The Animation Book: A Complete Guide to Animated Filmmaking--From Flip-Books to Sound Cartoons to 3- D Animation Review
I just about wore out my copy of the original edition of this book years ago; i never got far into *doing* animation, but it really helped me to *understand* what i was seeing on the screen (as well as serving as a source of recommendations as to Good Things to look out for...)
While this may not be quite the essential text for asiring animators that Will Eisner's "Comics and Sequential Art" (q.v.) is for would-be comics pros, it is a Very Good overview of the field as a whole, from techniques to materials to the creative aspects.
There is, admittedly, not sufficient detail on any one subject to take one to a true professional level, but there is sufficient detail and commentary to let the tyro make a beginning in almost any aspect of animation (within one's financial limitations, anyway -- while costs are rather less now than they were in the day when film was the sole practical medium of choice, some aspects of animation do cost more than others to do) nd work at it enough to get an idea as to whether that's what she wants to do.
And remember -- you might not intend to make animation your life's work; but Mike Jittlov was an accounting major who took an animation course because he needed an elective and it fit his schedule. The film he made for that course won him an Oscar nomination...
Anything can happen, and this book is a good place to check it out if you think animation might be one of the "anythings" you'd like to happen to you.
The Animation Book: A Complete Guide to Animated Filmmaking--From Flip-Books to Sound Cartoons to 3- D Animation Overview
The first edition of The Animation Book, published in 1979, became the authoritative guide to making animated movies. Now, as we enter the twenty-first century, the explosion in computer technology has created a corresponding boom in animation. Using desktop hardware and software, animators can easily produce high-quality, high-artistry animation and mix the aesthetics of traditional cel animation with dazzling 3-D effects. Kit Laybourne's digital revision to The Animation Book brings you to the cutting edge of animation technology. Richly illustrated with frame-grabs, production stills, and diagrams, this volume shares Kit's infectious enthusiasm for the limitless possibilities of today's hybrid techniques, and it provides beginning animators with all the information they need to jump in and start their own animation projects. More advanced animators will find The Animation Book to be an invaluable resource with detailed descriptions of filmmaking gear, computer hardware and software, art supplies, plus Internet and other resources.
Using an innovative case-study approach, Kit deconstructs how a range of digital projects were carried out at some of today's hottest animation studios, including Wildbrain, Blue Sky, Protozoa, Fantome, Broderbund, Nicktoons, and Klasky Csupo. These step-by-step studies show how desktop animators can follow the same creative process in their own films.
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