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Books > Computing & IT > Applications of computing > Image processing > Computer animation
A comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.
While comedy writers are responsible for creating clever scripts, comedic animators have a much more complicated problem to solve: What makes a physical character funny? Comedy for Animators breaks down the answer by exploring the techniques of those who have used their bodies to make others laugh. Drawing from traditions such as commedia dell'arte, pantomime, Vaudeville, the circus, and silent and modern film, animators will learn not only to create funny characters, but also how to execute gags, create a comic climate, and use environment as a character. Whether you're creating a comic villain or a bumbling sidekick, this is the one and only guide you need to get your audience laughing! Explanation of comedic archetypes and devices will both inspire and inform your creative choices Exploration of various modes of storytelling allows you to give the right context for your story and characters Tips for creating worlds, scenarios, and casts for your characters to flourish in Companion website includes example videos and further resources to expand your skillset--check it out at www.comedyforanimators.com! Jonathan Lyons delivers simple, fun, illustrated lessons that teach readers to apply the principles of history's greatest physical comedians to their animated characters. This isn't stand-up comedy-it's the falling down and jumping around sort!
Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video game Tin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a complete inside look at a single project. You'll explore new ways to write scripts and create modular rigs using Maya and Python, and automate and speed up the rigging process in your creative pipeline. Finally, you'll learn the most efficient ways of exporting your rigs into the popular game engine Unity. This is the practical, start-to-finish rigging primer you've been waiting for! Enhance your skillset by learning how to efficiently rig characters using techniques applicable to both games and cinematics Keep up with all the action with behind-the-scenes images and code scripts Refine your rigging skills with tutorials and project files available on the companion website
Fluid simulation is a computer graphic used to develop realistic animation of liquids in modern games. The Art of Fluid Animation describes visually rich techniques for creating fluid-like animations that do not require advanced physics or mathematical skills. It explains how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner. The book presents concepts that drive fluid animation and gives a historical background of the computation of fluids. It covers many research areas that include stable fluid simulation, flows on surfaces, and control of flows. It also gives one-paragraph summaries of the material after each section for reinforcement. This book includes computer code that readers can download and run on several platforms so they can extend their work beyond what is described in the book. The material provided here is designed to serve as a starting point for aspiring programmers to begin creating their own programs using fluid animation.
Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers. Key Features Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly. Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era. Consider the ethics of game design in a rapidly changing world.
While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.
Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games, with topics applicable to almost any game Touches on most, if not all, of the topics necessary to get started in game AI Provides real-life case studies of game AI in published commercial games Gives in-depth, technical solutions from some of the industry's best-known games Includes downloadable demos and/or source code, available at http://www.gameaipro.com
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human likeness of a character increases. This phenomenon, known as the Uncanny Valley, has become a benchmark for measuring if a character is believably realistic and authentically human like. This book is an essential guide on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications. In this book, the author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design. The Uncanny Valley in Games and Animation presents a novel theory that goes beyond previous research in that the cause of the Uncanny Valley is based on a perceived lack of empathy in a character. This book makes an original, scholarly contribution to our current understanding of the Uncanny Valley phenomenon and fills a gap in the literature by assessing the biological and social roots of the Uncanny Valley and its implications for computer-graphics animation.
Expand your imagination by letting go of the limitations of traditional animation mediums, software packages, or workflows and integrating 2D and 3D assets. With the updated and expanded second edition of Hybrid Animation you'll learn how to choose the techniques that best express the artistic and narrative direction of your project and get the technical support you need to bring your ideas to life. Learn how different pipelines of hybrid animation can be broken down and rethought in different packages. Does the 3D character lead a 2D character? Or, does the 2D character have 3D parts? Perhaps a 3D prop is interacting with a 2D character? All of these hybrid patterns are explored from high end to open source software. By the end of the book you'll be able to see how to apply these techniques to the software you have now. Insight and inspiration are at your fingertips with exercises, step-by-step tutorials and featured interviews with Todd Render of Floyd County Productions and Marty Altman, former CGI Technical Director at Walt Disney Feature Animation. Features: Now with updated software methodologies, new tricks, and expanded sections on Toon Boom Animate Pro, Toon Boom Harmony and more. Produce high-quality 2D and 3D narratives in a variety of software workflows, including Photoshop, Corel, Flash, After Effects and Maya, Nuke, Houdini, Smoke, and Toon Boom workflows. Think critically about visual styles, the effects of 2D/3D overlaying and the entire pipeline from start to finish. Explore additional chapters and over 6 gigs of sample files available in the companion data found at www.hybridanimation.com Tina O'Hailey is Dean of Digital Media at the Savannah College of Art and Design with locations in: Atlanta, Savannah and Hong Kong. Having worked for Electronic Arts, Walt Disney Feature Animation, she has extensive experience in feature animation and game development. O'Hailey has served as an Artist Development Trainer for Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998).
