Digital character development : theory and practice / Rob O'Neill.
Material type: TextPublisher: Boca Raton : CRC Press, Taylor & Francis Group, [2016]Copyright date: ©2016 by Taylor & Francis Group, LLCEdition: Second EditionDescription: xxvii, 304 pages : illustrations ; 25 cmContent type: text Media type: unmediated Carrier type: volumeISBN: 9781482250770Subject(s): Computer animation | Computer graphicsDDC classification: 006.696 Summary: "Digital characters are a driving force in the entertainment industry today. 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. --Page 4 of cover.Item type | Current location | Call number | Materials specified | Status | Date due | Barcode | Item holds |
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Book | Uofcanada Library | 006.696 ROB (Browse shelf) | Available | 00001569 | |||
NB-Book | Uofcanada Library | 006.696 ROB/NB (Browse shelf) | Not for loan | 00000300 |
Browsing Uofcanada Library shelves Close shelf browser
006.696 RIC Computer animation : algorithms and techniques / | 006.696 RIC/NB Computer animation : algorithms and techniques / | 006.696 ROB Digital character development : theory and practice / | 006.696 ROB/NB Digital character development : theory and practice / | 006.7 AND A Creator's guide to transmedia storytelling : how to captivate and engage audiences across multiple platforms / | 006.702465 SCO/NB Manager's guide to social media / | 006.74 TER/NB Basics of web design : HTML5 & CSS3 / |
"An A K Peters Book."
Includes bibliographical references and index.
"Digital characters are a driving force in the entertainment industry today. 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. --Page 4 of cover.
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