Digital animation Books
Taylor & Francis Ltd Plugin to After Effects Third Party Plugin
Book SynopsisTake your After Effects projects to the next level by mastering its third-party plug-ins. Whether it''s keying and compositing, adding particles of swirling smoke to a composition, or importing XML files from Final Cut Pro, third-party plug-ins can greatly enhance your After Effects capabilities. From sexy effects and graphics enhancements to workflow automation and file conversion, it''s all covered in this lavishly illustrated, full-color book.Coverage of hundreds of essential third-party plug-ins is provided, showing you when, why, and how to use each plug-in. Plug-ins for color, style, effects, distortions, warps, transitions, lens flares, text and graphical elements, and more are all covered in depth.Trade Review"Take your After Effects projects to the next level by mastering its third-party plug-ins. Whether it's keying and compositing, adding particles of swirling smoke to a composition, or importing XML files from Final Cut Pro, third-party plug-ins can greatly enhance your After Effects capabilities. From sexy effects and graphics enhancements to workflow automation and file conversion, it's all covered in this lavishly illustrated, full-color book. Coverage of hundreds of essential third-party plug-ins is provided, showing you when, why, and how to use each plug-in. Plug-ins for color, style, effects, distortions, warps, transitions, lens flares, text and graphical elements, and more are all covered in depth."--Internet Video MagazineTable of ContentsWhat is a Plug-in?; Big Bundles; Blur and Sharpen; Color Corrections; Distortions; Effects; Generators; Keying and Matte; Noise and Grain; Simulation; Templates; Time; Tracking; Transitions; Utilities; Workflow
£999.99
Taylor & Francis Ltd Flash Mobile
Book SynopsisBuild rich media applications for the iOS and Android platforms with this primer to Flash mobile development. You get all of the essentials-from setting up your development environment to publishing your apps to the Google Market Place/Apple iTunes App Store. Develop elementary applications without coding; then realize the power of ActionScript 3 to add rich complexity to your applications. Step-by-step instruction is combined with practical tutorial lessons to deliver a working understanding of the development stages including: *Rapid prototyping *Adding interactivity, audio, and video *Employing iOS and Android Interface Calls *Hardware optimization with AIR *Game development; game engines, controlling physics, and 3D *Designing for iPad, Android tablets, and Google TV *Code optimization, testing, and debugging User interfaces are presented in full color to illustrate their nuances. The companion website, www.visualizetheweb/flashmobile, includes all of the AS3 code, project fTable of ContentsSection 1Setting up Flash CS5 for Android DevelopmentProject 1: Creating Your First App Using Flash CS5Section 2Rapid Android Development in Flash CS5Project 2: Optimizing Animation, Audio, Video, and Component Use in Your AIR for Android AppsSection 3Developing Mobile Apps using ActionScriptProject 3: Building Sprite's 123Section 4Leveraging Custon iPhone and Android Interface Calls with ActionScriptProject 4: Building a Gesture-Driven ApplicationSection 5Building Games with Flash for the Mobile MarketProject 5: Building a Mobile GameSection 6Deploying Mobile Apps with Flash CS5Project 6: Publishing Your Apps into the Many Different App StoresCompanion website: www.visualizetheweb.com/flashmobile
£42.74
Taylor & Francis Ltd How to Cheat in Maya 2012
Book SynopsisThe Maya guide for animators, How to Cheat in Maya 2012 presents everything you need to know about character animation in Maya. Fully updated for the latest revision of Maya, this book provides you with complete, step-by-step walkthroughs of essential animation techniques to increase your efficiency and speed. This is an animator''s workflow in book form, written by professional animators-not a software book with a few animation pointers thrown in.In addition to all the gold-mine coverage and interviews with expert animators from the previous edition, How to Cheat in Maya 2012 also features a new in-depth chapter on the principles of animation, updated information on camera settings and animation using Maya''s new Camera Sequencer tool, the ins and outs of the brand new Editable Motion Trails tool, new techniques for working with characters in multi-shot animation tests and short films, a new cycles chapter covering actions like flying and walks, time-savingTable of ContentsHow to Cheat in Maya 2012 - Chapter 1 - Animation Principles in Maya Anticipation Overlap and Follow Through Squash and Stretch Staging (Cameras) Arcs Timing Ease In/Ease OutChapter 2 - SplinesAll cheats revised for new interfaceChapter 3 - Graph Editor All cheats revised for new interface Chapter 4 - Techniques smear frames bendy arms Possible material for tools added in Maya 20XX Chapter 5 - Constraints All cheats revised for new interface Chapter 6 - Gimbal Lock All cheats revised for new interface Chapter 7 - Cameras and Layout In-depth cheats on cameras and staging, applicable to multi-shot dialog tests and short films cheats for new Camera Sequence tool Chapter 8 - Blocking New project for the chapter, so all cheats will be revised Chapter 9 - Cycles Shorter examples of walk and run cycles with new character Older walk cycle material will be put on the website Tips for personality walksChapter 10 - Polishing New chapter project, all cheats revised Chapter 11 - Facial Animation New chapter project, all cheats revised Mouth shapes Eye shapes Chapter 12 - Animation Layers New chapter project, all cheats revisedChapter 12 from the first book is retired to the website
