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Animation is a limitless medium for telling stories. Artists can create worlds, defy gravity, flip from factual to fantasy, and transport audiences to places they never imagined. The challenge is having the discipline to reel it in and be intentional about your storytelling choices. This book shows you how.In Animated Storytelling, you’ll learn how to create memorable stories using animation and motion graphics by following 10 simple guidelines that take you through the stages of concept development, pre-production, storyboarding, and design. Award-winning animator Liz Blazer uses clear examples and easy-to-follow exercises to provide you with the instruction, encouragement, and tools you need to get your designs moving.Whether your goal is to create exciting shorts for film festivals, effective messaging for broadcast or online, or simply to gain a deeper understanding of the medium, Animated Storytelling simplifies the process of creating clear and engaging stories for animation and motion graphics so you can get started easily.In Animated Storytelling, you’ll learn how to: Write a creative brief for your project Find and communicate your story’s big idea Create a tight story using linear and nonlinear story structures Use color to clarify and enrich your story Define the rules for your animated world, and commit to them Ease into the challenging task of animation Make the work you want to be hired to do Share your work with the world!
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This book celebrates 40 years of the Aardman studio and showcases the evolution of the original ideas behind the creations - from initial playful outlines where the characters were developed sketch by sketch, through to beautiful concept art, creating the mood and building the settings for those memorable moments. Taking the reader on a tour through the Aardman archives, detailing the creation of fantastic worlds, mechanical marvels and the wonderful creations that come together to make some of the world's best-loved animations. With forwards from Peter Lord and David Sproxton, and featuring extracts from the sketchbooks of creators and directors including Nick Park, Peter Lord and Richard Starzak, this book is a celebration of all the artists and sculptors whose creativity has made Aardman one of the most loved and respected animation studios in the world.
Aardman Animations (Firm) --- Animation (Cinematography) --- Clay animation films --- Animated films
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Nature (Aesthetics) --- Animation (Cinematography) --- Art --- Nature (Esthétique) --- Animation (Cinéma) --- Art --- Philosophy --- History --- Philosophie --- Histoire
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"Throughout time and across cultures, dragons have existed as part of our collective imagination, breathing fire, guarding treasure, and embodying magic. Some are evil, some are kind -- but all are fascinating. The Walt Disney Company has had a long-standing fascination with dragons, and this book -- conceived as a sketchbook handed down through generations of Disney artists -- chronicles the impact that dragons have had on Disney films, parks, and resorts. Inside these pages are the bold storyboards of Sleeping Beauty's Maleficent, color concepts of Epcot's Figment (who was green before he became purple!), playful studies of Mulan's Mushu, and production poses of Elliot from 2016's Pete's Dragon, directed by David Lowery. The illustrators -- a wide variety of animators, live-action studio artists, and Imagineers -- include Tim Burton, Rolly Crump, Marc David, Eric Goldberg, Bill Justice, John Hench, Joe Rohde, Chuck Ballew, and more."--Back cover.
Walt Disney Company. --- Dragons in art --- Dragons in motion pictures --- Animation (Cinematography)
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In 1937, the first full-length animated film produced by Walt Disney was released. Based on a fairy tale written by the Brothers Grimm, Snow White and the Seven Dwarfs was an instant success and set the stage for more film adaptations over the next several decades. From animated features like and Bambi to live action films such as Mary Poppins, Disney repeatedly turned to literary sources for inspiration-a tradition the Disney studios continues well into the twenty-first century.In It's the Disney Version!: Popular Cinema and Literary Classics, Douglas Brode and Shea T. Brode have collected essays that consider the relationship between a Disney film and the source material from which it was drawn. Analytic yet accessible, these essays provide a wide-ranging study of the term "The Disney Version" and what it conveys to viewers. Among the works discussed in this volume are Alice in Wonderland, Mary Poppins, Pinocchio,Sleeping Beauty, Tarzan, and Winnie the Pooh.In these intriguing essays, contributors to this volume offer close textual analyses of both the original work and of the Disney counterpart. Featuring articles that consider both positive and negative elements that can be found in the studio's output, It's the Disney Version!: Popular Cinema and Literary Classics will be of interest to scholars and students of film, as well as the diehard Disney fan.
Film adaptations --- Motion pictures and literature --- Animation (Cinematography) --- History and criticism --- Walt Disney company.
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"Animation in Context is an illustrated introduction to cultural theory, contextual research and critical analysis. By making academic language more accessible, it empowers animators with the confidence and enthusiasm to engage with theory as a fun, integral, and applied part of the creative process. Interviews with contemporary industry professionals and academics, student case studies and a range of practical research exercises, combine to encourage a more versatile approach to animation practice from creating storyboards to set designs and soundtracks; as well as developing virals, 3D zoetropes and projection mapping visuals. Mark Collington focuses on a core selection of theoretical approaches that shape animation narrative, supported by a broader set of shared theoretical principles from the worlds of art, design, film and media studies. This discussion is underpinned by cross-disciplinary thinking on a range of topics including genre, humour, montage and propaganda. These are applied to the analysis of a range of animated films and projects from Disney and Animé, to independent artist-filmmakers such as Wendy Tilby, Amanda Forbis and Jerzy Kucia. These ideas are also applied to other uses of animation such as advertising, sitcom, gaming and animated documentary." -- Provided by publisher.
