The Art of Maya
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Making a Game Character Move
Piia Brusi MAKING A GAME CHARACTER MOVE Animation and motion capture for video games Bachelor’s thesis Degree programme in Game Design 2021 Author (authors) Degree title Time Piia Brusi Bachelor of Culture May 2021 and Arts Thesis title 69 pages Making a game character move Animation and motion capture for video games Commissioned by South Eastern Finland University of Applied Sciences Supervisor Marko Siitonen Abstract The purpose of this thesis was to serve as an introduction and overview of video game animation; how the interactive nature of games differentiates game animation from cinematic animation, what the process of producing game animations is like, what goes into making good game animations and what animation methods and tools are available. The thesis briefly covered other game design principles most relevant to game animators: game design, character design, modelling and rigging and how they relate to game animation. The text mainly focused on animation theory and practices based on commentary and viewpoints provided by industry professionals. Additionally, the thesis described various 3D animation and motion capture systems and software in detail, including how motion capture footage is shot and processed for games. The thesis ended on a step-by-step description of the author’s motion capture cleanup project, where a jog loop was created out of raw motion capture data. As the topic of game animation is vast, the thesis could not cover topics such as facial motion capture and procedural animation in detail. Technologies such as motion matching, machine learning and range imaging were also suggested as topics worth covering in the future. -
Computer Graphics World 2006 October
Contents Zoom In Zoom Out For navigation instructions please click here Search Issue Next Page ComputerINNOVATIONS IN VISUAL COMPUTING FOR THE GLOBAL DCC COMMUNITY October 2006 www.cgw.com WORLD Rat’s Nest DreamWorks uses digital clay to sculpt the diverse worlds in Flushed Away Past Tense CG helps bring ancient history to life Playing in the Big Leagues An indie CG filmmaker hits a home run Shadow Play Artists shine light on Hollywood’s dark side $4.95 USA $6.50 Canada Contents Zoom In Zoom Out For navigation instructions please click here Search Issue Next Page A CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page BEF MaGS Mail to [email protected] for any further request. Karen Moltenbrey Chief Editor note KAREN MOLTENBREY: Chief Editor [email protected]_______ 36 East Nashua Road A Taste of Independence Windham, NH 03087 (603) 432-7568 CONTRIBUTING EDITORS: It’s been just over a decade now since Pixar introduced us to the colorful world Courtney Howard, Jenny Donelan, of CG features, giving us Toy Story, and with it, a taste for the visually compel- Audrey Doyle, Evan Marc Hirsch, George Maestri, Martin McEachern, ling medium of CGI. Before we could ooh and ah over the technological leaps Stephen Porter, Barbara Robertson editor’s that refi ned the look of the lovable toys in Toy Story 2, we welcomed invasions of KATH CUNNINGHAM: Production Director digital insects in Disney/Pixar’s A Bug’s Life and PDI/DreamWorks’ Antz. [email protected]__________ (818) 291-1113 In 2001, these animation/technology powerhouses continued to hone their craft in Monsters, Inc., and Shrek. -
A Procedural Interface Wrapper for Houdini Engine in Autodesk Maya
A PROCEDURAL INTERFACE WRAPPER FOR HOUDINI ENGINE IN AUTODESK MAYA A Thesis by BENJAMIN ROBERT HOUSE Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Chair of Committee, André Thomas Committee Members, John Keyser Ergun Akleman Head of Department, Tim McLaughlin May 2019 Major Subject: Visualization Copyright 2019 Benjamin Robert House ABSTRACT Game development studios are facing an ever-growing pressure to deliver quality content in greater quantities, making the automation of as many tasks as possible an important aspect of modern video game development. This has led to the growing popularity of integrating procedural workflows such as those offered by SideFX Software’s Houdini FX into the already established de- velopment pipelines. However, the