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

After Effects for Designers - Graphic and Interactive Design in Motion (Paperback): Chris Jackson After Effects for Designers - Graphic and Interactive Design in Motion (Paperback)
Chris Jackson
R1,422 Discovery Miles 14 220 Ships in 10 - 15 working days

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.

Producing New and Digital Media - Your Guide to Savvy Use of the Web (Paperback, 2nd edition): James Cohen, Thomas Kenny Producing New and Digital Media - Your Guide to Savvy Use of the Web (Paperback, 2nd edition)
James Cohen, Thomas Kenny
R1,248 Discovery Miles 12 480 Ships in 10 - 15 working days

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.

Animated Performance - Bringing Imaginary Animal, Human and Fantasy Characters to Life (Paperback): Nancy Beiman Animated Performance - Bringing Imaginary Animal, Human and Fantasy Characters to Life (Paperback)
Nancy Beiman
R1,053 Discovery Miles 10 530 Ships in 18 - 22 working days

Animated Performance shows how a character can seemingly 'come to life' when their movements reflect the emotional or narrative context of their situation: when they start to 'perform'. The many tips, examples and exercises from a veteran of the animation industry will help readers harness the flexibility of animation to portray a limitless variety of characters and ensure that no two performances are ever alike. More than 300 color illustrations demonstrate how animal and fantasy characters can live and move without losing their non-human qualities and interviews with Disney animators Art Babbitt, Frank Thomas, Ollie Johnston and Ellen Woodbury make this a unique insight into bringing a whole world of characters to life. New to the second edition: A new chapter with introductory exercises to introduce beginner animators to the the world of animated acting; dozens of new assignments and examples focusing on designing and animating fantasy and animal characters.

Foundation Flash CS4 for Designers (Paperback, 1st Corrected ed., Corr. 3rd printing): Tom Green, David Stiller Foundation Flash CS4 for Designers (Paperback, 1st Corrected ed., Corr. 3rd printing)
Tom Green, David Stiller
R1,081 R959 Discovery Miles 9 590 Save R122 (11%) Ships in 18 - 22 working days

If you're a Flash designer looking for a solid overview of Flash CS4, this book is for you. Through the use of solid and practical exercises, you will soon master the fundamentals of this fourth edition of the Adobe Flash authoring tool. Using a series of carefully developed tutorials, you will be led from basic Flash CS4 techniques to the point where you can create animations, MP3 players, and customized Flash video players in no time. Each chapter focuses on a major aspect of Flash, and then lets you take the reins in a "Your Turn" exercise to create something amazing with what you've learned.

This book focuses on the core skill set you need to feel at home with Flash CS4, and also introduces you to some of the biggest names in today's Flash community through interviews and actual "How To" examples, so you can learn from the masters. You will start by studying the Flash CS4 interface, and while you're at it, you'll be guided toward mastery of the fundamentals, such as movie clips, text, and graphics, which will lead you into some of the more fascinating aspects of Flash, including audio, video, animation, and 3D transformations.

By the time you finish, you will have created an MP3 player and a Flash video player, been introduced to the basics of ActionScript 3.0, learned how to combine Flash with XML, styled Flash text with CSS, created animated scenes, and worked your way through a host of additional projects. All of these exercises are designed to give you the knowledge necessary to master Flash CS4 from the ground up. If you're already a seasoned Flash designer, this book will get you up to speed with the fourth version in relatively short order.

This book covers all of the new Flash CS4 features, such as the new animation and 3D tools, the new Adobe Media Encoder, and a pair of the coolest new additions to the tools panel: a spray brush tool and a deco tool.

You can discover more about this book, download source code, and more at the book's companion website: www.foundationflashcs4.com.

The Moving Image Workshop - Introducing animation, motion graphics and visual effects in 45 practical projects (Paperback):... The Moving Image Workshop - Introducing animation, motion graphics and visual effects in 45 practical projects (Paperback)
Heather D. Freeman
R1,187 Discovery Miles 11 870 Ships in 10 - 15 working days

If you need a fun, hands-on introduction to core animation techniques - then look no further! Heather Freeman guides you through a wide range of practical projects, helping you establish and build skills in narrative animation, motion graphics and visual effects. Each chapter begins by summarizing historical and theoretical concerns and connecting them with current practice and applications - all beautifully illustrated with stills from classic commercial and independent films, as well as contemporary examples from student work. Having established this context, the remainder of the chapter focuses on walking readers through their own creative projects. Topics covered include early animation technologies and techniques, scenes and staging, character animation, animated type, visual effects and motion graphics, pre- through post-production and experimental approaches to motion graphics. Dozens of sample files are available online, for experimentation and to get readers started on each exercise. The companion website also includes example animations as well as links to recommended software tutorials, recommended artist websites, blogs and animation channels.

Foundation Flash Catalyst (Paperback, 1st ed.): Greg Goralski, Lord Alex Leon Foundation Flash Catalyst (Paperback, 1st ed.)
Greg Goralski, Lord Alex Leon
R895 R774 Discovery Miles 7 740 Save R121 (14%) Ships in 18 - 22 working days

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

The Amazing Maurice: The Art of the Film (Hardcover): Ramin Zahed The Amazing Maurice: The Art of the Film (Hardcover)
Ramin Zahed
R1,059 R895 Discovery Miles 8 950 Save R164 (15%) Ships in 9 - 17 working days

The official art book for the animated movie The Amazing Maurice, based on the Carnegie Medal-winning Discworld novel by Terry Pratchett Maurice is a streetwise talking tomcat who comes up with a money-making scam by befriending a group of talking rats and finding a dumb-looking kid who plays a pipe. When Maurice and company reach the stricken town of Bad Blintz, they meet a bookworm called Malicia and their scheme soon goes down the drain. The Art of the Film is a coffee table hardback celebration of the creative process of bringing The Amazing Maurice to life, including exclusive concept designs, character sketches, storyboards and production art, alongside insight from the artists, filmmakers and directors.

