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出版时间:2016年6月

出版社:电子工业出版社

以下为《重新理解动画——动画概论》的配套数字资源,这些资源在您购买图书后将免费附送给您:
试读
  • 电子工业出版社
  • 9787121289965
  • 1-1
  • 56079
  • 47182744-4
  • 平塑
  • 16开
  • 2016年6月
  • 144
  • 144
  • 艺术学
  • 戏剧与影视学
  • J218.7
  • 艺术设计
  • 研究生、本科
内容简介
本书为动画专业的概论类书籍,涉及动画的起源、历史、定义讨论、类型划分和初阶创作指导,兼顾深度与广度。本书共4章,包括结语合后记等内容,试图探索理解动画的合理化、客观化、学院化的新视角,打开读者们的思路,让他们对动画有新的认识。本书对动画的定义、分类、历史、产业、实验、制作流程及创意等多方面均有深入浅出的论述,为读者充分拓宽了视野,呈现出动画的多样性与复杂性。本书既叙述动画的发展历史,又直面当下动画行业的国际与国内现状。本书可以作为高等院校动画或相关专业的”动画概论”及相关课程的教材,也可供相关专业的研究生、教师以及广大动画爱好者参考。
目录
目录
第1章动画的定义·································································1
1.1 从”运动”说起························································2
1.2 似动知觉:动态影像的根本原理 ···························9
1.3 动画:呈现非记录性运动的动态影像媒介 ·········· 11
1.4 转描影像:动画与实拍的”联姻”产物 ··············15
1.5 动画与实拍的”化合物”和”混合物” ··············21
第2章二维动画、三维动画和定格动画 ···························27
2.1 动画的诞生·······························································28
2.2 早期二维动画的发展···············································33
2.3 定格动画及其发展历程···········································41
2.4 皮克斯诞生史和三维计算机动画的崛起 ··············47
2.5 二维动画的危机·······················································52
第3章主流动画和非主流动画············································ 59
3.1 迪士尼的动画产业帝国 ·········································· 60
3.2 中国动画的历史简述和主流动画行业的现实境况 ·········································· 62
3.3 实验动画的意义······················································· 69
3.4 传统艺术语境与当代艺术语境下的动画影像······ 87
第4章动画创作概述···························································· 99 4.1 动画的制作流程简述 ·············································· 100 4.2 生活 vs幻想:创作前的思考································ 107 4.3 动画的运动规律和风格 ···································115结语:以动画为生········································121后记············································· 129参考文献·········································131