As video, animation, and multimedia professionals, you
Creative Cows have a broad and varied background. To do the magic that
you do in your everyday work, you have had to learn a lot of stuff. You
may not consciously think about it anymore, but you've covered a lot of
ground along the way.
This
book is the summary and survey of all you've had to struggle through to
get where you are today. Marcia Kuperberg, not surprisingly a teacher,
looks at the big picture and tries to break it down into all its little
pieces.
This
is an interesting book in a lot of ways. First off, it is a visual
treat. Lots of beautiful pictures, illustrations, and examples make this
fun and easy to follow. Then, there is the approach the book takes. It
is written with those who know nothing about the process of animation in
mind, and starts at the beginning with a history of animation
(animation--not computer animation) and a discussion of its roots. It
then takes us through a number of almost step-by-step descriptions of
the actual creation of computer animation--a scene for output to a film
or video, or the design of a game character and scene, and the making of
animations for the web or other "new" media. There are case studies,
there is a discussion of narrative and characterization, and there is a
chapter of project briefs, self-tests, tutorials and
resources.
I
liked the approach of this book. Though Marcia Kuperberg gets the author
credits, there are sections written by other experts as well. Rob Manton
handles the section on technical constraints of the various media,
Martin Bowman does the section on animating for computer games, and Alan
Peacock takes care of the section on new media and multimedia. Taken as
a whole, this approach allows the book to cover a lot of ground
intelligently, and from the point-of-view of working
professionals.
One of
the things I really liked about this book is the notion that there are
certain core principles which are important for the animator to be
familiar with and that those principles can then be brought to the
project you are working on--no matter what hardware or software you are
using. For example, in the chapter called Techniques and Stages of
Creating 3D Computer Animation, Kuperberg begins by discussing what I
would call the thought process and mind-set stages of the work. Pointers
on dealing with the client/customer, scheduling work, doing research and
thinking about the most efficient way to make models are important to
the project as a whole, and they are transferable knowledge. No matter
what the specifics of your project are, these are things that can help
you tackle it confidently and can save you a lot of time and
trouble.
Only
after discussing these issues does Kuperberg go into a step-by-step look
at how she created every item in the final scene. She talks about alpha
channels, mapping texture bitmaps, and tiling. She puts the whole scene
together and discusses lighting. She talks about the most effective use
of the camera, the lenses, camera movement and paths.
What a
great resource for people new to the world of computer animation. The
overview of the process will be a real eye-opener for those people who
thought computer animation was just sitting at the computer and drawing
images. While the book is not designed to make you an expert in all
areas of computer animation, it will go a long way toward pointing out
the areas of expertise involved, and perhaps remind the student of areas
that need more study.
The
next two sections of the book follow pretty much the same
approach--Animation for Multimedia and New Media, by Alan Peacock, and
Creating Artwork for Computer Games: From Concept to End Product by
Martin Bowman, both assume little or no knowledge of the subject, but
they provide an overview of the whole process. In the case of Bowman,
the section even includes a discussion of career options and what
employers in the computer games industry are looking for.
The
case studies from actual industry projects are very useful, too, in
providing an overview of the actual process once you get out of academia
and into industry. These are fun "how-tos" from people who do this stuff
every day, and obviously know what they are doing.
The
next section of the book is a look at storytelling and characterization.
This is an important aspect of animation that is not a part of most
books that teach specific animation tools. Once again, starting with
theory and moving to specific, Kuperberg explains the narrative process
and tells the reader how to take an idea and follow through with a
narrative, write a synopsis, and translate that into both script and
treatment. She talks about storyboarding, movie-making terminology,
narrative structures, and the importance of characterization. Along the
way she hits on the concepts of design, facial expression and lip
synch.
The book's
closing chapter, Project Briefs, Self-Tests, Tutorials and Resources
really brings home the fact that Marcia Kuperberg is a teacher. Since
the book is essentially a survey of a whole industry, Kuperberg realizes
that some discussion is necessarily brief. Here is a list of questions
for each chapter (gauge how much you really learned), projects to help
your understanding and reinforce your learning, tutorials, and resources
to point you in the direction of more information. This is especially
useful to the person trying to make some sense of the animation industry
on his own. I was interested to see how many of the resources listed are
websites or magazines that I refer to regularly, or books that I already
have on my own library shelves.
Having
"lived with" this book for the last few weeks, I find that I really
enjoyed reading and referring to it. As a teacher of video production
and a student of animation, I find the approach a very good one, the
content very helpful, and the writing and illustration very good. As a
creative professional in the animation field, you won't find anything
new here, though you might find inspiration in some of the techniques
and illustrations describing approaches you don't ordinarily use. If you
are someone starting out in animation, or someone who wants to learn
about animation from some other discipline, you will find this a great
book. As an overview of an industry, from history, through technical
constraints and conventions, through cross-platform techniques, and
including planning, design and creative considerations, this book is
unparalleled.
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