Record ID | marc_nuls/NULS_PHC_180925.mrc:105969426:5393 |
Source | marc_nuls |
Download Link | /show-records/marc_nuls/NULS_PHC_180925.mrc:105969426:5393?format=raw |
LEADER: 05393cam 2200373La 4500
001 9922790320001661
005 20150423145308.0
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035 $a(CSdNU)u281091-01national_inst
035 $a(OCoLC)70574264
035 $a(OCoLC)70574264
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082 04 $a006.6/96$222
090 $aTR897.7$b.J65 2007
100 1 $aJones, Angie.
245 10 $aThinking animation :$bbridging the gap between 2D and CG /$cby Angie Jones and Jamie Oliff.
260 $aBoston, MA :$bThomson Course Technology,$cc2007.
300 $axvii, 345 p. :$bill. (some col.) ;$c24 cm.
504 $aIncludes bibliographical references and index.
505 0 $aPreface: When Worlds Collide -- Part I. Foundation -- Chapter 1. Fleas on the Shoulders of Giants -- The Evolution of the Art Form -- Aesthetic Appeal Changes -- Broadening the Audience for Animation -- Unappealing Storytelling in Traditional Animation -- The Importance of History and Trends in Animation -- Digital Artistry Begins -- Times Are Changing: 1981-1994 -- Roger Rabbit Pushes 2D and CG Forward -- Popularity of the CG Medium or Story? -- Visual-Effects Movies Broaden the Audience -- The 1990s Shift: CG Becomes a Player -- A New Digital Artist Is Born -- The Animated Movie Industry: Moving into the Millennium -- The Best of Both Worlds -- Chapter 2. Tell Me a Story -- Plot and Premise -- Here Come the Talking Animals -- Desire and Growth -- Growth and Character Arcs -- Orchestration and Back Story -- Storyboards, Animatics, and Pre-Viz -- Intention and Essence -- Handling Cuts and Camera Staging -- Savor the Moment, but Not for Long! -- Storyboards for Television versus Film -- Storytelling -- Index 1. Storytelling Strengthening -- Index 2. Storyboard Musts -- Chapter 3. The Good, the Bad, and the Just Plain Annoying -- Memorable Characters -- Inspiration from Your Own Experience -- Flaws and Emotions -- Character Bio -- Stereotype versus Archetype -- Believability and Credibility -- Motivation -- Show, Don't Tell -- The Fine Art of Being a Bastard -- Design -- 2D Drawings Translated into CG -- Handling Textures in CG -- The Rig Equals Solid Drawing -- Index 3. Character Bio Questionnaire -- Index 4. Character Development -- Part II. Animation -- Chapter 4. The Thursday Animator -- Thinking and Planning -- Using Reference and Acting It Out -- Gesture Drawings and Thumbnails -- Sharing -- Ten Things to Think About -- Listen -- Subtext -- Experiment -- Rhythm -- Empathize -- Simplify -- Texture -- Honesty -- Eyes -- Commit -- Index 5. Ten Things to Think About -- Chapter 5. Every Frame Counts -- Spliney, Gooey, Computery, and Watery Motion -- The Graph Editor -- Stepped, Linear, and Spline -- Posing and Layering -- Breaking the Rig -- Using Breakdowns -- Animating Frame by Frame or on the Twos -- In-Betweening -- Creating Overlap and Secondary Motion -- Creating Principal and Secondary Characters -- CG Tools -- Pushing Your CG Animation to a Higher Level -- Weight -- Contrasts in Timing -- Reality versus Entertainment Exaggeration? -- Dialogue and Lip-Synch Styles -- Moving Holds -- Attention to Detail -- Motion Blur and Squash and Stretch -- Drawing Skills -- The Approval Process -- The Revision Process -- The Cleanup Process -- Chapter 6. Acting the Moment Again and Again and Again -- Motion Capture and Acting in CG Animation -- Improv -- Helpful Improv Tools for Animators -- Charlie Chaplin, Empathy, and Acting -- Get Inside the Character -- Body Structure -- Psychological Gesture and Subtext -- Stay in the Moment -- Index 6. Acting Tools for Animators -- Remotivating the Moment -- Improv -- Power Centers -- Status -- Space, Time, and Weight -- Chaplin -- Emotion -- Empathy -- Observation -- Body Structure -- Psychological Gesture -- Stay in the Moment -- Part III. And Now a Word from the Producer -- Chapter 7. When Push Comes to Stab -- Workflow -- Dailies -- Multiple Art Direction -- Mentorship Lost -- Competition -- Pigeonholing -- Core and Glitz Skills -- Responsibility -- Communication between Departments -- Problem-Solving -- Freelancing -- Networking -- Mass Production of CG Animation -- Death, Taxes, and Outsourcing -- Schedules and Production -- Chapter 8. The End of the Beginning -- Bridging the Gap -- Part IV. Appendixes -- Appendix A. Author Bios -- Appendix B. Traditional and CG Productions 1994-2005 -- Appendix C. The Digital Age of Animation Begins -- Appendix D. Animation Hall of Funny -- Appendix E. Principles of Animation -- Appendix F. Character Animation Terms -- Appendix G. Computer Animation Terms -- Appendix H. Further Reading -- Appendix I. Rigging Blog -- Appendix J. Timeline Bibliography.
650 0 $aComputer animation.
650 0 $aComputer graphics.
700 1 $aOliff, Jamie.
938 $aIngram$bINGR$n1598632604
938 $aBaker & Taylor$bBKTY$c39.99$d29.99$i1598632604$n0006672116$sactive
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