Expand your imagination by letting go of the limitations of traditional animation mediums, software packages, or workflows and integrating 2D and 3D assets. With the updated and expanded second edition of Hybrid Animation you'll learn how to choose the techniques that best express the artistic and narrative direction of your project and get the technical support you need to bring your ideas to life. Learn how different pipelines of hybrid animation can be broken down and rethought in different packages. Does the 3D character lead a 2D character? Or, does the 2D character have 3D parts? Perhaps a 3D prop is interacting with a 2D character? All of these hybrid patterns are explored from high end to open source software. By the end of the book you'll be able to see how to apply these techniques to the software you have now. Insight and inspiration are at your fingertips with exercises, step-by-step tutorials and featured interviews with Todd Render of Floyd County Productions and Marty Altman, former CGI Technical Director at Walt Disney Feature Animation. Features: Now with updated software methodologies, new tricks, and expanded sections on Toon Boom Animate Pro, Toon Boom Harmony and more. Produce high-quality 2D and 3D narratives in a variety of software workflows, including Photoshop, Corel, Flash, After Effects and Maya, Nuke, Houdini, Smoke, and Toon Boom workflows. Think critically about visual styles, the effects of 2D/3D overlaying and the entire pipeline from start to finish. Explore additional chapters and over 6 gigs of sample files available in the companion data found at www.hybridanimation.com Tina O'Hailey is Dean of Digital Media at the Savannah College of Art and Design with locations in: Atlanta, Savannah and Hong Kong. Having worked for Electronic Arts, Walt Disney Feature Animation, she has extensive experience in feature animation and game development. O'Hailey has served as an Artist Development Trainer for Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998).
Now in its fourth edition, this book is one of the leading texts on the evolution of electronic mass communication in the last century, giving students a clear understanding of how the media of yesterday shaped the media world of today. Now Media, Fourth Edition (formerly Electronic Media: Then, Now, Later) provides a comprehensive view of the beginnings of electronic media in broadcasting and the subsequent advancements into 'now' digital media. Each chapter is organized chronologically, starting with the electronic media of the past, then moving to the media of today, and finally, exploring the possibilities for the media of the future. Topics include the rise of social media, uses of personal communication devices, the film industry, and digital advertising, focusing along the way on innovations that laid the groundwork for 'now' television and radio and the Internet and social media. New to the fourth edition is a chapter on the amazing world of virtual reality technology, which has spawned a 'now' way of communicating with the world and becoming a part of video content, as well as a discussion of the impacts of the COVID-19 pandemic on media consumption habits. This book remains a key text and trusted resource for students and scholars of digital mass communication and communication history alike. The new 'now' edition also features updated online instructor materials, including PowerPoint slides and test banks. Please visit www.routledge.com/cw/medoff to access these support materials.
