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by Marcia Kuperberg
Guide to Computer Animation
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
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