Digital animation Books

348 products


  • Animation Masterclasses

    Taylor & Francis Ltd Animation Masterclasses

    1 in stock

    Book SynopsisToday, it is commonly believed that if you learn software, you can become an animator. Yet nothing could be further from the truth. Master animators are trained and not born. Software, as is the humble pencil, is merely yet another tool through which an animator can apply their knowledge. However, neither software nor pencils give you that knowledge, nor do they do the work for you. If you place a fully trained master animator on a computer, or give them a pencil, they'll astound you with their mastery. However, if you put a nontrained animator on a computer, all you will have is a technician creating moving objects as you'll see all over YouTube and other video platforms.This book teaches you exactly how to become aMaster Animator--whether you ultimately plan to use pencils, computers, drawing tablets or rigged characters. It's a complete course, being a collection of 48 masterclasses gleaned from the author's 50 years of experience of top-level animating, teaching, Table of ContentsAuthor. Acknowledgements. Introduction. SECTION I: THE CORE PRINCIPLES OF MOVEMENT – TRADITIONAL TECHNIQUES. 1 MASTERCLASS 01: Getting to Know You. 2 MASTERCLASS 02: Squash, Stretch and Bouncing Balls. 3 MASTERCLASS 03: Keys, Breakdowns and Inbetweens. 4 MASTERCLASS 04: More on "Squash & Stretch". 5 MASTERCLASS 05: More on Slow-In and Slow-Out. 6 MASTERCLASS 06: Timing and Placement. 7 MASTERCLASS 07: Generic Walk Action 01. 8 MASTERCLASS 08: Generic Walk Action 02. 9 MASTERCLASS 09: Generic Walk Action 03. 10 MASTERCLASS 10: Personality Walk Action 01 – "Double Bounce". 11 MASTERCLASS 11: Personality Walk Action 02 – "Sneak". 12 MASTERCLASS 12: Personality Walk Action 03 – "Front Walk". SECTION II: FURTHER CORE PRINCIPLES OF MOVEMENT – RIGGED DIGITAL TECHNIQUES. 13 MASTERCLASS 13: Introduction to Moho. 14 MASTERCLASS 14: The Full Rigged Character. 15 MASTERCLASS 15: Character Walk 1. 16 MASTERCLASS 16: Character Walk 2. 17 MASTERCLASS 17: "Arnie" Generic Walk. 18 MASTERCLASS 18: Generic Walk Variations. 19 MASTERCLASS 19: New Year Greeting. 20 MASTERCLASS 20: Double Jump. 21 MASTERCLASS 21: Slow Sneak Animation. 22 MASTERCLASS 22: Throwing Action. 23 MASTERCLASS 23: Digital Coloring. 24 MASTERCLASS 24: Working with Color. SECTION III: PERSONAL PROJECT – PRE-PRODUCTION. 25 MASTERCLASS 25: Storytelling. 26 MASTERCLASS 26: Concept Art. 27 MASTERCLASS 27: Character Design. 28 MASTERCLASS 28: Storyboarding & Film Language. 29 MASTERCLASS 29: More on Storyboarding & Film Language. 30 MASTERCLASS 30: Audio Record and Breakdown. 31 MASTERCLASS 31/Storyboard Animatic. 32 MASTERCLASS 32: Character Rigging 1. 33 MASTERCLASS 33: Character Rigging 2. 34 MASTERCLASS 34: Layout 1. 35 MASTERCLASS 35: Anatomy of a Sequence. 36 MASTERCLASS 36: Final Pose Test Animatic. SECTION IV: PERSONAL PROJECT – PRODUCTION. 37 MASTERCLASS 37: Key Pose Animation 1. 38 MASTERCLASS 38: Key Pose Animation 2. 39 MASTERCLASS 39: Breakdown Position 1. 40 MASTERCLASS 40: Breakdown Position 2. 41 MASTERCLASS 41: Inbetweening 1. 42 MASTERCLASS 42: Inbetweening 2. 43 MASTERCLASS 43: Cleanup 1. 44 MASTERCLASS 44: Cleanup 2. 45 MASTERCLASS 45: Background Art. 46 MASTERCLASS 46: Inking. 47 MASTERCLASS 47: Coloring. 48 MASTERCLASS 48: Post Production and Distribution. SECTION V: NOT AN END – BUT A BEGINNING! Index.

