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Autodesk Entertainment Creation Suite
Autodesk Entertainment Creation Suite Top Reasons to Buy and Upgrade Access the power of the industry’s top 3D modeling and animation technology in one unbeatable software suite. Autodesk® Entertainment Creation Suite Options: Autodesk® Maya® Autodesk® 3ds Max® Entertainment Creation Suite 2010 includes: Entertainment Creation Suite 2010 includes: • Autodesk® Maya® 2010 software • Autodesk® 3ds Max® 2010 • Autodesk® MotionBuilder® 2010 software • Autodesk® MotionBuilder® 2010 software • Autodesk® Mudbox™ 2010 software • Autodesk® Mudbox™ 2010 software Comprehensive Creative Toolsets The Autodesk Entertainment Creation Suite offers an expansive range of artist-driven tools designed to handle tough production challenges. With a choice of either Autodesk Maya 2010 software or Autodesk 3ds Max 2010 software, you have access to award-winning, 3D software for modeling, animation, rendering, and effects. The Suite also includes Autodesk Mudbox 2010 software, allowing you to quickly and intuitively sculpt highly detailed models; and Autodesk MotionBuilder 2010 software, to quickly and efficiently create, manipulate and process massive amounts of animation data. The complementary toolsets of the Suite help you to achieve higher quality results more efficiently and more cost-effectively. Real-Time Performance with MotionBuilder The addition of MotionBuilder to a Maya or 3ds Max pipeline helps increase production efficiency, and produce higher quality results when developing projects requiring high-volume character animation. With its real-time 3D engine and dedicated toolsets for character rigging, nonlinear animation editing, motion-capture data manipulation, and interactive dynamics, MotionBuilder is an ideal, complementary toolset to Maya or 3ds Max, forming a unified Image courtesy of Wang Xiaoyu. end-to-end animation solution. Digital Sculpting and Texture Painting with Mudbox Designed by professional artists in the film, games and design industries, Mudbox software gives 3D modelers and texture artists the freedom to create without worrying about technical details. -
Decide What Language Is Right for You || Autodesk Motionbuilder
Decide what language is right for you in Autodesk MotionBuilder Kristine Middlemiss, Developer Consultant Autodesk Developer Network Decide what language is right for you || Autodesk MotionBuilder Contents 1.0 Introduction to Autodesk MotionBuilder ................................................................................ 3 1.1 Why use Programming in Autodesk MotionBuilder ................................................................ 3 1.2 Python Introduction ................................................................................................................ 3 What is Python all about? ............................................................................................................ 3 Advantages .................................................................................................................................. 4 Disadvantages ............................................................................................................................. 4 1.3 What distinguishes Python from the OpenReality SDK?......................................................... 5 Advantages of OpenReality ......................................................................................................... 5 Advantages of Python ................................................................................................................. 5 1.4 How do they both fit in Autodesk MotionBuilder ................................................................... 6 2 | P a g e Decide what language is right for -
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. -
Multimedia Systems DCAP303
Multimedia Systems DCAP303 MULTIMEDIA SYSTEMS Copyright © 2013 Rajneesh Agrawal All rights reserved Produced & Printed by EXCEL BOOKS PRIVATE LIMITED A-45, Naraina, Phase-I, New Delhi-110028 for Lovely Professional University Phagwara CONTENTS Unit 1: Multimedia 1 Unit 2: Text 15 Unit 3: Sound 38 Unit 4: Image 60 Unit 5: Video 102 Unit 6: Hardware 130 Unit 7: Multimedia Software Tools 165 Unit 8: Fundamental of Animations 178 Unit 9: Working with Animation 197 Unit 10: 3D Modelling and Animation Tools 213 Unit 11: Compression 233 Unit 12: Image Format 247 Unit 13: Multimedia Tools for WWW 266 Unit 14: Designing for World Wide Web 279 SYLLABUS Multimedia Systems Objectives: To impart the skills needed to develop multimedia applications. Students will learn: z how to combine different media on a web application, z various audio and video formats, z multimedia software tools that helps in developing multimedia application. Sr. No. Topics 1. Multimedia: Meaning and its usage, Stages of a Multimedia Project & Multimedia Skills required in a team 2. Text: Fonts & Faces, Using Text in Multimedia, Font Editing & Design Tools, Hypermedia & Hypertext. 