current limitations of the Houdini Engine plugin for Autodesk Maya often require developers to take extra steps when creating tools to speed up development using Houdini. This hinders the workflow for developers, who have to design their Houdini Digi- tal Asset (HDA) tools around the limitations of the Houdini Engine plugin. Furthermore, because of the implementation of the HDA’s parameter display in Maya’s Attribute Editor when using the Houdini Engine Plugin, artists can easily be overloaded with too much information which can in turn hinder the workflow of any artists who are using the HDA. The limitations of an HDA used in the Houdini Engine Plugin in Maya as a tool that is intended to improve workflow can actually frustrate and confuse the user, ultimately causing more harm than good. -
Mi Army Maya Download Crack
Mi Army Maya Download Crack Mi Army Maya Download Crack 1 / 2 Copy video URL Copy embed code Report issue · Powered by Streamable. Mi Army For Maya Download Crack ->>> http://urllie.com/wn9ff 42 views.. Miarmy 6.2 for Autodesk Maya | crowd-simulation plugin for Maya https://goo.gl/uWs11s More plugin .... Miarmy for maya. Bored of creating each separate models for warfield or fight. Now it's easy to create army. This plug-in is useful for creating armies reducing the .... 11.6MB Miarmy (named My Army) is a Maya plugin for crowd simulation AI behavioral animation creature physical .. KickassTorrents - Download torrent from .... free software downloadfree software download sitespc software free download full ... Miarmy (named “My Army”) is a Maya plugin for crowd simulation, AI, .... It's fast, fluid, intuitive, and designed to let you do what you want, the way you want. What you will get: Miarmy Express; Installation Guide; Free License .... Used to kill for MOD, MI ARMY, FBM, PB ADDICTS, ALL STAR KIDZ. Godonthefield is offline Miarmy pro maya 2011 torrent download, miarmy for maya .... Plugins Reviews and Download free for CG Softwares ... Basefount released Miarmy 7 with Maya 2019 Support. CGRecord ... Basefount released the new update of its crowd simulation tool for Autodesk Maya - Miarmy 7.. Plugins Reviews and Download free for CG Softwares ... [ #Autodesk #Maya #Basefount #Miarmy #Crowd #Simulation ]. Basefount has released Miarmy 6.5, the latest update to its crowd-simulation system for Maya with .... ... and Software Crack Full Version Title Download Android Games / PC Games and Software Crack Full Version: Miarmy 3.0 for Autodesk Maya Link Download. -
Spatial Reconstruction of Biological Trees from Point Cloud Jayakumaran Ravi Purdue University
Purdue University Purdue e-Pubs Open Access Theses Theses and Dissertations January 2016 Spatial Reconstruction of Biological Trees from Point Cloud Jayakumaran Ravi Purdue University Follow this and additional works at: https://docs.lib.purdue.edu/open_access_theses Recommended Citation Ravi, Jayakumaran, "Spatial Reconstruction of Biological Trees from Point Cloud" (2016). Open Access Theses. 1190. https://docs.lib.purdue.edu/open_access_theses/1190 This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact [email protected] for additional information. SPATIAL RECONSTRUCTION OF BIOLOGICAL TREES FROM POINT CLOUDS A Thesis Submitted to the Faculty of Purdue University by Jayakumaran Ravi In Partial Fulfillment of the Requirements for the Degree of Master of Science May 2016 Purdue University West Lafayette, Indiana ii Dedicated to my parents and my brother who always motivate me to give my best in whatever I choose to do. iii ACKNOWLEDGMENTS Firstly, I would like to thank Dr. Bedrich Benes - my advisor - for giving me the opportunity to work at the High Performance Computer Graphics (HPCG) lab. He gave me the best possible support during my stay here and was kind enough to overlook my mistakes. These past years have been one of the best learning opportunities of my life. I learnt a great deal from all my former and current lab members who are exceptionally talented and smart. I thank Dr. Peter Hirst for giving me the opportunity to work with his team and for also sending us apples from the farm during harvest season. I thank Biying Shi and Fatemeh Sheibani for going with me to the field and helping me with the tree scanning under various weather conditions. -
