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The Animation Book: A Complete Guide to Animated Filmmaking--From Flip-Books to Sound Cartoons to 3- D Animation

معرفی کتاب «The Animation Book: A Complete Guide to Animated Filmmaking--From Flip-Books to Sound Cartoons to 3- D Animation» نوشتهٔ Kit Laybourne; preface by George Griffin; introduction by John Canemaker، منتشرشده توسط نشر Three Rivers Press در سال 1998. این کتاب در فرمت djvu، زبان انگلیسی ارائه شده است.

The first edition of**The Animation Book**, published in 1979, became the authoritative guide to making animated movies. Now, as we enter the twenty-first century, the explosion in computer technology has created a corresponding boom in animation. Using desktop hardware and software, animators can easily produce high-quality, high-artistry animation and mix the aesthetics of traditional cel animation with dazzling 3-D effects. Kit Laybourne's digital revision to The Animation Book brings you to the cutting edge of animation technology. Richly illustrated with frame-grabs, production stills, and diagrams, this volume shares Kit's infectious enthusiasm for the limitless possibilities of today's hybrid techniques, and it provides beginning animators with all the information they need to jump in and start their own animation projects. More advanced animators will find The Animation Book to be an invaluable resource with detailed descriptions of filmmaking gear, computer hardware and software, art supplies, plus Internet and other resources.Using an innovative case-study approach, Kit deconstructs how a range of digital projects were carried out at some of today's hottest animation studios, including Wildbrain, Blue Sky, Protozoa, Fantome, Broderbund, Nicktoons, and Klasky Csupo. These step-by-step studies show how desktop animators can follow the same creative process in their own films. The First Edition Of 'the Animation Book' Published In 1979, Became The Authoritative Guide To Making Animated Movies. Now, The Explosion In Computer Technology Has Created A Corresponding Boom In Animation. Using Desktop Hardware And Software, Animators Can Easily Produce High-quality, High-artistry Animation And Mix The Aesthetics Of Traditional Cel Animation With Dazzling 3-d Effects. The Author's Digital Revision To 'the Animation Book' Brings You To The Cutting Edge Of Animation Technology. Richly Illustrated With Frame-grabs, Production Stills, And Diagrams, This Volume Shows The Limitless Possibilities Of Today's Hybrid Techniques. It Provides Beginning Animators With All The Information They Need To Jump In And Start Their Own Animation Projects And More Advanced Animators Will Find This Book To Be An Invaluable Resource With Detailed Descriptions Of Filmmaking Gear, Computer Hardware And Software, Art Supplies, Plus Internet Resources. In Addition, Using An Innovative Case-study Approach, The Author Deconstructs How A Range Of Digital Projects Were Carried Out At Some Of The Hottest Animation Studios And Then Shows How Desktop Animators Can Follow The Same Creative Process With Their Own Films. -- From Back Cover. A Guide To The Theory, Aesthetics, And Techniques Of Animation Features Detailed Instructions, Projects, And Discussions On Such Topics As Basic Movement, And Digital Ink And Paint. I. Fundamentals: Basic Skills -- Cameraless Animation -- Tooling Up. Ii. Techniques: Animating Objects -- Cutout Animation -- Time Lapse And Pixilation -- Working With Sound -- Storyboarding And Animatics -- Kinestasis And Collage -- Motion Graphics -- Sand And Paint-on-glass Animation -- Clay, Puppet, And Stop-motion Animation -- Rotoscoping -- Line And Cel Animation -- Digital Ink And Paint -- 3-d Animation -- Animation Frontiers -- Production Animation. Iii. Tools: Film Cameras And Accessories -- Animation Stands -- Registration Devices -- Filmmaking Gear -- Computer Software -- Computer Hardware -- Resources. Kit Laybourne ; Preface By George Griffin ; Introduction By John Canemaker. Includes Bibliographical References (p. 402-406) And Index. The first edition of The Animation Book , published in 1979, became the authoritative guide to making animated movies. Now, as we enter the twenty-first century, the explosion in computer technology has created a corresponding boom in animation. Using desktop hardware and software, animators can easily produce high-quality, high-artistry animation and mix the aesthetics of traditional cel animation with dazzling 3-D effects. Kit Laybourne's digital revision to The Animation Book brings you to the cutting edge of animation technology. Richly illustrated with frame-grabs, production stills, and diagrams, this volume shares Kit's infectious enthusiasm for the limitless possibilities of today's hybrid techniques, and it provides beginning animators with all the information they need to jump in and start their own animation projects. More advanced animators will find The Animation Book to be an invaluable resource with detailed descriptions of filmmaking gear, computer hardware and software, art supplies, plus Internet and other resources. Using an innovative case-study approach, Kit deconstructs how a range of digital projects were carried out at some of today's hottest animation studios, including Wildbrain, Blue Sky, Protozoa, Fantome, Broderbund, Nicktoons, and Klasky Csupo. These step-by-step studies show how desktop animators can follow the same creative process in their own films. The biggest single misconception about animation is that you need to be an artist to do it, that you need to know how to draw.
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