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Hybrid Animation

Integrating 2D and 3D Assets

By Tina O'Hailey

  1. ISBN: 9780240812052
  2. Publication Date: April 2010
  3. Format: Paperback
  4. Pages: 281
  5. Price:
    • $39.95 (USD)
    • £24.99 (GBP)
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  8. Sample Chapters

Description

Artist imaginations continue to grow and stretch the boundaries of traditional animation. Successful animators adept and highly skilled in traditional animation mediums are branching out beyond traditional animation workflows and will often use multiple forms of animation in a single project. With the knowledge of 3D and 2D assets and the integration of multiple animation mediums into a single project, animators have a wealth of creative resources available for a project that is not limited to a specific animation medium, software package or workflow processs.

Enhance a poignant scene by choosing to animate the scenic background in 2D while the main character is brought to life with 3D techniques. Balance the budget demands of a project by choosing to integrate a 2D or 3D asset to save time and expense. Choose which medium Hybrid Animation, learn the systematic development of the 2D and 3D assets and the issues surrounding choices made during the creative process.

Author Bio

Tina O'Hailey is a professor of Animation at Savannah College of Art and Design. Having worked as an artisitc trainer for Electronic Arts, Walt Disney Feature Animation and Dreamworks Animation , she has extensive experience in feature animation and game development. She has trained artists and worked on many animated films including Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998)." She is the author of Hybrid Animation published by Focal Press.

Reviews

"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

Contents

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