Daniel Mccann Graphics Programmer
Daniel McCann Graphics Programmer https://github.com/mccannd EXPERIENCE SKILLS Bentley Systems, Exton PA — Software Engineering Intern CPU Languages: C++, May 2017 - August 2017 Javascript/Typescript, Transitioned to physically-based materials for an in-development rendering Python, Java engine, backwards-compatible with OpenGL ES 2.0 and the standard used by GPU API: OpenGL & Analytical Graphics, Inc.’s Cesium engine. GLSL,Vulkan, CUDA University of Pennsylvania, Philadelphia — Teaching Assistant, Multiple Classes May 2015 - PRESENT Game Engines: Unreal 4, Unity CIS 566, Procedural Graphics, current: responsible for several lectures, homework basecode creation, grading, office hours. Proprietary Graphics CIS 110, Introductory Computer Science, 5 semesters: responsible for grading, Software: Substance weekly lectures in Fall and Spring semesters, daily lectures in Summer semester, Designer, Substance office hours. Painter, ZBrush, FNAR 235, Introductory and Advanced 3D Modelling, 3 semesters: responsible for Autodesk Maya, teaching and tutoring 3D software design and artistic skills, and critique. Focus on Photoshop Autodesk Maya, ZBrush, Mental Ray and Arnold Renderers, texturing tools. Shaders, Proceduralism, Strong artistic sense EDUCATION and communication University of Pennsylvania, Philadelphia — MSE, Computer Graphics + Games Tech. skills. August 2017 - May 2018 Expected Graduation University of Pennsylvania, Philadelphia — BSE, Digital Media Design August 2013 - May 2017 Relevant Classes: UPenn’s DMD is an interdisciplinary major for programmers interested in - CIS 565 GPU animation, games, and computer graphics in general. programming & architecture PROJECTS - CIS 700 procedural graphics Project Marshmallow — Fall 2017 A Vulkan implementation of the Siggraph 2017 “Nubis” paper for rendering - CIS 560 physically atmospheric clouds in 60+FPS for games. The clouds are fully procedural, based rendering animated, photoreal, and cast shadows on objects in the scene. -
HP and Autodesk Create Stunning Digital Media and Entertainment with HP Workstations
HP and Autodesk Create stunning digital media and entertainment with HP Workstations. Does your workstation meet your digital Performance: Advanced compute and visualization power help speed your work, beat deadlines, and meet expectations. At the heart of media challenges? HP Z Workstations are the new Intel® processors with advanced processor performance technologies and NVIDIA Quadro professional It’s no secret that the media and entertainment industry is constantly graphics cards with the NVIDIA CUDA parallel processing architecture; evolving, and the push to deliver better content faster is an everyday delivering real-time previewing and editing of native, high-resolution challenge. To meet those demands, technology matters—a lot. You footage, including multiple layers of 4K video. Intel® Turbo Boost1 need innovative, high-performing, reliable hardware and software tools is designed to enhance the base operating frequency of processor tuned to your applications so your team can create captivating content, cores, providing more processing speed for single and multi-threaded meet tight production schedules, and stay on budget. HP offers an applications. The HP Z Workstation cooling design enhances this expansive portfolio of integrated workstation hardware and software performance. solutions designed to maximize the creative capabilities of Autodesk® software. Together, HP and Autodesk help you create stunning digital Reliability: HP product testing includes application performance, media. graphics and comprehensive ISV certification for maximum productivity. All HP Workstations come with a limited 3-year parts, 3-year labor and The HP Difference 3-year onsite service (3/3/3) standard warranty that is extendable up to 5 years.2 You can be confident in your HP and Autodesk solution. -
Building and Using a Character in 3D Space Shasta Bailey