£37.99
Taylor & Francis Ltd RealWorld Flash Game Development How to Follow
Book SynopsisYour deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done.Griffith covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 10 years in the industry. The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development.The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas.Trade Review"The volume's 16 chapters (and 3 online bonus chapters) in this new edition (1st ed., 2010) provide a series of discrete challenges: animation, audio and video management, implementing mathematical functions, collision detection, game physics, and creating platformers and iOS games, which gradually build user competence and confidence. Although the examples increase in complexity as the book progresses, it is not necessary to do them in order. The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want t o use Flash. The excellent companion website supplies all the code needed to build the examples, as well as a forum where questions can be posted and answered. The author frequently inserts commentary about best programming practices (what to do and what to avoid), which differentiates this book from many similar titles."--E. Bertozzi, Long Island University"The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want to use Flash. The excellent companion website supplies all the code needed to build the examples, as well as a forum where questions can be posted and answered. The author frequently inserts commentary about best programming practices (what to do and what to avoid), which differentiates this book from many similar titles. Summing Up: Highly recommended. Upper-division undergraduate through researchers/faculty, two-year technical program students, and professionals/practitioners."-- E. Bertozzi, Long Island University, CHOICETable of ContentsChapter 1: Computer Science Isn't For EveryoneChapter 2: The Best Tool for the JobChapter 3: A Plan is Worth a Thousand AspirinChapter 4: //Comments FTW!Chapter 5: The Least You Can Do vs An Architect's ApproachChapter 6: Managing Your Assets/Working With GraphicsChapter 7: Make it Move - ActionScript AnimationChapter 8: Turn it Up to 11: Working with AudioChapter 9: Put the Video Back in "Video Game"Chapter 10: XML and Dynamic ContentChapter 11: Four Letter Words: M-A-T-HChapter 12: Don't Hit Me: Collision Detection TechniquesChapter 13: Mix Up - A Simple EngineChapter 14: Bringing It All Together: A PlatformerChapter 15: Marble Runner : Our First Mobile GameChapter 16: Air Hockey: A Multi-Touch, Multiplayer Tablet GameAfterwordOnline Content:Bonus Chapter: Squash 'Em If You've Got 'Em: The Bug Hunt Bonus Chapter: On Your Guard Bonus Chapter: Introduction to Mobile Development Appendix A: Webcams and Microphones Appendix B: Localization Appendix C: JSFL is JavaScript For Lovers Appendix D: Using AMFPHP with Games
£46.99
Taylor & Francis Ltd Hybrid Drawing Techniques Design Process and
Book SynopsisHybrid Drawing Techniques: Design Process and Presentation reaffirms the value of traditional hand drawing in the design process by demonstrating how to integrate it with digital techniques; enhancing and streamlining the investigative process while at the same time yielding superior presentation images. This book is a foundations guide to both approaches: sketching, hardline drawing, perspective drawing, digital applications, and Adobe Photoshop; providing stepbystep demonstrations and examples from a variety of professional and student work for using and combining traditional and digital tools. Also included are sections addressing strategies for using color, composition and light to further enhance one's drawings. An eResource offers copyright free images for download that includes: tonal patterns, watercolor fields, people, trees, and skies.Trade Review‘Gorski conducts a masterclass in situating digital and analog methods of drawing in this richly illustrated paean to the art of representation in contemporary times. From the scratch of a pen to the click of a mouse, this book teaches not only proven technique but strategic thinking about the new ways of rendering the image. This is a must-have manual for all those wrestling with the transformative role of hand drawing in a digital age.’ – Gil Snyder, Department of Architecture, University of Wisconsin-Milwaukee, USA'Gilbert Gorski's pioneering work in combining traditional and digital media, elucidated in this timely and important book, places him at the forefront of contemporary visualization.' - Paul Stevenson Oles, FAIA, Principal, Interface Architects, New Mexico, USA'One of the finest architectural illustrators practicing today, Gilbert Gorski commands an exceptional talent for creating beautiful, powerful, and enlightening images. And he is a pathfinder. In your hands, you hold a brilliantly drawn map, a dedicated course, designed to empower digital innovation to evoke the sublime—building on the best of the old masters.' - Henry E. Sorenson, Jr., Professor, School of Architecture, Montana State University, USA'With the keen sense of the artistic genius, Gorski uninhibitedly and passionately mates hand-drawn architectural drawing with the boundless possibilities of computer generated methods, resourcefully proving what interdisciplinary stands for. With this simple, yet fundamental, credo this volume is a standard reference for all students of architectural representation.' - Sergei Tchoban, Architekt BDA, Germany'Gilbert Gorski presents an invaluable treatise acknowledging that great architecture is inextricable to a mastery of techné invoked in multiple delineation processes of great design. That is to say, because what we draw is in fact what we build – how we draw becomes a critical modality of aesthetic intelligence implicit to the way by which great design is crafted, evaluated and made. I believe masterful drawing is our most useful tool in building well once again.' - Duncan McRoberts, Principal, Duncan McRoberts Associates, USATable of ContentsAcknowledgements Preface: Architecture in the Age of Digitalism 1. Getting Started 2. Traditional Drawing Techniques 3. Perspective Drawing 4. Digital Scanning Techniques 5. Digital Coloring 6. Hybrid Coloring Techniques 7. Process: Hybrid Design Techniques 8. Light and Shadow 9. Composition Strategies 10. Color Strategies 11. Collection of Illustrations Bibliography Index
£73.14
Taylor & Francis Ltd VRay My Way
Book SynopsisV-Ray My Way: A Practical Designers Guide to Creating Realistic Imagery Using V-Ray & 3ds Max is a practical, hands-on guide to creating some of the most stunning computer-generated images possible. It caters to the design masses; architects, engineers, interior designers, industrial designers, photographers, and enthusiasts will find this book essential in their quest to express themselves through visual communication. V-Ray My Way is an accumulation of 13 years of experimental experience and will have you creating content within minutes, help grow your company, help develop your portfolio, and help you make that career leap. Additional resources and exercises are available at the bookâs companion website, http://routledgetextbooks.com/textbooks/_author/wylde-9780415709637/Table of ContentsChapter 1: My Experience and Background StoryChapter 2: Methodology (How to use this book)Chapter 3: Introduction to My WorkflowChapter 4: Interior Daytime ScenesChapter 5: Interior Evening ScenesChapter 6: Interior Mockup ScenesChapter 7: Exterior Daytime ScenesChapter 8: Exterior Evening ScenesChapter 9: Automotive ScenesChapter 10: Shooting HDRI’s
£54.14
Taylor & Francis Ltd Creating Visual Effects in Maya
Book SynopsisProduce mind-blowing visual effects with Autodesk Maya. Gain the practical skills and knowledge you need to recreate phenomena critical to visual effects work, including fire, water, smoke, explosions, and destruction, as well as their integration with real-world film and video.In Creating Visual Effects in Maya, Maya master Lee Lanier has combined the latest studio techniques with multi-chapter, hands-on projects and professionally-vetted workflows to bolster your CG toolkit. Engaging, full-color tutorials cover: Creating foliage, fire, and smoke with Paint Effects Growing Maya Fur and nHair on clothing, characters, and sets Replicating water, smoke, sparks, swarms, bubbles, and debris with nParticles and nCloth Controlling scenes and simulations with expressions and MEL, Python, and PyMEL scripting Adding dust, fog, smoke, rippling water, and fireballs with Fluid Effects contTrade Review"Lee Lanier is a fantastic artist and teacher. These techniques for creating destruction using simulations are a critical part of the VFX workflow and should be in every artist's toolbox!" - Rob Garrott, Content Manager, Video Segment, lynda.com "Lee Lanier is a fantastic artist and teacher. These techniques for creating destruction using simulations are a critical part of the VFX workflow and should be in every artist's toolbox!" -- Rob Garrott, Content Manager, Video Segment, lynda.com "Wow! What an exceptional book full of meticulously organised information. Lee Lanier is obviously not only a very talented Visual Effects artist but also a very intuative tutor." -- Wendy Laybourn, Network Nine Table of ContentsPaint Effects; Fur and Hair; Particles and nParticles; Cloth and nCloth; Soft and Rigid Bodies; Fluid Dynamics; Ponds and Oceans; Motion Tracking; Expressions and Scripting; Render Passes;
£45.59
Penguin Young Readers Minecraft Epic Inventions
Book SynopsisTwelve mind-blowing Minecraft builds to spark your imagination.Epic Inventions contains twelve incredible builds to inspire you to construct the most inventive builds in Minecraft. There's an intergalactic space station, an ancient temple, a kawaii waterways course, a giant meeple bedroom, an animal sanctuary, plus many more. Each build is presented to you by its builder—a construction expert eager to share their tips with you. As well as learning how to choose blocks and construct amazing builds, you'll also learn some excellent pro builder tips like how to terraform the landscape.
