000 01868cam a2200361 i 4500
001 19805495
003 OSt
005 20221113090858.0
008 170720s2016 flua f b 001 0 eng d
010 _a 2017385429
020 _a9781482250770
_qhardcover
035 _a(OCoLC)ocn930260314
040 _aEYM
_beng
_erda
_cEYM
_dOCLCO
_dBTCTA
_dYDXCP
_dCDX
_dOCLCF
_dOCLCQ
_dOCLCO
_dOCLCQ
_dOCLCO
_dYBM
_dVMI
_dOUP
_dMNW
_dUPP
_dZ5A
_dDLC
_dUOC
042 _alccopycat
082 0 0 _a006.696
_223
_b ROB
100 1 _aO'Neill, Rob,
_cProf.
_eauthor.
_9733
245 1 0 _aDigital character development :
_btheory and practice /
_cRob O'Neill.
250 _aSecond Edition.
264 1 _aBoca Raton :
_bCRC Press, Taylor & Francis Group,
_c[2016].
264 4 _c©2016 by Taylor & Francis Group, LLC.
300 _axxvii, 304 pages :
_billustrations ;
_c25 cm.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
500 _a"An A K Peters Book."
504 _aIncludes bibliographical references and index.
520 _a"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.
650 0 _aComputer animation.
_9734
650 0 _aComputer graphics.
_9735
906 _a7
_bcbc
_ccopycat
_d2
_encip
_f20
_gy-gencatlg
942 _2ddc
_cBK
999 _c207
_d207