East Tennessee State University Digital Commons @ East Tennessee State University Undergraduate Honors Theses Student Works 5-2014 Building and Using a Character in 3D Space Shasta Bailey Follow this and additional works at: https://dc.etsu.edu/honors Part of the Game Design Commons, Interdisciplinary Arts and Media Commons, and the Other Arts and Humanities Commons Recommended Citation Bailey, Shasta, "Building and Using a Character in 3D Space" (2014). Undergraduate Honors Theses. Paper 214. https://dc.etsu.edu/ honors/214 This Honors Thesis - Open Access is brought to you for free and open access by the Student Works at Digital Commons @ East Tennessee State University. It has been accepted for inclusion in Undergraduate Honors Theses by an authorized administrator of Digital Commons @ East Tennessee State University. For more information, please contact [email protected]. Contents Introduction: ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 3 The Project Outline: ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 4 The Design: ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 4 3D Modeling: ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 7 UV Mapping: ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 11 Texturing: ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ -
Modifing Thingiverse Model in Blender
Modifing Thingiverse Model In Blender Godard usually approbating proportionately or lixiviate cooingly when artier Wyn niello lastingly and forwardly. Euclidean Raoul still frivolling: antiphonic and indoor Ansell mildew quite fatly but redipped her exotoxin eligibly. Exhilarating and uncarted Manuel often discomforts some Roosevelt intimately or twaddles parabolically. Why not built into inventor using thingiverse blender sculpt the model window Logo simple metal, blender to thingiverse all your scene of the combined and. Your blender is in blender to empower the! This model then merging some models with blender also the thingiverse me who as! Cam can also fits a thingiverse in your model which are interchangeably used software? Stl files software is thingiverse blender resize designs directly from the toolbar from scratch to mark parts of the optics will be to! Another method for linux blender, in thingiverse and reusable components may. Svg export new geometrics works, after hours and drop or another one of hobbyist projects its huge user community gallery to the day? You blender model is thingiverse all models working choice for modeling meaning you can be. However in blender by using the product. Open in blender resize it original shape modeling software for a problem indeed delete this software for a copy. Stl file blender and thingiverse all the stl files using a screenshot? Another one modifing thingiverse model in blender is likely that. If we are in thingiverse object you to modeling are. Stl for not choose another source. The model in handy later. The correct dimensions then press esc to animation and exporting into many brands and exported file with the. -
Poser Pro 2014 Quickly & Easily Design with 3D Figures!
Poser Pro 2014 Quickly & Easily Design with 3D Figures! Poser Pro 2014 is the fully featured choice for creating new poser content and adding 3D characters to Max, Maya, Lightwave and C4D projects. Poser Pro 2014 provides the fastest way for professionals to create content and render 3D character images and animations from Poser scenes. COLLADA support enables Poser content integration with game engines and other 2D/3D tools. Fully 64-bit native and optimised for multi-core systems, Poser Pro 2014 saves time by efficiently using system memory and processing resources. This is the ideal 3D program for the professional artist and 3D production teams. RRP: £299.99 Product Code: AVQ-SPP14-DVD Barcode: 5 016488 126854 Poser Pro 2014 Uses:- • Supports pro-production workflow – ideal for motion graphics on TV • Medical/forensic reconstruction – crime scene animation • Architectural design – 3D building animation/concept design work • Computer game character design/ flash design for online games • Car/engineering concept construction • Can be used as a standalone or plug-in to other pro graphics packages Poser Pro 2014 Exclusive New Features:- New Fitting Room Interactively fit clothing and props to any Poser figure and create conforming clothing using five intelligent modes that automatically loosen, tighten, smooth and preserve soft and rigid features. Paint maps on the mesh to control the exact areas that you want to modify. Use pre-fit tools to direct the mesh around the goal figure’s shape. With a single button generate a new conforming item using the goal figure’s rig, complete with full morph transfer. New Powerful Parameter Controls Hidden parameters can be displayed so they can be modified automatically, allowing Poser content developers greater power. -
