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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.
Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teachyou the fundamentals of animation programming. In this third edition, the most current techniques are covered
along with the theory and high-level computation that have earned
the book a reputation as the best technically-oriented animation
resource. Key topics such as fluids, hair, and crowd animation have
been expanded, and extensive new coverage of clothes and cloth has
been added. New material on simulation provides a more diverse look
at this important area and more example animations and chapter
projects and exercises are included. Additionally, spline coverage
has been expanded and new video compression and formats (e.g.,
iTunes) are covered. * Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code * Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique * Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation *Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more"
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