Character Animation Fundamentals - Developing Skills for 2D and 3D Character Animation (Paperback): Steve Roberts Character Animation Fundamentals - Developing Skills for 2D and 3D Character Animation (Paperback)
Steve Roberts
R1,333 R1,180 Discovery Miles 11 800 Save R153 (11%) Ships in 18 - 22 working days

Expand your animation toolkit and remain competitive in the industry with this leading resource for 2D and 3D character animation techniques. Apply the industry's best practices to your own workflows and develop 2D, 3D and hybrid characters with ease. With side by side comparisons of 2D and 3D character design, improve your character animation and master traditional principles and processes including weight and balance, timing and walks. Develop characters inspired by humans, birds, fish, snakes and four legged animals. Breathe life into your character and develop a characters personality with chapters on acting, voice-synching and facial expressions. Expertly integrate core animation techniques with your software of choice featuring step-by-step tutorials, highlighting 3ds Max, Maya and Blender workflows. Adapt the tips, tricks and techniques for unique projects like character design for rotoscoping and motion capture. Advance beyond the fundamentals of 2D and 3D character animation with the companion website which includes short demonstration movies, 2D and 3D exercises and fully rigged character models.

Flash Builder and Flash Catalyst - The New Workflow (Paperback, 1st ed.): Steven Peeters Flash Builder and Flash Catalyst - The New Workflow (Paperback, 1st ed.)
Steven Peeters
R1,028 R881 Discovery Miles 8 810 Save R147 (14%) Ships in 18 - 22 working days

The Flash Platform is changing. Flash Builder and Flash Catalyst have brought a new separation of design and coding to web development that enables a much more efficient and streamlined workflow. For designers and developers used to the close confines of Flash, this is a hugely liberating, but at first alien concept. This book teaches the new workflow for the Flash platform. It gives an overview of the technologies involved and provides you with real-world project examples and best-practice guidelines to get from design to implementation with the tools at hand.Includes many examples Focuses on real-world situations Covers designer and developer workflow What you'll learn Use the new workflow from design to implementation. Learn best practices for Flex development. Determine the right tools for the job. Gain basic knowledge of Flash Catalyst. Gain basic knowledge of Flash Builder 4. Who this book is for

This book is intended for people that want to understand how design and development are brought closer together with Flash Catalyst and Flash Builder 4. Although it can be quite helpful to already have some basic knowledge of Flex, the book will provide you with an overview of the main features and lots of coding examples that are explained in detail. Table of Contents Flex and AIR: Taking RIAs to the Next Level Flex 4 SDK: Overview of the New Features Flash Builder 4: The programming environment Flash Catalyst: bridging the gap Choosing the Best Workflow Case Study: An E-Commerce Site Managing RIA Projects Frameworks Best Practices

How to Cheat in Adobe Flash CC - The Art of Design and Animation (Paperback): Chris Georgenes How to Cheat in Adobe Flash CC - The Art of Design and Animation (Paperback)
Chris Georgenes; Series edited by Steve Caplin
R1,628 Discovery Miles 16 280 Ships in 10 - 15 working days

Whether you are creating an animated short, catchy and fun mobile game, or an innovative application, save time and money with expert cheats by renowned Flash Expert, Chris Georgenes with all new content for the Adobe Flash Creative Cloud revision. Solve problems quickly and develop creative projects, practical applications, and step-by-step tutorials. Chris Georgenes shows you how to work from the problem to the solution - from the viewpoint of an animator who has been commissioned to create a job and is working on a deadline and to a budget. Many of these walkthroughs are real-world client projects, with the source files supplied for you to open and explore. With these real-life professional projects you'll discover how to: center your stage, utilize the retina display support, navigate the new UI, learn how to develop interactive content, and how to use the Adobe Creative Cloud to your advantage. Put the Adobe Flash CC cheats to the test with the downloadable Flash source files, examples and video tutorials, and a creative commons game, developed with Adobe, to demonstrate the new functionality of CC!

The VES Handbook of Visual Effects - Industry Standard VFX Practices and Procedures (Paperback, 3rd Edition): Jeffrey Okun, VES The VES Handbook of Visual Effects - Industry Standard VFX Practices and Procedures (Paperback, 3rd Edition)
Jeffrey Okun, VES; VES, Jeffrey A. Okun, VES, Susan Zwerman; Edited by Susan Zwerman, VES
R1,985 R1,822 Discovery Miles 18 220 Save R163 (8%) Ships with 15 working days

The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects. The Visual Effects Society (VES) tasked the original authors to update their areas of expertise, such as AR/VR Moviemaking, Color Management, Cameras, VFX Editorial, Stereoscopic and the Digital Intermediate, as well as provide detailed chapters on interactive games and full animation. Additionally, 56 contributors share their best methods, tips, tricks, and shortcuts developed through decades of trial and error and real-world, hands-on experience.

This third edition has been expanded to feature lessons on 2.5D/3D Compositing; 3D Scanning; Digital Cinematography; Editorial Workflow in Animated and Visual Effects Features; Gaming updates; General Geometry Instancing; Lens Mapping for VFX; Native Stereo; Real-Time VFX and Camera Tracking; Shot/Element Pulls and Delivery to VFX; Techvis; VFX Elements and Stereo; Virtual Production; and VR/AR (Virtual Reality

Augmented Reality).

A must-have for anyone working in or aspiring to work in visual effects, The VES Handbook of Visual Effects, Third Edition covers essential techniques and solutions for all VFX artists, producers, and supervisors, from pre-production to digital character creation, compositing of both live-action and CG elements, photorealistic techniques, and much more. With subjects and techniques clearly and definitively presented in beautiful four-color, this handbook is a vital resource for any serious VFX artist.

Table of Contents

Coming Soon …

Chapter 1: Introduction

First, Some Ground Rules

Now, the Introduction

Why Use Visual Effects

Chapter 2: Pre-Production /Preparation

Overview

Breaking Down a Script – Budgeting

Ballpark Budget

More Detailed Budgets

Bidding

Plate Photography

Temp Screenings

Reviewing Bids

Contracts

Rebidding during Shooting

Rebidding in Post

Monitoring the Budget and Schedule

Keeping the Budget Down

Working with the Director and Producer

Demo Reel

The Meeting

Moving Forward

Production Departments

Production Design

Camera

Working with the Cinematographer

Special Effects

Stunts

Wardrobe

Makeup

Production

Visual Effects

Editorial

Locations

Production Meeting

Designing Visual Effects Shots

Guidelines for Directors

Storyboards

Previs

Objective of the Shot

Concept Art

Continuity

Photorealism

Original Concepts

Budget

Reality and Magic

Camera Angles

Framing

Scale

Detail

Speed

Scaled Images

Depth of Field

Sequence of Shots

Camera Motion

Less Is More

Action Pacing

CG Characters

Creatures and Character Design

Powers of 10 Shots

Visual Effects Techniques

Technique Considerations

Additional Suggestions for Determining Techniques

Development of Previs Techniques

History and Background

What is Previs and Other Forms of Visualization?

