Desktop Computer Animation
Author: Gregory MacNicol
Publisher:
Published:
Total Pages: 212
ISBN-13: 9780598040282
DOWNLOAD EBOOKRead and Download eBook Full
Author: Gregory MacNicol
Publisher:
Published:
Total Pages: 212
ISBN-13: 9780598040282
DOWNLOAD EBOOKAuthor: Gregory MacNicol
Publisher:
Published: 1992
Total Pages: 224
ISBN-13:
DOWNLOAD EBOOKCovers the tools of animation, the recording medium, the animation process and real systems. It enables the reader to create broadcast quality animation on an affordable budget. After reading the book, the reader will be able to make informed decisions regarding equipment, how to set up a professional studio and how to make animated videos.
Author: Robi Roncarelli
Publisher: Springer Science & Business Media
Published: 2012-12-06
Total Pages: 129
ISBN-13: 1461236703
DOWNLOAD EBOOKDr AIvy Ray Smith Executive Vice President, Pixar The pOlyglot language of computer animation has arisen piecemeal as a collection of terms borrowed from geometry, film, video, painting, conventional animation, computer graphiCS, computer science, and publishing - in fact, from every older art or science which has anything to do with pictures and picture making. Robi Roncarelli, who has already demonstrated his foresight by formally identifying a nascent industry and addressing his Computer Animation Newsletter to it, here again makes a useful contribution to it by codifying its jargon. My pleasure in reading his dictionary comes additionally from the many historical notes sprinkled throughout and from surprise entries such as the one referring to Zimbabwe. Just as Samuel Johnson's dictionary of the English language was a major force in stabilizing the spelling of English, perhaps this one will serve a similar purpose for computer animation. Two of my pets are "color" for "colour" and "modeling" "modelling", under the rule that the shorter accepted spelling is always preferable. [Robi, are you reading this?] [Yes, AIvy!] Now I commend this book to you, whether you be a newcomer or an oldtimer.
Author: E. Kenneth Hoffman
Publisher: Wadsworth Publishing Company
Published: 1990
Total Pages: 362
ISBN-13:
DOWNLOAD EBOOKAuthor: Patricia Harrison
Publisher:
Published: 1989
Total Pages: 217
ISBN-13:
DOWNLOAD EBOOKAuthor: Rick Parent
Publisher: Newnes
Published: 2012-08-29
Total Pages: 542
ISBN-13: 0124158420
DOWNLOAD EBOOKUpdated to include the most current techniques of computer animation, along with the theory and high-level computation that makes this book the best technically oriented animation resource.
Author: Marcia Kuperberg
Publisher: CRC Press
Published: 2012-11-12
Total Pages: 264
ISBN-13: 1136134867
DOWNLOAD EBOOKAny 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 you want to create moving digital imagery for TV, computer games, or new media you need to understand the production and creative processes, the constraints of each and how they fit together. Ensure you have all you need at your fingertips to compete in this fast-moving arena with this unique book and web package. www.guide2computeranimation.com provides the moving imagery outcomes of some of the animation discussed in the case studies chapter, where top FrameStore-CRC and 3 Ring Circus creatives give you their invaluable behind the scenes perspectives. In addition there are non-software specific 3D tutorials and direct links to a comprehensive range of related websites with further downloadable resources to make sure you stay up-to-date. Marcia Kuperberg is Deputy Head of the School of Media, Arts & Technology, West Herts College, UK. Contributions are also included from Martin Bowman, Rob Manton and Alan Peacock.
Author: Rick Parent
Publisher: Morgan Kaufmann
Published: 2009-10-13
Total Pages: 591
ISBN-13: 0123785642
DOWNLOAD EBOOKA compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success. Expert instruction from a variety of pace-setting computer graphics researchers. Provides in-depth coverage of established and emerging animation algorithms. For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics. A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.
Author: Tom Sito
Publisher: MIT Press
Published: 2015-08-21
Total Pages: 373
ISBN-13: 0262528401
DOWNLOAD EBOOKA behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.
Author: Marcia Kuperberg
Publisher: Taylor & Francis
Published: 2002
Total Pages: 265
ISBN-13: 0240516710
DOWNLOAD EBOOKThis is a comprehensive text for digital animators and media production students, which aims to answer any questions about animation in the digital world.