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Think outside the 2D or 3D box and seemlessly integrate 2D and 3D animation mediums into your projects. Develop your entire pipeline from start to finish with Hybrid Animation: Integrating 2D and 3D Assets.
Think outside the 2D or 3D box and seemlessly integrate 2D and 3D animation mediums into your projects. Develop your entire pipeline from start to finish with Hybrid Animation: Integrating 2D and 3D Assets.
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Autorenporträt
Tina O'Hailey is Dean of Digital Media at the Savannah College of Art and Design. Having worked for Electronic Arts, Walt Disney Feature Animation, she has extensive experience in feature animation and game development. O'Hailey has served as an Artist Development Trainer for Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998).
Inhaltsangabe
Chapter 1: 2D/3D Animation: The Main Problem Chapter 2: Iterations for Pipeline and Moments Chapter 3: 2D and 3D Character Interacting Chapter 4: 2D Characters with 3D Parts Chapter 5: 3D Characters with 2D Parts Chapter 6: EFX: Chapter 7: Crowds Chapter 8: Camera: Deep, Flat and Limited Space Chapter 9: Putting it All Together: A Short Film Example Chapter 10: Companion Website
Chapter 1: 2D/3D Animation: The Main Problem; Chapter 2: Iterations for Pipeline and Moments; Chapter 3: 2D and 3D Character Interacting; Chapter 4: 2D Characters with 3D Parts; Chapter 5: 3D Characters with 2D Parts; Chapter 6: EFX: Chapter 7: Crowds; Chapter 8: Camera: Deep, Flat and Limited Space; Chapter 9: Putting it All Together: A Short Film Example; Chapter 10: Companion Website
Chapter 1: 2D/3D Animation: The Main Problem Chapter 2: Iterations for Pipeline and Moments Chapter 3: 2D and 3D Character Interacting Chapter 4: 2D Characters with 3D Parts Chapter 5: 3D Characters with 2D Parts Chapter 6: EFX: Chapter 7: Crowds Chapter 8: Camera: Deep, Flat and Limited Space Chapter 9: Putting it All Together: A Short Film Example Chapter 10: Companion Website
Chapter 1: 2D/3D Animation: The Main Problem; Chapter 2: Iterations for Pipeline and Moments; Chapter 3: 2D and 3D Character Interacting; Chapter 4: 2D Characters with 3D Parts; Chapter 5: 3D Characters with 2D Parts; Chapter 6: EFX: Chapter 7: Crowds; Chapter 8: Camera: Deep, Flat and Limited Space; Chapter 9: Putting it All Together: A Short Film Example; Chapter 10: Companion Website
Rezensionen
"It takes a self starter to tackle and learn different skills in any field. Learning animation is no different, and with Tina's book, each reader is one step ahead of the game to develop hybrid animation."--School Tech Talk Blog and MacDirectory.com
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