£16.14
Taylor & Francis Ltd VR Developer Gems
Book SynopsisThis book takes the practicality of other Gems series such as Graphics Gems and Game Programming Gems and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 tips, each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that eTrade Review"This is a highly valuable resource, chiefly for developers with considerable technical background in computer graphics and/or programming." - J. Brzezinski, McHenry County College, CHOICE Reviews, Highly recommended Table of ContentsChapter 1: Introduction. Chapter 2: 2. Extending existing renderers for VR. Chapter 3: User interfaces for Smartphone- VR. Hapetr 4: Navigating through the virtual world. Chapter 5: Image warping & blending. Chapter 6: Real-time rendering techniques for VR. Chapter 7: Foolimng the user. Chapter 8: VR on a Raspberry Pi:
£123.50
Taylor & Francis Ltd The FORCE Companion
Book SynopsisSwendly Benilia shares with us simple and tangible tips and tricks to understanding and drawing FORCE across hundreds of drawings full of dunamism and energy! This book is an expellant companion to the FORCE brand since it delivers hundreds of FORCE drawings with succinct notations, filtered and approved by Mike Mattesi, about how to improve your FORCE drawing skillsKey Features: Hundreds of dynamic FORCE drawing that inspire the reader to see and draw FORCE Succinct tips and tricks keep it light and educational The tips and tricks not only explain how but also why the drawings are successful. This is unique to the FORCE Drawing method Each page shares numerous drawing around a FORCE idea with a short paragraph to further clarify the FORCE tip or trick. Explaining to the reader why the drawings work increases their ability of achieving the same level of excellence SwTable of ContentsChapter 1: FORCE Basics. Chapter 2: FORCE Form. Chapter 3: FORCE Shape.
£123.50
Taylor & Francis Ltd 3D Game Environments
Book SynopsisFrom a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments.Key FeaturesThe entire game world development process; from planning to 3D modeling, UV layout, and creating textures.Exercises and projects to practice with; each section includes projects to guide you through creating different world genres.The updated companion websiteâwww.lukeahearn.com/textures/ now includTable of ContentsChapter 1: Orientation to Game World Optimization Chapter 2: 3D Concepts Chapter 3: Shaders and Models Chapter 4: Planning the Low Polygon Urban Environment Chapter 5: Modeling the Large Urban Environment Chapter 6: Texturing the Large Urban Environment Chapter 7: Introduction to Natural Environments Chapter 8: Terrain Chapter 9: Filling the World—Trees, Plants, Rocks, Water, and Sky Chapter 10: Modeling and Texturing the Jungle Base Chapter 11: Focus on the Futuristic Interior—Normal Maps and Multipass Shaders
£78.84
Taylor & Francis Ltd VRay 5 for 3ds Max 2020
Book SynopsisRevitalize your architectural visualizations by bringing new levels of realism to your day and night interior scenes. This book features full-color, step-by-step tutorials to develop a firm understanding of the processes and techniques involved in creating jaw-dropping 3d visualizations for top marketing agencies.This second volume includes day and night lighting of an atrium scene using seasoned tools and techniques to deploy V-Ray 5 and 3ds Max 2020. It has never been quicker and easier to create the industry's top-of-the-range 3d marketing visuals.The book starts with an overview of the best techniques to approach clients via emails, calls, meetings, and social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, pre-production, production, post-production, etc.The subsequent step takes users through the installation of V-Ray 5 and the process of accessing the V-Ray Material browseTable of ContentsPreface. Acknowledgments. Author. 1 Using Resource Files. 2 Creating Materials and Shaders in V-Ray 5. 3 Cameras and Lighting in V-Ray. 4 Rendering in V-Ray. 5 Tips and Tricks. 6 anima® from AXYZ design®. 7 Daylight Scene Pre-Production. 8 Scene, Camera and Lights. 9 Materials and Final Render. 10 Daylight Scene Post-Production. 11 Night Scene Pre-Production. 12 Night Scene Lighting/Rendering. 13 Night Scene Post-Production. 14 Verified Views for Planning Applications. Index.
£46.99
Taylor & Francis Inc Blender for Visual Effects
Book SynopsisBringing concrete examples from industry to light, this book explains how to use Blender to create visual effects for video/film production. It supplies readers with a practical way to learn how to use Blenderâs tools across a wide range of scenarios in video/film production, including setting up cameras on a stage, lighting, and other production processes. Maintaining a focus on composition, the book not only explains how to use the most common tools, such as tracking, rendering, and compositing, but also explains how to deal with software limitations and sort out problems. Since the best way to learn something is with a practical example, this book follows one of the authorâs own projects, starting with how to prepare the elements that will be needed later on. The example illustrates how to use Blender tools and features for scene tracking, setup, rendering, masking, and other post-production functionsâfrom start to finish in a professional workflow. The book examines all the compositing nodes that can be used in Blender. It details time-saving tips, features such as the motion tracker, and rendering techniques so readers will have enough information to accomplish the most common tasks encountered in the creation of a professional visual effects composition. By following the example project presented in the book, you will gain the practical understanding required to use Blenderâs tools in the most common scenarios in video/film production. You will also gain industry insights into the limitations of the software and how to sort out the problematic scenarios that may come up through the various stages of your project.Table of ContentsProblem Definition. Preparation. Tracking. Scene Setup. Rendering. Masking. Compositing.
