top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Autore Hess Roland <1970-, >
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Descrizione fisica 1 online resource (366 p.)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
Computer graphics
Soggetto genere / forma Electronic books.
ISBN 1-136-13845-5
1-136-13846-3
1-281-78990-9
9786611789909
0-08-092811-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Animating with Blender: How to Create Short Animationsfrom Start to Finish; Copyright; Contents; Foreword; Chapter 1. An Overview of the Short Animation Process; Creating a Short Animation; Avoiding Death by Natural Causes; Preproduction; Production; Postproduction; The Importance of Following the Work Flow; Chapter 2. Story Story Story; What Makes an Engaging Story; Writing It Down; Story Scope, Your Resources, and Reality; Scope Example: Adding a Second Character; Scope Example: Adding a Second Location; Scope Example: Adding Length; How Long Is My Story?; Chapter 3. Organization
Your Digital AssetsThe Way That Blender Handles Assets; A Suggested Organizational Structure; Chapter 4. Storyboarding and the Story Reel; Storyboarding Basics; Suggested Tools; Pen Tablets; Paint Software; Blender's Image Editor; Creating the Storyboards; Telling the Story; Recording a Temporary Soundtrack for Timing; Assembling a Story Reel in Blender's Sequence Editor; Sequencer Tools for Working with Image Strips; Watching and Exporting the Story Reel; Chapter 5. Character Design and Creation; Designing in Line with Your Theme and Reality; The Beast; The Mom; The Dogs
Modeling Based on Storyboard RequirementsFaces, Hands, and Clothes; Level of Detail; Normal Mapping for Greater Detail at Lower Resolutions; Mesh Animation Issues; Quads, Edge Loops, and Joints; Bind Pose; Polygon Count; Preparing the Model for Future Work; Chapter 6. Libraries and Linking; Libraries, and Why You Should Bother; Linking Assets That Do Not Animate; Linking Assets for Object-level Animation; Creating an Animation Proxy; Creating and Linking a Dupligroup; Which Method to Choose?; Linking Assets for Character Animation; Managing Your Links and Libraries
Finding and Fixing Broken LinksMoving a Shot File and Maintaining Its Links; Moving an Asset File; Chapter 7. Rough Sets, Blocking, and an Animatic; Creating Rough Sets; Preparing the File for the Rough Set; Building Your Template Scene File; Matching Camera Angles to Storyboards; Placing Your Characters; Proceeding Through the Story Reel; Special Case: Reusing Cameras; Additional Detail: Moving Cameras, Moving Characters; Creating an Animatic; Replacing Storyboards in the Story Reel; Chapter 8. Good Sound; Finding Decent Equipment and Environments; What to Use; Where to Record
Making the RecordingThe Goal of the Recording Session; Some Sound Processing Basics; Removing Noise and Adjusting Levels; Previewing the Recorded Sound; Chapter 9. Rigging and Skinning; An Iterative Method for Rigging, Skinning, and Testing; Control Structures; Deformers; Helpers; General Rigging and Skinning Work Flow; Building the Rig in Layers; A Practical Example; Inverse Kinematics/forward Kinematics; Auto Ik; Another Rigging Example: the Fingers; Binding the Rig to the Mesh; To Deform or Not?; The Armature Modifier and Vertex Groups; The Mesh Deform Modifier; Lattices
Combining Different Deformation Methods with Vertex Groups
Record Nr. UNINA-9910453350503321
Hess Roland <1970-, >  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Autore Hess Roland <1970-, >
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Descrizione fisica 1 online resource (366 p.)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
Computer graphics
ISBN 1-136-13845-5
1-136-13846-3
1-281-78990-9
9786611789909
0-08-092811-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Animating with Blender: How to Create Short Animationsfrom Start to Finish; Copyright; Contents; Foreword; Chapter 1. An Overview of the Short Animation Process; Creating a Short Animation; Avoiding Death by Natural Causes; Preproduction; Production; Postproduction; The Importance of Following the Work Flow; Chapter 2. Story Story Story; What Makes an Engaging Story; Writing It Down; Story Scope, Your Resources, and Reality; Scope Example: Adding a Second Character; Scope Example: Adding a Second Location; Scope Example: Adding Length; How Long Is My Story?; Chapter 3. Organization