What is Previs?

Different Types of Visualization and When to Use Them

Visualization: The New Essential

The Application of Previs: Who Benefits and How?

The Benefits of Previs

Project Types

Post-Visualization

What is Post-Visualization?

Why Use Postvis?

Who Does Postvis?

Cautions and Suggestions for Good Practice

The Perils of Previs!

Passing the Work On

The Role of the VFX Supervisor in Previs

Previs: Advanced Techniques

Visualization Usefulness

VR as a Tool

Visualization in Engine

Render in Engine

Visualization in Real Time

AR as a Tool

Camera Angle Projection

Introduction

Drawing What the Lens Sees

Techvis

What Is Techvis?

Who is Techvis for?

Virtual Production

What is Virtual Production?

How is Virtual Production Used?

Chapter 3: Acquisition

Shooting

Working on Set

Common Types of Special Effects

What are Special Effects?

A Brief History of Special Effects

The Special Effects Coordinator

Working with the Visual Effects

Visual Effects in Service to SFX

Special Effects Design and Planning

Storyboards and Previs

The Elements: Rain, Wind, and Snow and Ice

Smoke, Fire, and Pyrotechnics

Mechanical Effects

Flying Wire Rigs and Stunts

Safety

Greenscreen and Bluescreen Photograph

Best Practices and Otherwise

Overview

Function of the Backing

Negative Scanning and Digital Conversion

Backing Uniformity and Screen Correction

The Alpha Channel

The Processed Foreground

The Composite

Recommended Specifications and Practices

How to Expose a Green Screen Shot, and Why

Setting Screen Brightness

Choosing the Backing Color

Floor Shots, Virtual Sets

Foreground Lighting

Controlling Spill Light

Lighting Virtual Sets

Tracking Markers

On-Set Preview

Cameras for Blue Screen or Green Screen Photography

Underwater Photography

On-Set Data Acquisition

Camera Report

Tracking Markers

Props for the Actors

Cyberscanning

Digital Photos

Lidar/Laser Scanning

Lens Distortion Charts

HDRI and Chrome Balls

Lidar Scanning and Acquisition

On-Set 3D Scanning Systems

Types of Technology

Lidar

Photogrammetry

Prop Scanners

Lighting Data

Gathering Lighting Data

Beware of False Savings!

Using Conventional Still Cameras

Reference Shooting Considerations

Clean Plates

Shooting the Clean Plate

Locked-Off Camera

Moving Camera

Other Issues

Post-Process

Alternates without Clean Plates

Other Uses for Clean Plates

Monster Sticks

On-Set Animation Capture: Witness Cam (IBMC)

Wireless Non-Video Motion Capture

Factors Affecting Witness Cameras

Dealing with the Data in Post-Production

Camera Tracking for Real-Time Visualization

Camera Tracking Pre-Production

The Camera Department

Prior to Shooting

Current Tracking Systems in Use

Triangulation As a Method of Recording Camera Data

Camera/Subject Positional Information

Basics: The Toolkit

Basics: Nodal Point

Photographic Reference

How to Proceed

Shooting Video as a Reference

Rules, Setup, and Testing

Do a Complete Test Shot!

Why Run Through Example or Test Shots?

Digital Cinematography

Digital Definitions

High Dynamic Range (HDR)

Lens Metadata

Look Management

The Recording System

Lens Mapping for VFX

VFX Photography

The Camera Array

Designing an Array Shot

Technicians

Shoot Day

Special Techniques

Post

The Future

Filming Live-Action Plates to be Used in VFX

Camera Position (Station Point)

Angle of View

Lighting Considerations

Camera Tilt

Background Quality

Moving Plates

Scouting the Camera Positions

A Case Study

Camera Cars

Camera Car Safety Issues

Purpose-Built Crane Cars

Vibration and Camera Stabilization

Road Speed

Precautions

Panoramic Rigs

On the Water

Air to Air

Cable Systems

Shooting Elements for Compositing

What Is an Element?

Stock Footage

Types of Elements

Generic versus Shot-Specific Elements

Determining Element Needs

Cheating

Backgrounds

Black Backgrounds

Line-Up

Camera Format Considerations

Assorted Methods for Shooting Elements

High-Speed Photography and Filming Elements

Cameras

Technicians

Director of Photography

Lighting

Application

Locking Down the Camera

Video Assist

Post

Supervising Motion Control

What is Motion Control?

Performance Choreography

Multiple-Pass Photography

Scaling

Import and Export of Camera Move Data

The Data

Types of Motion Control Systems

Motion Control Software

Camera Types

Sync and Phase

Dealing with Production

Acquisition of Motion

Still Photographic Textures for Mapping onto CG

Panoramic Backgrounds

Tiled Stills

Motion Tiling and Synchronous Plates

Practical Considerations

Stills for Textures and Lighting

Stop-Motion

Evolution of Stop-Motion Photography

The Time Required to Shoot in Stop-Motion

Preparation before Shooting

Setting up a Shooting Space for Stop-Motion

Use of Motion Control in Stop-Motion

Useful Caveats

Evolution of a Shot

Use of Stop-Motion in Visual Effects

Chapter 4: Performance and Motion Capture

What is Motion Capture?

Is Motion Capture Right for a Project?

The Mocap Look

Technical Specifications

Entry Point

Budget

Which Technology is Right for a Project?

