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Unit 31: Computer Animation
Unit 31: Computer Animation Unit code: D/601/7658 QCF Level 3: BTEC National Credit value: 10 Guided learning hours: 60 Aim and purpose The aim of this unit is to ensure learners understand types of animation and their uses and develop the knowledge and skills required to use software techniques to design and implement different types of animation. Unit introduction Computer animation is the art of creating moving images through the use of computers. It brings together computer graphics and animation techniques. Animation does not require computers, however the increasing ability of computers to create and manipulate sets of images has allowed basic animation to reach new levels of sophistication and realism. To create the illusion of movement, a sequence of images is displayed over time and the human eye perceives this sequence as continual movement. The technique is at the heart of all existing technologies such as television and motion pictures. It is increasingly created by means of 3D computer graphics, although 2D computer graphics are still widely used for low bandwidth and faster real-time needs. Only 2D graphics are required in this unit. Animation has become a prominent feature of the worldwide web and is used to create interest and attract attention. In this area, however, there are other factors that need to be taken into account when designing and building applications, such as the nature of the display device and the bandwidth of the connection. As with all computer applications learners must first identify the need, specific requirements and constraints before building the solution. Learners will start by looking at different types of animation and their uses and formats. -
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. -
Tvorba Interaktivního Animovaného Příběhu
Středoškolská technika 2014 Setkání a prezentace prací středoškolských studentů na ČVUT Tvorba interaktivního animovaného příběhu Sami Salama Střední průmyslová škola na Proseku Novoborská 2, 190 00 Praha 9 1 Obsah 1 Obsah .................................................................................................................. 1 2 2D grafika (základní pojmy) ................................................................................. 3 2.1 Základní vysvětlení pojmu (počítačová) 2D grafika ....................................... 3 2.2 Rozdíl - 2D vs. 3D grafika .............................................................................. 3 2.3 Vektorová grafika ........................................................................................... 4 2.4 Rastrová grafika ............................................................................................ 6 2.5 Výhody a nevýhody rastrové grafiky .............................................................. 7 2.6 Rozlišení ........................................................................................................ 7 2.7 Barevná hloubka............................................................................................ 8 2.8 Základní grafické formáty .............................................................................. 8 2.9 Druhy komprese dat ...................................................................................... 9 2.10 Barevný model .......................................................................................... -
CAD-To-X3D Conversion with Product Structure and External Geometry Referencing
CAD-to-X3D Conversion with product structure and external geometry referencing Hyokwang Lee PartDB Co., Ltd. and Web3D Korea Chapter [email protected] Engineering IT & VR solutions based on International Standards CATIA Hub_Assembly model Hub_AssemblyH (1) disc_with_holes(2) cap(3) sleeve_sub_assemblyH (4) gasket(5) cylinder(6) CATIA Hub Assembly (6 Files) Simple Conversion of Hub_Assembly into X3D Save as VRML/X3D http://web3d.org/x3d/content/examples/Basic/CAD/ Simple Conversion of Hub_Assembly into X3D Save as VRML/X3D Simple Conversion of Hub_Assembly into X3D Save as VRML Product Structure disappeared!! Representing a CAD assembly in X3D . Hub_Assembly represented in a single X3D file . Assembly structure : CADAssembly, CADPart . Geometry : CADFace CatiaHubAssembly.X3D Hub_AssemblyH (1) <CADAssembly name=“Hub_Assembly”> (1) T disc_with_holes(2) <CADPart name=“disc_with_holes” ...> <CADFace> ... </CADFace> cap(3) </CADPart> <CADPart name=“cap” ...> sleeve_sub_assemblyH (4) T(2) <CADFace> ... </CADFace> (3) T(4) </CADPart> T gasket(5) CAD2X3D cylinder(6) conversion <CADAssembly name=“sleeve_sub_assembly”> <CADPart name=“gasket” ...> T(6) T(5) <CADFace> ... </CADFace> </CADPart> . Transform information is applied to the leaf node <CADPart name=“cylinder” ...