Author: Angela Tinwell
Publisher: CRC Press
ISBN: 1466586958
Category : Computers
Languages : en
Pages : 232
Book Description
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human
The Uncanny Valley in Games and Animation
Author: Angela Tinwell
Publisher: CRC Press
ISBN: 1466586958
Category : Computers
Languages : en
Pages : 232
Book Description
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human
Publisher: CRC Press
ISBN: 1466586958
Category : Computers
Languages : en
Pages : 232
Book Description
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human
Affect and Embodied Meaning in Animation
Author: Sylvie Bissonnette
Publisher: Routledge
ISBN: 1351054449
Category : Performing Arts
Languages : en
Pages : 504
Book Description
This book combines insights from the humanities and modern neuroscience to explore the contribution of affect and embodiment on meaning-making in case studies from animation, video games, and virtual worlds. As we interact more and more with animated characters and avatars in everyday media consumption, it has become vital to investigate the ways that animated environments influence our perception of the liberal humanist subject. This book is the first to apply recent research on the application of the embodied mind thesis to our understanding of embodied engagement with nonhumans and cyborgs in animated media, analyzing works by Émile Cohl, Hayao Miyazaki, Tim Burton, Norman McLaren, the Quay Brothers, Pixar, and many others. Drawing on the breakthroughs of modern brain science to argue that animated media broadens the viewer’s perceptual reach, this title offers a welcome contribution to the growing literature at the intersection of cognitive studies and film studies, with a perspective on animation that is new and original. ‘Affect and Embodied Meaning in Animation’ will be essential reading for researchers of Animation Studies, Film and Media Theory, Posthumanism, Video Games, and Digital Culture, and will provide a key insight into animation for both undergraduate and graduate students. Because of the increasing importance of visual effect cinema and video games, the book will also be of keen interest within Film Studies and Media Studies, as well as to general readers interested in scholarship in animated media.
Publisher: Routledge
ISBN: 1351054449
Category : Performing Arts
Languages : en
Pages : 504
Book Description
This book combines insights from the humanities and modern neuroscience to explore the contribution of affect and embodiment on meaning-making in case studies from animation, video games, and virtual worlds. As we interact more and more with animated characters and avatars in everyday media consumption, it has become vital to investigate the ways that animated environments influence our perception of the liberal humanist subject. This book is the first to apply recent research on the application of the embodied mind thesis to our understanding of embodied engagement with nonhumans and cyborgs in animated media, analyzing works by Émile Cohl, Hayao Miyazaki, Tim Burton, Norman McLaren, the Quay Brothers, Pixar, and many others. Drawing on the breakthroughs of modern brain science to argue that animated media broadens the viewer’s perceptual reach, this title offers a welcome contribution to the growing literature at the intersection of cognitive studies and film studies, with a perspective on animation that is new and original. ‘Affect and Embodied Meaning in Animation’ will be essential reading for researchers of Animation Studies, Film and Media Theory, Posthumanism, Video Games, and Digital Culture, and will provide a key insight into animation for both undergraduate and graduate students. Because of the increasing importance of visual effect cinema and video games, the book will also be of keen interest within Film Studies and Media Studies, as well as to general readers interested in scholarship in animated media.
Virtual Character Design for Games and Interactive Media
Author: Robin James Stuart Sloan
Publisher: CRC Press
ISBN: 1466598204
Category : Computers
Languages : en
Pages : 248
Book Description
While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more
Publisher: CRC Press
ISBN: 1466598204
Category : Computers
Languages : en
Pages : 248
Book Description
While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more
Uncanny Valley
Author: Lawrence Weschler
Publisher: Catapult
ISBN: 1582438412
Category : Social Science
Languages : en
Pages : 314
Book Description
Shuttling between cultural comedies and political tragedies, Lawrence Weschler's articles have throughout his long career intrigued readers with his unique insight into everything he examines, from the ordinary to the extraordinary. Uncanny Valley continues the page–turning conversation as Weschler collects the best of his narrative nonfiction from the past fifteen years. The title piece surveys the hapless efforts of digital animators to fashion a credible human face, the endlessly elusive gold standard of the profession. Other highlights include profiles of novelist Mark Salzman, as he wrestles with a hilariously harrowing bout of writer's block; the legendary film and sound editor Walter Murch, as he is forced to revisit his work on Apocalypse Now in the context of the more recent Iraqi war film Jarhead; and the artist Vincent Desiderio, as he labors over an epic canvas portraying no less than a dozen sleeping figures. With his signature style and endless ability to wonder, Weschler proves yet again that the "world is strange, beautiful, and connected" (The Globe and Mail). Uncanny Valley demonstrates his matchless ability to analyze the marvels he finds in places and people and offers us a new, sublime way of seeing the world.
Publisher: Catapult
ISBN: 1582438412
Category : Social Science
Languages : en
Pages : 314
Book Description
Shuttling between cultural comedies and political tragedies, Lawrence Weschler's articles have throughout his long career intrigued readers with his unique insight into everything he examines, from the ordinary to the extraordinary. Uncanny Valley continues the page–turning conversation as Weschler collects the best of his narrative nonfiction from the past fifteen years. The title piece surveys the hapless efforts of digital animators to fashion a credible human face, the endlessly elusive gold standard of the profession. Other highlights include profiles of novelist Mark Salzman, as he wrestles with a hilariously harrowing bout of writer's block; the legendary film and sound editor Walter Murch, as he is forced to revisit his work on Apocalypse Now in the context of the more recent Iraqi war film Jarhead; and the artist Vincent Desiderio, as he labors over an epic canvas portraying no less than a dozen sleeping figures. With his signature style and endless ability to wonder, Weschler proves yet again that the "world is strange, beautiful, and connected" (The Globe and Mail). Uncanny Valley demonstrates his matchless ability to analyze the marvels he finds in places and people and offers us a new, sublime way of seeing the world.
