Scenes and Machines on the English Stage During the Renaissance

Scenes and Machines on the English Stage During the Renaissance
Author: Lily B. Campbell
Publisher: Cambridge University Press
Total Pages: 333
Release: 2013-03-28
Genre: Literary Criticism
ISBN: 1107620848

This 1923 book studies the development of English staging during the Renaissance, and its relationship with the classical revival of stage decoration in Italy. The text attempts to show how from the beginning of the classical revival of drama in Italy, staging was regarded as an accepted part of dramatic production.

Renaissance Fun

Renaissance Fun
Author: Philip Steadman
Publisher: UCL Press
Total Pages: 418
Release: 2021-04-13
Genre: Art
ISBN: 1787359158

Renaissance Fun is about the technology of Renaissance entertainments in stage machinery and theatrical special effects; in gardens and fountains; and in the automata and self-playing musical instruments that were installed in garden grottoes. How did the machines behind these shows work? How exactly were chariots filled with singers let down onto the stage? How were flaming dragons made to fly across the sky? How were seas created on stage? How did mechanical birds imitate real birdsong? What was ‘artificial music’, three centuries before Edison and the phonograph? How could pipe organs be driven and made to play themselves by waterpower alone? And who were the architects, engineers, and craftsmen who created these wonders? All these questions are answered. At the end of the book we visit the lost ‘garden of marvels’ at Pratolino with its many grottoes, automata and water jokes; and we attend the performance of Mercury and Mars in Parma in 1628, with its spectacular stage effects and its music by Claudio Monteverdi – one of the places where opera was born. Renaissance Fun is offered as an entertainment in itself. But behind the show is a more serious scholarly argument, centred on the enormous influence of two ancient writers on these subjects, Vitruvius and Hero. Vitruvius’s Ten Books on Architecture were widely studied by Renaissance theatre designers. Hero of Alexandria wrote the Pneumatics, a collection of designs for surprising and entertaining devices that were the models for sixteenth and seventeenth century automata. A second book by Hero On Automata-Making – much less well known, then and now – describes two miniature theatres that presented plays without human intervention. One of these, it is argued, provided the model for the type of proscenium theatre introduced from the mid-sixteenth century, the generic design which is still built today. As the influence of Vitruvius waned, the influence of Hero grew.

What Do Machines Do All Day

What Do Machines Do All Day
Author: Jo Nelson
Publisher: Wide Eyed Editions
Total Pages: 67
Release: 2019-03-04
Genre: Juvenile Nonfiction
ISBN: 1786034654

What do machines do all day? Find out in this fully illustrated book that features more than 100 machines and things that go.

Blender 3D: Characters, Machines, and Scenes for Artists

Blender 3D: Characters, Machines, and Scenes for Artists
Author: Enrico Valenza
Publisher: Packt Publishing Ltd
Total Pages: 1257
Release: 2016-11-22
Genre: Computers
ISBN: 1787123146

Gain the insights and techniques you need to give life to your own custom characters, machines, and scenes in Blender 3D About This Book Learn how to establish the basic shape of a character on the basis of templates, and take it to completion using the tools available in Blender Develop realistic and awesome machines for your 3D projects and animation films Discover advanced techniques by adding fur to a character, creating a grass field, and fine-tuning a shot with post-processing effects to enhance your creations Who This Book Is For This learning path is for those who know the basics of Blender and have hands-on experience with the software. We will directly dive into creating characters first. If you wish to use Blender to create games, animated films, and architecture simulations, this learning path will benefit you. What You Will Learn Use your sculpting skills to carve the character features from the mesh Find the best possible flow for your edge-loops to enhance the character features and to get the best possible range of deformation Mix both the Blender Internal and Cycles rendering engines in order to render materials as quickly as possible Know when and where to use various types of geometry—something that saves time in one instance will pose significant problems in another Create a 3D robot toy model from start to finish using the basic modeling tools of Blender Make a full alien character using the skin mesh modifier and the sculpting tools with an artistic approach Use re-topology techniques to create a clean 3D version of the previously sculpted alien Model a full haunted house and its environment using more advanced modeling tools and techniques such as the Array Modifier, Instance duplication, and Curves In Detail Blender 3D is one of the top 3D animation software available. As the Blender software grows more powerful and popular, there is a demand to take your modeling skills to the next level. This learning path is divided into three modules that will take you on this incredible journey of creating games. The first module will take you on a journey to understand the workflow normally used to create characters, from the modeling to the rendering stages, using the tools of the last official release of Blender exclusively. You will be making production-quality 3D models and characters quickly and efficiently, which will be ready to be added to your very own animated feature or game. The second module will help you develop a comprehensive skill set that covers the key aspects of mechanical modeling. You will create many types of projects, including a pistol, spacecraft, robot, and a racer. By the end of this module, you will have mastered a workflow that you will be able to apply to your own creations. The final module will help you to create many types of projects using a step-by-step approach. Each project in this module will give you more practice and increase your knowledge of the Blender tools and game engine. This learning path combines some of the best that Packt has to offer in one complete, curated package. It includes content from the following Packt products: Blender 3D Cookbook, Second Edition by Enrico Valenza Blender 3D Incredible Machines, Second Edition by Christopher Kuhn Blender 3D By Example by Romain Caudron and Pierre-Armand Nicq Style and approach This easy-to-follow course will teach you how to create complex 3D characters, create incredible machines, and put them together to create a 3D scene. Each topic is explained sequentially in the process of creating various models, and includes detailed explanations of the basic and advanced features.

Aven Green Sleuthing Machine

Aven Green Sleuthing Machine
Author: Dusti Bowling
Publisher: Union Square & Co.
Total Pages: 88
Release: 2021-05-25
Genre: Juvenile Fiction
ISBN: 1454941847

Third-grader Aven Green has been solving mysteries for a really long time—a whole month! She’s solved many important cases like The Mystery of the Cranky Mom, The Mystery of the Missing Ice Cream, and The Mystery of the Smelly Feet. Her record is nearly 100% (only The Mystery of the Cereal in My Underpants remains unsolved to this day). Aven asks all the right questions, wields her detective kit carefully, and follows up on every clue. Then her teacher’s lunch bag (with her lunch still in it) is taken and Aven’s great-grandma’s beloved dog goes missing! Can this perceptive detective crack two cases at the same time? Luckily, Aven has a super-powered brain full of lots of extra brain cells to take on both cases. See, she was born without arms, so all of the cells that were supposed to make her arms went into making her brain instead. At least that’s her working theory for The Mystery of Why I Have So Many Extra Brain Cells.