> which includes geometry. <CADFace> ... </CADFace> CATIA Hub Assembly ex) Tcylinder = T(1)*T(4)*T(6) </CADPart> (6 Files) </CADAssembly> </CADAssembly> Representing a CAD assembly in X3D . Hub_Assembly represented in a single X3D file . Assembly structure : CADAssembly, CADPart . Geometry : CADFace CatiaHubAssembly.X3D Hub_AssemblyH (1) <CADAssembly name=“Hub_Assembly”> (1) T disc_with_holes(2) <CADPart name=“disc_with_holes” ...> • Partial change <CADFace > ... </CADFace> cap(3) </CADPart> • Reusability <CADPart name=“cap” ...> sleeve_sub_assemblyH (4) T(2) <CADFace> ... </CADFace> (3) T(4) </CADPart> T gasket(5) CAD2X3D cylinder(6) conversion <CADAssembly name=“sleeve_sub_assembly”> <CADPart name=“gasket” ...> T(6) T(5) <CADFace> .. -
Jack's Poser Pro Manual Last Update: 2021 09 17
Jack's Poser Pro Manual Last Update: 2021 09 17 Note 1: This Manual has been prepared for my own use. If you find it useful, great. However, don't be surprised (or angry with me) if I have failed to update something that has changed from one version of Poser to the next and which I haven't discovered yet. Or if I have failed to understand and so incorrectly describe something. If I discover (or have pointed out to me) that something in this Manual doesn't work as I described, I'll see about updating my text. Note 2: I installed Poser 12 on 30 November 2020. I have no idea if anything in this Manual has changed in Poser 12. I will make necessary changes as I find them. I began using Poser Pro 2012 on about 2013 01 07. This file was started soon after doing a bit of experimenting and finding that I had no tutorial. So here are the results from experimenting, reading Poser Pro 2012 Reference Manual, Poser Pro 2014 Reference Manual, Poser Pro 11 Reference Manual, Smith Micro Tech Support, and internet research. I also have Practical Poser 8. The Official Guide, by Richard Schrand, even though Poser 8 would seem to be several iterations behind Poser Pro 2014, and even farther behind Poser Pro 11 which I started using in December 2015, or Poser 12 as noted above. Most of the information in this Manual is based on my experiences with Poser Pro 2012 and 2014, and probably still holds true for Poser Pro 11 or Poser 12 versions. -
3D PDF Converter™ Detailing New Features, Bug Fixes and Updated Format Support
Version 4.1 Release Notes Release notes for 3D PDF Converter™ detailing new features, bug fixes and updated format support. 3D PDF Converter Version 4.1 Table of Contents OVERVIEW................................................................................................................................................... 2 Version Information ............................................................................................................................ 2 Language Support Overview ................................................................................................................ 2 Definition of Release Types ................................................................................................................. 2 Acrobat Pro Compatibility ........................................................................................................................... 3 Licensing Changes ....................................................................................................................................... 3 New 3D PDF Converter License Key Required .................................................................................... 3 4.1 Improvements ....................................................................................................................................... 4 Format Updates .................................................................................................................................. 4 New Features/Enhancements ........................................................................................................... -
A Bibliography of Publications in Computer Graphics World
A Bibliography of Publications in Computer Graphics World Nelson H. F. Beebe University of Utah Department of Mathematics, 110 LCB 155 S 1400 E RM 233 Salt Lake City, UT 84112-0090 USA Tel: +1 801 581 5254 FAX: +1 801 581 4148 E-mail: [email protected], [email protected], [email protected] (Internet) WWW URL: http://www.math.utah.edu/~beebe/ 21 June 2011 Version 1.18 Title word cross-reference 76 [Ano91b]. '90s [Rob93g]. '92 [Ano92-38]. '95 [Doy95]. '96 [Ano95-60]. 97 [Ano97-45]. 97/ FastSOLID [Ano97-37]. 98 [Ano98-47]. 1- [Tuc96]. 1.1 [Ano98-48]. 16-bit [Ano95-28]. A-h-h-h-h [Rob98h]. A/V [Har96a]. ABC [Spr94]. ABCs [Emm91c]. 2.0 [Gra96]. 21-inch [Ano95-29]. ability [Rob94a]. able [Coh96]. 2D [Coc95f, Mac90a]. 2nd [Ano96n]. Accelerating [Sch95a, Sch95b]. acceleration [Rob96d]. accelerator [Cla96]. 