3. Sound: Multimedia System Sounds, Digital Audio, MIDI Audio, Audio File Formats, MIDI vs Digital Audio, Audio CD Playback. Audio Recording. Voice Recognition & Response. 4. Images: Still Images – Bitmaps, Vector Drawing, 3D Drawing & rendering, Natural Light & Colors, Computerized Colors, Color Palletes, Image File Formats, Macintosh & Windows Formats, Cross – Platform format. 5. Animation: Principle of Animations. Animation Techniques, Animation File Formats. 6. Video: How Video Works, Broadcast Video Standards: NTSC, PAL, SECAM, ATSC DTV, Analog Video, Digital Video, Digital Video Standards – ATSC, DVB, ISDB, Video recording & Shooting Videos, Video Editing, Optimizing Video files for CD-ROM, Digital display standards. -
'They Made Gullah': Modernist Primitivists and The
“ ‘They Made Gullah’: Modernist Primitivists and the Discovery and Creation of Sapelo Island, Georgia’s Gullah Community, 1915-1991” By Melissa L. Cooper A Dissertation submitted to the Graduate School-New Brunswick Rutgers, The State University of New Jersey in partial fulfillment of the requirements for the degree of Doctor of Philosophy Graduate Program in History written under the direction of Dr. Mia Bay and approved by New Brunswick, New Jersey January 2012 2012 Melissa L. Cooper ALL RIGHTS RESERVED ABSTRACT OF THE DISSERTATION “ ‘They Made Gullah’: Modernist Primitivists and the Discovery and Creation of Sapelo Island, Georgia’s Gullah Community, 1915-1991” by Melissa L. Cooper Dissertation Director: Dr. Mia Bay ABSTRACT: The history of Sapelo Islanders in published works reveals a complex cast of characters, each one working through ideas about racial distinction and inheritance; African culture and spirituality; and the legacy of slavery during the most turbulent years in America’s race-making history. Feuding social scientists, adventure seeking journalists, amateur folklorists, and other writers, initiated and shaped the perception of Sapelo Islanders’ distinct connection to Africa during the 1920s and 1930s, and labeled them “Gullah.” These researchers characterized the “Gullah,” as being uniquely connected to their African past, and as a population among whom African “survivals” were readily observable. This dissertation argues that the popular view of Sapelo Islanders’ “uniqueness” was the product of changing formulations about race and racial distinction in America. Consequently, the “discovery” of Sapelo Island’s Gullah folk was more a sign of times than an anthropological discovery. This dissertation interrogates the intellectual motives of the researchers and writers who have explored Sapelo Islanders in their works, and argues that the advent of American Modernism, the development of new social scientific theories and popular cultural works during the 1920s and 1930s, and other trends shaped their depictions. -
Avatare in Katastrophensimulationen
Andreas Siemon Avatare in Katastrophensimulationen Entwicklung eines Katastrophen-Trainings-Systems ISBN 978-3-86219-610-4 Siemon Andreas zur Darstellung von Beteiligten in Großschadenslagen Avatare in Katastrophensimulationen in Katastrophensimulationen Avatare Andreas Siemon Avatare in Katastrophensimulationen Entwicklung eines Katastrophen-Trainings-Systems zur Darstellung von Beteiligten in Großschadenslagen kassel university press Die vorliegende Arbeit wurde vom Fachbereich Elektrotechnik / Informatik der Universität Kassel als Dissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) angenommen. Erster Gutachter: Prof. Dr.-Ing. D. Wloka Zweiter Gutachter: Prof. Dr. A. Zündorf Tag der mündlichen Prüfung 27. März 2013 Bibliografische Information der Deutschen Nationalbibliothek Die Deutsche Nationalbibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über http://dnb.dnb.de abrufbar Zugl.: Kassel, Univ., Diss. 2013 ISBN 978-3-86219-610-4 (print) ISBN 978-3-86219-611-1 (e-book) URN: http://nbn-resolving.de/urn:nbn:de:0002-36118 © 2013, kassel university press GmbH, Kassel www.uni-kassel.de/upress Druck und Verarbeitung: Print Management Logistics Solutions, Kassel Printed in Germany Danksagung Die vorliegende Dissertation entstand im Zeitraum von Oktober 2008 bis November 2012 am Fachgebiet Technische Informatik der Universit¨at Kassel. Sie w¨are nicht ohne die Unterstutzung,¨ den Rat und die Geduld zahlreicher Personen m¨oglich gewesen, bei denen ich mich im nachfolgenden herzlich bedanken m¨ochte. Mein besonderer Dank gilt meinem Betreuer, Herrn Prof. Dr.-Ing. Dieter Wloka, fur¨ die interessante Aufgabenstellung verbunden mit der M¨oglichkeit, die vorliegende Arbeit an seinem Fachgebiet anfertigen zu durfen.¨ Weiterhin bedanke ich mich fur¨ die ausgezeichnete Betreuung, die st¨andige Diskussionsbereitschaft sowie die wertvollen Anregungen und Hinweise. -
Texture Mapping with Mudbox and 3Ds Max
