With a skeletal animation system, the mesh used for animating is not the outer skin of the model, with hundreds of thousands of nodes and polygons. Instead, a secondary mesh is used, which is far smaller. This mesh is a skeleton made up of bones ? simple lines connected by vertexes only where a joint would be.
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One of those rarest of rare books: An animation tome that is not tied down to a specific package. Instead, expect a hefty dose of mathematics, as the author leads you through a variety of animation techniques, both 2D and 3D, from a formulae and expression based perspective.
Timing for Animation by this pair of authors, is back in print. This book, over 20 years old, was and still is the definitive tome for animation. Whether drawn sculpted or CGI, making something move realistically is all about timing. Timing first, second, and last. When to move, when not to move, what to move, and how much to move.
One of the most important aspects when working with any skeletal system, is the joint where bones connect. If you don't get this area right, then bone will grind against prosthesis, and the bone is likely to take critical damage first. You inflame a joint, that did not have a problem in the first place, and spread further complications throughout the body.
There always seems to be an artificial disconnect between the skillset necessary to draw in 2D and that necessary to animate with CGI. Many books treat it as if you have to unlearn all you know from one, to learn the other, even when that is clearly not the case. This tome shows why it is not.
This tome is, as the4 title suggests, more of an overview for the subject than a detailed how-to. It covers everything from the very basics of computerised model animation, right through rigging and boning, on to timing and lighting ? but it does so without going into painstaking detail on any one topic.
This book is an animation expert's attempt to ?dump his kit? as the author puts it, and share with others the fundamentals of animation that are not generally taught outside of industry practice, and always were taught behind closed doors.
Much of the book is understandably dedicated to cinematography and animation using theatric props. However, even these sections provide insight on how to create an interactive 3D area that achieves dramatic effect almost effortlessly for those entering it, or different approaches to creating a winged avian, that the mind of a visitor will still process as a graceful bird.
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A new animation system analyses 3D models, and automatically generates the proper skeletal and muscular systems accurate to that form. These systems can then be manipulated for animation.
In the past, models have always worke...
(Press Release) Cheetah3D 4.0 was released at the end of March. The fourth major release of Cheetah3D finally offers character animation tools. With Cheetah3D 4.0 you can now easily animate characters for creating your own 3D short films.
10 June 2009 - 10 June 2009
Facial animation is a broad and exciting area of research drawing on multiple disciplines: computer graphics and animation provide the means to render and display a face; com...
June 17th - 19th, 2009
CASA is the leading international conference in the field of computer animation and social agents. CASA 2009 will provide great opportunities to interact with leading expe...
Computer-generated characters have become so lifelike in appearance and movement that the line separating reality is almost imperceptible at times. "The Matrix" sequels messed with audiences' perceptions of reality (in more ways than one...