3.0 [Ano97-40]. 3.1 [Ano98-49]. accelerators [Coc95a, Ano95-34]. 3.5 [Ano97-44]. 3000 [Ano91-32]. acceptance [Rob94a]. 3D [Ano95-48, Coc95b, Ano90f, Rob90f]. accommodate [Pot97a]. 3D. [Ano98q]. 3D/Eye [Ano95-38]. According [Mah95c]. achieve [Emm94]. Achieving [Pot96a]. ACIS [Por95b]. 4.1 [Ano97-47]. 4.5 [Ano98-45]. Across [Sor90a]. Act [Rob94a]. 4D [Ano97-37]. Action [Mor93]. action-adventure [Rob96c]. 5 [Ano97-57]. 5.0 [Ano96-53]. 1 2 activity [RR97]. actual [Phi96e]. Photo [Ano90f]. Animation/ ADAMS [Ano95-52]. ADAMS/ Photo-Realism [Ano90f]. [Ano95-52]. Adding [Ano98q]. animations [Ano95-60, Phi95e]. addresses [Ano96-69]. Adds [Ano90n]. animator [Mah95c, Ano96-28]. adept [Pot96d]. adhered [Phi95e]. animators [Cra94]. Anime [Sav98]. Adobe [Ano96-50]. advance [Phi97e]. announced [Pot96e]. -
Augmented Reality Applications in the Engineering Environment
Augmented Reality Applications in the Engineering Environment Karle Olalde Azkorreta1 and Héctor Olmedo Rodríguez2 1 University of Basque Country, UPV/EHU; C/Nieves Cano 12. 01006 Vitoria-Gasteiz, Spain [email protected] 2 Universidad de Valladolid; Campus Miguel Delives s/n. 47014 Valladolid, Spain [email protected] Abstract. In the area of engineering, we can move much in the way clients generally can interact with models or designs for new products, so we are developing various alternatives for visualization, such as Virtual and Augmented realities based on accurate models with no need of using specific software. In order to have a better and global knowledge of the possibilities we show in this paper the situation and capabilities of these technologies. From models developed with commercial programs and tools for industrial design, we propose a workflow to give everybody a chance to interact with these models. The sectors where these technologies are applied and the services offered are grouped in Industrial production systems and Learning of related disciplines. At the end conclusions will be given with every reference used. With everything, ideas for improving these technologies and the correspondent applications could be suggested to the reader. Keywords: Collaboration technology and informal learning, Augmented and virtual Reality, engineering, models. 1 Introduction In this paper we try to analyze the different options we have to represent an object in augmented reality, from 3D design programs and engineering, such as Catia, Solid Edge, Solid Works, Autocad, etc., with the objective of product design or do it more accessible to all potential customers. Augmented Reality (AR) [1, 2] is a technology in which the vision for the user in the real world is enhanced or augmented with additional information generated from a computer model. -
Lightweight Formats for Product Model Data Exchange and Preservation
Lightweight Formats for Product Model Data Exchange and Preservation Alexander Ball (1), Lian Ding (2), Manjula Patel (1) (1) UKOLN, University of Bath Claverton Down, Bath BA2 7AY, United Kingdom EMail: [email protected] EMail: [email protected] (2) IdMRC, University of Bath Claverton Down, Bath BA2 7AY, United Kingdom EMail: [email protected] ABSTRACT The designs for engineered products are increasingly defined not by technical drawings but by three-dimensional Computer Aided Design (CAD) models. With rapid turnover of computer hardware and CAD software, these models are in danger of becoming unreadable long before their usefulness has ended. One possible approach is to migrate the models into lightweight formats that are easier to preserve and from which it will be easier to recover information in the future. Such formats also have benefits for design collaboration and dissemination of product model information. Selecting the right lightweight format to use remains a problem, but considering matters of model fidelity, metadata support, security features, file size, software support, and openness, the difference between the formats is not as significant as their common advantages over full-featured, complex models. Product model data, lightweight representations, digital curation INTRODUCTION Since the turn of the millennium, the engineering sector has been undergoing a paradigm shift in the way that products are designed and manufactured or constructed. Formerly, Computer Aided Design (CAD) tools were used simply to generate blueprints and other two dimensional technical drawings, so that the official description of the product could be set down on paper. Increasingly, though, three-dimensional (3D) CAD models are being integrated into the engineering workflow, being used as the basis of finite element analysis, stereolithographic prototyping, numerical control part programmes and product inspections, for example. -
Autodesk and Autocad