Texture Mapping with Mudbox and 3ds Max by Joshua Holland Graphic Communication Department College of Liberal Arts California Polytechnic State University 2011 ABSTRACT Texture Mapping with Mudbox and 3ds Max Joshua Holland Graphic Communication Department, December 2011 Advisor: Kevin Cooper The purpose of this study was to determine the intuitiveness of texture mapping and compressibility of files generated using Autodesk 3ds Max 2012 versus Autodesk Mudbox 2012. This will be used by anyone starting to learn how to texture map and who is comparing programs that have the capability to do so. This will save users time in researching which program is better suited for their needs. This study investigated how Autodesk 3ds Max 2012 and Autodesk Mudbox 2012 compared in mapping textures to 3D models. A basic computer skills assessment test and an intuitive test was administered to twelve participants. They were ranked based on their computer skills assessment scores, texture map completion time with 3ds Max, and texture map completion time with Mudbox. Exported files sizes for 3D models using 3ds Max and Mudbox were also compared to determine which was smaller. Participants were not included in the file size portion of the study. Results from twelve participants in the intuitive test showed that Mudbox proved to be more intuitive for first time users attempting to apply a texture to a 3D object. However, 3ds Max offers more control and precision in performing these tasks at the cost of a large learning curve and a less of a fluid interface. The compressiblity test showed that 3ds Max produced a smaller file size. -
Broadcast & Film
B R O A D C A S T - F I L M - P O S T - I N F O T A I N M E N T T E C H N O L O G Y BROADCAST GLOBAL MEDIA FOR BROADCAST, FILM, POST & INFOTAINMENT & FILM TECHNOLOGY & BUSINESS Inaugural Issue I n f l u e n c e r s KEITAN YADAV, HARRY HINGORANI, P JAYAKUMAR COO & VFX Producer CCO & VFX Supervisor CEO, SHAHRUKH KHAN Toonz Media Group & redchillies.vfx T e c h n o l o g y T r e n d s KIREET KHURANA RAJKUMAR HIRANI Animator & Filmmaker Ace Filmmaker SUSHANT RAI SATISH AGGARWAL VP, Sales – South Asia, MEA Managing Director TVU Networks Visual Technologies Contents 5 Editorial 6 News NEWS... Editor: MANOJ MADHAVAN manoj,[email protected] Shah Rukh Khan’s redchillies.vfx 9 Garnering Critical Acclaim Production: PRASHANT KARANGUTKAR 15 Covid 19 Lockdown Impact on the Entertainment Business Rajkumar Hirani : Ace Filmmaker 17 on Technology Trends in Cinema Editorial & Advertising 19 Gamechanger in the M&E Industry: NürnbergMesse India Pvt. Ltd. Real-Time Virtual Production 312/313, A Wing, 3rd Floor, Dynasty Business Park, Andheri Kurla Road, Andheri (E), Mumbai – 400059. Tel.: +91-22-6216 5313 Satish Aggarwal – The Broadcast Technocrat Par Excellence Mob.: +91-91082 32956 22 Email: manoj,[email protected] www.broadcastandfilm.com Broadcast industry ensures Business 24 Continuity with Cloud-based Solutions Copyright Disclaimer BROADCAST AND FILM Magazine is Digitally published Sushant Rai to Drive Growth for TVU Networks bi-monthly. It is available only through subscription. -
Powering a New Era of Collaboration and Simulation in Media And
Image Courtesy of ILM SOLUTION SHOWCASE NVIDIA Omniverse™ is a groundbreaking POWERING A NEW ERA OF virtual platform built for collaboration and real-time photorealistic simulation. COLLABORATION AND SIMULATION Studios can now maximize productivity, IN MEDIA AND ENTERTAINMENT enhance communication, and boost creativity while collaborating on the same 3D scenes from anywhere. NVIDIA continues to advance state-of-the-art graphics hardware, and Omniverse showcases what is possible with real-time ray tracing. The potential to improve the creative process through all stages of VFX Built For and animation pipelines will be transformative. > Concept Artists — Francois Chardavoine, VP of Technology, Lucasfilm & Industrial Light & Magic > Modelers > Animators > Texture Artists Challenges in the Media and Entertainment Industry > Lighting or Look Development Artists The Film, Television, and Broadcast industries are undergoing rapid change as new production pipelines are emerging to address the growing demand for high-quality > VFX Artists content in a globally distributed workforce. Additionally, new streaming services are > Motion Designers creating the need for constant releases and refreshes to satisfy a growing subscriber base. > Rendering Specialists NVIDIA Omniverse gives creative teams the ability to create, iterate, and collaborate on Platform Features assets using a variety of creative applications to deliver real-time results. Artists can focus on maximum iterations with no opportunity cost or the need to wait for long render > Compatible with top industry design times to achieve high-quality results. and visualization software > Scalable, works on all NVIDIA RTX™ M&E Use Cases for Omniverse solutions, from the laptop to the data center > Initial Concept Design - Artists can quickly develop and refine conceptual ideas to bring the Director’s vision to life. -
Surrealist Aesthetics