    1 in stock

    £44.99

  • The Theory and Practice of Writing Music for

    Taylor & Francis Ltd The Theory and Practice of Writing Music for

    1 in stock

    Book SynopsisThe nature of game music charges the modern-day composer with understanding a whole host of aesthetic and technical principles unique to the medium. Based on years of working in the field, as well as teaching the subject at colleges and universities, The Theory and Practice of Writing Music for Games is an invaluable resource for those looking for a classroom tested, directed course of study.As players and composers, themselves, authors Steve Horowitz and Scott R. Looney share the inspiration and joy of game music with an emphasis on critical thinking and the creative process, exploring the parallels and distinctions to concert music, film, TV, cartoons, and other popular forms.Each chapter builds on the next and guides the reader step by step through the essentials. Along with all the theory, a multitude of clearly defined hands-on projects and exercises are included, designed to prepare the reader to go out into the field with a complete undTable of ContentsChp. 01 The Adaptive Composer Chp. 02 Building Blocks Chp. 03 The Composer's Toolbox Chp. 04 Music As Information Chp. 05 Cinematic Transitions Chp. 06 Living in Limbo Chp. 07 Get In The Game, Applied Musical Concepts Chp. 08 Middleware Music concepts & The Technical Composer Chp. 09 Advanced Approaches Chp. 10 Lessons Earned Section II Assignment 01 Composer Report Assignment 02 Create the Music Section of a GDD (Game Design Document) Assignment 03 (A) Setting Up YourWork Space Assignment 03 (B) Welcome To The Screen Shot Challenge Assignment 04 Notation Exploration Assignment 05 Classic To Modernity, The Art of Translation Assignment 06 Composing For Cinematics Assignment 07 Defining Form Assignment 08 Welcome to the Limbo Challenge Assignment 09 Gameplay Music Analysis Assignment 10 Breakout! Assignment 11 THE MUSIC MAZE Assignment 12 Mood Board Assignment 13 DAY & NIGHT Assignment 14 Create A Technical Design Document (TDD) Assignment 15 Create a Website and Artists statement

    1 in stock

    £59.99

  • Representation of Disability in Childrens Video

    Taylor & Francis Ltd Representation of Disability in Childrens Video

    1 in stock

    Book SynopsisRepresentation of Disability in Children's Video Games looks at how children's engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through play with characters with disabilities in narrative video games.Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children's video games maps against cognitive development and the psychomotor and cognitive needs and abilities of children 312. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly CooperTable of ContentsChapter 1. Introduction Chapter 2 Child Development 1: Schema, Play, the Dreamworld, and Societal Norms Chapter 3: Child Development 2: Children’s Cognitive Development Chapter 4: The Games I, Representation of Physical DisabilityChapter 5. The Games II, Neurodevelopmental Disability Chapter 6. Content Rating Systems Chapter 7: Final Words

    1 in stock

    £47.49

  • Race Gender and Deviance in Xbox Live

    Taylor & Francis Ltd Race Gender and Deviance in Xbox Live

    1 in stock

    Book SynopsisBy focusing on the experiences of users, gamers, and audiences inside one of the world's largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. Building on previous research regarding race, gender, and technology, it provides a much-needed intersectional approach to virtual gaming communities. It draws from a wide breadth of disciplines and interviews with minoritized and marginalized users to offer an overview of the virtual oppressions these individuals navigate and resist.In this 10th Anniversary Edition, author Kishonna L. Gray introduces the audience to a perspective on console gaming environments called Multi-mediated Interactive Console Environments. This new chapter provides a necessary understanding of these dynamic digital communities, adding console games, which have been heretofore left out of conversations on gaming, to platform studies, and addressing troubling examp

    1 in stock

    £35.99

  • AlphaGo Simplified

    Taylor & Francis Ltd AlphaGo Simplified

    1 in stock

    Book SynopsisMay 11, 1997, was a watershed moment in the history of artificial intelligence (AI): the IBM supercomputer chess engine, Deep Blue, beat the world Chess champion, Garry Kasparov. It was the first time a machine had triumphed over a human player in a Chess tournament. Fast forward 19 years to May 9, 2016, DeepMind's AlphaGo beat the world Go champion Lee Sedol. AI again stole the spotlight and generated a media frenzy. This time, a new type of AI algorithm, namely machine learning (ML) was the driving force behind the game strategies.What exactly is ML? How is it related to AI? Why is deep learning (DL) so popular these days? This book explains how traditional rule-based AI and ML work and how they can be implemented in everyday games such as Last Coin Standing, Tic Tac Toe, or Connect Four. Game rules in these three games are easy to implement. As a result, readers will learn rule-based AI, deep reinforcement learning, and more importantly, how to combine the two to create po

    1 in stock

    £44.95

  • Designing Sound for Animation

    CRC Press Designing Sound for Animation

    1 in stock

    Book SynopsisSound is just as crucial an aspect to your animation as your visuals. Whether you're looking to create a score, ambient noise, dialog, or a complete soundtrack, you'll need sound for your piece. This nuts-and-bolts guide to sound design for animation will explain the theory and workings behind sound for image and provide an overview of the systems and production path to help you create your soundtrack. Follow the sound design process along with animated shorts and learn how to use the tools and techniques of the trade. Enhance your piece and learn how to design sound for animation.