Gauging a Project’s Needs and Constraints

Passive Retroreflective Optical

Active Optical

Inertial

Structured Light

Dense Stereo Reconstruction

Bend Sensors

Preparing for Motion Capture

Actors

Motion Capture Suits

Marker Placement – Body

Marker Placement – Face

Rigging for Motion Capture

Shot List

Technology Considerations

Hardware

The Strobe

Markers

Lenses

Filter

Image Sensor

Onboard Processor

Inputs/Outputs

Setup

Software

Acquisition

Calibration

Post-Processing

Reconstruction

Labeling

Gap Filling

Cleaning

Solving Motion Capture

Facial Motion Capture

Facial Actor Survey

Actor Survey – Hardware

Reference Data

Statistical Data

Facial Rigging

Facial Acquisition

Audio

Facial Motion Capture Solving

Real-Time Motion Capture

Real-Time Uses

Real-Time Limitations

Alternate Technologies

Motion Capture Resources

Virtual Production

World Building

Previsualization

On-Set Visualization

Virtual Cinematography

Chapter 5: Stereoscopic 3D

How 3D Works

Accommodation and Convergence

Interaxial Separation

Toe-in Versus Horizontal Image Translation

Parallax or Depth Budget

Positive and Negative Parallax

Floating Windows

Fix It in Post

Stereoscopic Design

The Emerging Grammar of 3D

Creative Use of Depth

Previsualization

Avoiding Painful 3D

The Aesthetic of Scale

Cutting for 3D

Designing for Multiple Release Formats

Immersion-Based versus Convergence-Based Stereo

Native Stereo

Pre-Production

On-Set

Stereography in the Visual Effects Process

Stereography for Finishing

HFR as a Solution for Better 3D Movies

VFX Elements and Stereo

Introduction – How VFX Elements are Used

Native Stereo Content

Mono Capture – Packaged Script and Element Deliveries

Mono Capture – Hybrid Approach for Stereo Delivery

Mono Capture – Full CG Approach for Stereo Delivery

Creating Depth – Layout and Stereography

Stereo Camera – Depth Wedges

Stereo Compositing

Requesting a Full CG Stereo Render Mid-Production

VFX Production Tasks

2D to 3D Conversion

Depth Creation Preparation

Visual Analysis of 2D Depth Cues

Pre-Production and Previs for Conversion

Source and Target Perspective

Shared Shots/Shared Workflows

Main Stages of 2D-to-3D Conversion

Major 2D-to-3D Conversion Workflows

Special Cases

Re-projection Mapping Workflow

Pixel Displacement or Pixel Shifting

Other 2D-to-3D Conversion Workflows

Is "Real" Always Right?

2D-to-3D Conversion Management

Stereoscopic Visual Effects

Prepping for the Third Dimension

Shooting the Third Dimension

Visual Effects in the Third Dimension

Photographed Elements

Accuracy and Attention to Detail

Artistic Skill Level

Data Management

Stereoscopic Digital Intermediate Workflow

Stereoscopic 3D Process Milestone

Viewing 3D Dailies

Projection Screens for Stereoscopic Viewing

3D Editorial Processes

Data Workflow

Applying the 3D Grade

3D Stereo Deliverables

3D Home Video Deliverables

Stereoscopic Window

The Stereoscopic Window

Placement of the Window in Relation to the 3D Scene

Window Violations

Window Placement Logic

How to Create a Stereoscopic Window

Producing Movies in Three Dimensions

Development – Getting the Green Light

Production – What to Look Out For

Chapter 6: Post-Production

Image Manipulation

Resolution and Image Format Considerations

Formats

Transport

Resolution

Academy Color Encoding System (ACES)

ACES Components

ACES Benefits

ACES Color Space Encoding

Viewing ACES

Preparations for Using ACES

Image Compression/File Formats for Post Production

Image Encoding

Still Image Compression

Other Lossless Compression Methods

File Formats

Color Management

The Three Guidelines

Digital Color Image Encodings and Digital Cameras

Color Management at the Desktop

Bringing Color Management to Film Workflows

Digital Intermediate

Shot Element Pulls and Delivery to VFX

Introduction

The Lab

"Production" Is to "Lab" as …

The Merge

The Handoff

VFX Editorial

The Select

The Pull

VFX Editorial

Editing within a Shot: The Art of Precompositing (Precomp)

How It Came to Be

Modern Day Tracking and Disseminating of Information

As the Shot Changes

Wrapping It Up

Editorial Workflow in Feature Animation

Introduction

Editorial Crew Staffing and Structure

Editorial Involvement with Feature Animation Production Stages

Communication with Artists

Starting

Working with Teams

Working Globally

Reference and Perspective

Shot Production

Communicating with Artists in Other Departments

Completion

Compositing of Live-Action Elements

Modern Digital Compositing

Scene Tracking

Rotoscoping and Paint

Rotoscoping

Digital Painting and Plate Reconstruction

Matte Paintings/Creative Environments

Matte Paintings: Art of the Digital Realm

What Is a Matte Painting?

Matte Painting Pioneers and History

Visualizing the Matte Painting Shot in Pre-Production

On-Set Supervision for Matte Painting Shots

Basic Skills and Tricks of the Trade

Miniatures and Computer-Generated Sets

Finding the Best Frame

Re-Projected Photo Survey

The Need for Creative Compositing

3D Matte Painting

Chapter 7: Digital Element Creation

Digital Modeling

Overview: The Importance of Modeling

Types of Modeling

Model Data Types

Development of Models

Modeling for a Production Pipeline

Engineering Aspects for Polygons

Engineering Aspects for NURBS

Rigging and Animation Rigging

Rigging: What is It?

Animation Rigging

Deformation Rigging

Texturing And Surfacing

The Importance of Texture Painting

Hard Surface Models

Creature Models

Types of Geometry: Their Problems and Benefits

Prepping the Model to Be Painted

Texture Creation

Various Other Map-Driven Effects

Texture Painting in Production

Model Editing

Digital Hair

Fur

Hair Generation Process

General Issues and Solutions

Digital Feathers

Morphology of Real Feathers

Modeling Digital Feathers

Similarities between Hair and Feathers

Differences between Hair and Feathers

General Geometry Instancing

Asset Creation

World Building

Shot Considerations

Dynamics and Simulation

How is a Simulation Created?

When is Simulation Appropriate?

Tricks and Cheats

Important Considerations

Planning and Preparation

Software Solutions: A Broad Overview of Current Options

Particles

What are Particle Systems?