£60.86
Taylor & Francis Inc An Introduction to Unreal Engine 4
Book SynopsisThis book serves as an introduction to the level design process in Unreal Engine 4. By working with a number of different components within the Unreal Editor, readers will learn to create levels using BSPs, create custom materials, create custom Blueprints complete with events, import objects, create particle effects, create sound effects and combine them to create a complete playable game level. The book is designed to work step by step at the beginning of each chapter, then allow the reader to complete similar tasks on their own to show an understanding of the content. A companion website with project files and additional information is included.Table of ContentsIntroduction to Unreal Engine 4. Project Type Selection and Setup. An Overview of the Level Design Process. Blocking Our Level. Adding Objects to Our Level. Exploring Blueprints. Materials in Unreal Engine 4. Basic Lighting Concepts. Matinee. Particle Systems. Advanced Blueprint Techniques. Advanced Lighting Techniques. Working With Terrains.
£49.39
Taylor & Francis Inc Acting and Character Animation
Book SynopsisAnimation has a lot to do with acting. That is, character animation, not the standardized, mechanical process of animation. Acting and animation are highly creative processes. This book is divided into two parts: From film history we learn about the importance of actors and the variety of acting that goes into animation; then, we will turn to the actor''s point of view to describe the various techniques involved. Through exhaustive research and interviews with people ranging from the late Ray Harryhausen, Jim Danforth, Joe Letteri, and Bruno Bozzetto, this book will be the primary source for animators and animation actors. Key FeaturesInterviews with industry legends are found throughout this exhaustive work on animationFrom film history we learn about the importance of actors and the variety of acting that goes into animation, then turn to the actor''s point of view to describe the various techniques involvedCoverTable of ContentsForeword. Introduction: No End to Childhood. The Story of Actors and Acting in Animation. Chalk-Talking on Vaudeveille Stage. An Actor's Vision of Optical Poetry. Shadow Plays and Shilhoette Films: The Adventures of Prince Achmed . Rotoscoping: Dave Fleischer as Ko-Ko the Clown. The Peak of Character Animation: Walt Disney. Animated Characters: Intercultural Idiosyncrasies. Voice Actors. Animators Become Actors and Actresses. Acting With Animated Characters. Dancing With Animation. Comedians. Pixilation: Animating Actors. Acting Against the Odds of Visual Effects and Animation. Synthespians: The Art of Performance Capture . Avatar and Beyond. A Nod to Computer Games. Performance and Creativity Training for Animators -- A Practical Guide. Writing Animation: Role Profiles and Case Studies. Acting in Storyboard Sessions. Character Design and Posing. Emotional Expression and Movement. Scene Study and Action Analysis. Facial Expression. Performance Capture Techniques. Feeling Characters: Visualization Techniques. Selected Filmography. Bibliography. Index.
£63.64
Taylor & Francis Inc AI for Games and Animation: A Cognitive Modeling
Book SynopsisJohn Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below.Table of ContentsForeword -- Preface -- 1 Introduction -- 1.1 Cognitive Character -- 1.2 Domain Knowledge -- 1.3 Character Instruction -- 1.4 Knowledge Acquisition -- 1.5 Phenomenology -- 1.6 Implementation -- 1.7 Other Models -- 2 Background -- 2.1 Geometric Models -- 2.2 Kinematic Control -- 2.3 Physical Models -- 2.4 Noninterpenetration -- 2.5 Biomechanical Mode -- 2.6 Behavior and Cognitive Model -- 2.7 Notes -- 3 Domain Knowledge -- 3.1 Mathematical Logic -- 3.2 Situation Calculus -- 3.3 D iscussion -- 3.4 Notes -- 4 Sensing -- 4.1 Knowledge Producing Actions. -- 4.2 Interval Arithmetic -- 4.3 Interval-valued Epistemic Fluents -- 4.4 Inaccurate Sensors -- 4.5 Sensing Changing Values -- 4.6 Correctness -- 4.7 Operators for Interval Arithmetic -- 4.8 Knowledge of Terms -- 4.9 Usefulness -- 4.10 Notes -- 5 Character Instruction -- 5.1 Predefined Behavior -- 5.2 Goal-directed Behavior -- 5.3 The Middle Ground -- 5.4 A Simple Tutorial Example: Maze Solving -- 5.5 D iscussion -- 5.6 Notes -- 6 Learning -- 6.1 Machine Learning -- 6.2 Creating a Training Set -- 6.3 Representation of the Learned Function -- 6.4 Learning Algorithm -- 6.5 D iscussion -- 6.6 Notes -- 7 Putting It All Together -- 7.1 A Predefined Behavior Layer -- 7.2 Interface. -- 7.3 Roiling Forward -- 7.4 Embedding Goal-directed Behavior -- 7.5 Intelligent Flocks -- 7.6 Notes -- 8 CML -- 8.1 Precondition and Effect Axioms -- 8.2 Complex A ctioNS -- 8.3 Discussion -- 8.4 Notes -- 9 Cinematography -- 9.1 Automated Cinematography -- 9.2 Implementation -- 9.3 Discussion -- 9.4 Notes -- 10 Prehistoric World -- 10.1 The Prehistoric World -- 10.2 Effect A xioms -- 10.3 Precondition A xiomS -- 10.4 Character Instruction -- 10.5 Implementation. -- 10.6 D iscussion -- 10.7 Notes -- 11 Undersea world -- 11.1 D iscussion -- 11.2 Overview -- 11.3 Evasion BehavioR -- 11.4 The Great Escape -- 11.5 Pet Protection -- 11.6 General Melee -- 11.7 Visibility Testing -- 11.8 Low-level System Implementation -- 11.9 Discussion -- ll.lONotes -- 12 Conclusion -- 12.1 AI Accelerator cards -- 12.2 R obotics. -- 12.3 Electronic Commerce and Web Avatars. -- 12.4 Other Applications. -- 12.5 Conclusion -- Bibliography -- Index.