    1 in stock

    £49.99

  • FrameByFrame Stop Motion

    CRC Press FrameByFrame Stop Motion

    1 in stock

    Book SynopsisSingle frame filmmaking has been around as long as film itself. It is the ancestor to modern day special effects and animation. Despite its age-old practice, single frame film making and stop-motion animation continues to influence media and culture with its magic. Current advances in technology and classic stop motion techniques, such as pixilation, time-lapse photography, and down shooting have combined to form exciting new approaches. Tom Gasekâs Frame-By-Frame Stop Motion offers hands-on experience and various tricks, tips, and exercises to help strengthen skills and produce effective results. Interviews from experts in the field offer not only inspiration but also help readers learn how to apply skills and new applications. The companion website offers further instruction, recommended films, tools and resources for both the novice and the expert.

    1 in stock

    £47.49

  • Animation A World History

    Taylor & Francis Ltd Animation A World History

    1 in stock

    Book SynopsisA continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Volume I traces the roots and predecessors of modern animation, the history behind Émile Cohl''s Fantasmagorie, and twenty years of silent animated films. Encompassing the formative years of the art form through its Golden Age, this book accounts for animation history through 1950 and Table of ContentsVol 1: FOUNDATIONS BEFORE FANTASMAGORIE THE SILENT PIONEERS SILENT AMERICA 1 SILENT AMERICA 2 SILENT EUROPE SILENT ASIA SILENT LATIN AMERICA SILENT AFRICA SILENT OCEANIA THE GOLDEN AGE AMERICA LAUGHS! EUROPE SOVIET UNION ASIA LATIN AMERICA AFRICA

    1 in stock

    £44.64

  • On Animation

    CRC Press On Animation

    1 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    1 in stock

    £123.50

  • On Animation

    CRC Press On Animation

    1 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    1 in stock

    £123.50

  • Taylor & Francis Ltd Stop Motion Craft Skills for Model Animation

    1 in stock

    Book SynopsisStop motion animation is a challenging and time-consuming skill that requires patience, adaptability, and a close eye to detail. Stop Motion: Craft Skills for Model Animation, 3rd Edition is the essential guide to help stop motion animators overcome these challenges of this highly-skilled craft. Author Susannah Shaw provides a step-by-step guide to creating successful stop motioin films. Starting with some basic exercises, the reader will learn about developing a story, making models, creating sets and props, the mechanics of movements, filming postproduction, and how to set about finding that first elusive job in a modern studio. Key Features Interviews with current stars, step-by-step examples, coverage of Rapid Prototyping and Dragonframe Software Table of ContentsChapter 1Playing GodChapter 2Getting EquippedChapter 3Getting AnimatedChapter 4Keep it Simple - Developing your StoryChapter 5Coat-hangersdor Armatures - making your own modelChapter 6Advanced ModelmakingChapter 7Four walls and a sky - Sets and propsChapter 8Sound Advice - The voice trackChapter 9The mechanics of movementChapter 10The performanceChapter 11Under the lensChapter 12Post-prodcutionChapter 13Getting the job - The business of animation

    1 in stock

    £35.99

  • 3D Game Textures

    Taylor & Francis Ltd 3D Game Textures

    1 in stock

    Book SynopsisThe new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects.Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion websitewww.lukeahearn.com/textureshas been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book. Table of ContentsIntroduction. The Basics of Art. The Basics of Computer Graphic Technology. Introduction to Shaders and Materials. Preparing for Texture Creation. Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity. The Urban Setting: Low-Polygon, High-Texture Detail. The Fantasy Setting: High-Polygon, High-Texture Detail. Exteriors. Game Effects. Normal Maps and Multipass Shaders.

    1 in stock

    £49.39

  • Essential Mathematics for Games and Interactive

    Apple Academic Press Inc. Essential Mathematics for Games and Interactive

    1 in stock

    Book SynopsisExpert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all thTrade ReviewPraise for Previous Editions:"It’s the book with all the math you need for games."—Neil Kirby, Researcher, Alcatel-Lucent"Even though I’ve worked with these systems for years, this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful—it gives them a solid background in pretty much every area they need to understand."—Peter Lipson, Toys for Bob, Inc.Table of ContentsRepresenting Real Numbers. Vectors and Points. Linear Transformations and Matrices. Affine Transformations. Orientation Representation. Interpolation. Viewing and Projection. Geometry and Programmable Shading. Lighting. Rasterization. Random Numbers. Intersection Testing. Rigid-Body Dynamics.

