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Computer Animation Complete - All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques... Computer Animation Complete - All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques (Paperback)
Rick Parent, David S. Ebert, David Gould, Markus Gross, Chris Kazmier, …
R1,756 R1,631 Discovery Miles 16 310 Save R125 (7%) Ships in 12 - 17 working days

A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors.

Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success.
Expert instruction from a variety of pace-setting computer graphics researchers.Provides in-depth coverage of established and emerging animation algorithms.For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics.A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.

Understanding Motion Capture for Computer Animation (Paperback, 2nd edition): Alberto Menache Understanding Motion Capture for Computer Animation (Paperback, 2nd edition)
Alberto Menache
R1,329 Discovery Miles 13 290 Ships in 12 - 17 working days

The power of today s motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of "Understanding Motion Capture for Computer Animation and Video Games," an industry insider explains the latest research developments in digital design and film, games, medicine, sports, and security engineering.

This completely updated new edition tells the complete story of motion capture, including the current state-of-the-art technology, methodology, and the explosive growth of the motion capture industry. In-depth technical explanations pair text and code, to help you understand not only the fundamental tenets of motion capture, but also the reasons behind its successes and failures. This timely new edition is an essential resource for anyone producing realistic motion graphics.
Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture SystemsCompanion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programsDescribes all the mathematical principles associated with motion capture and 3D character mechanicsHelps you budget by explaining the costs associated with individualized motion capture projects "

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