Your Digital AssetsThe Way That Blender Handles Assets; A Suggested Organizational Structure; Chapter 4. Storyboarding and the Story Reel; Storyboarding Basics; Suggested Tools; Pen Tablets; Paint Software; Blender's Image Editor; Creating the Storyboards; Telling the Story; Recording a Temporary Soundtrack for Timing; Assembling a Story Reel in Blender's Sequence Editor; Sequencer Tools for Working with Image Strips; Watching and Exporting the Story Reel; Chapter 5. Character Design and Creation; Designing in Line with Your Theme and Reality; The Beast; The Mom; The Dogs
Modeling Based on Storyboard RequirementsFaces, Hands, and Clothes; Level of Detail; Normal Mapping for Greater Detail at Lower Resolutions; Mesh Animation Issues; Quads, Edge Loops, and Joints; Bind Pose; Polygon Count; Preparing the Model for Future Work; Chapter 6. Libraries and Linking; Libraries, and Why You Should Bother; Linking Assets That Do Not Animate; Linking Assets for Object-level Animation; Creating an Animation Proxy; Creating and Linking a Dupligroup; Which Method to Choose?; Linking Assets for Character Animation; Managing Your Links and Libraries
Finding and Fixing Broken LinksMoving a Shot File and Maintaining Its Links; Moving an Asset File; Chapter 7. Rough Sets, Blocking, and an Animatic; Creating Rough Sets; Preparing the File for the Rough Set; Building Your Template Scene File; Matching Camera Angles to Storyboards; Placing Your Characters; Proceeding Through the Story Reel; Special Case: Reusing Cameras; Additional Detail: Moving Cameras, Moving Characters; Creating an Animatic; Replacing Storyboards in the Story Reel; Chapter 8. Good Sound; Finding Decent Equipment and Environments; What to Use; Where to Record
Making the RecordingThe Goal of the Recording Session; Some Sound Processing Basics; Removing Noise and Adjusting Levels; Previewing the Recorded Sound; Chapter 9. Rigging and Skinning; An Iterative Method for Rigging, Skinning, and Testing; Control Structures; Deformers; Helpers; General Rigging and Skinning Work Flow; Building the Rig in Layers; A Practical Example; Inverse Kinematics/forward Kinematics; Auto Ik; Another Rigging Example: the Fingers; Binding the Rig to the Mesh; To Deform or Not?; The Armature Modifier and Vertex Groups; The Mesh Deform Modifier; Lattices
Combining Different Deformation Methods with Vertex Groups
Record Nr. UNINA-9910782600103321
Hess Roland <1970-, >  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Autore Hess Roland <1970->
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston, : Elsevier/Focal Press, c2009
Descrizione fisica 1 online resource (366 p.)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
Computer graphics
ISBN 1-136-13845-5
1-136-13846-3
1-281-78990-9
9786611789909
0-08-092811-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Animating with Blender: How to Create Short Animationsfrom Start to Finish; Copyright; Contents; Foreword; Chapter 1. An Overview of the Short Animation Process; Creating a Short Animation; Avoiding Death by Natural Causes; Preproduction; Production; Postproduction; The Importance of Following the Work Flow; Chapter 2. Story Story Story; What Makes an Engaging Story; Writing It Down; Story Scope, Your Resources, and Reality; Scope Example: Adding a Second Character; Scope Example: Adding a Second Location; Scope Example: Adding Length; How Long Is My Story?; Chapter 3. Organization
Your Digital AssetsThe Way That Blender Handles Assets; A Suggested Organizational Structure; Chapter 4. Storyboarding and the Story Reel; Storyboarding Basics; Suggested Tools; Pen Tablets; Paint Software; Blender's Image Editor; Creating the Storyboards; Telling the Story; Recording a Temporary Soundtrack for Timing; Assembling a Story Reel in Blender's Sequence Editor; Sequencer Tools for Working with Image Strips; Watching and Exporting the Story Reel; Chapter 5. Character Design and Creation; Designing in Line with Your Theme and Reality; The Beast; The Mom; The Dogs
Modeling Based on Storyboard RequirementsFaces, Hands, and Clothes; Level of Detail; Normal Mapping for Greater Detail at Lower Resolutions; Mesh Animation Issues; Quads, Edge Loops, and Joints; Bind Pose; Polygon Count; Preparing the Model for Future Work; Chapter 6. Libraries and Linking; Libraries, and Why You Should Bother; Linking Assets That Do Not Animate; Linking Assets for Object-level Animation; Creating an Animation Proxy; Creating and Linking a Dupligroup; Which Method to Choose?; Linking Assets for Character Animation; Managing Your Links and Libraries