    1 in stock

    £99.75

  • Storytelling for Interactive Digital Media and Video Games

    Taylor & Francis Inc Storytelling for Interactive Digital Media and Video Games

    1 in stock

    Book SynopsisThe evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can''t. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them interactive. Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs frTable of ContentsChapter 1 What is a Story? Fundamental Components of the StoryChapter 2 Who is Telling the Story? Teller/Audience RelationshipChapter 3 How Do We Tell Stories? Formats of StorytellingChapter 4 What Are Stories About? The Content of StoriesChapter 5 Why Do We Tell Stories? Functional StorytellingChapter 6 Activities For StorytellersChapter 7 ConclusionChapter 9 The Moving ImageChapter 10 Memes and SymbolsChapter 11 AudioChapter 12 ExercisesChapter 13 ConclusionChapter 14 Interaction BasicsChapter 15 Interactive Media TypesChapter 16 GamesChapter 17 Stories and GamesChapter 18 ActivitiesChapter 19 Conclusion

    1 in stock

    £46.54

  • Prepare to Board Creating Story and Characters

    Taylor & Francis Inc Prepare to Board Creating Story and Characters

    1 in stock

    Book SynopsisSuccessful storyboards and poignant characters have the power to make elusive thoughts and emotions tangible for audiences. Packed with illustrations that illuminate and a text that entertains and informs, Prepare to Board, 3rd edition presents the methods and techniques of animation master, Nancy Beiman, with a focus on pre-production, story development and character design. As one of the only storyboard titles on the market that explores the intersection of creative character design and storyboard development, the third edition is an invaluable resource for both beginner and intermediate artists. Key FeaturesAdapt key techniques, tips and tricks of experienced character designers and storyboard artists with 30 years of experience to your film, television and animation projects.Save time and money with workflow solutions and avoid common mistakes and problems with troubleshooting tips. Implement creative solutions for your owTable of ContentsChapter 1 First Catch Your Rabbit: Creating Concepts and Characters Chapter 2 How Storyboard Took Over the Movies (And Television)Live Action and Animation Boards Chapter 3 Putting Yourself into Your Work Chapter 4 Situation and Character Driven Stories Chapter 5 Treat ‘em rough: beginning character design and setting story rules Chapter 6 Appealing or Appalling? Developing your Characters Chapter 7 Working with Multiple Characters Chapter 8 Beauties and Beasts: Creating Character Contrasts in Design Chapter 9 Color and Design in Storytelling Chapter 10 Starting Story Sketch: Compose Yourself Chapter 11 Boarding Time: Getting with the Story Beat Chapter 12 Roughing It: Basic Staging Chapter 13 The Big Picture: Creating Story Sequences Chapter 14 Patterns in Time: Pacing Action on Rough Boards Chapter 15 Present Tense: Creating a Performance on Storyboards Chapter 16 Color My World: Art Direction and Storytelling Chapter 17 Show and Tell: Presenting Your Storyboards Chapter 18 Talking Pictures: Assembling a Leica, Story Reel or Animatic with a Scratch Track Chapter 19 Team Storyboard: Working on Group Projects Chapter 20 Maquette Simple: Modeling Characters in Three Dimensions Chapter 21 Building a Better Mouse: Creating Final Model Sheets Chapter 22 Screen and Screen Again: Preparing for Production Chapter 23 Appendices: Animated Interviews