Blender 2.5 Character Animation Cookbook
Author: Virgilio Vasconcelos
Publisher: Packt Publishing Ltd
ISBN: 184951321X
Category : Computers
Languages : en
Pages : 438
Book Description
Annotation Blender is an open source 3D graphics application that can be used for modeling, rigging, animating, rendering and thousands of other things. While modeling characters isn't the biggest of your worries, animating them to make them feel as-good-as alive is what differentiates a professional from an amateur. This book offers clear, illustrative, and easy-to-follow recipes to create character rigs and animations for common situations. Bring your characters to life by understanding the principles, techniques and approaches involved in creating rigs and animations, you'll be able to adapt them to your own characters and films. The book offers clear step-by-step tutorials, with detailed explanations, screenshots and support files to help you understand the principles behind each topic. Each recipe covers a logical step of the complete creation of a character rig and animation, so you're not overwhelmed with too much information at once. You'll see numerous examples and screenshots that guide to achieve various rigging and animation tasks, logically separated so you can understand each in detail. The rigging topics are divided by each region of the body (torso, limbs, face, eyes), and further separated by the specific topic (neck, fingers, mouth, eyelids, etc) for clarity. All rigging tasks are accomplished with the built-in tools in Blender, without the complexity of coding custom Python behaviors or user interface elements. The animation topics deal with common situations found in real world productions, showing good practices to understand and overcome the challenges.
Publisher: Packt Publishing Ltd
ISBN: 184951321X
Category : Computers
Languages : en
Pages : 438
Book Description
Annotation Blender is an open source 3D graphics application that can be used for modeling, rigging, animating, rendering and thousands of other things. While modeling characters isn't the biggest of your worries, animating them to make them feel as-good-as alive is what differentiates a professional from an amateur. This book offers clear, illustrative, and easy-to-follow recipes to create character rigs and animations for common situations. Bring your characters to life by understanding the principles, techniques and approaches involved in creating rigs and animations, you'll be able to adapt them to your own characters and films. The book offers clear step-by-step tutorials, with detailed explanations, screenshots and support files to help you understand the principles behind each topic. Each recipe covers a logical step of the complete creation of a character rig and animation, so you're not overwhelmed with too much information at once. You'll see numerous examples and screenshots that guide to achieve various rigging and animation tasks, logically separated so you can understand each in detail. The rigging topics are divided by each region of the body (torso, limbs, face, eyes), and further separated by the specific topic (neck, fingers, mouth, eyelids, etc) for clarity. All rigging tasks are accomplished with the built-in tools in Blender, without the complexity of coding custom Python behaviors or user interface elements. The animation topics deal with common situations found in real world productions, showing good practices to understand and overcome the challenges.
Digital Character Development
Author: Rob O'Neill
Publisher: CRC Press
ISBN: 1482250780
Category : Computers
Languages : en
Pages : 324
Book Description
Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for film and games using software-agnostic descriptions that apply to any animation application. It provides insight from a real production environment and the requirements that such an environment imposes. With rich illustrations and visual code examples throughout, this book provides a comprehensive roadmap to character development for both professionals and students.
Publisher: CRC Press
ISBN: 1482250780
Category : Computers
Languages : en
Pages : 324
Book Description
Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for film and games using software-agnostic descriptions that apply to any animation application. It provides insight from a real production environment and the requirements that such an environment imposes. With rich illustrations and visual code examples throughout, this book provides a comprehensive roadmap to character development for both professionals and students.
Understanding Motion Capture for Computer Animation
Author: Alberto Menache
Publisher: Elsevier
ISBN: 0123814979
Category : Computers
Languages : en
Pages : 267
Book Description
Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
Publisher: Elsevier
ISBN: 0123814979
Category : Computers
Languages : en
Pages : 267
Book Description
Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
Game Anim
Author: Jonathan Cooper
Publisher: CRC Press
ISBN: 1000357805
Category : Computers
Languages : en
Pages : 317
Book Description
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
Publisher: CRC Press
ISBN: 1000357805
Category : Computers
Languages : en
Pages : 317
Book Description
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
Cartoons in Hard Times
Author: Tracey Mollet
Publisher: Bloomsbury Publishing USA
ISBN: 1501328778
Category : Performing Arts
Languages : en
Pages : 217
Book Description
The storyboard so far -- The Roosevelt honeymoon 1932-1934 -- Animating depression America 1934-1937 -- International relations in animation 1936-1941 -- Animated nationalism 1937-1941 -- Animation at war: Disney, Warner Brothers and the United States government 1941-1943 -- Animation at war: Disney, Warner Brothers and war-time entertainment 1941-1945 -- That's all folks
Publisher: Bloomsbury Publishing USA
ISBN: 1501328778
Category : Performing Arts
Languages : en
Pages : 217
Book Description
The storyboard so far -- The Roosevelt honeymoon 1932-1934 -- Animating depression America 1934-1937 -- International relations in animation 1936-1941 -- Animated nationalism 1937-1941 -- Animation at war: Disney, Warner Brothers and the United States government 1941-1943 -- Animation at war: Disney, Warner Brothers and war-time entertainment 1941-1945 -- That's all folks
3D Animation Essentials
Author: Andy Beane
Publisher: John Wiley & Sons
ISBN: 1118239059
Category : Computers
Languages : en
Pages : 357
Book Description
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.
Publisher: John Wiley & Sons
ISBN: 1118239059
Category : Computers
Languages : en
Pages : 357
Book Description
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.