index

Aardman Animation, 192, 193, 196, 197, 217, 218

ActionScript, 102,

Active state (buttons), 110

Actors, real, 197

Adobe Photoshop, 14, 239

Adobe Streamline, 34

Advertisements, 155–90

Affordance, 94, 98, 99

Alert state (buttons), 110, 111

Algorithms, 3-D modeling, 46

Alpha channels, 33, 53, 73, 75

Ambient lighting, 77–8

Anderson, Lance, 180

Andreessen, Marc, 98

Andrews, Steve, 170, 171

Animatic storyboards, 208

Animator animation, 130

Animo animation program, 10

Antagonists, 212

Anticipation, characters, 21

Arc movement, 20

Art Directors, 142

Art staff, 141–54

Attenuation, lights, 84

Audience perception, 196–7

Authoring software, 240

AVI digital video files, 54, 107

‘the back story’, 210

Baines, Avtar, 176, 177

Bandwidth, bitmap images, 37–8

Bartlett, William, 180, 181, 182, 185, 188

BBDO South, 170, 171, 174, 176, 178

Behaviour observation, 220

Bennett, Nick, 178

Berners-Lee, Tim, 98

Big close-ups, 203

Birds, animation, 71

Bitmaps:

bandwidth, 37–8

images, 31–4, 35

placement, 76

QTVR, 117–18

resolution, 36–7

storage, 29

3-D modeling, 46, 47

Bits, 32, 33

Bones systems see Kinematics

Books, 194–7, 243–4

Bottles, modeling, 62

Bowman, Martin, 236, 237

Brand identities, 156, 157, 162–8

Branigan, Edward, 194–5

Briefs, following, 59, 60

Bump maps, 73

Bush, Vannevar, 97

Buttons, 98, 108, 109–12

Bytes, 32, 33

Cairo, Christina, 170

Cameras, 86–90, 187, 203–6

see also Field of view

Carroll, Martin, 170, 171, 173, 175

Case studies:

Chrysler’s ‘Golden Gate’ commercial, 179–90, 197

Cingular Wireless, 170–8

‘Connectivity’ platform, 158, 159

FrameStore CFC, 156, 157

The Movie Network, 166–9

Moviepix, 162–5

TechTV, 158–61

television, 156–90

3 Ring Circus, 157, 164

Cast members, 42

CD-ROMs:

animation specifications, 107

data rate/bandwidth, 38

history, 13, 14, 26, 29

image size/resolution, 34, 37

Cel animation, 8–9

CelAction, 10

CGI (Computer Generated

Imaging) see 3-D computer

animation; 2-D computer animation

Chairs, 68–9

Chandeliers, 72

‘Changes or moves’, 95–6

Characters:

creation, 192–220, 235–6

interaction, 213–14

observation, 220

talking, 217–18

‘Child objects’, 22, 50

Chrysler’s ‘Golden Gate’

commercial, 179–90, 197

Cinema, 7–8, 241–2

see also Filmmaking

Cinematic Artists, 144

Cinepak, 41

Cingular Wireless, 170–8

Client briefs, 59, 60

Clipping, 45

Close-ups, 203

CLUT see Colour look-up tables

Collision detection, 115, 116, 139–40, 141

Colour:

bitmap images, 32–4

lights, 81

palettes, 160, 163

vertex colouring, 152–3

Colour look-up tables (CLUT), 33

Commercials, 155–90

Compatibility, digital media, 13–14

Compositing tools, 53

Compression, 39–41, 112–13

Computer animation see 3-D

computer animation; 2-D

computer animation

Computer games, 55–6

see also Interactive media

artwork creation, 121–54

contract agreements, 124–5

early, 96–8, 100

evaluation periods, 124

forward kinematics, 130, 132, 133–4, 135, 137–40

ideas, 123

industry, 123–8, 141–54

inverse kinematics, 130, 132, 134–5, 140–1

jobs, 141–54

morph target animation, 135–7

programmer animation, 128–30

technology demos, 124

testing, 125–6

Computer Generated Imaging (CGI) see 3-D computer animation; 2-D computer animation computers:

