addition of color now further clarifies the theory of FORCE. Key Features The unique, dynamic learning system that has helped thousands of artists enhance their figure drawing abilities Dozens of updated illustrations and all-new content, exclusive to the 3rd edition Select pages can be scanned by your smartphone or other device to pull up bonus video content, enhancing the learning process Companion App: Nearly 50 videos are available on the free FORCE Drawing companion app that can be downloaded through Google Play or the Apple App Store
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.
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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