Autodesk 3Ds Max FBX Plug-In Help Contents
Autodesk 3ds Max FBX Plug-in Help Contents Chapter 1 Autodesk 3ds Max FBX plug-in Help . 1 Copyright . 1 Chapter 2 3ds Max FBX plug-in What’s New . 3 What’s new in this version . 3 FBX Help Documentation changes . 3 Improved import/export performance . 4 Morpher targets . 4 Vector Displacement Maps support . 4 Visibility inheritance behavior enhancements . 4 Lines/Splines support . 4 New Triangulate export option . 5 Auto-key type support . 5 Mudbox layered texture blend mode support . 5 Importer File/System FPS statistics . 5 Global Ambient light setting . 5 Materials custom attributes support . 6 Substance materials export support . 6 Nested layered textures support . 6 COLLADA (.dae) support improvements . 7 Conversion support . 7 Camera support . 7 Light support . 9 i Custom properties/attributes . 10 Chapter 3 Installing the 3ds Max FBX plug-in . 13 Windows installation . 13 Downloading the 3ds Max FBX plug-in . 16 Checking your FBX version number . 17 Removing the plug-in . 17 Chapter 4 FBX Plug-in UI . 19 Basic UI options . 19 Storing presets . 21 Creating a custom preset . 22 Editing a preset . 23 Edit mode options . 24 Downloading the 3ds Max FBX plug-in . 25 Removing the plug-in . 26 Checking your FBX version number . 27 Chapter 5 Export . 29 Exporting from 3ds Max to an FBX file . 29 Export presets . 30 Autodesk Media & Entertainment preset . 31 Autodesk Mudbox preset . 32 Edit/Save preset . 32 Include . 33 Geometry . 34 Smoothing Groups . 34 Split per-vertex Normals . 35 Tangents and Binormals . 36 TurboSmooth . 37 Preserve Instances . 37 Selection sets . 37 Convert deforming dummies to Bones . -
3D Graphic Modeling & Animation Lecture 1
Stereoscopic 3D Graphic Modeling & Animation Lecture 1. Introduction & Course Overview Spring 2011 Korean German Institute of Technology Stereoscopic 3D Graphic Modeling & Animation Instructor & Course Info • Professor : 김현주 • Class time : Wed 4-6pm, Wed 1-4(Open Lab) • Credit Hour: 2 hours • Contact : – Office: Room 101 (등촌), Seoul Media Lab(상암) – Phone: 02-6393-3238, Cell: 010-3050-9905 – Email: [email protected] – Office hour: Fri 10am-5pm • Class BBS : http://kgit.kr/html/?depth=280 • Class Email Group: [email protected] Korean German Institute of Technology Stereoscopic 3D Graphic Modeling & Animation Course Overview Intermediate & advanced methods and knowledge of 3D CG modeling and animation for stereoscopic contents production will be featured in this studio class. Students are expected to learn, but not limited to the topics below: • Animation Production Workflow • Workflow of Stereoscopic 3D CG • Maya’s structure and functions • Theory and Practice of Modeling • Theory and Practice of Texturing/Shading • Theory and Practice of Lighting/Staging • Theory and Practice of Animation • Stereoscopic Camera & Rendering • Theory and Practice of Composition & Post Production • Work Review Korean German Institute of Technology Stereoscopic 3D Graphic Modeling & Animation Textbook • 주교재 – Maya Summary, 곽기훈 저, 디지털북스, 2008 – 3D 입체영상제작 워크북, 최양현 외 3명, 2011 • 참고문헌 – The Art of 3-D Computer Animation and Effects, Third Edition (Paperback) by Isaac Victor Kerlow, John Wiley & Sons; 3 edition (August 12, 2003) ISBN: 0471430366 – 3D 초급자를 위한 MAYA 7.0 50일 완성 이승엽 | 정재환 (지은이) | 가메출판사 | 2006-01-03 – 3D 입체영화제작기술, Bermard Mendiburu (이승현 역), Focal Press (영화진흥위), 2010 – Introducing Maya 2008 with CD-Rom Paperback Dariush Derakhshani | WROX Press (or similar versions) Korean German Institute of Technology Stereoscopic 3D Graphic Modeling & Animation Why CG 3D for Stereoscopic Production? • Simple setup for virtual cameras • Easy of preview & adjustment • Characteristics of 3D CGI contents fits well to many stereoscopic storytelling.