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Opening with a short history of computer graphics, it quickly chronicles the development of computers and computer animation software, progressing to the fundamentals of computer graphics and animation. Occasionally, it gets technical, as in a discussion of the different modeling paradigms: Bézier curves, NURBS, and surface patches. These topics make good reading, although many contemporary computer graphic artists are rather far removed from them.
Essential Computer Animation Fast describes lighting methods, types of shadows, the principles behind inverse kinematics, motion capture, and hardware; but not particularly deeply. In fact, the discussion on post-production techniques (a critical step in any animation production) could have been considerably longer than its seven pages. The section on animation itself also could have been more in-depth. That said, you will get a wide range of good information.
Computer animation has matured so quickly that even those in the field have a difficult time keeping up. Besides learning all of the foundation material, and just staying up to speed, you have to keep on top of new information daily--new techniques, new software, new approaches, not to mention new artistic trends. Because of this ever-growing mountain of experience, the newcomer is faced with a learning curve whose crest is constantly moving beyond reach. Essential Computer Animation Fast gives you solid footing on that mountain. --Mike Caputo
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Most Helpful Customer Reviews
0 of 2 people found the following review helpful:
5.0 out of 5 stars
A great book in the Computer Animation field.,
By Luiz Normando Z. Ferreira (Rio de Janeiro, Brazil) - See all my reviews
This review is from: Essential Computer Animation fast: How to Understand the Techniques and Potential of Computer Animation (Essential Series) (Paperback)
Computer Animation is now worlds away from its early beginnings when programs merely mimicked the hand drawn cartoon process. It's now regurlary used for creating wonderful special effects in major movies like Titanic, Toy Story, Antz and Bugs Life. The book tells you about basic principles used in the powerful sotware products on the market and the terms and processes involved, in a easy-to-understand way with no complicated math. So if you want to learn more about 3D computer animation without being swamped by complex mathematics, then read this book and have fun creating your own animated programs.
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