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
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