Finding and Fixing Broken LinksMoving a Shot File and Maintaining Its Links; Moving an Asset File; Chapter 7. Rough Sets, Blocking, and an Animatic; Creating Rough Sets; Preparing the File for the Rough Set; Building Your Template Scene File; Matching Camera Angles to Storyboards; Placing Your Characters; Proceeding Through the Story Reel; Special Case: Reusing Cameras; Additional Detail: Moving Cameras, Moving Characters; Creating an Animatic; Replacing Storyboards in the Story Reel; Chapter 8. Good Sound; Finding Decent Equipment and Environments; What to Use; Where to Record
Making the RecordingThe Goal of the Recording Session; Some Sound Processing Basics; Removing Noise and Adjusting Levels; Previewing the Recorded Sound; Chapter 9. Rigging and Skinning; An Iterative Method for Rigging, Skinning, and Testing; Control Structures; Deformers; Helpers; General Rigging and Skinning Work Flow; Building the Rig in Layers; A Practical Example; Inverse Kinematics/forward Kinematics; Auto Ik; Another Rigging Example: the Fingers; Binding the Rig to the Mesh; To Deform or Not?; The Armature Modifier and Vertex Groups; The Mesh Deform Modifier; Lattices
Combining Different Deformation Methods with Vertex Groups
Record Nr. UNINA-9910825969103321
Hess Roland <1970->  
Amsterdam ; ; Boston, : Elsevier/Focal Press, c2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The automated lighting programmer's handbook / / Brad Schiller
The automated lighting programmer's handbook / / Brad Schiller
Autore Schiller Brad
Edizione [2nd ed.]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2011
Descrizione fisica 1 online resource (223 p.)
Disciplina 621.321
792.025
Soggetto topico Lighting
Soggetto genere / forma Electronic books.
ISBN 1-282-87991-X
9786612879913
0-240-81554-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Dedication; Table of Contents; List of Tables and Figures; Acknowledgments; Introduction; 10 Things Every Programmer Should Know; #1-Understanding the Fixtures; #2-Basic Console Operations; #3-Patching and Addressing; #4-Making Lights Move; #5-Long Hours and Late Nights; #6-Subtractive versus Additive Color Mixing; #7-Tracking; #8-Protect the Data; #9-How to Admit Your Faults; #10-Who to Call; But Wait! There's More...; 1. Programming Philosophies; The Automated Lighting Programmer; The Hollywood Syndrome; Creativity and Consistency; Learning to Program
Look for OpportunitiesProgramming Exercises; Explore Your World; Never Stop Learning; Be an Artist; 2. Automated Lighting Concepts; DMX-512; DMX Protocols; Fixture Modes; Crossfade; Bump; Parameter Abilities; Precedence (HTP and LTP); Tracking; Nontracking Consoles; Tracking Consoles; Advantages of Tracking; Disadvantages of Tracking; Practice Makes Perfect; 3. Preparing for Programming; Fixture Setup; The Console; Preparing the Patch; Numbers Everywhere; Groups; Grouping Basics; Too Many Numbers; Selecting with Groups; Additional Group Features; Read All About It; Building a Basic Outline
Protecting Your WorkAlways Be Prepared; 4. Basic Programming; Understanding Your Fixtures; Speed Channels; Conventional Channels; Palettes/Presets; 5. Intermediate Programming; Mark Cues; Tricks of the Trade; Automated Mark Cues; The Magic of Marking; Block Cues; Marking and Blocking; Organization; Overblocking; Effects Generators; The DMX Protocol; Trigonometry to the Rescue; Modifying the Starting Point; Modifying the Size and Rate; Offsetting Each Fixture; Different Wave Forms; Other Parameters; Intensity Effects; Adding Dynamics; Adjusting Intensity Effects; Use Effects Wisely
Kickin' It Old SchoolThe Fireworks Chase; Making the Magic; Timing; Modern Miracles; Applying Concepts; Common Chases; Fanning; The Origins of Fanning; Basic Fanning Procedures; The Order of Fixture Selection; But Wait! There's More...; Now is the Time; Stay Cool as You Fan; 6. Advanced Programming; Default Values; Using Default Values; Custom Default Values; Study the Defaults; Deciding upon Defaults; Visualization; How It Works; Benefits; Programming; Cueing; Two-Way Communication; Program Anywhere; It's Time for Timecode; The History of Timecode; Defining Timecode; Timecode and Lighting