    1 in stock

    £44.99

  • COLLADA: Sailing the Gulf of 3D Digital Content

    Taylor & Francis Inc COLLADA: Sailing the Gulf of 3D Digital Content

    1 in stock

    Book SynopsisCOLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development. Errata are posted at http://collada.org/mediawiki/index.php/COLLADA_book.Trade Review" book presents comprehensive and enlightening coverage of COLLADA from a practical perspective. NVIDIA is proud of the continuing collaboration on this project, and we look forward to seeing users fully utilize COLLADA to deploy next-generation 3D rendering content in future graphics applications."--Sebastien Domine, Director of Developer Technology Tools, NVIDIA Corporation, August 2006 compatible, reliable, and predictable communications between content creation applications in a tool chain has long been the dream of developers. At last there is a solution. The creators of COLLADA have come up with a schema, which is supported by Khronos, an independent standards body, that allows the applications to communicate in an open and efficient manner-an industry standard for 3D interchange is finally here." --Dr. Jon Peddie, President, Jon Peddie Research, August 2006 is redefining game development and promises, for once, to make it simpler and more fun to create 3D content. This authoritative book-detailed, engaging and written by the fathers of COLLADA-will enable game developers to better understand and benefit from this popular technology, so they can focus on creating bold new games instead of maintaining yet another proprietary file format." --Christian Laforte, President, Feeling Software, Inc., August 2006 book provides a first and comprehensive introduction to COLLADA, the digital asset exchange schema, which enables a standardized way for physics to be implemented into a variety of game development environments using a variety of creative tools. It will help the AGEIA mission of expanding the role of artists in the game development process through open physics standards." --Emmanuel Marquez Ageia, Worldwide Senior Producer, AGEIA Technologies, Inc., August 2006 "I highly recommend this book. If you are a programmer with a reasonable understanding of 3D graphics programming and/or authoring using 3D scene graphs, you will be able to learn the basics of Collada. If you are an experienced 3D toolmaker, Collada contains everything you need to get up and running to build your game, game engine or content pipeline tool. If you are a manager or decision maker, you get the added comfort of knowing that - finally - you just might be able to write that tool once and not over and over again." -Tony Parisi, Slashdot.org, December 2006 [The Authors] provide insight into the design of COLLADA so that readers can understand how design decisions were made and how this standard may evolve. The book will be useful to content developers interested in exchanging data between several tools, to application developers planning to use COLLADA, and to tool providers who want to add COLLADA compatibility. -Book News, December 2006 Jon Peddie gives us an interesting perspective on the games industry and the efforts being made to make asset exchange as easy as possible. --Jon Peddie, Hexus, September 2006 "COLLADA: SAILING THE GULF OF 3D DIGITAL CONTENT CREATION is for any game developer beyond the novice stage: it discusses the pros, cons, applications and future of a bold new technology for creating games, and comes from a joint industry effort focusing on effective 3D interaction in game developments. The Collada initiative surveys the history and especially the applications of the 3D industry tool, offering up a basic guide to the Collada 1.4 specifications and reviewing foundation concepts, tools, and applications and design. It's simply a must for any serious game developer." -California Bookwatch: The Computer Shelf, California Bookwatch, November 2006 book makes available the results of a joint industry effort, spearheaded by Sony Computer Entertainment, Inc., to create a standard for digital asset exchange that enables Playstation(R) 3 to bring more realistic content to life and into the home like never before." -Ken Kutaragi, President and CEO Sony Computer Entertainment -President and CEO Sony Computer Entertainment, August 2006 welcomes the publication of COLLADA: Sailing the Gulf of 3D Digital Content Creation, where the centerpiece of the digital asset tool chain for the 3D interactive industry is clearly explained and presented for the first time. Softimage is proud to have contributed to COLLADA since the beginning of its development, and to watch it grow into a powerful resource supported by the industry as a whole." --Gareth Morgan, Senior product manager for Softimage Co.,a subsidiary of Avid Technology, Inc., August 2006 COLLADA initiative is a demonstration of Sony's leadership and commitment to the games development industry. Autodesk is very supportive of this effort; it helps the games community become more productive as it tackles the requirements and opportunities of new generation consoles." --Marc Petit, VP Media & Entertainment, Autodesk, August 2006 book is an excellent first-hand account of the origins of COLLADA straight from the people that made it happen. These pages are much more then just an authoritative technical primer on enabling great content-they are also a glimpse into the passion and vision that bought COLLADA to life. The Khronos Group is honored to provide a good home to COLLADA-an open standard that is truly changing the 3D industry." -Neil Trevett, President, Khronos Group -President, Khronos Group, August 2006"Table of Contents1. Introduction to COLLADA 2. COLLADA Document 3. COLLADA Geometry 4. COLLADA Scenes 5. COLLADA Effects 6. COLLADA Animations 7. COLLADA Physics 8. COLLADA Content Pipeline

    1 in stock

    £63.64

  • Taylor & Francis Ltd 3D Art Essentials The Fundamentals of 3D Modeling Texturing and Animation