The Next Step

The Birth of Particles

Creating Effects

Rigid-Body Dynamics

How Rigid-Body Dynamics are Created

Potential Problems

Other Issues

Tricks for Getting It Done

Digital Lighting

Light in Reality and in Computer Graphics

Case Study of Reality Compared with Simple CG Simulation

Visual Sophistication through Texture Mapping

Physically Derived Shading Models

Beneath the Surface

Goals of Lighting in Visual Effects

Work Flow for Successful Creative Digital Lighting

The Technologies of Lights in Computer Graphics

Direct Lighting: Source to Surface to Camera

Reflections

Photographed Reflections

Shadows

Image-Based Lighting

Rendering Occlusion

Ambient Occlusion

Reflection Occlusion

Creating Light Sources from Environment Maps

Physically Based Rendering

Physically Plausible Rendering

Volumetric Lighting Effects

Shader Basics

What are Shaders?

Shading Models

Bump and Displacement

Map-Based Shaders

Procedural Shaders

Shader Design

Anti-aliasing Considerations

2D Compositing

2D File Formats

Image Quality: Color Bit Depth and Concatenation

Log vs. Linear

Low Dynamic Range and High Dynamic Range Images

Mattes and Pre-Multiplied Alpha

Working with Rendered CG Elements

Integration Techniques

2D Compositing

Z-Depth Compositing

Adding Depth of Field

Adding Motion Blur

Relighting

3D Compositing

Working with 3D Data in a Compositor

Pan and Tile

Camera Projections

Set Extensions

Coverage Mapping

3D Mattes

3D Retouch and Cleanup

Adjusting Camera Moves

Particles

Deep Compositing

Crowd Generation and Simulation Techniques

Live-Action Replication

Sprites

Computer-Generated Crowds

Modeling for Replication

Variation

Mesh Density

Animation Cycles for Replication

Motion Capture

Keyframe Animation

Dynamic Motion Synthesis

Behaviors and Crowd Control

CG Prosthetics and Actor Enhancements

On-Set Tracking and Capture Considerations

Eye Enhancements

3D Techniques

2D Techniques

2D Techniques

Silhouette Changes

Re-Projection

3D Products, Systems, and Software

Digital Element Creation Process

3D Graphics Software

3D Tracking

Special Effects

Rendering

Texturing

Chapter 8: Interactive Games

Overview

How the Gaming Industry and Film/TV Industries are different

Game Engines and Real-Time Rendering

Runtime Component

Disciplines and Job Titles

Game Design

Engineering

Production

Test

Art

The Art Director

Concept Art

Environment Artists

Texture Artist

Characters

Hard Modeling

Props

Lighting

Baked vs. Dynamic Lighting

Shadows

Effects

System Effects

Environmental FX

Breakables

Destruction

Tech Artist

Animation

UI

Real Time Shaders and Materials

Pre-Rendered Cinematics vs. Real Time Visuals

Optimization and Runtime Budgets

Performance Analysis and Profiling

CPU vs. GPU bound

Technical Terminology

User Calibration

Latency

"Game Mode" on Televisions

HDR10

PBR – Physically Based Rendering

FBX

Mip Mapping

Filtering

Texel

Screen Space Ambient Occlusion

Level of Detail

Vertex Shaders and Fragment Shaders

AR/VR

Future of Gaming

On-Demand Rendering, Cloud Distribution and Ray Tracing

Chapter 9: Complete Animation

What Is An Animation Project?

Full Animation versus Visual Effects

Difference Between Visual Effects and Animation

Production Pipelines

Production

A Survey and History of Animation Techniques

Traditional Animation

Stop-Motion

Computer Graphic Technology

Considerations for a Full CG-Animated Feature Pipeline

CG Feature Animation Pipeline

Managing an Animated Film

Film Management and Personal Style

Building Brain Trusts

Building the Core Creative Team

Writing and Visual Development

Working with a Studio

Facilities and Environment

Managing the Event

The Production Process: An Animator’s Perspective

Working on CG-Animated Content in Live-Action Features

Planning the Process

Production

Character and Environment Interaction

Chapter 10: General Workflow Considerations

Virtual Studio Technology

Analysis of A Production Workflow

From Workflow to Pipeline

Service Bureau versus In-House Requirements

Design of a Production Workflow

From Analysis to Design

Deploying a Production Workflow

From Design to Implementation

Infrastructure

Tracking Assets

What is Task and Asset Tracking?

Commercial Task and Asset Tracking Systems

Building Task and Asset Tracking Systems

Scene Assembly

3D Scene Assembly

2D Scene Assembly (Compositing)

Working Across Multiple Facilities

Images

Models

Texturing

Animation

Compositing

R&D

Chapter 11: VR 

AR (Virtual

Augmented Reality)

A Note from the Editors

Prelude to Virtual Reality & Augmented Reality

Pre-Production for VR/AR

Production for VR/AR

Post-Production for VR/AR

Editorial Post-Production for VR/AR

How to Direct the Viewer?

The Post-Process

Nonlinear Editorial, Timelines and Edits

World Lock and Forced Perspective

Types of Head-Mounted and Handheld Displays

What are the HMD and the "VR Presence"?

Electronical Designs of HMDs and their Respective Performances

Optical Designs of HMDs and their Respective Usages

Image Quality Factors in VR HMD Displays

Hemispheres and Domes

Game Mechanics Are What it is All About

Overcoming Doubt and Preconceived Notions

Dome Projections

The Future of Domes

VR/AR Tracking Displays

Uses of VR

Enterprise

Narrative Storytelling

Future of VR and AR

This is Just the Beginning

Acknowledgments

Appendix A: Charts and Formulas

Appendix B: Credits

Titles to Be Submitted in Accordance with VES Guidelines

Appendix C: Glossary

Index

Adobe Animate CC Classroom in a Book (2017 release) (Paperback): Russell Chun Adobe Animate CC Classroom in a Book (2017 release) (Paperback)
Russell Chun
R1,264 R259 Discovery Miles 2 590 Save R1,005 (80%) Ships in 9 - 17 working days

Creative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Animate choose Adobe Animate CC Classroom in a Book (2017 release) from Adobe Press. The 10 project-based lessons in this book show users step-by-step the key techniques for working in Animate. Adobe Animate CC provides more expressive tools, powerful controls for animation, and robust support for playback across a wide variety of platforms. Learn how to use and create vector-based brushes for painterly effects. Gain more advanced control over complex animations with the new Camera tool, and learn to focus the action on different parts of the Stage. Support for SVG, WebGL, HTML5 animation and video, and seamless collaboration with other designers and with other Adobe applications through Creative Cloud libraries make Adobe Animate the ideal development environment for creative animation and multimedia. The online companion files include all the necessary assets for readers to complete the projects featured in each chapter as well as ebook updates when Adobe releases new features for Creative Cloud customers. All buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and interactive multiple-choice quizzes. As always with the Classroom in a Book, Instructor Notes are available for teachers to download.