Changing TimeHidden Dangers; Back to the Future; The Magic of MIDI; Lighting Applications; MIDI Notes; MIDI Show Control; Be Prepared; Other Types of Automation; Automation Abounds; 7. Digital Lighting: The Future Is Here; Content; New Jobs; Point of View; Servers and Display Devices; New Functionality and Terminology; Programming Digital Lighting; Enough Is Enough; Working with Layers; The Console Problem; Fixture Numbering; Patching the Parts; The Missing Link; The Future Is Now; 8. LED Lighting; LED RGB Mixers; LED RGB Cells; LED Moving Lights; LED Digital Lights; LED Video Displays
Pixel Mapping
Record Nr. UNINA-9910459501903321
Schiller Brad  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The automated lighting programmer's handbook / / Brad Schiller
The automated lighting programmer's handbook / / Brad Schiller
Autore Schiller Brad
Edizione [2nd ed.]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2011
Descrizione fisica 1 online resource (223 p.)
Disciplina 621.321
792.025
Soggetto topico Lighting
ISBN 1-282-87991-X
9786612879913
0-240-81554-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Dedication; Table of Contents; List of Tables and Figures; Acknowledgments; Introduction; 10 Things Every Programmer Should Know; #1-Understanding the Fixtures; #2-Basic Console Operations; #3-Patching and Addressing; #4-Making Lights Move; #5-Long Hours and Late Nights; #6-Subtractive versus Additive Color Mixing; #7-Tracking; #8-Protect the Data; #9-How to Admit Your Faults; #10-Who to Call; But Wait! There's More...; 1. Programming Philosophies; The Automated Lighting Programmer; The Hollywood Syndrome; Creativity and Consistency; Learning to Program
Look for OpportunitiesProgramming Exercises; Explore Your World; Never Stop Learning; Be an Artist; 2. Automated Lighting Concepts; DMX-512; DMX Protocols; Fixture Modes; Crossfade; Bump; Parameter Abilities; Precedence (HTP and LTP); Tracking; Nontracking Consoles; Tracking Consoles; Advantages of Tracking; Disadvantages of Tracking; Practice Makes Perfect; 3. Preparing for Programming; Fixture Setup; The Console; Preparing the Patch; Numbers Everywhere; Groups; Grouping Basics; Too Many Numbers; Selecting with Groups; Additional Group Features; Read All About It; Building a Basic Outline
Protecting Your WorkAlways Be Prepared; 4. Basic Programming; Understanding Your Fixtures; Speed Channels; Conventional Channels; Palettes/Presets; 5. Intermediate Programming; Mark Cues; Tricks of the Trade; Automated Mark Cues; The Magic of Marking; Block Cues; Marking and Blocking; Organization; Overblocking; Effects Generators; The DMX Protocol; Trigonometry to the Rescue; Modifying the Starting Point; Modifying the Size and Rate; Offsetting Each Fixture; Different Wave Forms; Other Parameters; Intensity Effects; Adding Dynamics; Adjusting Intensity Effects; Use Effects Wisely
Kickin' It Old SchoolThe Fireworks Chase; Making the Magic; Timing; Modern Miracles; Applying Concepts; Common Chases; Fanning; The Origins of Fanning; Basic Fanning Procedures; The Order of Fixture Selection; But Wait! There's More...; Now is the Time; Stay Cool as You Fan; 6. Advanced Programming; Default Values; Using Default Values; Custom Default Values; Study the Defaults; Deciding upon Defaults; Visualization; How It Works; Benefits; Programming; Cueing; Two-Way Communication; Program Anywhere; It's Time for Timecode; The History of Timecode; Defining Timecode; Timecode and Lighting
Changing TimeHidden Dangers; Back to the Future; The Magic of MIDI; Lighting Applications; MIDI Notes; MIDI Show Control; Be Prepared; Other Types of Automation; Automation Abounds; 7. Digital Lighting: The Future Is Here; Content; New Jobs; Point of View; Servers and Display Devices; New Functionality and Terminology; Programming Digital Lighting; Enough Is Enough; Working with Layers; The Console Problem; Fixture Numbering; Patching the Parts; The Missing Link; The Future Is Now; 8. LED Lighting; LED RGB Mixers; LED RGB Cells; LED Moving Lights; LED Digital Lights; LED Video Displays
Pixel Mapping
Record Nr. UNINA-9910785121903321
Schiller Brad  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Broadcast engineer's reference book / / edited by E.P.J. Tozer with specialist contributors
Broadcast engineer's reference book / / edited by E.P.J. Tozer with specialist contributors
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston, : Elsevier/Focal Press, c2004
Descrizione fisica 1 online resource (1008 p.)
