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Desktop computer artists will find a wealth of information in this heavily illustrated book. It instructs in the principles, practice, and techniques of successful animation. The author covers all forms of animation, starting with the basics of making sketches in flip books, and concluding with the latest developments in computer-generated imagery. He demonstrates with practical examples that utilize key areas of modern animationï¿1/2cell art, stop-action with clay or plastic models, and 3D computer-generated and web-based animations. This volumeï¿1/2s six chapters cover the following topics: The art of story telling and storyboarding . . . How to create stop-action animation . . . Simple cell animation, the technique for simple movie cartoon sequences . . . Full cell animation, as used by Disney, Warner Brothers, and similar studios . . . Web animation for showcasing your skill over the Internet . . . and Computer modeling and animation, including 3D modeling. The bookï¿1/2s concluding sections discuss modern hardware and software, with emphasis on affordable beginnersï¿1/2 equipment. Also provided is an overview of the animation industry and its applications to movies, TV, and computer games. More than 250 instructive illustrations enhance this fascinating how-to volume.
Provides information on the entire animation process, covering such topics as story research, scriptwriting, the storyboard, character design, voice recording, motion theory, staging, expressions, motion, scene planing, lighting, visual effects, and editing.
Sadly the days of the traditional studio apprenticeship in animation are long gone but this book enables the reader to find the next best thing, watching and observing a Master Animator at work. Become Tony White's personal animation apprentice, and experience the golden era of the great Disney and Warner Brothers studios right in your own home or studio. Tony White's Animation Master Class is uniquely designed to cover the core principles of animated movement comprehensively. It offers a DVD with animated movies and filmed excerpts of the author at his drawing board to illustrate the concepts as the work is being created. Tony White's Animation Master Class offers secrets and unique approaches only a Master Animator could share. The book comes out of the author's six years of real-world professional experience teaching animation, and 30 years of professional experience. Whether you want to become a qualified animator of 2D, 3D, Flash or any other form of animation, Tony White's foundations bring you closer to that goal. The DVD is invaluable, in that readers are not only taught principles and concepts in the book, they are able to see them demonstrated in action in the movies on the DVD.
"A manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators"--Cover.
The Aardman Studio in Bristol is one of the biggest successes in the new wave of British animation. This book sets Aardman's achievements and the history of the studio within the context of the tradition of 3-D animation. The studio's initial success with Morph was followed with an Oscar for Creature Comforts and nominations for Adam and A Grand Day Out. Nick Park at Aardman has received two Oscars for his Wallace and Gromit stories, The Wrong Trousers and A Close Shave.
Provides information on the entire animation process, covering such topics as story research, scriptwriting, the storyboard, character design, voice recording, motion theory, staging, expressions, motion, scene planing, lighting, visual effects, and editing.
A 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.
Detailed text and drawings illuminate how to conceive animated characters.
Improve your character animation with a mastery of traditional principles and processes including weight and balance, timing, walks, birds, fish, snakes, four legged animals, acting and lip-synch. Traditional animation skills and techniques are presented in both 2D and 3D space. The companion CD features demonstration animations and exercises conducted in each of the major animation packages including 3ds Max, LightWave, Maya, and XSI Softimage.
Effective interface animation deftly combines form and function to improve feedback, aid in orientation, direct attention, show causality, and express your brand’s personality. Designing Interface Animation shows you how to create web animation that balances purpose and style while blending seamlessly into the user’s experience. This book is a crash course in motion design theory and practice for web designers, UX professionals, and front-end developers alike.