The Art of Incredibles 2 (Hardcover): Karen Paik The Art of Incredibles 2 (Hardcover)
Karen Paik; Foreword by John Lasseter; Introduction by Brad Bird; Notes by Brad Bird 1
R899 R770 Discovery Miles 7 700 Save R129 (14%) Ships in 9 - 17 working days

From Pixar's upcoming film Incredibles 2, this making-of book is a dive back into the beloved world of the Incredibles. The Art of Incredibles 2 explores Pixar's highly anticipated sequel through colorful artwork, energetic character sketches, intriguing storyboards, and spellbinding colorscripts. Featuring gorgeous production art and interesting details from the production team about the making of the film, The Art of Incredibles 2 overflows with insights into the artistic process behind Pixar's engaging creative vision. Copyright (c)2018 Disney Enterprises, Inc. and Pixar. All rights reserved.

Realizing 3D Animation in Blender - The fundamentals of 3D animation in Blender, from keyframing to advanced motion... Realizing 3D Animation in Blender - The fundamentals of 3D animation in Blender, from keyframing to advanced motion (Paperback)
Sam Brubaker
R1,123 Discovery Miles 11 230 Ships in 18 - 22 working days

Learn how to animate using the world's most advanced free software for 3D content creation Key Features * Master the essentials of 3D animation with enjoyable step-by-step exercises * Get inspired by expert techniques used by professional Blender animators * Learn unique Blender insights and secrets that you won't find in its documentation Book Description Blender's supportive community and powerful feature set make it an indispensable tool for creating 3D animations. Completely free and open source, Blender holds its own against other 3D applications that cost hundreds, even thousands of dollars. However, learning the software can be a challenge as Blender is known for its complex interface, and animation is not an easy subject to begin with.! If you want to get into 3D animation but don't know where to begin, Realizing 3D Animation in Blender will help you overcome these challenges by taking a practical approach to demystifying both the theories of 3D animation and the many animation workflows specific to Blender. With detailed explanations of exercises and a sharp focus on the animation process, this book will help you learn everything you need to set out on your path to becoming a 3D animator. It's much more than just an introduction. The book covers complex concepts in an easy-to-follow manner, and shows you how to avoid common errors that novice animators are prone to making. By the end of this Blender 3D animation book, you'll have gained the knowledge, experience, and inspiration to start creating impressive 3D animations on your own. What you will learn * Become well-versed with the simple rules of keyframing and interpolation * Understand the function and behavior of Blender's animation curves * Set up object relationships * Pose an advanced character rig * Bring a character to life with Blender 3D character animation * Explore advanced features such as physics simulation * Get to grips with Blender's mysterious non-linear animation tool * Render animations the professional way Who This Book Is For This book guides you in working with Blender's latest animation tools from the ground up. If you have a background in art or animation in other software, this book will help you transition to Blender. You'll find this book useful even if you are new to 3D art. No prior art skills or experience with Blender are necessary to get started.

Real-Time Rendering, Fourth Edition (Hardcover, 4th edition): Eric Haines, Naty Hoffman, Tomas Akenine-Moller Real-Time Rendering, Fourth Edition (Hardcover, 4th edition)
Eric Haines, Naty Hoffman, Tomas Akenine-Moller
R2,847 Discovery Miles 28 470 Ships in 10 - 15 working days

Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment. Reviews "This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." - Alex Vlachos, Valve "Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" - Chris Wyman, Principal Research Scientist, NVIDIA "Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." - Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation "I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." - Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights "Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!" - Aras Pranckevicius, Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars (TM) short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.

Creating Flash Widgets with Flash CS4 and ActionScript 3.0 (Paperback, 1st ed.): John Arana Creating Flash Widgets with Flash CS4 and ActionScript 3.0 (Paperback, 1st ed.)
John Arana
R728 Discovery Miles 7 280 Ships in 18 - 22 working days

Creating Flash Widgets with Flash CS4 and ActionScript 3.0 is an introduction to developing widgets for the Internet using the features of Flash CS4 and ActionScript 3.0. Many social-networking sites, blogs, and personal home pages have adopted the use of widgets and Flash developers can create and distribute their own widgets for others to use. A step-by-step example demonstrates how to design and develop your own Flash widgets and integrate them with XML. In addition, publishing, promoting, and capitalizing on your Flash widgets is discussed. What you'll learn Using the tools in Flash CS4 Basic differences of ActionScript 3.0 Designing and developing widgets Utilizing XML with widgets Publishing widgets to the Internet Promoting and capitalizing on widgets Who this book is for

Creating Flash Widgets with Flash CS4 and ActionScript 3.0 targets novice to intermediate Flash designers/developers interested in learning how to create and publish widgets for the Internet. Table of Contents Introducing Flash Widgets Migrating to Flash CS4 and ActionScript 3.0 Developing Your First Widget Taking Flash Widgets to the Next Level Publishing, Promoting, and Capitalizing on Your Widgets

YOUTUBE Channel Success Secrets For Beginners 2020 - The Ultimate Secrets to Building a Channel, Increase Views, Grow Your... YOUTUBE Channel Success Secrets For Beginners 2020 - The Ultimate Secrets to Building a Channel, Increase Views, Grow Your Following and Make Passive Income on Youtube as a Video Influencer (Paperback)
Anthony Henderson
R281 Discovery Miles 2 810 Ships in 18 - 22 working days
Destination Animation - How smart marketeers convey complex messages memorably (Paperback): Christine Mackay Destination Animation - How smart marketeers convey complex messages memorably (Paperback)
Christine Mackay
R577 Discovery Miles 5 770 Ships in 18 - 22 working days
Building Science Graphics - An Illustrated Guide to Communicating Science through Diagrams and Visualizations (Paperback): Jen... Building Science Graphics - An Illustrated Guide to Communicating Science through Diagrams and Visualizations (Paperback)
Jen Christiansen
R1,408 R1,317 Discovery Miles 13 170 Save R91 (6%) Ships in 10 - 15 working days