low-spec, 30, 37, 38, 198

monitors, 30–1, 105, 107

3-D playback formats, 54–5

Concept Artists, 147, 148, 151

Concept (pre-production) storyboards, 208

Concepts, animation, 15–26

‘Connectivity’ platform, 158, 159

Constraint information, 141

Contained objects, 94

Contract agreements, 124–5

Creative Directors, 142

Creative teams, 141–54

CreaToon, 10

‘Crossing the line’, 205

Curtains, 3-D modeling, 66

Cushions, 3-D modeling, 68, 69

Cut-aways, 203

Cutout images, 73

Cycles (repeats), 23

Daffy, Andrew, 179–90, 197

Data rates, 37–8

Deadlines, games development, 124–5

Decay, lighting, 84

Delta frames, 40

Demos, games, 124

Development, computer games, 123–8

DHTML animation, 30, 239

Dickson, William K. Laurie, 5, 6

Digital convergence, 12–14

Digitized drawings, 10, 48

Dinosaurs, 11, 131

Directional lights, 80–1

Director see Macromedia Director

‘director’s eye’, 234

Disney Studios, 8

Displaced rollover buttons, 111

Display devices, 30–1, 105, 107

Display state (buttons), 110, 111, 112

Dogs, drawing, 216

Dolly in/out, 88, 206

Double takes, 21

Drawings, 8–9, 25, 26, 213, 214–16

DVDs, 13, 14, 26, 29

Edison, Thomas, 5, 6

Employment, games industry, 141–54

Evaluation periods, games, 124

Exercises, tests and projects, 221–43

Exploring with camera, 88–9

Extrusion, 48, 62

Eye blinks, 22, 213, 217

Facial expression, 22, 207, 213, 217–19

Feedback, affardance, 94

Field, Antony, 174, 186

Field of view (FOV), 87–8

File formats, 31, 39, 112–15, 240

Filmmaking, 234–5

see also Narrative

movie industry, 7–8

output file resolution, 54

techniques, 193–5

Websites, 241–2

Fine-tuning lights, 84

Fireplaces, 70

Fish-eye lenses, 204

FK see Forward kinematics

Flash see Macromedia Flash

Flat-to-live transformation, 159

Flick books, 2, 3, 43

Flicker, 31

Floors, 3-D modeling, 64

Flowers, 3-D modeling, 70

FMV see Full motion video

‘Follow through’, 18

Force and drag, 22

Force and mass, 16

Formats, still image files, 31

Forward kinematics (FK), 22, 51, 130, 132, 133–4, 135, 137–40

FOV see Field of view

Frame by frame movement, 4–5

Frame rate, 23, 37

FrameStore CFC, 156, 157, 179, 181–2, 189

Framing, narrative, 203–6

Frankland, Kenny, 194, 197

Free spots, 80

Frutina characters, 12, 13

Full animation, 212

Full motion video (FMV), 56, 144

Games see Computer games

Gandolfi, Steve, 187

GIF animation, 112–15, 240

Girls, drawing, 216

Glendenning, Hugo, 118

‘Golden Gate’ Chrysler commercial, 179–90

‘Goldfish’ spot, 178

Graphic User Interfaces (GUIs), 96

Graphics tools, 14, 239

Greyscale images, 32

‘Ground’ objects, 93, 94

GUIs see Graphic User Interfaces

Hall, Matthew, 166

Hand-coded HTML, 228-31

Hand-drawn images, 8–9, 26, 213, 214–16

stages, 25

textures, 152

2-D animation, 43

High-resolution images, 186

History:

commercial computer animation, 29

digital technology, 13–14

movie industry, 7–8

optical toys, 3

photography, 4

Holds, 22

Horse movements, 5

Hotspot state (buttons), 110

Hotspots, lighting, 79, 99

HTML see Hypertext Markup Language

Hulin, David, 187

Hypertext Markup Language (HTML), 98, 228–31

Ideas, 123, 198

IK see Inverse kinematics

Illusions, 3–5

Image size, 36–7

Images per second, 3–4

Inbetweening, 23, 43

Indexed colour (8-bit) images, 34

Inertia, 16

Inspiration, characterization, 220

Instances (Flash), 42, 67

Interaction, CGI/live action, 213–14

Interactive media, 95–6, 100

Interactive TeleVision, 100

Interpolation process, 138

Inverse kinematics (IK), 22, 51, 130, 132, 134–5, 140–1

Isles, Jamie, 188

‘Jack’ character, 170–3, 176

JavaScript, 103

Jobs, games industry, 141–54

Joint dampening, 141

Joint kinematics, 22, 51, 130, 132–5, 137–41

JPEG compression, 39

Junior artists, 149–50

Keyframes, 23, 50, 103–5

forward kinematics, 137–8

spline-based animation, 43–4

temporal compression, 40

Kinematics, 22, 51, 130, 132–5, 137–41

Kinetoscopes, 5–6

Kleinman, Daniel, 180, 181

La Sortie des Usines, 6

Lamps, 70, 73, 84

Lane, Dan, 217, 218, 219

Lathing, 48, 62

Lauria, Larry, 24, 195, 213, 214, 215, 216, 220

Lead Animators, 144

Lead Artists, 142, 144

LEAFE see London Effects and Animation Festival (LEAFE)2000

Leica reel storyboards, 208

Lenses, cameras, 87

Level designs, 147–8, 153–4

Libraries, sprite packages, 42

Lighting, 77–86

Limited animation, 212

‘Line test’, 9

Lingo programming language, 56, 101

Linked hierarchies, 22, 50–2

Lips, 207, 217–18

Littlejohn, Bill, 213

Live action, CGI combination, 213–14

Lofting, 48

Logos, 162

Lomas, Andy, 182–3

London Effects and Animation

Festival (LEAFE) 2000, 189

Long-shots, 203

‘Loop’, GIF files, 112

Looping animations, 150

Lossy spatial compression, 39

Low polygon models, 151–2

Low-resolution images, 186

Low-spec hardware, 30, 37, 38, 198

Ludlam, David, 187, 189

Lumiere brothers, 6, 7, 8

Lundgren, Ulf, 170, 174, 175

LZW spatial compression, 39

McGowan, Kevin, 176, 186, 188

MacKenzie, Helen, 170, 177, 181–2

Macromedia Director, 30, 39, 41–2, 95, 101, 102

Macromedia Flash

ActionScript, 102

frame rate precautions, 37

interactive Web content/CDs, 101

library, 42

user equipment delegation, 30

vector conversion, 34, 35

Web page ‘plug-in’, 99

Magazines, 242–3

Manninen, Markus, 170

Marey, Etienne-Jules, 7

Mass and force, 16

Materials and textures, 46, 73–7, 152, 236, 237

Maya, 186, 188

Memory requirements, 128–9, 136, 153

Mengers, Jake, 186, 188

Mesh smoothing, 66

Metaballs, 49–50, 62

Mice, 218, 219

Microsoft Word, 14

Mid-shots, 203

Milestones, games, 124–5

Miller, Bertie, 180

MJPEG compression, 39

Modifiers, 48

Morph target animation (MTA), 135–7, 139

Morphing, 44, 52, 101

Mosaic browser, 98

Motion capture, 213

‘Motivated’ objects, 93–4, 97

Motivation, character’s, 211

Mouth movements, 207, 217–18

Movable objects, multimedia, 115–16

‘Move and change’ animation, 95–6

Movement:

arcs, 20

cameras, 87–90, 204

facial, 22, 207, 213, 217–19

illusion of, 3–5

Newton’s Laws, 15–16, 26

starting/stopping, 15–19

Movie industry, 7–8, 241–2

The Movie Network, 166–9

Moviepix, 162–5

MPEG files, 54–5

MTA see Morph target animation Multimedia animation, 91–120

buttons, 108–12

GIF animations, 113–15

object types, 115, 118

QTVR, 117–18

rollovers, 108–12

technical considerations, 105–8

timelines, 103–5

Virtual Reality, 99–100, 116, 119

Worldwide Web, 98–9, 108, 226–31, 237–43

Multiplier light effects, 84

Muybridge, Eadweard, 4, 5, 7

Narrative, 192–220

characterization, 210–12

ideas, 198

protagonists/antagonists, 212

soundtracks, 207

treatments, 199–200

Navigable 3-D worlds, 99–100, 116–20, 240

Nelson, Ted, 97

New media, 91–120

Newton’s Laws of Motion, 15–16, 26

Niepce, Joseph Nicephore, 4

Non-linear editing tool (NLE), 53

Non-Uniform Rational B-spline see NURBS

NTSC American system, 4, 23, 31, 36, 37

NURBS curves, 49, 62, 90

Observational information, 220

Omni lights, 78, 81, 82, 83

Onion skinning, 43

Online resources see Web

Optical toys, history, 3

Orbit camera motion, 88

Output options, 44–5, 52

‘Overlapping action’, 16–17

Overshoot, 18

PAL European system, 4, 23, 31, 36, 37

Panning camera, 88, 206

Panoramic images, 117, 118

Parametric objects, 47

‘Parent objects’, 22, 50

Paris, Dr John Ayrton, 3

Park, Nick, 193, 197

Parker, Philip, 195

Patches, 62, 126

Paths, 49, 62, 90

Pauls, Bill, 170, 171

‘Pencil test’, 9

Perception, 3–4, 196–7

‘Performance animation’, 213

Persistence of vision, 3, 4

Phonemes, 217

Photographic effects simulation, 87

Photography, invention, 4

Photorealistic imagery, 11, 145

Photoshop, 14

Physics information, 140, 141

Pictures on walls, 64, 65

Pixels, 31–2

GIF animations, 113

image size/resolution, 36–7

Run Length Encoding, 39

screen display, 105, 107

Platforms, computer games, 126

PlayStation2, 126, 127

‘Plug-in’ software, 14, 99

Polygonal modeling:

