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Présentation de chaque étape de la réalisation d'un film animé, de l'idée de départ au montage final. Description de plus de vingt techniques d'animation avec, pour chacune, la liste du matériel nécessaire et des trucs et astuces pratiques. Un ouvrage pour apprendre le langage de l'animation, créer ses propres personnages et leur faire exprimer des émotions. Le cinéma d'animation, au carrefour des arts visuels, de la musique, de la danse et de la littérature. Ce livre vous guide à travers les différentes étapes de la production de films d'animation, à partir de l'impulsion créative jusqu'au montage final de l'image et du son. Sans oublier le plus important : le contenu du film. Apprenez la langue spécifique du cinéma d'animation, sa grammaire et son vocabulaire. Créez vos propres personnages, faites-les vivre et apprenez à passer du mouvement à l'émouvement. Plus de vingt techniques d'animation sont proposées, avec pour chacune la liste du matériel nécessaire, des conseils pratiques et les ficelles du métier. Que vous travailliez avec de la pellicule ou des programmes d'ordinateur, ce livre est un guide pratique pour l'étudiant comme pour l'enseignant.
Animated films --- Animation (Cinematography) --- Dessins animés --- Animation (Cinéma)
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Anime Studio is your complete animation program to help you create 2D movies, cartoons, anime, and cut out animations. You can create your own animated shorts and use Anime Studio to produce cartoon animations for film, video, or streaming over the Web, which can be enjoyed on YouTube, Vimeo, and other popular sites. Anime Studio is great for hobbyists and professionals alike, combining tools for both illustration and animation. With Anime Studio's easy-to-use interface, you will be creating an animated masterpiece in no time. This practical, step-by-step guide will provide you with a structur
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Animating Film Theory provides an enriched understanding of the relationship between two of the most unwieldy and unstable organizing concepts in cinema and media studies: animation and film theory. For the most part, animation has been excluded from the purview of film theory. The contributors to this collection consider the reasons for this marginalization while also bringing attention to key historical contributions across a wide range of animation practices, geographic and linguistic terrains, and historical periods. They delve deep into questions of how animation might best be
Animated films -- History and criticism. --- Animated films -- Social aspects. --- Animation (Cinematography). --- Animated films --- Animation (Cinematography) --- Visual Arts --- Art, Architecture & Applied Arts --- Drawing, Design & Illustration --- Cinematography --- Animated television programs --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation cels --- History and criticism --- Social aspects --- Technique --- History and criticism. --- Social aspects.
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Interviews d'Yves Geleyn et de Michel Gondry. Portraits des artistes suivants : Kyle Bean, Jamie Caliri, Emma De Swaef & Marc James Roels, Elliot Dear, Conor Finnegan, Andrew Thomas Huang, Johnny Kelly, Kangmin Kim, Joseph Mann, Hayley Morris, Sean Pecknold, Mikey Please, Pic Pic André, Peter Sluszka, Sumo Science Ce livre réunit une génération de réalisateurs qui associe avec ingéniosité des pratiques artisanales et des technologies numériques. Découvrez les secrets de fabrication de l'animation tactile et pénétrez dans les coulisses de films qui font rêver. Des portraits, des interviews, des photos de tournages, des esquisses de travail... Près de 200 images qui vous feront voyager au coeur de la création.
Animation (Cinematography) --- Animated films --- Stop-motion animation films --- Puppet films --- Computer animation --- Animation (Cinéma) --- Dessins animés --- Films d'animation en stop-motion --- Films de marionnettes --- Animation par ordinateur --- Film d'animation --- Interview
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A series of studies on abstract animation, audiences, representation, and institutional regulators is included.
Animation (Cinematography) --- Motion pictures --- Animated films. --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Abstract films --- Animation cels --- Aesthetics --- Animated films --- Cinematography --- Animated television programs --- Aesthetics. --- Technique
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"With an output of 250,000 minutes annually, and with 8,000 producers and production units around, the Chinese are leading the field of animated films. It is almost impossible to completely cover ninety years of filmmaking, this guide provides a comprehensible introduction to the industry's infancy, its Golden Age and today's Chinese animation"--
Animated films --- Dessins animés --- History and criticism --- Histoire et critique --- S17/2000 --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- History. --- China: Art and archaeology--Film --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- History --- History and criticism.
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The Source Authoring Tools are the pieces of software used to create custom content for games made with Valve's Source engine. Creating mods and maps for your games without any programming knowledge can be time consuming. These tools allow you to create your own maps and levels without the need for any coding knowledge. All the tools that you need to start creating your own levels are built-in and ready to go! This book will teach you how to use the Authoring Tools provided with Source games and will guide you in creating your first maps and mods (modifications) using Source. You will learn ho
Computer animation. --- Computer games --- Computer graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Animation, Computer --- Computer-assisted filmmaking --- Computer-generated animation --- Animation (Cinematography) --- Computer graphics --- Design. --- Digital techniques --- Design --- Video games
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This book is a step-by-step compositing guide, with lots of illustrations and practical approaches and implementations to attain a desired visual quality to a deadline. Each chapter progressively adds to your skillset, covering a wide range of CG film making compositing concepts.This book is for digital CG artists looking to add photo realism and life to their footage. This book also assists technical CG artists in strategizing and implementing productive lighting. If you are new to Blender or compositing, this book will guide you step by step in gaining compositing skills.
Computer animation. --- Three-dimensional display systems. --- Computer graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- 3-D display systems --- 3D display systems --- Display systems, Three-dimensional --- Information display systems --- Three-dimensional imaging --- Animation, Computer --- Computer-assisted filmmaking --- Computer-generated animation --- Animation (Cinematography) --- Computer graphics --- Digital techniques --- Blender (Computer file)
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This book is designed for all levels of Lumion users; from beginner to advanced, you will find useful insights and professional techniques to improve and develop your skills in order to fully control and master Lumion.
Computer graphics. --- Computer animation. --- Architecture --- Architecture, Western (Western countries) --- Building design --- Buildings --- Construction --- Western architecture (Western countries) --- Art --- Building --- Animation, Computer --- Computer-assisted filmmaking --- Computer-generated animation --- Animation (Cinematography) --- Computer graphics --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Computer programs. --- Design and construction --- Digital techniques --- Architecture, Primitive
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A systematic guide consisting of over 100 recipes which focus on helping you understand the process of 3D printing using RepRap machines. The book aims at providing professionals with a series of working recipes to help make their fuzzy notions into real, saleable projects/objects using 3D printing technology. This book is for novice designers and artists who own a RepRap-based 3D printer, have fundamental knowledge of its working, and who desire to gain better mastery of the printing process. For the more experienced user, it will provide a handy visual resource, with side-by-side comparisons
Computer graphics. --- Computer animation. --- Three-dimensional imaging. --- 3-D imaging --- 3D imaging --- Three-dimensional imaging systems --- Three-dimensional imaging techniques --- Three-dimensional visualization --- Visualization, Three-dimensional --- Imaging systems --- Animation, Computer --- Computer-assisted filmmaking --- Computer-generated animation --- Animation (Cinematography) --- Computer graphics --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Digital techniques
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