000 | 01868cam a2200361 i 4500 | ||
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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 |
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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]. |
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264 | 4 | _c©2016 by Taylor & Francis Group, LLC. | |
300 |
_axxvii, 304 pages : _billustrations ; _c25 cm. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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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 |
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942 |
_2ddc _cBK |
||
999 |
_c207 _d207 |