£78.84
Columbia University Press Special Effects
Book SynopsisMoving from an exploration of 19th century popular science and magic to Hollywood science fiction cinema of our time, this text examines the history, advancements and connoisseurship of special effects.Trade ReviewIt is something of a cliche to think of special effects as 'movie magic,' but Pierson helps us to understand the substance behind that cliche, tracing our current fascination with computer-generated imagery back to discourses about magic and popular science in the late nineteenth century. Much as these earlier magicians helped to excite public interest and shape popular perceptions of emerging technologies, Pierson shows how CGI has become one of the most visible aspects of the digital revolution and how effects-laden films have often sought to examine their own precarious position somewhere between simulation and reality. -- Henry Jenkins, Director, Comparative Media Studies Program, MIT author of Textual Poachers: Television Fans and Participator Intriguing... This is not a 'nuts and bolts'history of onscreen magic, but a specific analysis of the 'cultural reception'that visual effects have enjoyed throughout the history of cinema. American Cinematographer [A] ground-breaking book... Pierson's journey through the history of special effects offers us an important new perspective which has previously been left out of cinema-related academia and formal criticism. -- John McGowan-Hartmann Senses of CinemaTable of ContentsIntroduction: Special Effects and the Popular Media 1. Magic, Science, Art: Before Cinema Natural Magic Science Fictions Scientific American Millenial Magic 2. From Cult-classicism to Techno-futurism: Converging on Wired magazine The Limits of Convergence Photon and Stop-motion animation Corporate-futurism/Techno-futurism Home-production 3. The Wonder Years and Beyond: 1989-1995 On Genre Reinventing the Cinema of Attractions Digital Artifacts Retro-future/Retro-vision 4. Crafting a Future for CGI The Case of Editing Disaster Strikes An Aesthetics of Scarcity The Public Life of Numbers Conclusion: The Transnational Matrix of SF Notes Bibliography Index
£25.20
Columbia University Press Spaces Mapped and Monstrous Digital 3D Cinema and
Book SynopsisSpaces Mapped and Monstrous explores the paradoxical nature of 3D cinema and its place in today's visual landscape. Considering 3D's distinctive visual qualities and its connections to wider digital culture, Nick Jones situates the production and exhibition of 3D cinema within a web of aesthetic, technological, and historical contexts.Trade ReviewThis book’s highly polished arguments situate digital 3D cinema within major debates about the role of the image in contemporary society as well as related structures of power. Jones’s historical focus and interaction with significant visual culture debates situate the unique contribution this book has to offer. -- Miriam Ross, author of 3D Cinema: Optical Illusions and Tactile ExperiencesAt once rigorously historical, inventively erudite, and highly original, Spaces Mapped and Monstrous combines digital theory, screen aesthetics, and media archaeology to persuasively argue that the digital aesthetics in 3D cinema should not be dismissed as "failed realism" or cheap gimmicks. Instead, these examples provide new spatial relations and epistemological regimes that help us better understand digital technologies more broadly. -- Julie Turnock, author of Plastic Reality: Special Effects, Technology, and the Emergence of 1970s Blockbuster AestheticsIn this expansive inquiry, Nick Jones dispels the myth that 3D is simply a variant of planar cinema. For over a century, Jones contends, 3D has been vital to a shifting understanding of what images are and how we are mobilized through them. Encompassing both its experimental anamorphic facets and its complicity in the instrumentalization of the visual field, this account is a call for us to think 3D again. -- Janet Harbord, author of Ex-centric Cinema: Giorgio Agamben and Film ArchaeologyTable of ContentsList of IllustrationsAcknowledgmentsIntroductionPart I: Contexts1. History: The Long View of 3D Film and Theory2. Visualization: From Perspective to Digital 3DPart II: Mapped Spaces3. Simulation: Dematerializing and Enframing4. Immersion: Entering the Screen5. Surveillance: Converting Image to Space, World to DataPart III: Monstrous Spaces6. Defamiliarization: Rethinking the Screen Plane7. Distortion: Unfamiliar and Unconventional Space8. Intimacy: The Boundedness of Stereoscopic MediaConclusion: Seeing in 3DNotesBibliographyIndex
£27.00
John Libbey & Co Mary Ellen Bute
Book Synopsis
£22.49
John Wiley & Sons Inc 3D Animation Essentials
