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The essential fundamentals of 3D animation for aspiring 3D
artists
3D is everywhere--video games, movie and television special
effects, mobile devices, etc. Many aspiring artists and animators
have grown up with 3D and computers, and naturally gravitate to
this field as their area of interest. Bringing a blend of studio
and classroom experience to offer you thorough coverage of the 3D
animation industry, this must-have book shows you what it takes to
create compelling and realistic 3D imagery.
Serves as the first step to understanding the language of 3D
and computer graphics (CG)
Covers 3D animation basics: pre-production, modeling,
animation, rendering, and post-production
Dissects core 3D concepts including design, film, video, and
games
Examines what artistic and technical skills are needed to
succeed in the industry
Offers helpful real-world scenarios and informative interviews
with key educators and studio and industry professionals
Whether you're considering a career in as a 3D artist or simply
wish to expand your understanding of general CG principles, this
book will give you a great overview and knowledge of core 3D
Animation concepts and the industry.
Autorentext
Andy Beane is an animation artist who has been teaching and working professionally since 2002. He currently oversees the animation major at Ball State University and previously taught animation at the Art Institute of Orange County, California. His production experience includes a children's television show pilot with Xzault Studio, Korn's Coming Undone music video, and Barnyard from Paramount Pictures. He wrote curriculum for the Autodesk Animation Academy 2010 and is also a board member of the MG Collective, an Indiana-based motion graphics and animation community group. He has an MFA in computer animation from the Academy of Art University in San Francisco.
Zusammenfassung
The essential fundamentals of 3D animation for aspiring 3D artists
3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery.
Inhalt
Introduction xv
Chapter 1 3D Animation Overview 1
Defining 3D Animation 1
Exploring the 3D Animation Industry 2
Entertainment 2
Scientific 4
Other 9
The History of 3D Animation 10
Early Computers 10
1960s: The Dawn of Computer Animation 11
1970s: The Building Blocks of 3D Animation 12
1980s: The Foundations of Modern Computing 14
1990s: 3D Animation Achieves Commercial Success 17
2000s: The Refining of 3D Animation 18
The Essentials and Beyond 19
Chapter 2 Getting to Know the Production Pipeline 21
Understanding the Production Pipeline's Components 21
Working in 3D Animation Preproduction 22
Idea/Story 25
Script/Screenplay 27
Storyboard 28
Animatic/Pre-visualization 29
Design 30
Working in 3D Animation Production 33
Layout 34
Research and Development 36
Modeling 37
Texturing 39
Rigging/Setup 40
Animation 41
3D Visual Effects 41
Lighting/Rendering 42
Working in 3D Animation Postproduction 43
Compositing 44
2D Visual Effects/Motion Graphics 44
Color Correction 44
Final Output 45
Using Production Tools 45
Production Bible 46
Folder Management and Naming Conventions 52
The Essentials and Beyond 52
Chapter 3 Understanding Digital Imaging and Video 55
Understanding Digital Imaging 55
Pixels 55
Raster Graphics vs. Vector Graphics 58
Anti-Aliasing 59
Basic Graphic-File Formats 62
Channels 64
Color Depth or Bit Depth 66
Color Calibration 68
Understanding Digital Video 71
Resolution, Device Aspect Ratio, and Pixel Aspect Ratio 72
Safe Areas 74
Interlaced and Progressive Scanning 75
Compression 78
Frame Rate and Timecode 79
Digital Image Capture 80
The Essentials and Beyond 81
Chapter 4 Exploring Animation, Story, and Pre-visualization 83
Using Principles of Fine Art and Traditional Animation 83
Modeling 84
Texturing/Lighting 87
Character Animation 93
VFX 104
Building a Good Story 105
Story Arc 105
Character, Goal, and Conflict 106
The Hero's Journey 110
Other Storytelling Principles 112
Using Pre-visualization Techniques 113
Basic Shot Framing 114
Camera Movements 126
Editing 130
The Essentials and Beyond 132
Chapter 5 Understanding Modeling and Texturing 135
Modeling 135
Polygons 136
NURBS 150
Subdivision Surfaces 153
Modeling Workflows 154
Texturing 158
UVs 160
Shaders 163
Texture Maps 167
Texturing Workflows 173
The Essentials and Beyond 174
Chapter 6 Rigging and Animation 177
Rigging 177
Parenting 179
Pivot Positions 180
Skeleton System 182
Forward and Inverse Kinematics 185
Deformers 186
Constraints 190
Scripting 191
Expressions 191
The Basic Rigging Workflow 192
Animation 193
Keyframe 196
Graph Editor 197
Timeline 202
Dope Sheet 202
Workspace 202
Tracking Marks and Ghosting 204
FK and IK 204
Video Reference 206
The Basic Animation Workflow 206
Animation Techniques 206
The Essentials and Beyond 210 **Chapter 7 Understanding Visual Effects, Lighting, a...