A guide to computer animation for TV, games, multimedia and web

Any questions you have about 2D or 3D animation in this new digital age are answered in this comprehensive guide for all budding digital animators, games artists and media production students. It is lavishly illustrated with inspirational colour throughout to show you what you can achieve.Whether yo...

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Detalles Bibliográficos
Otros Autores: Kuperberg, Marcia., author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Oxford ; Woburn, Mass. : Focal Press 2002.
Edición:1st edition
Colección:Focal Press visual effects and animation series.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627950806719
Tabla de Contenidos:
  • Cover; Title; Copyright Page; Contents; Acknowledgements; Introduction; List of contributors; Chapter 1 Exploring the background, tools and techniques of computer animation; Introduction; Perception; The mechanism to make moving pictures; Birth of the movie industry; Traditional animation production techniques; 2D computer animation; 3D computer animation; Digital convergence; Animation: the art of making things move; Conclusion; Chapter 2 Understanding the technical constraints of creating for different digital media; Introduction; Some technical issues; Display devices
  • Bitmap images and vectorsImage size and resolution; Frame rate; Data rates and bandwidth; Compression; Types of software used in animation; Hand-drawn animation; Spline-based keyframe animation; 2D morphing; Using ready-made animations; Output options; 3D modeling and animation; Modeling techniques; Animating 3D worlds; Linked hierarchies; 3D morphing; Procedural animation; Output options; Video editing and compositing tools; Delivering animation; Conclusion; Chapter 3 Techniques and stages of creating 3D computer animation; Introduction; Following the brief
  • Scheduling your work to deliver on timeDoing your research; Checking the proposed action from your storyboard before creating the model; Thinking about the most efficient way to make your models; Constructing the basic room; Paying attention to materials; Paying attention to lighting your scene; Fine-tuning the effects of lights used in your scene; Lighting setups; Using your camera effectively; Camera lenses; Using a number of cameras; Basic camera moves; Using your camera to explore the room; Creating camera moves; Chapter 4 Animation for multimedia and new media; Introduction
  • Motivation and responsiveness: animated objects in multimediaChanging moves: animation and interaction; Animation:an everyday experience; Early games and hypertext; Animation in iTV (interactive TeleVision); Approaches and working methods; Rollovers,buttons and other responsive objects; GIF animation; Movable objects; Animated worlds; Conclusion; Chapter 5 Creating artwork for computer games: from concept to end product; Introduction; How is a game made?; Animation in the computer games industry; Animation to game; What art positions are there in the games industry?
  • What skills do employers look for?Conclusion; Chapter 6 TV case studies: looking behind the scences at the creation of network idents and commercials; Introduction; Tech TV; Moviepix; The Movie Network; Super Écran; Behind the scenes of Cingular Wireless; The making of Chrysler 's 'Golden Gate '; Chapter 7 The art and craft of telling a story:narrative and characterization; Introduction; The importance of understanding filmic techniques when creating screen narrative; Audience perception; Narrative theory in practice; Using camera angles and framing to tell a story; The soundtrack
  • The storyboard