Animating with Blender = how to crea...
ScienceDirect (Online service)

FindBook      Google Book      Amazon      博客來     
  • Animating with Blender = how to create short animations from start to finish /
  • 紀錄類型: 書目-語言資料,印刷品 : Monograph/item
    正題名/作者: Animating with Blender/ D. Roland Hess.
    其他題名: how to create short animations from start to finish /
    作者: Hess, D. Roland.
    出版者: Amsterdam ;Elsevier/Focal Press, : c2009.,
    面頁冊數: xii, 352 p. :col. ill. ;24 cm. +1 DVD-ROM (4 3/4 in.)
    附註: Includes index.
    內容註: Creating Short Animations with Blender -- At A Glance -- Chapter 1: An Overview of the Short Animation Process -- This chapter gives a brief overview of the entire process of creating a short animation. It also provides advice and rationales about why it is important to actually follow the steps, as well as common pitfalls and how to avoid them. -- Chapter 2: Story -- Deciding on a story that fits the scope of your resources. Objective vs. subjective story lines, and why you need to know the difference. Deciding on a theme, and adding theme-supporting details and elements to the story. Also, screenplay format is introduced and advice is given on where it's appropriate (or unnecessary) to use. -- Chapter 3: Storyboarding and the Story Reel -- Emphasizes the absolute necessity of storyboarding, even if you can barely draw, and suggests some tools and techniques to make the job easier. Examples of how good storyboarding can lead to shorter production and render times later. Analyzing your storyboards for later optimization of shots, angles, and necessary sets and props. Also, it is shown how Blender can be used to assemble an initial Story Reel with a temporary sound track. -- Chapter 4: Character Design and Creation -- Although rough character designs have already been done in the storyboards, at some point you must decide how your characters will actually look. The chapter emphasizes matching character design with the theme of the story and ways to think about encoding the character's place in the theme into their appearance. Modeling to the needs of the character's storyboarded appearances and actions is shown, as well as optimizing meshes and materials for animation rendering. -- Chapter 5: Libraries -- Blender's library and linking system explained. Creating libraries for proper reuse and unification of digital assets. How libraries will benefit your production. -- Chapter 6: Rough Sets, Blocking, Good Sound and an Animatic -- Building the basic shapes for your sets, then blocking the shots from the story board with the low resolution set and static characters. Updating the story reel with a hard dialogue track and OpenGL stills and camera move animations. -- Chapter 7: Rigging and Animation Testing -- Rigging and skinning modeled characters with respect to their animation needs within the project. Testing the rig with sample animations. Creating facial morph targets for expression and lip sync. -- Chapter 8: Character Animation: Blocking and Finishing -- Per-shot files are created, and characters and rough sets are linked in from their libraries. Pose to Pose animation is shown. The story reel is updated with a pose-to-pose breakdown and gross timing is tested and adjusted. Blender's tools for refining animation, creating offsets, follow-through, anticipation, etc. are demonstrated. -- Chapter 9: Lip Sync -- Using the previously created shape keys to add facial expression and lip sync. Adding and scrubbing sound files. -- Chapter 10: Special Effects: Physics, Fluids and Particles -- Physics and particle tools are shown, with suggestions on when and where it is best to use them or to just fake their effects. Also, it is shown how to integrate this sort of procedurally generated animation into the main keyframed animation. Attention is given to render times and careful planning from the animatic. -- Chapter 11: Final Sets and Backgrounds -- Using the story reel as a guide, decisions are made as to static backgrounds vs. backgrounds created from live geometry. Sets are built to match the roughs with full resolution objects, sectioned per shot requirements, and saved as libraries for efficient linking and re-use. Static backgrounds are rendered and tweaked, with Normal and Z data for better compositing. -- Chapter 12: Rendering and Post-Processing -- The render layers system and compositor is shown, bringing together the final animation elements, final sets, backgrounds and special effects created previously. Common post-processing techniques like Blender's vector-based motion blur, depth of field and bloom/glow are shown. -- Chapter 13: Editing and Final Output -- Using Blender's Sequence Editor to edit the rendered, composited animation into the final product. Generating a variety of output formats (.avi, MPEG, Quicktime) and which are best for what. --.
    標題: Computer animation. -
    電子資源: http://www.sciencedirect.com/science/book/9780240810799An electronic book accessible through the World Wide Web; click for information
    電子資源: http://www.loc.gov/catdir/toc/ecip0821/2008026274.html
    ISBN: 0240810791
館藏地:  出版年:  卷號: 
館藏
  • 1 筆 • 頁數 1 •
  • 1 筆 • 頁數 1 •
多媒體
評論
Export
取書館
 
 
變更密碼
登入