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £34.99

  • Beryl Affairs of the Art

    Graffeg Limited Beryl Affairs of the Art

    3 in stock

    3 in stock

    £24.66

  • Learn Adobe After Effects CC for Visual Effects

    Pearson Education (US) Learn Adobe After Effects CC for Visual Effects

    3 in stock

    Book SynopsisJoe Dockery has taught for 27 years in the Snoqualmie Valley School District (WA) and currently leads the Digital Media Academy at Mount Si High School. His work has earned him numerous teaching awards from Washington State, the International Society for Technology in Education, and other groups. Joe is an Adobe Education Leader (AEL) and is ACA certified. Conrad Chavez (book author) is an author and photographer with over two decades of experience with Adobe digital media workflows. During his time at Adobe Systems Inc., Conrad helped write the user guide for Adobe After Effects. He is the author or co-author of several titles in the Real World Adobe Photoshop and Adobe Classroom in a Book series, and he writes articles for websites such as CreativePro.com and Peachpit.com. Visit his web site at conradchavez.com.Table of Contents Chapter 1: Introducing Adobe After Effects Chapter 2: Understanding Basic Transformations Chapter 3: Saving Time with Animation Presets Chapter 4: Trimming, Tracking, and Time Remapping Chapter 5: Compositing by Keying and Masking Chapter 6: Creating Puppet Animations and 3D Layers Chapter 7: Working in the Visual Effects Industry

    3 in stock

    £47.49

  • Adobe Animate Classroom in a Book 2022 release

    Pearson Education (US) Adobe Animate Classroom in a Book 2022 release

    1 in stock

    Book SynopsisRussell Chun is an associate professor at the Lawrence Herbert School of Communication at Hofstra University, where he teaches multimedia storytelling, data journalism, and information design. His research examines effective visual communication and has been published in Visual Communication Quarterly, Proceedings of the New York State Communication Association, and Journal of Visual Literacy, where he serves as an associate editor. He has been writing books on Adobe Animate and its predecessor, Flash, since 2001. Table of ContentsGetting Started About Classroom in a Book What's New Prerequisites Installing Animate CC Copying the Lesson Files How to Use the Lessons Additional Resources Adobe Certification 1. Getting Acquainted 2 Creating Graphics and Text 3. Animating Symbols with Motion Tweens 4. Advanced Motion Tweening 5. Layer Parenting and Classic Tweens 6. Puppet Warping 7. Inverse Kinematics with Bones 8. Animating the Camera 9. Animating Shapes and Using Masks 10. Creating Interactive Navigation Bonus Lesson Online: Working with Sound and Video

    1 in stock

    £36.74

  • Computer Animation

    Nova Science Publishers Inc Computer Animation

    1 in stock

    Book Synopsis

    1 in stock

    £176.24

  • Lulu.com Duik Bassel User Guide

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £19.00

  • 15 in stock

    £38.78

  • Minecraft Epic Bases

    Penguin Young Readers Minecraft Epic Bases

    3 in stock

    Book SynopsisDiscover new and exciting Minecraft base builds, with construction tips, blueprint spreads, and fun locations—written in official partnership with the experts at game-creator Mojang.Are you an expert builder? Looking for inspiration for your next epic build? Then the search is over!Visit the legendary bases of The Twelve, a guild of expert builders, who are ready to showcase their most stunning creations, including flying airships and underwater lairs. Learn their top tips and tricks for making incredible bases in a variety of themes, and follow their expert advice to create challenging structures and complex redstone mechanisms.Full of thematic builds and unique features, this book of exceptional bases will spark the imagination of Minecrafters young and old.

    3 in stock

    £16.14

  • Minecraft BiteSize Builds

    Random House USA Inc Minecraft BiteSize Builds

    3 in stock

    Book SynopsisDiscover new and exciting Minecraft builds made easy, broken down into manageable pieces—written in official partnership with the experts at game-creator Mojang.Learn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and mini arcade games. There's even a superhero flying school! Each build is accompanied by exploded views and step-by-step, fully-illustrated guides and detailed instructions to show you how to complete each build from start to finish. Informative text will help you with your construction understanding and encourage you to use your new knowledge to create your very own builds.

    3 in stock

    £12.34

  • Minecraft Amazing BiteSize Builds Over 20 Awesome

    Random House USA Inc Minecraft Amazing BiteSize Builds Over 20 Awesome

    3 in stock

    Book SynopsisLearn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and arcade games. There’s even a superhero flying school! With detailed instructions, block hacks and build tips, this book will teach you new tricks and help you practice old skills as you create bite-size builds to impress your friends in Minecraft.

