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Performing For Motion Capture: A Guide PractitionersPerforming For Motion Capture: A Guide Practitioners

Performing For Motion Capture: A Guide Practitioners

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Current price: $29.49
Original price: $36.85
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Performing For Motion Capture: A Guide Practitioners

By None

Performing For Motion Capture: A Guide Practitioners

Current price: $29.49
Original price: $36.85
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Size: Kobo eBook

Visit retailer's website
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Want to be the next Andy Serkis as Gollum inLord of the Rings? Or Zoe Saldana inAvatar? How about Seth MacFarlane inTed? Or do you want to star in video games such asFortnite, Call of DutyorHalo? If so, this book will tell you everything you need to know about acting for motion capture. This is the first book to provide an invaluable resource for the education of the next generation of performers in this exciting medium. Over the last 10 years, a revolution has occurred in digital production - video games have overtaken the film and TV industries in terms of production and revenues. Many video games derive their digital animation from human performance by means of motion and performance capture. Actors such as Andy Serkis and Troy Baker have won critical acclaim for their digital performance in games and film. The book includes contributions from practitioners working across the globe, including: actor Kezia Burrows; software developer Stéphane Dalbera; director Kate Saxon; a group of Japanese games directors; Jeremy Meunier, Head of Motion Capture at Moov studios, Montreal; Marc Morisseau, motion editor forAvatar; and a Chinese Motion Capture suit manufacturer.
Want to be the next Andy Serkis as Gollum inLord of the Rings? Or Zoe Saldana inAvatar? How about Seth MacFarlane inTed? Or do you want to star in video games such asFortnite, Call of DutyorHalo? If so, this book will tell you everything you need to know about acting for motion capture. This is the first book to provide an invaluable resource for the education of the next generation of performers in this exciting medium. Over the last 10 years, a revolution has occurred in digital production - video games have overtaken the film and TV industries in terms of production and revenues. Many video games derive their digital animation from human performance by means of motion and performance capture. Actors such as Andy Serkis and Troy Baker have won critical acclaim for their digital performance in games and film. The book includes contributions from practitioners working across the globe, including: actor Kezia Burrows; software developer Stéphane Dalbera; director Kate Saxon; a group of Japanese games directors; Jeremy Meunier, Head of Motion Capture at Moov studios, Montreal; Marc Morisseau, motion editor forAvatar; and a Chinese Motion Capture suit manufacturer.

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