While some rigging books focus too much on the theory of rigging and provide little instruction, others do the exact opposite and offer no reasoning behind the button-pushing. An Essential Introduction to Maya Character Rigging, 2nd Edition, however, offers a perfect balance. Cheryl Briggs' text is built for the classroom, with step-by-step tutorials that guide the reader through the rigging process. With vibrant screenshots and a plethora of helpful tips, this book provides a strong foundation in character rigging for anyone who wants to pursue 3D animation or more advanced rigging topics. Features Provides readers with fundamental techniques to give them a firm grasp on Maya character rigging. Thorough step-by-step tutorials, which provides instruction on how to create biped, quadruped, and prop rigs. Continuous updates and further support can be located at www.cherylcreates.com Cheryl Briggs (formerly Cabrera) is an award-winning animated short film director. She has advised and guided aspiring animators, game artists, and visual effects artists for 20 years. Since 2009, Cheryl has taught all aspects of production in the Character Animation specialization in the School of Visual Arts and Design at the University of Central Florida. She also taught as Professor of Animation at the Savannah College of Art and Design from 2001 to 2009. Cheryl is currently on the Board of Directors for the Animation Hall of Fame. She also is a member of the Special Interest Group on Computer Graphics and Interactive Techniques (SIGGRAPH), the International Animated Film Society (ASIFA-Hollywood), Women in Animation, Women in Film and Television, and the Society for Animation Studies. Cheryl is also an Autodesk Certified Professional and an Autodesk Certified Instructor in Maya. She is the author of An Essential Introduction to Maya Character Rigging (Focal Press, 2008), Reel Success: Creating Demo Reels and Animation Portfolios (Focal Press, 2013), and Animating Short Stories: Narrative Techniques and Visual Design (Bloomsbury Academic, 2019). Cheryl holds a B.A. and M.Ed. in Education and an M.F.A. in Computer Art with a specialization in 3D Animation. She is a digital artist and animator that blends the lines between digital imagery and the traditional painting medium. She has participated is numerous group and solo exhibitions in the United States and her work is featured in several private collections. Her award-winning students have been featured in animation festivals worldwide, and many have gone on to work within the entertainment industry.
Accompanying an exhibition at the Wallace Collection, Inspiring Walt Disney explores the influences of the art and architecture of France on Walt Disney and his studio artists, highlighting in particular the Disney classics of hand-drawn animation, Cinderella (1950) and Beauty and the Beast (1991). Pairing preparatory material from these films - including concept art for talking furniture and fairy-tale castles - with masterpieces from the eighteenth century reveals hidden sources of inspiration and allows us to appreciate the extraordinary talents behind Disney animated films and French decorative arts. Just as the dynamic, twisting movements of the Rococo sought to breathe life into what was essentially inanimate - silver, porcelain, furniture - so too did Disney animators seek to create the illusion of movement, action and emotion. Illustrated with innovative works by artists such as Mary Blair, Hans Bacher and Peter J. Hall, and the animated and anthropomorphic furniture, Sevres porcelain and gilt bronze of rococo designers, the catalogue explores the shared creative roots of these two seemingly disparate artistic realms and looks to revitalise the feelings of excitement, awe and marvel, which both eighteenth-century craftsmen and Disney animators sought to spark in their audiences.
Work over the shoulder of Chris Georgenes, renowned Flash expert and explore the myriad of tips and tricks based on real-life working methods to help you work faster and more efficiently and to budget Gain the best possible results from solutions to the common problems of animated shorts, cartoons or mobile application development while remaining competitive in a diverse market with the tried and true methods of a professional animator. New Adobe cheats and examples with practical solutions for the busy animator with new or revised content on Action Script, Flash for mobile applications, specifically for Android development, as well as a focus on an improved physics engine. Everything you need to explore the new functionality of Flash
Create the Gotham for your Batman, the African savannah for your Simba, or the bustling newsroom for your Clark Kent. Background, setting, environment.whatever you call it, it is the silent character in the visual story, and a dynamic and compelling setting can define and hone the action and drama of your story. If you're in the habit of creating disembodied characters or adding backgrounds as an afterthought, Set the Action! will help you understand and utilize the importance of the setting in your narrative. Understand perspective, blocking, and color-and focus your narrative by establishing and designing your setting to interact with characters and story.
All professional animators know a handful of secrets that give them an edge in a production environment. "How to Cheat in Maya" puts these secrets in your hands Learn time and energy-saving techniques tested in real Hollywood productions in this book, jam- packed with screenshots and scene files designed to get you up to speed quickly. From menus to modeling, lipsync to lighting, How to Cheat in Maya 2013 covers all of the methods available in the latest version of Maya. Get up to speed quickly and produce stellar results with these insider workflows. With new, updated cheats for the latest version of Maya, "How to Cheat in Maya" is an essential guide for amateur and professional 3D animators alike. Fully updated with gold-mine coverage including: expanded sections on production workflow, all new chapters covering rigging cheats and Maya's referencing tools, and brand new project files demonstrating production-proven techniques. The companion website includes complete scene files for exercises and techniques, extra rigs, Quicktime movies of full projects, and video tutorials. NOTE: there is a problem with the companion web site. As Focal Press continues to work on this issue, please visit http: //www.kennyroy.com/public/How-to-Cheat-in-Maya-2013.cfm for the scene files, extra rigs and movies of full projects. We apologize for any inconvenience.