    3 in stock

    £11.69

  • Minecraft Legends A Heros Guide to Saving the

    Random House USA Inc Minecraft Legends A Heros Guide to Saving the

    2 in stock

    Book Synopsis

    2 in stock

    £12.34

  • Minecraft Mega BiteSize Builds Over 20 Incredible

    Random House Worlds Minecraft Mega BiteSize Builds Over 20 Incredible

    4 in stock

    Book Synopsis

    4 in stock

    £12.22

  • Doceo Publishing Video Encoding by the Numbers

    15 in stock

    15 in stock

    £53.80

  • Doceo Publishing Learn to Produce Video with FFmpeg

    15 in stock

    15 in stock

    £37.07

  • Creative Media Partners, LLC Network Visualization Design Using Prefuse Visualization Toolkit

    15 in stock

    15 in stock

    £22.75

  • Creative Media Partners, LLC Network Visualization Design Using Prefuse Visualization Toolkit

    15 in stock

    15 in stock

    £14.09

  • Taylor & Francis Ltd GPU PRO 360 Guide to GPGPU

    15 in stock

    Book SynopsisWolfgang Engel's GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers general purpose GPU. This volume is complete with 19 articles by leading programmers that focus on the techniques that go beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphics processors to accomplish such tasks. GPU Pro 360 Guide to GPGPU is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developmenTable of ContentsCh 1 2D Distance Field Generation with the GPU; Ch 2 Order-Independant Transparency uing Per-Pixel Linked Lists; Ch 3 Simple and Fast Fluids; Ch 4 A fast Poison Solver for OpenCL using Multigrid Methods; Ch 5 Volumetric Transparency with Per-Pixel Fragment Lists; Ch 6 Practical Binary Surface and Solid Voxelization with Direct3D 11; Ch 7 Interactive Ray Tracing Using the Compute Shader in DirectX 11; Ch 8 Bit-Trail Traversal for Stackless LBVH on DirectCompute; Ch 9 Real-Time JPEG Compression Using Direct Compute; Ch 10 Gair Simulation in TressFX; Ch 11 Object-Order Ray Tracing for Fully Dynamic Scenes; Ch 12 Quad Trees on the GPU; Ch 13 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs; Ch 14 Non-separable 2D, 3D, and 4D Filtering with CUDA; Ch 15 Compute-Based Tiled Culling; Ch 16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer; Ch 17 Smooth Probabistic Ambient Occlusion for Volume Rendedring. Ch 18 Octree Mapping from a Depth Camera. Ch 19 Interactive Sparse Eulerian Fluid

    15 in stock

    £61.58

  • Lulu.com The YouTube Blueprint

    15 in stock

    15 in stock

    £11.07

  • Lulu.com Flipbook Javelin Throwing

    15 in stock

    15 in stock

    £14.58

  • Lulu.com History of Computer Art

    15 in stock

    15 in stock

    £57.38

  • 15 in stock

    £40.84

  • Packt Publishing Limited Video Editing Made Easy with DaVinci Resolve 18: Create quick video content for your business, the web, or social media

    15 in stock

    Book SynopsisBoost your audience on social media by leveraging DaVinci Resolve 18 and share impressive micro-content with the guidance of a certified Blackmagic Design training partner Purchase of the print or Kindle book includes a free PDF eBook Key Features Enhance your content with creative editing, VFX composition, color grading, and sound editing techniques Learn techniques to generate quick video content to engage and increase your audience Discover the latest features and hacks of DaVinci Resolve 18 to realize your creative ideas Book DescriptionMicro content dominates social media marketing, but subpar editing and low-quality videos can shrink your audience. Elevate your social media game with DaVinci Resolve - the world’s most trusted name in color grading that has been used to grade Hollywood films, TV shows, and commercials. Version 18 enables you to edit, compose VFX, mix sound, and deliver videos for different platforms, including social media and the web. You’ll learn the basics of using DaVinci Resolve 18 to create video content, by first gaining an overview of creating a complete short video for social media distribution directly from within the “Cut” page. You’ll discover advanced editing, VFX composition, color grading, and sound editing techniques to enhance your content and fix common video content issues that occur while using consumer cameras or mobile phones. By the end of this book, you’ll be well-equipped to use DaVinci Resolve to edit, fix, finish, and publish short-form video content directly to social media sites such as YouTube, Twitter, and Vimeo.What you will learn Explore how to edit, add effects, and post to social media using the new Cut page Deliver video projects swiftly to a variety of social media formats using the Cut page Fix problems with videos, such as stabilizing footage and syncing audio Enhance the quality of your videos through color correction and other visual effects techniques Discover how to use the Neural Engine AI in the Studio Version of DaVinci Resolve to speed up your work Add subtitles and dubbed audio to help your videos reach a wider audience Who this book is forThis book is for beginner content makers looking for quick techniques to improve their skills and work. It’s also useful for experienced content makers who want to begin using DaVinci Resolve for its advanced features. The book acts as a practical training manual for social media marketers, influencers, short film makers, small business owners creating their own content, vloggers, and film/media studies students at schools, colleges, or universities.Table of ContentsTable of Contents Getting Started with Resolve - Publishing your first Cut Adding Titles and Motion Graphics Polishing the Camera Audio - Getting it in Sync Adding Narration, Voice Dubbing, and Subtitles Creating Additional Sound Working with Archive footage Stabilizing Footage Hiding the EditCut: Making our Edit Invisible Green Screen Split screens and Picture in Picture Enhancing Colour for mood or style Studio only techniques - so much quicker Glossary of Terms

