Blender for Animation and Film-Based Production

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3D animation
A01=Michelangelo Manrique
Alpha Channel
Ambient Occlusion
animation and film production
animation industry
animation production pipeline guide
Animation Project
Author_Michelangelo Manrique
Blender for animation films
Blender Foundation
Blender reference
Blender's User Interface
Blender’s User Interface
Bug Xes
Category=UML
character rigging techniques
cinematic rendering
Composite Nodes
computer graphics workflow
digital studio pipeline
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Force Eld
GPL License
Lm Production
Main Character
Map UV
Modi Er
Node Editor
Open Movie
principles of digital animation
procedural shading
Properties Editor
Python API
Rain Drops
Render Engine
RGB.
Shape Keys
Subsurface Scattering
Vertex Groups
Video Sequence Editor
visual effects compositing
Workspace Layout

Product details

  • ISBN 9781482204742
  • Weight: 596g
  • Dimensions: 156 x 234mm
  • Publication Date: 06 Nov 2014
  • Publisher: Apple Academic Press Inc.
  • Publication City/Country: CA
  • Product Form: Paperback
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See Why Blender Is Right for Your Studio’s Pipeline

Blender for Animation and Film-Based Production explores why Blender is ideal for animation films. It demonstrates Blender’s capability to do the job in each production department. Whether you are a beginner or more advanced user, you’ll see why Blender should be taken into consideration in animation and film production.

This Blender reference will help you:

  • Manage your projects from start to finish
  • Understand the different stages in any animation production
  • See how studios work and develop their animation projects

Describing the versatility and power of Blender, the book shows you why studios should incorporate Blender in their pipeline. It avoids tedious tutorials and incomprehensible examples. Instead, the book guides you toward finding efficient solutions for issues with your production files or pipeline. It familiarizes you with the animation industry and explores the risks involved in choosing Blender as a primary tool in animation studios.

Michelangelo Manrique is a full-time programmer with a gaming network company. He is also involved in publishing tutorials, writing books, and conducting different courses on Blender designed to suit individual student needs.

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