Disciplina 791.45
791.45 22
621.388
Altri autori (Persone) TozerE. P. J <1957-> (Edwin Paul J.)
Soggetto topico Television broadcasting
Television - Transmitters and transmission
ISBN 1-136-02417-4
1-136-02418-2
1-281-00570-3
9786611005702
0-08-049056-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; List of Contributors; Preface; Section 1: Supporting Technologies and Reference Material; Chapter 1.1 Quantities and Units; Chapter 1.2 Engineering Mathematics, Formulas and Calculations; Chapter 1.3 Analogue and Digital Circuit Theory; Chapter 1.4 Information Theory and Error Correction; Chapter 1.5 Coaxial Cable and Optical Fibres; Chapter 1.6 TCP/IP Networking; Chapter 1.7 SAN and NAS Technologies; Chapter 1.8 Telco Technologies; Chapter 1.9 Colour Displays and Colorimetry; Section 2: Broadcast Technologies and Standards
Chapter 2.1 Linear Digital AudioChapter 2.2 Non-linear Audio Systems; Chapter 2.3 Television Standards and Broadcasting Spectrum; Chapter 2.4 Colour Encoding and Decoding Systems; Chapter 2.5 Timecode; Chapter 2.6 Sound in Syncs; Chapter 2.7 VBI Data Carriage; Chapter 2.8 Digital Interfaces for Broadcast Signals; Chapter 2.9 File Formats for Storage; Chapter 2.10 HDTV Standards; Chapter 2.11 MPEG-2; Chapter 2.12 DVB Standards; Chapter 2.13 Data Broadcast; Chapter 2.14 ATSC Video, Audio and PSIP Transmission; Chapter 2.15 Interactive TV
Chapter 2.16 Conditional Access, Simulcrypt and Encryption SystemsSection 3: Broadcast Components; Chapter 3.1 Sound Origination Equipment; Chapter 3.2 Lens Systems and Optics; Chapter 3.3 Optical Sensors; Chapter 3.4 Studio Cameras and Camcorders; Chapter 3.5 VTR Technology; Chapter 3.6 Television Standards Conversion; Section 4: Studio and Production Systems; Chapter 4.1 Television Studio Centres; Chapter 4.2 Studio Cameras and Mountings - Mounts; Chapter 4.3 Studio Lighting; Chapter 4.4 Talkback and Communications Systems; Chapter 4.5 Mixers and Switchers
Chapter 4.6 Visual Effects SystemsChapter 4.7 Editing Systems; Chapter 4.8 Telecines; Chapter 4.9 Sound Recording; Chapter 4.10 Sound Mixing and Control; Chapter 4.11 Surround Sound; Chapter 4.12 Working with HDTV Systems; Chapter 4.13 Routers and Matrices; Chapter 4.14 Transmission Systems; Chapter 4.15 Media Asset Management Systems; Chapter 4.16 Electronic Newsroom Systems; Section 5: Outside Broadcast Systems and Hardware; Chapter 5.1 Outside Broadcast Vehicles and Mobile Control Rooms; Chapter 5.2 Microwave Links for OB and ENG
Chapter 5.3 Electronic News Gathering and Electronic Field ProductionChapter 5.4 Power Generators and Electrical Systems for Outside Broadcast; Chapter 5.5 Battery Systems; Section 6: Transmitter Systems and Hardware; Chapter 6.1 Radio Frequency Propagation; Chapter 6.2 Thermionics, Power Grid and Linear Beam Tubes; Chapter 6.3 Transposers; Chapter 6.4 Terrestrial Service Area Planning; Chapter 6.5 Satellite Distribution; Chapter 6.6 Microwave Radio Relay Systems; Chapter 6.7 Up-link Terminals; Chapter 6.8 Intercity Links and Switching Centres; Chapter 6.9 Transmitter Power System Equipments
Chapter 6.10 Masts, Towers and Antennas
Record Nr. UNINA-9910817266803321
Amsterdam ; ; Boston, : Elsevier/Focal Press, c2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Crafting short screenplays that connect / / Claudia Hunter Johnson
Crafting short screenplays that connect / / Claudia Hunter Johnson