Animated films --- Narration (Rhetoric) --- Philosophy. --- 799.91 --- narratologie --- Narrative (Rhetoric) --- Narrative writing --- Rhetoric --- Discourse analysis, Narrative --- Narratees (Rhetoric) --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- Philosophy --- animatiefilm, geschiedenis
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Python (Computer program language) --- Computer animation. --- Three-dimensional display systems. --- 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 --- Scripting languages (Computer science) --- Maya (Computer file) --- Autodesk Maya
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A recipe-based guide to give you practical information on Unity 5.x animation techniques and tools About This Book A straightforward and easy-to-follow format. A selection of the most important tasks and problems. Carefully organized instructions to solve problems efficiently. Clear explanations of what you did. Solutions that can be applied to solve real-world problems. Who This Book Is For This book is for Unity developers who have some exposure to Unity game development who want to learn the nuances of animation in Unity. Previous knowledge of animation techniques and mecanim is not necessary. What You Will Learn Importing animations to Unity Work with different animation assets and components Create, visualize, and edit animated creatures Animating game cut scenes Design character actions and expressions Create gameplay by animating characters and environments Use animations to drive in-game logic In Detail This recipe-based practical guide will show you how to unleash the power of animation in Unity 5.x and make your games visually impeccable. Our primary focus is on showing you tools and techniques to animate not only humanoid biped characters, but also other elements. This includes non-humanoid character animation, game world creation, UI element animation, and other key features such as opening doors, changing lights, transitioning to different scenes, using physics, setting up ragdolls, creating destructible objects and more. While discussing these topics, the book will focus on mecanim, the Unity 3D animation tool, and how you can use it to perform all these tasks efficiently and quickly. It contains a downloadable Unity project with interactive examples for all the recipes. By the end of this book, you will be confident and self-sufficient in animating your Unity 3D games efficiently. Style and approach This practical no-nonsense guide is recipe-based with real-world examples of almost all the techniques mentioned.
Computer animation. --- Computer graphics. --- Computer animation --- 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 --- Programming. --- Digital techniques --- Unity (Electronic resource)
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Imaginez que le système de soutien français au cinéma n'existe pas, et il n'y aurait pas de cinéma français après la Seconde Guerre mondiale. La France constitue une référence dans le 7e art, et de nombreux pays en Europe, en Asie et en Amérique latine se sont inspirés des politiques publiques françaises dans les domaines cinématographiques et audiovisuels. Ces politiques, introduites après le deuxième conflit mondial, il y a soixante-dix ans, permettent à la France d'être le premier " hub " européen de production et d'exportation de films, et l'une des principales puissances mondiales dans les industries du cinéma et de l'image animée. Comment le système français a-t-il été progressivement construit depuis 1946 ? Quelles sont les grandes étapes de son évolution ? Entre lois du marché et diversité culturelle, quelle est la stratégie française à l'heure du numérique et de la mondialisation ? Ce livre retrace son histoire et restitue les étapes fondamentales qui ont régi l'institution. Il place le CNC au cœur des innovations techniques actuelles et futures transformant l'image, sa production et sa réception. L'ouvrage aborde enfin les enjeux liés à l'image filmée, dessinée, imaginée ou inventée et met l'accent sur la transmission d'un art aujourd'hui mondialement reconnu.
Cinéma --- Animation (cinéma) --- Ouvrages illustrés --- Centre national de la cinématographie --- Histoire --- Centre national du cinéma et de l'image animée --- Motion pictures --- Animation (Cinematography) --- Animation (Cinéma) --- History --- Centre national de la cinématographie (France) --- Centre national du cinéma et de l'image animée (France) --- Cinéma --- Animation (Cinéma) --- Centre national de la cinématographie (France) --- Centre national du cinéma et de l'image animée (France) --- Centre national du cinéma et de l'image animée
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This book builds on your knowledge of ActionScript and takes you on the fast track to developing iOS apps with Swift, Apple’s latest language. Swift’s syntax is easier to understand than Objective-C for people already familiar with ActionScript. At the same time, it offers a number of new features and richer expressiveness than either ActionScript or Objective-C. Switching to a new platform usually involves migration on three levels: tools, workflow, and programming language. Migrating to Swift from Flash and ActionScript is structured as a guide that will help you on each level with step-by-step tutorials. Apart from the tutorials, it comes with recipes for some of the most popular mobile development topics: social network integration and messaging, taking advantage of device capabilities, networking and working with local and iCloud data, advertising in your app or game, and working with 2D and 3D graphics. The book also includes a final chapter that takes you through Apple’s App Store submission process. Don’t just build your apps, sell them. This book Leverages your ActionScript skills and experience to give you a head start with Swift and iOS, including updates for Swift 3 Gives you the fastest way to migrate to a new set of tools, workflow, and programming language with illustrated step-by-step tutorials Walks you through a tutorial for developing more complex UIs Serves as a quick reference with recipes for specific mobile development tasks Provides a set of focused chapters that serve as both introduction and reference for the Swift language.
Computer science. --- Computer programming. --- Software engineering. --- Computer Science. --- Apple and iOS. --- Programming Techniques. --- Software Engineering. --- Computer animation. --- ActionScript (Computer program language) --- Swift (Computer program language) --- Flash (Computer file) --- Computer software engineering --- Engineering --- Computers --- Electronic computer programming --- Electronic data processing --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Informatics --- Science --- Programming --- Macromedia Flash --- Domain-specific programming languages --- Object-oriented programming languages --- Scripting languages (Computer science) --- Animation, Computer --- Computer-assisted filmmaking --- Computer-generated animation --- Animation (Cinematography) --- Computer graphics --- Apple computer. --- Microcomputers
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