Focal Press adds a new star to its brightening constellation of superb Animation titles: The "Tradigital" line of books. "Tradigital" titles bridge the gap between animating with a particular software tool, and applying the 12 principles of animation to your work. The first three titles in the series cover: 3ds Max, Maya, and Blender. The 12 basic principles of animation were introduced by the Disney animators Ollie Johnston and Frank Thomas, who wanted to codify the efforts of the leading Disney animators from the 1930s onwards to produce more realistic animations. The principles mainly teach animators how to create characters that look like they are adhering to the basic laws of physics. The principles also deal with more abstract issues, such as emotional timing and character appeal. Today, the core Disney principles are generally adopted by animators around the world. Though originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today's more prevalent computer animation. Richard Lapidus presents "Tradigital 3ds Max" which shows animators how to use the 3ds Max controls, while applying the classical principles of animation and core techniques. With our new "Tradigital" series, we are finally bridging the gap between software-specific instruction and the world of classical animation.
This Handbook offers a comprehensive overview of media domestication - the process of appropriating new media and technology - and delves into the theoretical, conceptual and social implications of the field's advancement. Combining the work of the long-established experts in the field with that of emerging scholars, the chapters explore both the domestication concept itself and domestication processes in a wide range of fields, from smartphones used to monitor drug use to the question of time in the domestication of energy buildings. The international team of authors provide an accessible and thorough assessment of key issues, themes, and problems with and within domestication research, and showcase the most important developments over the years. This truly interdisciplinary collection will be an important resource for advanced undergraduates, postgraduates and academic scholars in media, communication and cultural studies, sociology, anthropology, cultural geography, design studies and social studies of technology.
"The King of Independent Animation" has returned with this 10th anniversary edition of Make Toons That Sell Without Selling Out. Delve into the secrets behind creating poignant indie animation without compromising or sacrificing your own ideals and visions. World-renowned animator, author, and Academy Award-nominated Bill Plympton will help guide you in how to make a career in animation. With time-saving techniques, secrets on crafting a good narrative, and more, Plympton will teach you how to breathe life into your own animated films. By studying and deconstructing his lessons from his own works and styles, you too will be able to carve out a career in animation without betraying yourself.
Focal Press adds a new star to its brightening constellation of superb Animation titles: The "Tradigital" series of titles, which teach the 12 basic principles of animation, applied to specific software tools: in this case, Blender. The 12 principles were introduced in the 1930s by the Disney animators Ollie Johnston and Frank Thomas to teach animators how to produce more realistic animations. These principles are used in all animated films from classics like Beauty and the Beast to Monsters Inc. Today's animators learn how to use various software tools on the fly, but most never really learn the foundations, or how to apply them to their work. In the second book of the series, "Tradigital Blender," students and professionals learn how to use Blender to create stunning animations that adhere to the 12 principles of animation. Roland Hess artfully demonstrates just how relevant these principles are to today's digital animators.
Blender Foundations is the definitive resource for getting started with 3D art in Blender, one of the most popular 3D/Animation tools on the market . With the expert insight and experience of Roland Hess, noted Blender expert and author, animators and artists will learn the basics starting with the revised 2.6 interface, modeling tools, sculpting, lighting and materials through rendering, compositing and video editing. Some of the new features covered include the completely re-thought interface, the character animation and keying system, and the smoke simulator. More than just a tutorial guide, "Blender Foundations" covers the philosophy behind this ingenious software that so many 3D artists are turning to today. Start working today with Blender with the accompanying web site which includes all of the projects and support files alongside videos, step-by-step screenshots of the trickier tutorials, as well as a direct links to official resources like the Blender download site and artist forums.