Book SynopsisThe essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest.Table of ContentsIntroduction xv Chapter 1 3D Animation Overview 1 Defining 3D Animation 1 Exploring the 3D Animation Industry 2 Entertainment 2 Scientific 4 Other 9 The History of 3D Animation 10 Early Computers 10 1960s: The Dawn of Computer Animation 11 1970s: The Building Blocks of 3D Animation 12 1980s: The Foundations of Modern Computing 14 1990s: 3D Animation Achieves Commercial Success 17 2000s: The Refining of 3D Animation 18 The Essentials and Beyond 19 Chapter 2 Getting to Know the Production Pipeline 21 Understanding the Production Pipeline’s Components 21 Working in 3D Animation Preproduction 22 Idea/Story 25 Script/Screenplay 27 Storyboard 28 Animatic/Pre-visualization 29 Design 30 Working in 3D Animation Production 33 Layout 34 Research and Development 36 Modeling 37 Texturing 39 Rigging/Setup 40 Animation 41 3D Visual Effects 41 Lighting/Rendering 42 Working in 3D Animation Postproduction 43 Compositing 44 2D Visual Effects/Motion Graphics 44 Color Correction 44 Final Output 45 Using Production Tools 45 Production Bible 46 Folder Management and Naming Conventions 52 The Essentials and Beyond 52 Chapter 3 Understanding Digital Imaging and Video 55 Understanding Digital Imaging 55 Pixels 55 Raster Graphics vs. Vector Graphics 58 Anti-Aliasing 59 Basic Graphic-File Formats 62 Channels 64 Color Depth or Bit Depth 66 Color Calibration 68 Understanding Digital Video 71 Resolution, Device Aspect Ratio, and Pixel Aspect Ratio 72 Safe Areas 74 Interlaced and Progressive Scanning 75 Compression 78 Frame Rate and Timecode 79 Digital Image Capture 80 The Essentials and Beyond 81 Chapter 4 Exploring Animation, Story, and Pre-visualization 83 Using Principles of Fine Art and Traditional Animation 83 Modeling 84 Texturing/Lighting 87 Character Animation 93 VFX 104 Building a Good Story 105 Story Arc 105 Character, Goal, and Conflict 106 The Hero’s Journey 110 Other Storytelling Principles 112 Using Pre-visualization Techniques 113 Basic Shot Framing 114 Camera Movements 126 Editing 130 The Essentials and Beyond 132 Chapter 5 Understanding Modeling and Texturing 135 Modeling 135 Polygons 136 NURBS 150 Subdivision Surfaces 153 Modeling Workflows 154 Texturing 158 UVs 160 Shaders 163 Texture Maps 167 Texturing Workflows 173 The Essentials and Beyond 174 Chapter 6 Rigging and Animation 177 Rigging 177 Parenting 179 Pivot Positions 180 Skeleton System 182 Forward and Inverse Kinematics 185 Deformers 186 Constraints 190 Scripting 191 Expressions 191 The Basic Rigging Workflow 192 Animation 193 Keyframe 196 Graph Editor 197 Timeline 202 Dope Sheet 202 Workspace 202 Tracking Marks and Ghosting 204 FK and IK 204 Video Reference 206 The Basic Animation Workflow 206 Animation Techniques 206 The Essentials and Beyond 210 Chapter 7 Understanding Visual Effects, Lighting, and Rendering 213 Creating Visual Effects 213 Particles 214 Hair and Fur 216 Fluids 218 Rigid Bodies 220 Soft Bodies 222 The Basic VFX Workflow 225 Lighting 225 Light Types 226 Light Attributes 230 Lighting Techniques 233 The Basic Lighting Workflow 236 Rendering 237 Basic Rendering Methods 237 Global Illumination 240 Advanced Shader Functions 243 The Basic Rendering Workflow 244 The Essentials and Beyond 246 Chapter 8 Hardware and Software Tools of the Trade 249 Choosing a Computer 250 Choosing a Computer Type 250 Understanding Operating Systems 252 Selecting the Components 255 Using Monitors/Displays 260 Working with Graphics Tablets 261 Using 3D Scanners 262 Setting Up Render Farms 264 Finding Data Storage Solutions 265 Local 266 Local Networked 266 Offsite 267 Cloud/Internet 267 Choosing Software 268 Comprehensive 3D Animation Packages 268 CAD 269 Compositing 269 Digital Imaging 270 3D Specialty 270 The Essentials and Beyond 272 Chapter 9 Industry Trends 275 Using Motion Capture 275 Marker Systems 276 Markerless Systems 277 Creating Stereoscopic 3D 278 Integrating Point-Cloud Data 281 Providing Real-Time Capabilities 282 Real-Time Rendering 284 Real-Time Animation 285 Real-Time Motion Performance 287 Working in Virtual Studios 288 The Essentials and Beyond 289 Appendix A Answers to Review Questions 291 Appendix B Gaining Insight into 3D Animation Education 299 Linda Sellheim 299 Larry Richman 303 Steve Kolbe 307 Appendix C Learning from Industry Pros 313 Brian Phillips 313 Jim Rivers 316 Rosie Server 321 Index 327
£27.20
O'Reilly Media Flash CS5
Book SynopsisUnlock the power of Adobe Flash and bring stunning animations to life onscreen. Flash CS5: The Missing Manual includes a complete primer on animation, a guided tour of the program's tools and capabilities, new illustrations, and lots of details on working with video.