Chapter 8 Autodesk and AutoCAD Autodesk as a company, has gone through several distinct phases of life. There were the “Early Years” which covers the time from when Autodesk was founded as a loose programmer-centric collaborative in early 1982 to the company’s initial public offering in 1985, the “Adolescent Years” during which the company grew rapidly but seemed to do so without any clear direction and the “Mature Years.” The beginning of the latter phase began when Carol Bartz became president and CEO in 1992 and continues to the current time. Even under Bartz, there were several well defined periods of growth as well as some fairly stagnant years.1 Mike Riddle gets hooked on computers Mike Riddle was born in California with computers in his veins. In junior high school, he built his first computer out of relays. It didn’t work very well, but it convinced him that computers were going to be an important part of his life. After attending Arizona State University, Riddle went to work for a steel fabricator where he had his first exposure to CAD. The company had a $250,000 Computervision system that, although capable of 3D work, was used strictly for 2D drafting. The company was engaged in doing steel detailing for the Palo Verde nuclear power plant in Arizona. Riddle felt that anything they were doing on this project with the Computervision system could be done on a microcomputer-based system. About the same time Riddle began working at a local Computerland store where they provided him with free computer time to do with as he wanted. -
Digital Photo Editing
Digital Photo Editing Digital Photo Editing There are two main catagories of photo editing software. 1. Photo Organizers - Programs that help you find your pictures. May also do some editing, and create web pages and collages. Examples: Picasa, XNView, ACDsee, Adobe Photoshop Elements 2. Photo Editors - Work on one picture file at a time. Usually more powerful editing features. Examples: Adobe Photoshop, Gimp, Paint.Net, Corel Paint Shop Photo Organizers Organizers tend to have a similar look and functionality to each other. Thumb nail views, a directory tree of your files and folders, and a slightly larger preview of the picture currently selected. A selection of the most used editing tools, and batch editing for making minor corrections to multiple pictures at once. The ability to create slide shows, contact sheets, and web pages are also features you can expect to see. XNView Picasa ACDsee Some of the editing features included in Photo Organizer software are: Red Eye Reduction, Rotate, Resize, Contrast, Color Saturation, Sharpen Focus and more. Many of these can be done in batch mode to as many pictures as you select. Picasa has added Picnik to it's tool set allowing you to upload your photo to the Picnik website for added editing features. Here is an example of Redeye removal in Picasa. Crop, Straighten, and Fill Light are often needed basic fixes. Saving and converting your picture file. In Xnview you can import about 400 file formats and export in about 50. For the complete list goto http://www.xnview. com/en/formats.html . Here is a list of some of the key file formats your likely to use and / or come across often. -
3D World - the Magazine for 3D Artists
3D World - The Magazine For 3D Artists http://www.3dworldmag.com/page/3dworld?entry=3d_world_115_now_on SEARCH « Autodesk release Softimag... | Weblog | E-on call for showreel su... » CALENDAR « March 2009 » Monday March 02, 2009 Sun Mon Tue W ed Thu Fri Sat 1 2 3 4 5 6 7 - In Category - 3D World 115 now on sale in the UK 8 9 10 11 12 13 14 Search 15 16 17 18 19 20 21 In our latest issue: complete character workshop, pitch your 3D 22 23 24 25 26 27 28 project, comping tips and particle tricks, plus models and assets 29 30 31 CATEGORIES worth $326 on the CD Today LATEST ISSUE Click the thumbnail to order your copy online IN THE MAGAZINE Character workshop Master key sculpting and texturing techniques to recreate our cover star Modelling: follow videos of the full workflow to build every detail of your figure Texturing: apply a blend of painted textures and carefully chosen NEWS FEEDS shaders The perfect composite LINKS Whether you‘re adding digital creatures to footage or just trying to match two images, compositing is a vital part of VFX work. Brush up your skills with 20 expert tips Particle tricks Master dissolve effects in Blender with Andy Goralczyk Signed on the spot! Experts from across the 3D industry reveal the tricks of the trade that can make all the difference when pitching a project to an agency, potential backer, broadcaster or movie studio The making of Coraline For the animated version of Neil Gaiman‘s Gothic novella Coraline, Laika used CG and digital printing to create 15,000 separate face 1 of 3 4/12/2009 12:37 AM 3D