Building Science Graphics: An illustrated guide to communicating science through diagrams and visualizations is a practical guide for anyone-regardless of previous design experience and preferred drawing tools-interested in creating science-centric illustrated explanatory diagrams. Starting with a clear introduction to the concept of information graphics and their role in contemporary science communication, it then outlines a process for creating graphics using evidence-based design strategies. The heart of the book is composed of two step-by-step graphical worksheets, designed to help jump-start any new project. This is both a textbook and a practical reference for anyone that needs to convey scientific information in an illustrated form for articles, poster presentations, slide shows, press releases, blog posts, social media posts and beyond.

Real-Time Animation with Adobe Character Animator - Animate characters in real time with webcam, microphone, and custom actions... Real-Time Animation with Adobe Character Animator - Animate characters in real time with webcam, microphone, and custom actions (Paperback)
Chad Troftgruben
R1,525 Discovery Miles 15 250 Ships in 18 - 22 working days

Build real-time animations without expensive equipment using this quick how-to guide printed in full-color Key Features Get the hang of enhancing and polishing character rigs Create quick and effective animations for business or entertainment without having to delve into all the intricacies of the craft Create triggers to customize your animated experience Book DescriptionAdobe Character Animator is a power app for non-animators that provides easy rigging and easy-to- understand tools that enable you to create entertainment or business videos in no time. This guide to Character Animator gives you a comprehensive overview of the app, helping you learn the entire process-from importing a character designed in Adobe Photoshop to animating a sequence. Complete with background art, multiple character rigs and Character Animator project files, this book will show you how to animate a scene in Character Animator from start to finish. Starting with a character PSD from another artist, you'll organize and condense the file to prepare it for rigging and animation. From there, you'll systematically rig the character while exploring advanced behaviors and triggers to animate a complex scene that takes advantage of the app's best features. By the end of this book, you'll be able to create appealing animations in Character Animator for any purpose. What you will learn Assemble rigs in Photoshop for Character Animator Add tags, handles, draggable limbs, swap sets, and physics effects Use a webcam and microphone for lip-syncing, head turns, and other real-time actions Work with multiple characters, scene layers, and audio files Add loopable motions such as walk cycles Record a short animation for export Who this book is forIf you are a beginner in animation and looking to get up and running quickly by creating your own animated scenes, this is the book for you. With just basic computer knowledge and a webcam and microphone connected, you'll be able to follow along effectively. Although not a prerequisite, knowing the principles of animation or having any history with other animation software will be helpful.

Spaces Mapped and Monstrous - Digital 3D Cinema and Visual Culture (Hardcover): Nick Jones Spaces Mapped and Monstrous - Digital 3D Cinema and Visual Culture (Hardcover)
Nick Jones
R3,691 Discovery Miles 36 910 Ships in 18 - 22 working days

Digital 3D has become a core feature of the twenty-first-century visual landscape. Yet 3D cinema is a contradictory media form: producing spaces that are highly regimented and exhaustively detailed, it simultaneously relies upon distortions of vision and space that are inherently strange. Spaces Mapped and Monstrous explores the paradoxical nature of 3D cinema to offer a critical analysis of an inescapable part of contemporary culture. Considering 3D's distinctive visual qualities and its connections to wider digital systems, Nick Jones situates the production and exhibition of 3D cinema within a web of aesthetic, technological, and historical contexts. He examines 3D's relationship with computer interfaces, virtual reality, and digital networks as well as tracing its lineage to predigital models of visual organization. Jones emphasizes that 3D is not only a technology used in films but also a tool for producing, controlling, and distorting space within systems of surveillance, corporatization, and militarization. The book features detailed analysis of a wide range of films-including Avatar (2009), Goodbye to Language (2014), Love (2015), and Clash of the Titans (2010)-demonstrating that 3D is not merely an augmentation of 2D cinema but that it has its own unique properties. Spaces Mapped and Monstrous brings together media archaeology, digital theory, and textual analysis to provide a new account of the importance of 3D to visual culture today.

On the Evolution of Media - Understanding Media Change (Hardcover): Carlos A Scolari On the Evolution of Media - Understanding Media Change (Hardcover)
Carlos A Scolari
R4,223 R3,600 Discovery Miles 36 000 Save R623 (15%) Ships in 9 - 17 working days

This book describes the lifecycle of media in the context of the media ecology, presenting a general theoretical framework and a series of methodological procedures to support the construction of an eco-evolutionary approach to media change. Focusing on a series of processes - emergence, competition, dominance, hybridization, adaptation, extinction - this book goes beyond a chronological approach to propose a reticulated and multi-layered conception of media evolution. If media evolution is a network, what are the relationships between "media species" like? What happens when a new media emerges into the media ecology? How do new media influence the old ones? Can media become extinct? How do media adapt when the social and economic context changes? How can media evolution be analysed? What kinds of quantitative and qualitative techniques can be applied in media evolution research? By presenting an innovative research approach and theoretical framework to media studies, this book will be of keen interest to scholars and graduate students of new media, media history and theory, philosophy of technology, mass communication, and organisational studies.

