The Art of Cartooning with Flash

Overview

Face it, funny doesn't come in the Flash box. Alas, there's no "make funny" button.

At long last, here's a book with the pure intent of helping you squeeze more entertaining bits out of Flash. If you've ever dreamt of creating your own animated cartoon, this book is a must...

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Overview

Face it, funny doesn't come in the Flash box. Alas, there's no "make funny" button.

At long last, here's a book with the pure intent of helping you squeeze more entertaining bits out of Flash. If you've ever dreamt of creating your own animated cartoon, this book is a must read.

In The Art of Cartooning with Flash, you'll learn how to:
* Apply the 12 classic principles of cartooning to Flash
* Build bandwidth-stingy digital puppets
* Master the walkcycle and other intricate techniques
* Craft a strong story and dynamic characters
* Storyboard and layout like a pro
* Create an animatic to test your ideas
* Analyze a cartoon, frame-by-frame
Check out the Flash-enabled companion site at www.twinkleland.com/book1.html.

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Editorial Reviews

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The Barnes & Noble Review
The 12 fundamental principles Disney animators discovered in the 1930s still apply, but Disney's animators would've flipped out if you handed them a copy of Flash 5. They'd need this book to show them how to apply their age-old ideas with this newfangled tool.

The Art of Cartooning with Flash comes from the animators at Twinkle (don't know their work? Hop over to www.twinkleland.com/gallery2.html -- we'll wait). You'll discover how they've learned to meld technology and creative imagination, and learn a raft of "secret" details that make the difference between "run-of-the-mill" and superb animations. Some of this is technical (nested symbols and motion tweening aren't optimized for character animation; you'll need more manual adjusting than you'd like.) Much of it isn't: how to tell a good animated story, for example. After observing that "funny can't be taught," the authors come as close as anyone ever has.

The book's climax is a walk-through of an entire episode of Jickett's Speed Shop: 145 shots, each explained, shortcuts, cheats, trick angles, and all (the episode itself's on the accompanying CD-ROM). You'll enjoy every second of it -- and every page of this book. (Bill Camarda)

Bill Camarda is a consultant, writer, and web/multimedia content developer with nearly 20 years' experience in helping technology companies deploy and market advanced software, computing, and networking products and services. He served for nearly ten years as vice president of a New Jersey┬ľbased marketing company, where he supervised a wide range of graphics and web design projects. His 15 books include Special Edition Using Word 2000 and Upgrading & Fixing Networks For Dummies┬«, Second Edition.

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Product Details

  • ISBN-13: 9780782129137
  • Publisher: Wiley
  • Publication date: 11/28/2001
  • Series: Sybex Temp Graphics Series
  • Edition description: BK&CD-ROM
  • Edition number: 1
  • Pages: 249
  • Product dimensions: 10.08 (w) x 6.38 (h) x 0.72 (d)

Meet the Author

Dan Gray is a professional Web designer and the author of 17 graphics and Web books. Gary Leib and John Kuramoto are animators at Twinkle, an animation studio in New York City. Twinkle's work has appeared in numerous venues including, PBS, MTV, ABC, Adobe's Web site, and in the Sundance award-winning film, The Tao of Steve.
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Table of Contents

Introduction.

Part 1: Fundamental C# Programming.

Chapter 1: Introduction to C#.

Chapter 2: Basic C# Programming.

Chapter 3: Expressions and Operators.

Chapter 4: Decisions, Loops, and Preprocessor Directives.

Chapter 5: Object-Oriented Programming.

Chapter 6: More about Classes and Objects.

Chapter 7: Derived Classes.

Chapter 8: Interfaces.

Chapter 9: Strings, Dates, Times, and Time Spans.

Chapter 10: Arrays and Indexers.

Chapter 11: Collections.

Chapter 12: Delegates and Events.

Chapter 13: Exceptions and Debugging.

Part 2: Advanced C# Programming.

Chapter 14: Threads.

Chapter 15: Streams and Input/Output.

Chapter 16: Assemblies.

Chapter 17: Attributes and Reflection.

Chapter 18: Remoting.

Chapter 19: Security.

Chapter 20: XML.

Chapter 21: Other Classes in the Base Class Library.

Part 3: .NET Programming with C#.

Chapter 22: Introduction to Databases.

Chapter 23: Active Data Objects: ADO.NET.

Chapter 24: Introduction to Windows Applications.

Chapter 25: Active Server Pages: ASP.NET.

Chapter 26: Web Services.

Appendices.

Appendix A: C# Keywords.

Appendix B: C# Compiler Options.

Appendix C: Regular Expressions.

Index.

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Sort by: Showing 1 Customer Reviews
  • Anonymous

    Posted September 2, 2002

    Crash course in Animation and Flash Essentials

    This book provides an excellent course not only in animation essentials, but also in Flash functionality. Written by artists and animators themselves, anyone interested in the medium will greatly benefit from their experience and instruction, as the book details technique and theory in both subjects (Flash and traditional animation). As an artist and Flash animator myself, I have greatly enjoyed reading the book, and plan on applying some of the principles discussed in future work :).

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