Autore Johnson Claudia (Claudia Hunter)
Edizione [2nd ed.]
Pubbl/distr/stampa Burlington, MA, : Elsevier/Focal Press, c2005
Descrizione fisica 1 online resource (303 p.)
Disciplina 808.2/3
Soggetto topico Motion picture authorship
Short films
ISBN 1-136-05130-9
1-280-96400-6
9786610964000
0-08-047060-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Crafting Short Screenplays That Connect; Copyright Page; Contents; Preface to the Second Edition; Acknowledgments; Introduction: The Power and Importance of Human Connection; Part I: Preparing to Write the Short Screenplay; Chapter 1.Connecting to Purpose; Only Connect; The Screenplay Paradox; Chapter 2.Connecting to Self; Le Menu; Depart the Donnée; Chapter 3.Connecting to Process; The Space-Time Conundrum; Madness in Your Method; Creating Rituals; Taking Care of Yourself; Just Do It; Chapter 4.Connecting to Screenplays; Surface and Deep Action; Making Change; The Mood Exercise
The Pearl in the OysterEmotional Flow; Everything You Need to Know You Can LearnFrom City Lights; Demystifying Format; Chapter 5. Connectingto Collaboration; Top Ten Reasons to Write With a Partner; Finding the Right Writing Partner; The Space-Time Conundrum, The Sequel; Co-Drafting the Script; Dealing With Disagreements; Part II: Five (Not So) Easy Screenplays; Chapter 6.The Discovery; The First Screenplay-The Discovery; Choosing an Idea; Developing Character; Developing Story and Structure; Drafting the Screenplay; Rewriting the Screenplay; Chapter 7.The Decision
The Second Screenplay-The DecisionChoosing an Idea; Developing Character; Developing Story and Structure; Drafting the Screenplay; Rewriting the Screenplay; Chapter 8.The Boxing Match; The Third Screenplay-The Boxing Match; Choosing an Idea; Developing Character; Developing Story and Structure; Drafting the Screenplay; Rewriting the Screenplay; Chapter 9.The Improbable Connection; The Fourth Screenplay-The Improbable Connection; Choosing an Idea; Developing Character; Developing Story and Structure; Drafting the Screenplay; Rewriting the Screenplay; Chapter 10.The Long Short Screenplay
The Fifth Screenplay-The Long Short ScreenplayChoosing an Idea; Developing Character; Developing Story and Structure; Drafting the Screenplay; Rewriting the Screenplay; Part III: Seven Screenplays That Make It Look Easy; Chapter 11.Kosher (by Aimee Barth); Chapter 12.My Josephine (by Barry Jenkins); Chapter 13. A Work in Progress (by Wes Ball); Chapter 14.Lena's Spaghetti (by Rachel A. Witenstein); Chapter 15.Cool Breeze and Buzz (by Lani Sciandra); Chapter 16. The Making of "Killer Kite" (story By Matt Stevens, screenplay By Robert S. Gray)
Chapter 17.Slow Dancin' Down the Aisles of the Quickcheck (by Thomas Wade Jackson)Chapter 18.Conclusion; Appendix A: Available Screenwriting Software; Appendix B: Films Referenced; Appendix C: Further Reading; Index
Record Nr. UNINA-9910811734903321
Johnson Claudia (Claudia Hunter)  
Burlington, MA, : Elsevier/Focal Press, c2005
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Eargle's The microphone book : from mono to stereo to surround - a guide to microphone design and application / / Ray A. Rayburn
Eargle's The microphone book : from mono to stereo to surround - a guide to microphone design and application / / Ray A. Rayburn
Autore Rayburn Ray A
Edizione [3rd ed.]
