Description

Book Synopsis
The various tools available to the novice and professional alike have also broadened the pallet of the animator so that the boundaries between media have blurred. "Basics Animation: Digital Animation" will look at the history of the medium charting its progress with references to specific examples, which demonstrate the growth and development of the form over the last 50 years. With contributions from innovators and pioneers in the medium to present day practitioners in the cinema, game, and television industries, "Digital Animation" will introduce and examine some of the key aspects involved in producing digital animation.

Trade Review
'An excellent and contemporary survey of the genre.' Mark Owen, Kingston College, UK. 'Clear, concise, well illustrated and appropriate for an introduction to the subject.' Andrew Hepburn, Northwest Regional College, UK. 'I think it will fill in the gaps in my students' knowledge. It is good to see a general book that is not software specific.' Tom Ingham, Cambridge School of Visual and Performing Arts, UK. 'Bite size information, easy to digest and with great examples. Glossary and timeline at the back of the book was very useful ... Images are well presented, text is easily read.'Ti Majekodunmi, Bromley College, UK. 'I think the book is a work of art on its own. The graphic layout is really something.' Jennifer Hardacker, Pacific University, USA.

Table of Contents
Introduction. How to get the most out of this book. Foundations <1960: Early mechanical developments; The first animated films; The foundation of modern computing. Pioneers 1960-1980: Experimental animators; Early special effects; The birth of computer games; First CGI in cimena; GUIs and SIMs. Development 1980-1990: The first digital games; The animator's role; CGI aesthetics; Character animation; Computers for everyone; Digitally animated shorts; Digital animation in fine arts; Photorealism. Maturity 1990-2000: The internet and animation; Digital animation in cinema; Digital animation in television; Traditional skills in CGI; Digital worlds and digital actors. Integration 2000-2007: Digital tools for all; Digital feature films; Digital auteurism; Media crossover; Aesthetic confidence; Beyond cinema and television. Predictions 2007>: Machinima; Return to core values; Digital auteurism revisited. Glossary. A timeline of digital animation. Conclusion. References and bibliography. Further resources. Acknowledgements. Picture credits.

Basics Animation 02: Digital Animation

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A Paperback by Mr Andrew Chong

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    View other formats and editions of Basics Animation 02: Digital Animation by Mr Andrew Chong

    Publisher: Bloomsbury Publishing PLC
    Publication Date: 20/10/2007
    ISBN13: 9782940373567, 978-2940373567
    ISBN10: 2940373566

    Description

    Book Synopsis
    The various tools available to the novice and professional alike have also broadened the pallet of the animator so that the boundaries between media have blurred. "Basics Animation: Digital Animation" will look at the history of the medium charting its progress with references to specific examples, which demonstrate the growth and development of the form over the last 50 years. With contributions from innovators and pioneers in the medium to present day practitioners in the cinema, game, and television industries, "Digital Animation" will introduce and examine some of the key aspects involved in producing digital animation.

    Trade Review
    'An excellent and contemporary survey of the genre.' Mark Owen, Kingston College, UK. 'Clear, concise, well illustrated and appropriate for an introduction to the subject.' Andrew Hepburn, Northwest Regional College, UK. 'I think it will fill in the gaps in my students' knowledge. It is good to see a general book that is not software specific.' Tom Ingham, Cambridge School of Visual and Performing Arts, UK. 'Bite size information, easy to digest and with great examples. Glossary and timeline at the back of the book was very useful ... Images are well presented, text is easily read.'Ti Majekodunmi, Bromley College, UK. 'I think the book is a work of art on its own. The graphic layout is really something.' Jennifer Hardacker, Pacific University, USA.

    Table of Contents
    Introduction. How to get the most out of this book. Foundations <1960: Early mechanical developments; The first animated films; The foundation of modern computing. Pioneers 1960-1980: Experimental animators; Early special effects; The birth of computer games; First CGI in cimena; GUIs and SIMs. Development 1980-1990: The first digital games; The animator's role; CGI aesthetics; Character animation; Computers for everyone; Digitally animated shorts; Digital animation in fine arts; Photorealism. Maturity 1990-2000: The internet and animation; Digital animation in cinema; Digital animation in television; Traditional skills in CGI; Digital worlds and digital actors. Integration 2000-2007: Digital tools for all; Digital feature films; Digital auteurism; Media crossover; Aesthetic confidence; Beyond cinema and television. Predictions 2007>: Machinima; Return to core values; Digital auteurism revisited. Glossary. A timeline of digital animation. Conclusion. References and bibliography. Further resources. Acknowledgements. Picture credits.

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