SURREALIST AESTHETICS Using Surrealist Aesthetics to Explore a Personal Visual Narrative about Air Pollution Peggy Li Auckland University of Technology Master of Design 2020 A thesis submitted to Auckland University of Technology in partial fulfilment of the requirements for the degree of Master of Design, Digital Design P a g e | 1 Abstract “Using Surrealist Aesthetics to Explore a Personal Visual Narrative about Air Pollution”, is a practice-based research project focusing on the production of a poetic short film that incorporates surrealist aesthetics with motion capture and digital simulation effects. The project explores surrealist aesthetics using visual effects combined with motion capture techniques to portray the creator’s personal experiences of air pollution within a poetic short film form. This research explicitly portrays this narrative through the filter of the filmmaker’s personal experience, deploying an autoethnographic methodological approach in the process of its creation. The primary thematic contexts situated within this research are surrealist aesthetics, personal experiences and air pollution. The approach adopted for this research was inspired by the author’s personal experiences of feeling trapped in an air-polluted environment, and converting these unpleasant memories using a range of materials, memories, imagination, and the subconscious mind to portray the negative effects of air pollution. The overall aim of this process was to express my experiences poetically using a surrealist aesthetic, applied through -
Autodesk Whitepaper
Autodesk® MotionBuilder® 2012 Frequently Asked Questions Autodesk® MotionBuilder® 2012 software is a leading real-time animation software: an ideal tool for high-volume game animation pipelines, director-driven virtual cinematography and real time character simulations. Contents 1. General Product Information ....................................................................................... 3 1.1 Who uses MotionBuilder? ................................................................................... 3 1.2 What are the key strengths of MotionBuilder? .................................................... 3 1.3 What are the key new features in MotionBuilder 2012? ..................................... 3 1.4 When will MotionBuilder 2012 be available? ...................................................... 4 1.5 Will there be a trial version of MotionBuilder 2012 available? ............................ 4 2. Technology ................................................................................................................... 5 2.1 What operating systems will MotionBuilder 2012 support? ................................ 5 3. Installation, Configuration, and Licensing ................................................................. 5 3.1 Will MotionBuilder 2012 be available with hardware dongle support? ................ 5 3.2 How does Online License Transfer work? .......................................................... 5 4. Compatibility and Interoperability ............................................................................. -
Software Options a CTE Space Needs to Prepare Students for an Uncertain Future with Jobs That Have Not Even Been Conceived of Yet
Career and Technical Education: Software Options A CTE space needs to prepare students for an uncertain future with jobs that have not even been conceived of yet. A diverse array of powerful software options is crucial to developing the 21st century skills that can be applied to a variety of career possibilities. 2D Design 3D Design Overview: This category includes image creation Overview: Most professional or “prosumer” grade and editing apps that work with both vector and 3D software packages contain integrated modules bitmap artwork, as well as software for page layout for modeling, texture mapping and animation design and more. In some cases, applications in this at a minimum. They may also include additional category have limited 3D animation and modeling functionality in areas such as particle systems, capabilities as well. rendering engines, fabric, environments and much more. There are many third-party providers such as Paid Red Giant and Video Copilot supplying these add- • Adobe Illustrator CC (vector-based) ons with costs and compatibility that can vary greatly. • Adobe Photoshop CC (pixel-based bitmap) Animation • Adobe InDesign CC (page layout) Paid • Affinity Designer • Autodesk Maya • Corel Paintshop Pro • Autodesk 3D Studio Max • Sketch (vector-based alternative to Illustrator) • Maxon Cinema 4D (standalone or bundled with Adobe After Effects CC) • QuarkXpress (page layout) • Autodesk MotionBuilder • Clip Studio Paint (pixel and vector) Free Free • Blender • GIMP • Clara.io • Pixlr • Houdini (Apprentice version free with limitations) • Sumo Paint (free or $/month) • Daz 3D Studio • Inkscape (vector) • BoxSVG (vector) – 1 – Copyright © 2019 Clarity Innovations, Inc., All Rights Reserved. *Other names and brands may be claimed as the property of others.