After Effects CS5.5 Update: /tv.adobe.com/show/after-effects-cs55-new-creative-techniques/ Chris and Trish Meyer have created a series of videos demonstrating how to use their favorite new and enhanced features in After Effects CS5.5. Virtually all of these videos use exercise files from Creating Motion Graphics with After Effects (5th Edition for CS5) as their starting point, extending the usefulness of this book for its owners. These videos may be viewed for free on AdobeTV. * 5th Edition of best-selling After Effects book by renowned authors Trish and Chris Meyer covers the important updates in After Effects CS4 and CS5 * Covers both essential and advanced techniques, from basic layer manipulation and animation through keying, motion tracking, and color management * The downloadable resources are packed with project files for version CS5, source materials, and nearly 200 pages of bonus chapters Trish and Chris Meyer share over 17 years of hard-earned, real-world film and video production experience inside this critically acclaimed text. More than a step-by-step review of the features in AE, readers will learn how the program thinks so that they can realize their own visions more quickly and efficiently. This full-color book is packed with tips, gotchas, and sage advice that will help users thrive no matter what projects they might encounter. Creating Motion Graphics 5th Edition has been thoroughly revised to reflect the new features introduced in both After Effects CS4 and CS5. New chapters cover the revolutionary new Roto Brush feature, as well as mocha and mocha shape. The 3D section has been expanded to include working with 3D effects such as Digieffects FreeForm plus workflows including Adobe Repousse, Vanishing Point Exchange, and 3D model import using Adobe Photoshop Extended. The print version is also accompanied by downloadable resources that contain project files and source materials for all the techniques demonstrated in the book, as well as nearly 200 pages of bonus chapters on subjects such as expressions, scripting, and effects. Subjects include: Animation Techniques; Layer Management; Modes, Masks, and Mattes; Mastering 3D Space; Text Animation; Effects & Presets; Painting and Rotoscoping; Parenting, Nesting, and Collapsing; Color Management and Video Essentials; Motion Tracking and Keying; Working with Audio; Integrating with 3D Applications; Puppet Tools; Expressions; Exporting and Rendering; and much more.
Artist imaginations continue to grow and stretch the boundaries of traditional animation. Successful animators adept and highly skilled in traditional animation mediums are branching out beyond traditional animation workflows and will often use multiple forms of animation in a single project. With the knowledge of 3D and 2D assets and the integration of multiple animation mediums into a single project, animators have a wealth of creative resources available for a project that is not limited to a specific animation medium, software package or workflow processs. Enhance a poignant scene by choosing to animate the scenic background in 2D while the main character is brought to life with 3D techniques. Balance the budget demands of a project by choosing to integrate a 2D or 3D asset to save time and expense. Choose which medium Hybrid Animation, learn the systematic development of the 2D and 3D assets and the issues surrounding choices made during the creative process.
Take your animations to the next level with this essential guide to Maya 2010. Packed with character animation techniques and the secrets of professional animators, How to Cheat in Maya 2010 provides the tips and tools to help you create high quality animation in the most efficient way possible. This comprehensive guide to animating with Maya contains gold-mine coverage, including animation techniques, using Maya's tools with the 12 animation principles, working with constraints, and even foolproof lighting tricks to show off your work. With this essential handbook, learn which circumstances call for which techniques, and how to get quality results fast. You will not only learn how to be productive in Maya, but also be given access under the hood to the actual scene files of a professional animator. Covering such topics such as pose to pose blocking, layered animation, fixing gimbal lock, facial animation, and much more, How to Cheat in Maya 2010 is an invaluable resource for artists and animators alike. -- See "under the hood" of a professional animator's workflow with beginning and ending scene files for every technique and workflow example in the book. --Complete, step-by-step walkthroughs of essential techniques every animator needs to know such as walk cycles, pose-to-pose blocking, lip syncing to dialogue, and much, much more. -- Proven "How to Cheat" series - Learn to create impressive, appealing animations using the fastest techniques possible, containing everything you need to know about Maya as a character animator. --Includes rarely discussed topics, such as reading spline curves, avoiding gimbal lock, animation layers, creating appealing lighting for demo reels, and features interviews with some of the most experienced animation leads and TDs working in the industry -- Learn to apply these professional techniques to your own animations with the accompanying downloadable resources which include all scene files to follow along with, as well as final versions to study in the Graph Editor
Create lush terrains and atmospheres in Vue and enhance your
knowledge of all the features in this software such as lighting,
cameras, and Python scripting. Ami and Vladimir Chopine, from
GeekAtPlay.com guide you through 17 stand-alone tutorials, each
with a different focus on the key components of Vue. The companion
website includes brand new video tutorials from Geekatplay as well
as materials, atmosphere settings, image maps, models, project
files, and completed images and animations. |
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