applications, 49, 62, 63

portfolio work, 151–2

technical constraints, 46, 47, 48

techniques/stages, 58–90

Portfolios, 149–54

Posing and staging, 24, 25, 236

Practical techniques, 58–90, 197–220

Praxinoscopes, 6

Pre-production storyboards, 208

Pre-rendered animation, 55, 56

Preference Settings, 64

Presentation storyboards, 208

Previz storyboard, 171, 181, 183–5, 208

Primitive objects, 47, 62, 63

Procedural animation, 3-D, 52

Production storyboards, 208

Programmer animation, 128–30

Projector lights, 81

Projects, 224–35

Propp, Vladimir, 194

Protagonists, 212

QTVR see Quicktime Virtual Reality

Quality, animation, 106–8

Quantel Henry, 159, 160, 161

Quicktime Virtual Reality (QTVR), 54, 99, 107, 116–18, 240

Rasterization, 31

Raycast shadows, 85

Ready-made animations, 44

Ready-made primitives, 62, 63

Real time 3-D rendering, 55–6

Realism, 212–14

‘Reelworld’, 162

Reference points, 115

Refresh rate, 31

Registration points, 115

Rendering, 46, 47, 55–6

Researching projects, 60–1

Resolution, bitmap images, 36–7

Resources, 237–44

‘Responsive’ objects, 93–4, 97, 108–9

Reynaud, Emile, 6

Robots, 22, 194, 210–12

Rollovers, 108–9, 110–12, 226–31, 240

Rooms, 3-D modeling, 58–90, 224–5

Rotoscoping, 43, 159

Run Length Encoding, 39

Safeframe camera set-up, 88

Scale and size, 63–4

Scene transitions, 206

Scripts, 200–2

Seamless textures, 145–6

Selected state (buttons), 110, 111

Self-tests, 222–4, 225, 231–2

Shaders, 3-D modeling, 46

Shadows, 85

Shockwave, 99

Shooting scripts, 200–2

Shots see camera shots

Shrek, 197

‘Signed’ games, 124–5

Size and scale, 63–4

Skills, game design, 149–54

Skin and bones animation, 22, 51–2, 130, 132–5, 137–41

Skirting boards, 3-D modeling, 65–6

Slow-in/out, 19

Snow White and the Seven Dwarfs, 8

Sofas, 3-D modeling, 63, 66–7

Soft selection, 67

Software, 14, 41–2, 237–43

see also individual software

packages

Sorenson, 41

Soundtracks, 207

Spatial compression, 39–40

Spirit, 187

Spline-based keyframe animation, 43–4

Spoken sentences, 150, 217–18

Spotlights, 78–80

‘Sprites’, 41–5, 96, 101, 102, 106–8, 115

‘Squash and stretch’, 18–19

Staging and posing, 24, 25

Starting and stopping, 15–19

Static backgrounds, 40

Stocker, Mike, 180

Stopping, 15–19

Storyboards:

action checks, 61–2

‘Golden Gate’ Chrysler commercial, 179, 181, 183–5

‘Jack’, 171, 172

types, 208

Straight ahead animation, 24

Streamline, 34

Structuralist theory, 194–5

Students, 122, 149–54

Stylization, 212–14

Super Écran, 166, 167, 168

Surface properties see Rendering; Textures

Syborn, Chris, 187

Symbols (Flash), 42

Synopses, 198

Tables, 67

Takes and double takes, 21

Talbot, William Henry Fox, 4

Talking, 150, 217–18

Teapot narrative, 198–202

Technical constraints, 28–56

Techniques, 3-D model-making, 62–90

Technology demos, 124

TechTV, 158–61,

Television:

case studies, 156–90

interactive, 100

output file sizes, 36

3-D animation output, 53–4

Temporal compression, 40–1

Tests:

computer games testing, 125–6

projects, 224–35

self-tests, 222–4, 225, 231–2

Texture Artists, 145–6

Textures, 46, 73–7, 152, 236, 237

Thaumatropes, 2, 3

Theatre Optique’, 6 3

Ring Circus, 156, 157, 164

3-D computer animation, 11, 26, 29

digitizing, 48

Modelers, 144–5

modeling/animation software/ sites, 238–9, 240–1

navigable worlds, 99–100, 116–20, 240

playback formats, 54–5

projects, 224–5, 232–4, 236

techniques, 45–56, 58–90

Tiling materials, 76

Tilt and rotate (camera), 88

Tilt up/down (camera), 204

Time, 46–7, 60, 103–5

Todorov, Tzvetan, 194

Toonboom, 10

Toonz animation program, 10

Torus knots, 72

Toy Story, 8

Tracking camera motion, 88, 187

Traditional art skills see Hand-drawn images

Transformation, 188–9

Treatments (narrative), 199–200

Triangles, 45

Trucking camera motion, 88

True colour images, 33

Tutorials, Websites, 240–1

Tweening, 43

2-D computer animation, 10, 26, 41–5, 237

Two-shots, 203

Unique Selling Points (USPs), 124

Unrealistic motion, 136–7

User Interfaces, 126

USPs see Unique Selling Points

Vases, 3-D modeling, 70

Vector images, 29, 30, 31, 34–5, 239

see also Macromedia Flash

Vertex colouring, 152–3

VGA standard, 105–6

Victoria, Queen, 8

Video, 30, 53–4, 144, 238–9

Views, 3-D modeling, 45

Virtual Reality, 56, 99–100, 116–20, 240

Virtual Reality Modeling Language (VRML), 56, 119

Vision, persistence, 3, 4

Volumetric lights, 84

VR see Virtual Reality

VRML see Virtual Reality Modeling Language

Walking uphill, 137

Wallace and Gromit, 192, 193

Walls, 3-D modeling, 64–5

Web tutorial rollover projects, 226–31

Websites, 98–9, 108, 237–43

Wide-angle shots, 204

Windows in walls, 65

World Wide Web see Web

‘Zip’ pan, 206

Zoom, 87–8, 117

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