£25.59
O'Reilly Media Flash CS5.5 The Missing Manual
Book SynopsisOnce you know how to use Flash, you can create everything from simple animations to high-end desktop applications, but it's a complex tool that can be difficult to master on your own-unless you have this Missing Manual. This book will help you learn all you need to know about Flash CS5 to create gorgeous animations that bring your ideas to life.
£28.79
Taylor & Francis Ltd Digital Mayhem 3D Machine Techniques
a huge range and FREE tracked UK delivery on ALL orders.
£49.39
Taylor & Francis Ltd Maya for Games
a huge range and FREE tracked UK delivery on ALL orders.
£44.64
Taylor & Francis Ltd Game Art Complete
a huge range and FREE tracked UK delivery on ALL orders.
£50.34
Taylor & Francis CINEMA 4D 11 Workshop
a huge range and FREE tracked UK delivery on ALL orders.
£51.29
Taylor & Francis Ltd Blender Foundations The Essential Guide to Learning Blender 26
a huge range and FREE tracked UK delivery on ALL orders.
£44.64
Taylor & Francis Ltd Google SketchUp Workshop
a huge range and FREE tracked UK delivery on ALL orders.
£35.14
Taylor & Francis Ltd Animated Life A Lifetime of tips tricks techniques and stories from an animation Legend Animation Masters Title
a huge range and FREE tracked UK delivery on ALL orders.
£31.99
Taylor & Francis Ltd Pushing Pixels Secret Weapons for the Modern Flash Animator
a huge range and FREE tracked UK delivery on ALL orders.
£35.14
Taylor & Francis Ltd The Gamification of Digital Journalism Innovation in Journalistic Storytelling
a huge range and FREE tracked UK delivery on ALL orders.
£128.25
Taylor & Francis Gaming Cultures in India
a huge range and FREE tracked UK delivery on ALL orders.
£128.25
Taylor & Francis Critical Encounters with Immersive Storytelling
a huge range and FREE tracked UK delivery on ALL orders.
£52.24
Taylor & Francis Data Publics Public Plurality in an Era of Data Determinacy Routledge Research in Design Technology and Society
a huge range and FREE tracked UK delivery on ALL orders.
£128.25
Taylor & Francis Ltd Producing New and Digital Media
a huge range and FREE tracked UK delivery on ALL orders.
£128.25
Taylor & Francis Ltd Producing New and Digital Media
a huge range and FREE tracked UK delivery on ALL orders.
£35.99
Taylor & Francis The Complete Guide to Photorealism for Visual Effects Visualization and Games
a huge range and FREE tracked UK delivery on ALL orders.
£999.99
Taylor & Francis A History of Communication Technology
a huge range and FREE tracked UK delivery on ALL orders.
£142.50
Taylor & Francis Digital Ethics
a huge range and FREE tracked UK delivery on ALL orders.
£128.25
Taylor & Francis The Golden Age of Data
a huge range and FREE tracked UK delivery on ALL orders.
£137.75
Taylor & Francis Transmedia Storytelling in East Asia
a huge range and FREE tracked UK delivery on ALL orders.
£128.25
Taylor & Francis Independent Videogames
a huge range and FREE tracked UK delivery on ALL orders.
£128.25
Taylor & Francis Ltd Understanding Virtual Reality
a huge range and FREE tracked UK delivery on ALL orders.
£118.75
Taylor & Francis Ltd 3D Game Development with Unity
a huge range and FREE tracked UK delivery on ALL orders.
£123.50
Taylor & Francis Ltd Gaming Disability
a huge range and FREE tracked UK delivery on ALL orders.
£118.75
Taylor & Francis Information Visualization in The Era of Innovative Journalism
a huge range and FREE tracked UK delivery on ALL orders.
£123.50
Taylor & Francis An EthicoPhenomenology of Digital Art Practices
a huge range and FREE tracked UK delivery on ALL orders.
£128.25
Taylor & Francis Communication Technology Update and Fundamentals 17th Edition
a huge range and FREE tracked UK delivery on ALL orders.
£128.25