Pubbl/distr/stampa Amsterdam ; ; Boston, : Elsevier/Focal Press, c2012
Descrizione fisica 1 online resource (464 p.)
Disciplina 621.38284
Altri autori (Persone) EargleJohn
Soggetto topico Microphone - Design
Microphone
ISBN 1-136-11813-6
1-136-11814-4
1-283-29907-0
9786613299079
0-240-82078-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; Preface to the First Edition; Preface to the Second Edition; Preface to the Third Edition; Symbols Used in This Book; 1 A Short History of the Microphone; 2 Basic Sound Transmission and Operational Forces on Microphones; 3 The Pressure Microphone; 4 The Pressure Gradient Microphone; 5 First-Order Directional Microphones; 6 High Directionality Microphones; 7 Microphone Measurements, Standards, and Specifications; 8 Electrical Considerations and Electronic Interface; 9 Overview of Wireless Microphone Technology; 10 Microphone Accessories
11 Basic Stereophonic Recording Techniques12 Stereo Microphones; 13 Classical Stereo Recording Techniques and Practice; 14 Studio Recording Techniques; 15 Surround Sound Microphone Technology; 16 Surround Recording Case Studies; 17 A Survey of Microphones in Broadcast and Communications; 18 Fundamentals of Speech and Music Reinforcement; 19 Overview of Microphone Arrays and Adaptive Systems; 20 Care and Maintenance of Microphones; 21 Classic Microphones: The Authors' Views; References and Bibliography; Index
Altri titoli varianti Microphone book
Record Nr. UNINA-9910823082303321
Rayburn Ray A  
Amsterdam ; ; Boston, : Elsevier/Focal Press, c2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Filming the fantastic : a guide to visual effect cinematography / / Mark Sawicki
Filming the fantastic : a guide to visual effect cinematography / / Mark Sawicki
Autore Sawicki Mark
Edizione [2nd ed.]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2011
Descrizione fisica 1 online resource (366 p.)
Disciplina 777
Soggetto topico Cinematography - Special effects
Soggetto genere / forma Electronic books.
ISBN 1-136-06653-5
1-136-06654-3
1-283-16929-0
9786613169297
0-240-81474-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction to the second edition: new age, old school --- Composition and lighting -- Forced perspective -- Matte painting -- Stop motion -- Formats and film -- The cineon system -- Digital cinema -- The moving camera -- Blue and green screen -- Miniatures vs. computer graphics -- So you don't have a million dollars -- Big effects, little money -- You can't always get what you want -- Welcome to the circus -- The man behind the curtain.
Record Nr. UNINA-9910461539003321
Sawicki Mark  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Filming the fantastic : a guide to visual effect cinematography / / Mark Sawicki
Filming the fantastic : a guide to visual effect cinematography / / Mark Sawicki
Autore Sawicki Mark
Edizione [2nd ed.]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2011
Descrizione fisica 1 online resource (366 p.)
Disciplina 777
Soggetto topico Cinematography - Special effects
ISBN 1-136-06653-5
1-136-06654-3
1-283-16929-0
9786613169297
0-240-81474-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction to the second edition: new age, old school --- Composition and lighting -- Forced perspective -- Matte painting -- Stop motion -- Formats and film -- The cineon system -- Digital cinema -- The moving camera -- Blue and green screen -- Miniatures vs. computer graphics -- So you don't have a million dollars -- Big effects, little money -- You can't always get what you want -- Welcome to the circus -- The man behind the curtain.
Record Nr. UNINA-9910789697103321
Sawicki Mark  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui