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Books > Computing & IT > Computer software packages > Multimedia
Need to solve problems quickly to develop creative projects to time and to budget? Want to hone your Flash skills so you can concentrate on your animation? Then How to Cheat in Flash is for you! Chris Georgenes shows 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 to a deadline and to a budget. With his in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, Chris is the go-to guru for designers and animators who want to create great animation, applications or motion design with Flash. Fully updated for CS5, How to Cheat in Flash CS5, is a goldmine of artistic inspiration, timesaving practical tips, tricks and step-by-step workthroughs that you'll wonder how you survived without it. Each techniques is designed as a double-page spread so you can prop the book up behind your keyboard or next to your monitor as a visual reference while working alongside it. Many of these workthroughs 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: bring objects to life with cool motion effects, make it rain, snow or set your world ablaze, develop flash mobile applications and many more tips and tricks not found anywhere else!
Take your animations to the next level with this essential guide to Maya 2010. Packed with character animation techniques and the secrets of professional animators, How to Cheat in Maya 2010 provides the tips and tools to help you create high quality animation in the most efficient way possible. This comprehensive guide to animating with Maya contains gold-mine coverage, including animation techniques, using Maya's tools with the 12 animation principles, working with constraints, and even foolproof lighting tricks to show off your work. With this essential handbook, learn which circumstances call for which techniques, and how to get quality results fast. You will not only learn how to be productive in Maya, but also be given access under the hood to the actual scene files of a professional animator. Covering such topics such as pose to pose blocking, layered animation, fixing gimbal lock, facial animation, and much more, How to Cheat in Maya 2010 is an invaluable resource for artists and animators alike. -- See "under the hood" of a professional animator's workflow with beginning and ending scene files for every technique and workflow example in the book. --Complete, step-by-step walkthroughs of essential techniques every animator needs to know such as walk cycles, pose-to-pose blocking, lip syncing to dialogue, and much, much more. -- Proven "How to Cheat" series - Learn to create impressive, appealing animations using the fastest techniques possible, containing everything you need to know about Maya as a character animator. --Includes rarely discussed topics, such as reading spline curves, avoiding gimbal lock, animation layers, creating appealing lighting for demo reels, and features interviews with some of the most experienced animation leads and TDs working in the industry -- Learn to apply these professional techniques to your own animations with the accompanying downloadable resources which include all scene files to follow along with, as well as final versions to study in the Graph Editor
Whether this is your first experience with Combustion software or you're upgrading to take advantage of the many new features and tools, this guide will serve as your ultimate resource to this all-in-one professional compositing application. Much more than a point-and-click manual, this guide explains the principles behind the software, serving as an overview of the package and associated techniques. Written by certified Autodesk training specialists for motion graphic designers, animators, and visual effects artists, Combustion 4 Fundamentals Courseware provides expert advice for all skill levels.
A temporal GIS is an information system designed to describe spatial change over time. As yet, there are no temporal GISs, although the seeds exist. This book examines the conceptual, logical and physical design of a temporal GIS. It provides a broad survey of research on spatiotemporality, the philosophy of time, temporal databases and spatial data structuring. The book also describes an investigation of spatiotemporal data structuring and accessing possibilities.
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
Matchmoving has become a standard visual effects procedure for almost every situation where live action materials and CG get combined. It allows virtual and real scenes that have been composited together to seamlessly appear as though they are from the same perspective. This authoritative step-by-step guide from one of the best matchmovers in the business allows you to master this technique that has been called the foundation upon which all VFX work stands. Author Erica Hornung (sr. matchmover for Lord of the Rings: The Two Towers, Matrix: Revolutions, and more) imparts her techniques, tips, and wisdom from the trenches that will have you matchmoving like a true professional in no time. Lessons in the most popular matchmoving software (Maya, Boujou, and others) are included, as well as tips and techniques for surveying on set, dolly moves, and operating nodal cameras. Individual chapters dedicated to object and character matchmoves show you how to matchmove for shadow casting, adding weapons and other objects, focusing on center of gravity, as well as complete CG character support. The downloadable resources include Quicktime examples of techniques shown in the book, as well as project files that allow you to master these techniques yourself by working alongside the lessons featured in the text.
Discover the tips, tricks and techniques that really work for concept artists, matte painters and animators. Compiled by the team at 3dtotal.com, Digital Painting Techniques, Volume 1 offers digital inspiration with hands-on insight and techniques from professional digital artists. More than just a gallery book - within Digital Painting Techniques each artist has written a breakdown overview, with supporting imagery of how they made their piece of work. Beginner and intermediate digital artists will be inspired by the gallery style collection of the finest examples of digital painting from world renowned digital artists. Start your mentorship into the world of digital painting today with some of the greatest digital artists in the world and delve into professional digital painting techiques, such as speed painting, custom brush creation and matte painting. Develop your digital painting skills beyond the variety of free online digital painting tutorials and apply the most up to date techniques to your digital canvas with Digital Painting Techniques for Animators.
This book, written and edited by members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, follows the acclaimed Professional Techniques for Video Game Writing to deliver practical advice from seasoned veterans on the special challenges of writing for first-person shooter games (FPS), role-playing games (RPG), and everything in between, including massively multiplayer online games, real-time strategy games, sports games, horror games, serious games, casual games, handheld games, and more. Game writing samples are included with the book, and more are available online.
The Art of Type and Typography is an introduction to the art and rules of typography. Incorporating the industry standard-InDesign-for typesetting from the outset, this book serves as a guide for beginning students to learn to set type properly through tutorials, activities, and examples of student work. Encompassing the history of typography from ancient times to widespread modern use, The Art of Type and Typography provides context and fosters creativity while developing key concepts, including: The history of type; Terminology; Classification; Measurement; Spacing; Alignment; Legibility; Hierarchy; Layout and Grids; Page Elements; InDesign tools and style sheets. Writing clearly and to the point, Mary Jo Krysinski brings over 30 years of design experience to this essential guide. With a glossary, sample class activities, additional online resources and a beautiful clean design, this book is the perfect introduction for a beginning typography student, and a handy reference for those needing a refresher.
Used from Broadway to Britain's West End, QLab software is the tool of choice for many of the world's most prominent sound, projection, and integrated media designers. QLab 4: Projects in Video, Audio, and Lighting Control is a project-based book on QLab software covering sound, video, lighting, and show control. With information on audio, video, and lighting system basics and the more advanced functions of QLab such as show control, network capabilities, projection mapping, video effects, and cue cart integration, each chapter's specific projects will allow you to learn the software's capabilities at your own pace. In addition to the text, a companion website hosts project files, instructional videos, and more.
Meet some of the finest 2D and 3D artists working in the industry today and discover how they create some of the most innovative digital art in the world. More than a gallery book or a coffee table book- Digital Art Masters Volume 5 includes over 50 artists and 900 unique and stunning 2D and 3D digital art. Beyond the breath taking images is a breakdown of the techniques, challenges and tricks the artists employed while creating stunning imagery. This volume, much like the previous volumes is not your standard coffee table book nor is it our usual how-to-book. New to this volume will be 5 artist video tutorials. Five artists will specifically detail an aspect of their gallery image from start to finish, offering further technique driven insight and expertise offering 2 hours of additional inspiration. With a click of a mouse, artists willbe able to apply the leading techniques to their own work with access to additional video tutorials, source files, textures and digital brushes at the companion website: http://www.focalpress.com/digital-art-masters/index.html.
The definitive art book for the remastered Spyro Reignited Trilogy, for fans young and old. In 2018 Toys for Bob Studios thrilled fans world wide by releasing Spyro Reignited Trilogy, a faithful remaster encompassing all three titles from the beloved Spyro trilogy introduced in 1998. The Art of Spyro is a meticulously crafted compendium filled with in-depth behind-the-scenes content, insightful quotes from top illustrators in the industry, anecdotes from the game developers, and a dazzling assortment of incredible concept art, some of which has never been seen by the public. It is a must-have for art lovers, games, fans... and the fun-loving adventurer in all of us.
The Art of Type and Typography is an introduction to the art and rules of typography. Incorporating the industry standard-InDesign-for typesetting from the outset, this book serves as a guide for beginning students to learn to set type properly through tutorials, activities, and examples of student work. Encompassing the history of typography from ancient times to widespread modern use, The Art of Type and Typography provides context and fosters creativity while developing key concepts, including: The history of type; Terminology; Classification; Measurement; Spacing; Alignment; Legibility; Hierarchy; Layout and Grids; Page Elements; InDesign tools and style sheets. Writing clearly and to the point, Mary Jo Krysinski brings over 30 years of design experience to this essential guide. With a glossary, sample class activities, additional online resources and a beautiful clean design, this book is the perfect introduction for a beginning typography student, and a handy reference for those needing a refresher.
With a vast selection of typefaces now available, there is no excuse for using boring typography in web design. The New Web Typography: Create a Visual Hierarchy with Responsive Web Design shows you how to implement web-safe fonts to create visually appealing and multi-browser-friendly websites while encouraging you to develop designs that express your own unique typographic voice. This book discusses general principles for choosing typefaces for on-screen display and tips for creating a visual hierarchy that works on monitors, tablets, and smartphones. It shares some of the authors' personal experiences to illustrate situations where one font would be more effective than another in giving readers an optimized experience that includes quick download times and an overall aesthetically pleasing presentation. Since good typography is good web design, font selection is a critical aspect of web design. The New Web Typography is more than a simple overview of web typography. It provides practical advice and examples that help you make good decisions in choosing fonts for web design.
Make More Immersive and Engaging Magic Systems in Games Game Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire). The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms. Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.
This book is a comprehensive guide to buying and developing multimedia in the most cost-effective manner. Focusing on the human factors in producing multimedia, rather than just the software, Buying and Selling Multimedia Services is aimed at both buyers and sellers of multimedia services and draws on real-world anecdotes war stories from project diaries and first-hand experience, to provide examples of the key ideas delineated within the book. These are true stories culled from 25 years of working on both sides of the desk as a purchaser of creative services for a Fortune 500 company and as a producer and seller for one of the largest multimedia production shops in the country. This book helps the multimedia producer and buyer to recognize flaws in past performances and to anticipate situations in future projects in order to save money and eliminate boardroom confrontations. Accusations, altercations, and recriminations can be avoided and the bottom line enhanced with the production of an effective product targeted to a receptive audience. Souter examines the skills necessary to both the producer and the purchaser of multimedia, allowing each to see the others' problems and viewpoints. Viewing the multimedia project from both sides, as both buyer and seller, Souter highlights the issues which will allow for effective communication between parties, resulting in a better product and a more creative relationship among all involved. In the second part of the book, Souter provides a comprehensive guide to all the digital formats available, to help the buyer and the developer select the most appropriate for a given project.
In this unique book the author explores the history of pioneering computer art and its contribution to art history by way of examining Ernest Edmonds' art from the late 1960s to the present day. Edmonds' inventions of new concepts, tools and forms of art, along with his close involvement with the communities of computer artists, constructive artists and computer technologists, provides the context for discussion of the origins and implications of the relationship between art and technology. Drawing on interviews with Edmonds and primary research in archives of his work, the book offers a new contribution to the history of the development of digital art and places Edmonds' work in the context of contemporary art history.
Catherine McIntyre, like many fine artists, created traditional art for decades before encountering the versatility of digital imaging technology. Free of her Rotring pens and scalpel, she now uses Photoshop to create her montages. Visual Alchemy explores McIntyre's sources of inspiration as well as her methods, offering an aesthetic guide to composition, color, texture and all of the other means of communication that artists have at their disposal. While these concepts and techniques make use of Photoshop, they will apply to any digital imaging program and indeed to any medium, whether traditional or digital. Featuring McIntyre's own art as well as that of artists around the globe, Visual Alchemy is an invitation to discover the artistic possibilities of picture making through digital montage.
Current computer graphics hardware and software make it possible to synthesize near photo-realistic images, but the simulation of natural-looking motion of articulated figures remains a difficult and challenging task. Skillfully rendered animation of humans, animals, and robots can delight and move us, but simulating their realistic motion holds great promise for many other applications as well, including ergonomic engineering design, clinical diagnosis of pathological movements, rehabilitation therapy, and biomechanics. Making Them Move presents the work of leading researchers in computer graphics, psychology, robotics and mechanical engineering who were invited to attend the Workshop on the Mechanics, Control and Animation of Articulated Figures held at the MIT Media Lab in April 1989. The book explores biological and robotic motor control, as well as state-of-the-art computer graphics techniques for simulating human and animal figures in a natural and physically realistic manner.
For all of your video and audio blogging business and professional communication needs, this book is it!The Hands-on Guide to Video Blogging and Podcasting provides tremendous value to those content publishers, big and small, that want to create syndicated video blog and podcast content. The simplified, plain talking break-down the authors bring to the book will give everyone the tools to plan, create, and execute a blog/podcast outlet.This book explains these emerging media tools from a professional perspective. Quickly learn the technical aspects of video blogging and podcasting along with their business and financial ramifications.
There s no class in art school that can teach you this. Believe it or not, there s a lot more to directing a great animated film than beautiful illustrations and cool characters. You need to bring out your inner creative visionary and take your savvy leadership skills to the front lines being great with a pencil, brush, or stylus is not enough. Tony Bancroft released his inner creative visionary when creating Mulan. In Directing for Animation he shows you exactly how. Pull the right strings to bring your characters to life and center your story by developing the visual cues that lend to your audience s understanding of the plot, place, and purpose. Tony walks you through the process, bringing you behind the scenes of real, well-known projects with a little help from some famous friends. Learn from the directors of Aladdin, The Little Mermaid, Ice Age, Chicken Run, and Kung Fu Panda, and see how they developed stories and created characters that have endured for generations. Get the inside scoop behind these major features pitfalls and all.
What really makes a video game story interactive? What's the best way to create an interactive story?How much control should players be given? Do they really want that control in the first place?Do they even know what they want-or are their stated desires at odds with the unconscious preferences?All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
Master the secrets behind video game production - from concept to completion - with these comprehensive tips and tricks from two accomplished, working game producers. Discover how to lead a team, communicate effectively, budget, schedule, staff, and design quality next-generation games. Producing Games walks you through every stage of the production process with a focus on the part the producer plays at each phase.
Unique, believable characters that think, feel, and captivate your audience are ones that involve emotion, personality, and story. Successful animators balance all of these elements within a single character and narrative. With Acting and Performance for Animation, discover how to create dynamic, dramatic performances and believable character interaction for 2D and 3D animation and motion capture. An invaluable resource, Acting and Performance for Animation is a practical guide to the variety of performance techniques relevant to animators. Develop believable character interactions with chapters detailing the principles of performance, performance types, character emotion and personality, physical and psychological performance, and scene composition. Analyze scripts, sound, acting, action and performance with hints, tips, and animated examples featured in an extensive guide for animators working in film, TV, games, and commercials. Explore different performance techniques based upon the experiences of seasoned animators and actors with case studies featuring Peter Lord, John Stevenson, Marco Marenghi, Mark Baker, Neville Astley, Joanna Quinn, and more.
Master the fundamental concepts and techniques of motion media design so you can apply--and occasionally break--the rules to achieve your communication goals. This authoritative guide presents all of the design essentials in an engaging and inspiring way. Each principle is explained with text, illustration and photography where necessary. An accompanying website will contain any necessary digital files for download, updates and links to other resources. |
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