Squeaky Clean Topology in Blender - Create accurate deformations and optimized geometry for characters and hard surface models... Squeaky Clean Topology in Blender - Create accurate deformations and optimized geometry for characters and hard surface models (Paperback)
Michael Steppig
R929 Discovery Miles 9 290 Ships in 18 - 22 working days

A comprehensive introduction to 3D modeling, from the fundamental ideas of topology to in-depth examples that will help you take your projects to the next level Key Features Overcome complex topology problems while working through projects Learn to topologize quad-based and non-quad-based meshes with step-by-step examples Optimize your models by reducing the triangle count to improve performance Book DescriptionThis book is an introduction to modeling and an in-depth look at topology in Blender, written by a Blender topology specialist with years of experience with the software. As you progress through its chapters, you'll conquer the basics of quad-based topology using triangles and Ngons, and learn best practices and things to avoid while modeling and retopologizing. The pages are full of illustrations and examples with in-depth explanations that showcase each step in an easy-to-follow format. Squeaky Clean Topology in Blender starts by introducing you to the user interface and navigation. It then goes through an overview of the modeling techniques and hotkeys that will be necessary to understand the examples. With the modeling basics out of the way, the next stop on our journey is topology. Working through projects like a character and a sci-fi blaster, the book will illustrate and work through complex topology problems, and present solutions to those problems. These examples focus on deforming character models, non-deforming hard surface models, and optimizing these models by reducing the triangle count. By the end of this book, you will be able to identify the general flow of a shape's topology, identify and solve issues in your topology, and come out with a model ready for UV unwrapping, materials, and rigging. What you will learn Identify the general flow of a model's topology, and what might cause issues Understand the topology of a character, and the joints that they make up Handle non-quad based topology Lay out your meshes for UV seams Explore and use hotkeys to get things done faster Optimize models for a reduced triangle count Who this book is forThis book is for character modelers, sculptors, poly modelers, and hard surface modelers. Whether you're looking for an introduction to modeling, optimizing high poly or sculpted models, or just a deeper dive into the subject of topology, this book will walk you through the topology workflow from beginning to end.

Video Editing Made Easy with DaVinci Resolve 18 - Create quick video content for your Business, the Web, or Social Media in... Video Editing Made Easy with DaVinci Resolve 18 - Create quick video content for your Business, the Web, or Social Media in DaVinci Resolve 18 (Paperback)
Lance Phillips
R1,093 Discovery Miles 10 930 Ships in 18 - 22 working days

Become 10x more efficient in styling micro content for your social media platforms with DaVinci Resolve 18 by a Blackmagic Design Certified Training Partner Key Features * Enhance your content with Creative editing, VFX composition, color grading, and sound editing techniques * Optimized techniques to generate quick video content to engage and increase your audience * Discover the latest features and hacks of DaVinci Resolve 18 and realize your creative ideas in a fun way Book Description DaVinci Resolve is the world's most trusted name in color grading and has been used to grade more Hollywood films, TV shows, and commercials than anything else. Version 18 enables full capacity to edit, compose VFX, mix sound and deliver for different platforms, including Social Media and the Web. You will learn how to get started using DaVinci Resolve 18 to create video content for Social Media and the Web, whether you are a business owner, influencer, or hobbyist. You will begin by gaining an overview of creating a complete short video for Social Media distribution direct from within the Cut page. You will then learn more advanced editing, VFX composition, color grading, and sound editing techniques to enhance your content even further and fix common video content issues when using consumer cameras or mobile phones. By the end of this book, you will be confident in using DaVinci Resolve to edit, fix, finish and publish short-form video content directly to Social Media sites such as YouTube, Twitter, and Vimeo. What you will learn * Learn to Edit, add effects, and post to social media using the new Cut page * Quickly deliver video projects in a variety of Social Media formats in the Cut page * Fix problems with video, such as stabilizing footage and syncing audio * Enhance the visuals of your videos through color correction and other visual effects techniques * Use the Neural Engine AI in the Studio Version of DaVinci Resolve to speed up your work * Add subtitles and dubbed audio to help your videos reach a wider audience Who This Book Is For This book is intended for the beginner content maker who is looking for quick techniques to improve their work, but it will also be useful for experienced content makers who want to begin using DaVinci Resolve for its more advanced features. It is a useful practical training manual for Social Media Marketers, Influencers, Short Film Makers, Small Business Owners creating their own content, Vloggers, and Film/Media Studies students at schools, colleges, or universities.

Edit Like a Pro with iMovie - Leverage Apple's free editor for iOS, iPadOS, and macOS and enrich videos with Keynote... Edit Like a Pro with iMovie - Leverage Apple's free editor for iOS, iPadOS, and macOS and enrich videos with Keynote animations (Paperback)
Regit
R821 Discovery Miles 8 210 Ships in 18 - 22 working days

A comprehensive guide to Apple's entry-level editing software from a passionate iMovie fan, this book features a full introduction to the editing process that will help you create professional, unique videos Key Features * Understand the core principles of editing * Leverage cross-platform insights and master iMovie for iOS and iPadOS; and the fully-featured macOS version * Use Keynote to create unique and engaging titles Book Description Complete with step-by-step tutorials for essential tools and concepts - and guides as why you should use them - this is a practical guide to iMovie that will prepare you well for the world of post-production, and the creative process at large. It's not about having the shiniest tools; it's about what you do with them. With this in mind, this book is written to help Apple users get more out of iMovie than you may think possible with free editing software as well as helping you avoid common gotchas. You can then apply the principles of editing, and understanding of common edits, effects, and keyframing - to other editing software. This book begins with an introduction to the principles of editing, and how to apply them to Apple's Magic Movie and Storyboard frameworks. Then you will learn how to navigate iMovie for iOS and iPadOS as well as for macOS, mastering simple editing tools to deliver effective videos from import to export. The final section brings in Keynote to create custom titles and animations, helping you to create a creative brand that makes your video uniquely yours. By the end of this book, you will understand the important principles behind the post-production process. You will also be able to combine iMovie and Keynote for macOS to create high-quality, engaging video projects for different formats. What you will learn * Learn the principles of editing: create, refine and add meaning * Use iMovie's Magic Movie and Storyboard tools to create simple, themed videos * Learn iMovie's 'Magic Timeline' and navigate macOS iMovie with keyboard shortcuts * Create a basic video using the iMovie timeline, using overlays and keyframing effects * Create custom titles and animations for your iMovie project using Keynote * Understand the best export settings for each project; convert videos for alternative aspect ratios * Learn how to solve and common problems with iMovie, and avoid them in future Who This Book Is For If you have an Apple device and have been asked to make a video for your professional environment, this book is the place to turn. Simple, progressive guides will help you master editing principles; using iMovie to create simple but effective videos to inform, educate and entertain your colleagues, friends, and family. This book also provides more advanced users such as YouTubers and other online content creators with valuable tips on how to stamp their unique identity and brand USPs into their videos.

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