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008 050418s1998 nyua 001 0 eng d
010 _a 97032774
011 _aBIB MATCHES WORLDCAT
020 _a0517886022
020 _a9780517886021
035 _a(ATU)b11043386
035 _a(DLC) 97032774
035 _a(OCoLC)37955367
040 _aDLC
_beng
_erda
_dATU
050 0 0 _aTR897.5
_b.L39 1998
082 0 4 _a777.7
_223
100 1 _aLaybourne, Kit,
_eauthor.
_91020699
245 1 4 _aThe animation book :
_ba complete guide to animated filmmaking--from flip-books to sound cartoons to 3-D animation /
_cKit Laybourne ; preface by George Griffin ; introduction by John Canemaker.
250 _aNew digital edition, 1st revised pbk. edition.
264 1 _aNew York :
_bThree Rivers Press,
_c[1998]
264 4 _c©1998
300 _axix, 426 pages :
_billustrations ;
_c24 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
500 _aIncludes index.
520 _a"The first edition of The Animation Book, published in 1979, became the authoritative guide to making animated movies. Now, as we enter the twenty-first century, the explosion in computer technology has created a corresponding boom in animation. Using desktop hardware and software, animators can easily produce high-quality, high-artistry animation and mix the aesthetics of traditional cel animation with dazzling 3-D effects. Kit Laybourne's digital revision to The Animation Book brings you to the cutting edge of animation technology. Richly illustrated with frame-grabs, production stills, and diagrams, this volume shares Kit's infectious enthusiasm for the limitless possibilities of today's hybrid techniques, and it provides beginning animators with all the information they need to jump in and start their own animation projects. More advanced animators will find The Animation Book to be an invaluable resource with detailed descriptions of filmmaking gear, computer hardware and software, art supplies, plus Internet and other resources.Using an innovative case-study approach, Kit deconstructs how a range of digital projects were carried out at some of today's hottest animation studios, including Wildbrain, Blue Sky, Protozoa, Fantome, Broderbund, Nicktoons, and Klasky Csupo. These step-by-step studies show how desktop animators can follow the same creative process in their own films."--Publisher description.
588 _aMachine converted from AACR2 source record.
650 0 _aAnimation (Cinematography)
_9313782
856 4 2 _3Contributor biographical information
_uhttp://www.loc.gov/catdir/bios/random051/97032774.html
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