Book Description
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 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.
Table of Contents
- Cover Page
- Title Page
- Copyright Page
- Contents
- Acknowledgements
- Introduction
- List of contributors
- Dedication
- 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 vectors
- Image 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 time
- Doing 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 multimedia
- Changing 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 scenes at the creation of network idents and commercials
- Introduction
- TechTV
- 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
- Characterization
- Stylization and realism
- CGI combined with live action
- Character creations
- Making your characters talk
- Observation and inspiration
- Conclusion
- Chapter 8. Project briefs, self-tests, tutorials and resources
- Introduction
- Self-test based on Chapter 1
- Self-test based on Chapter 2
- 3D modeling project based on Chapter 3: creating a room
- Self-test based on Chapter 4
- Web tutorial rollover project based on Chapter 4
- Self-test based on Chapter 5
- Exercises and 3D modeling project tutorials based on Chapter 5
- Exercises and projects based on Chapter 7
- Exercises in characterization based on Chapters 1, 5 and 7
- Useful online resources
- Magazines
- Books
- Index