This is a complete, in-depth reference that will be of enormous value to anyone in the computer animation field-from students to established professionals to the many traditional animators who find themselves drawn to the computer-based world. The Computer Animator's Technical Handbook distinguishes itself by giving full attention to the motion that defines animation (as opposed to the modeling that produces the still image) and the often-neglected production processes that make it possible. The work of two widely recognized computer animation experts, this book is destined to become the standard reference for professionals throughout the industry and a popular text in classrooms.
* Introduces basic concepts, explores advanced issues, and provides detailed coverage of everything in between
* Designed to allow readers to follow its explanations on either of two levels: a general level that outlines key concepts and an advanced level that gives readers a complete understanding of the topic
* Covers every aspect of time-based imagery and media: film, video, production processes, traditional animation, Kinematics, Dynamics, and much more
* Software-independent in its coverage, and thus assured to appeal to the largest possible audience
* Filled with full-color illustrations, many the work of industry leaders
"synopsis" may belong to another edition of this title.
The field of computer animation is constantly evolving. Hardware gains speed and capacity, software advances in features and becomes easier to use, and the eyes of viewers become more critical as they grow accustomed to more sophisticated effects. Writing a book about such an evolving topic would seem doomed from the start.
The Computer Animator's Technical Handbook intentionally stays away from the specifics of hardware and software, thus ensuring a shelf life longer than most computers. The book focuses on the driving ideas behind animation in general and computer animation in particular, and it offers a valuable historical perspective on contemporary terms.
The focus of the book is to teach computer animation production, and it does this exceedingly well. Fifteen chapters spanning 400 pages cover everything from computer animation modeling to the introduction of time-based media through understanding the mechanics of film and the differences between film and video production, and much more. This is a fine book to sit and read through, as well as to keep handy on the shelf for reference.
Although more expensive than many books of its kind, there were no shortcuts taken in the production. Every page is glossy and in full color, and is lavishly illustrated with diagrams, photographs, and examples of computer graphics and frames from noteworthy computer-animated productions.
This handbook is not a review of software packages, nor will it suggest which hardware platform to buy into, but it will provide a high-level overview of a powerfully dynamic field. --Mike CaputoFrom the Back Cover:
"Pocock and Rosebush have created a book that is very different than other animation books. It is a primary reference for clear definitions on almost
every technical aspect of time-based imagery relevant to the animation process. A copy should be on every animator's shelf."
Karen Sullivan, Department of Computer Animation, Ringling School of Art and Design
If it's computer animation you're interested in, you don't need a book that devotes half its pages to 3D modeling. Likewise, if you're looking for a comprehensive, enduring technical animation reference, you've discovered that titles devoted to specific software packages omit too much conceptual information and quickly fall out of date.
With The Computer Animator's Technical Handbook, you get precisely what you've been looking for: a complete technical resource focused exclusively on animation and written on a level that ensures its relevance, regardless of the applications you use or the precise uses to which you put them. Inside, authors Pocock and Rosebush illuminate classical animation techniques using modern vocabulary and explain computational techniques in classical terms, helpfully bridging the two worlds and giving you a solid grounding in the concepts at the heart of all animation work. They also cover every aspect of the professional production process-critical information neglected in most books and never before presented so clearly or completely.
*Software-independent coverage of the concepts and techniques on which the entire animation field is founded
*Provides useful explanations of basic concepts, lucid exploration of advanced issues, and detailed attention to everything in between
*Introduces designers to the art and science of expressing ideas as a sequence of images presented in time
*Covers every aspect of time-based imagery and media, including film, video production, traditional animation, Kinematics, Dynamics, animation languages, special effects, tools, motion pathways, and digital temporal imaging
*Equips traditional animators with a sound grasp of computational techniques; equips computer animators with an understanding of other methods
*Includes an in-depth look at the steps comprising the professional production process
*Filled with full-color illustrations
"About this title" may belong to another edition of this title.
Book Description Morgan Kaufmann, 2001. Paperback. Book Condition: New. 1st. Bookseller Inventory # DADAX0125588216
Book Description Morgan Kaufmann, 2001. Paperback. Book Condition: New. book. Bookseller Inventory # 0125588216
Book Description Morgan Kaufmann, 2001. Paperback. Book Condition: New. Bookseller Inventory # P110125588216
Book Description Morgan Kaufmann. PAPERBACK. Book Condition: New. 0125588216 New Condition. Bookseller Inventory # NEW6.1037527
Book Description Morgan Kaufmann, 2001. Paperback. Book Condition: New. New item. Bookseller Inventory # QX-005-61-6702106