    15 in stock

    £39.33

  • Packt Publishing Limited Blender 3D Incredible Models: A comprehensive guide to hard-surface modeling, procedural texturing, and rendering

    15 in stock

    Book SynopsisLearn all about hard-surface modeling in Blender while creating three increasingly complex projects: an assault rifle, a sci-fi racing ship, and an army tank Key Features Explore Blender’s wide array of 3D modeling tools and features with key images printed in color Learn techniques for texturing, rendering, and rigging Employ these lessons to create increasingly complex hard-surface models Book DescriptionBlender is a massively popular and powerful 3D program, with versatile modeling abilities that make it a great way to enter the 3D modelling world. Blender 3D Incredible Models is an extensive guide for those new to hard-surface modeling with Blender, helping you understand the complete range of tools and features it offers and how to employ those efficiently to create realistic models. You’ll be led through progressively more challenging modeling projects— from an assault rifle and an army tank to a sci-fi spaceship model—giving you a glimpse of all the skills you’d need in Blender’s vast ecosystem of features and functionality, ranging from textures, rendering, and UV mapping to lighting, rigging, and beyond. Each engaging project builds upon the last until you’re equipped with everything you need to tackle your own modeling challenges, whatever they may be. By the end of this Blender book, you won’t just know how to create the models covered here, but you’ll be able to turn your own concepts and references into 3D Blender models too!What you will learn Dive into the fundamental theory behind hard-surface modeling Explore Blender’s extensive modeling tools and features Use references to produce sophisticated and accurate models Create models with realistic textures and materials Set up lighting and render your scenes with style Master the use of polygons to make game-optimized models Develop impressive animations by exploring the world of rigging Employ texture painting and modifiers to render the tiniest details Who this book is forThis book is for aspiring 3D artists, animators, architectural visualizers, and game developers looking to learn hard-surface modeling, an essential skill in creative industries. A basic understanding of Blender and its interface, orienting in the 3D Viewport, creating and moving objects, and mesh editing is necessary to get started.Table of ContentsTable of Contents Introducing Hard Surface Modeling Creating Basic Shapes for an FN SCAR Adding More Details with Polygon Modeling and Modifiers Texturing and Rendering the FN SCAR Modeling a Sci-Fi Race Ship Texture Painting the Sci-Fi Race Ship Modeling the T-72 Tank: Basic Shapes Modelling the T-72 Tank Hull Modeling the T-72 Tank Turret Modeling Tank Tracks Rigging Tank Tracks Texturing the Tank

    15 in stock

    £46.26

  • Independently Published Airpods Pro 3 Benutzerhandbuch

    15 in stock

    15 in stock

    £20.05

  • Amazon Digital Services LLC - Kdp SMPTE ST 2110 The Broadcast IP Revolution

    15 in stock

    15 in stock

    £12.12

  • Independently Published Clip Studio Paint EX Guide de lutilisateur

    15 in stock

    15 in stock

    £20.67

  • Independently Published Blender 5.0 Benutzerhandbuch für Anfänger 2026

    15 in stock

    15 in stock

    £19.95

  • Independently Published Microsoft Clipchamp Mastery Handbook

    15 in stock

    15 in stock

    £14.53

  • Independently Published TinkerCAD para principiantes

    15 in stock

    15 in stock

    £14.74

  • Amazon Digital Services LLC - Kdp Guía de Blender 5.0 para principiantes

    15 in stock

    15 in stock

    £13.88

  • Independently Published Blender 4.5 Benutzerhandbuch

    15 in stock

    15 in stock

    £19.08

  • Independently Published Blender 5.0 meistern

    15 in stock

    15 in stock

    £14.74

© 2026 Book Curl

    • American Express
    • Apple Pay
    • Diners Club
    • Discover
    • Google Pay
    • Maestro
    • Mastercard
    • PayPal
    • Shop Pay
    • Union Pay
    • Visa

    Login

    Forgot your password?

    Don't have an account yet?
    Create account