Visualizing the Future
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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 -
Moving from Unity to Godot an In-Depth Handbook to Godot for Unity Users
Moving from Unity to Godot An In-Depth Handbook to Godot for Unity Users Alan Thorn Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users Alan Thorn High Wycombe, UK ISBN-13 (pbk): 978-1-4842-5907-8 ISBN-13 (electronic): 978-1-4842-5908-5 https://doi.org/10.1007/978-1-4842-5908-5 Copyright © 2020 by Alan Thorn This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. -
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. -
Games: Gdevelop, End of the Sun, Untrusted, Ravenfield and More
Published on Tux Machines (http://www.tuxmachines.org) Home > content > Games: GDevelop, End of the Sun, Untrusted, Ravenfield and More Games: GDevelop, End of the Sun, Untrusted, Ravenfield and More By Roy Schestowitz Created 08/06/2020 - 2:10pm Submitted by Roy Schestowitz on Monday 8th of June 2020 02:10:48 PM Filed under Gaming [1] FOSS game engine GDevelop gets a sweet new dark theme [2] GDevelop is a wonderful free and open source game engine, one that's cross-platform and it continues to get more powerful. It also has theme support with a new dark theme landing that looks great. The new dark theme "Nord" is based on the the palette from nordtheme.com, and it fits in very nicely with the GDevelop editor UI. In fact, it actually looks a little like the Godot Engine theme. Dark themes can at times be a little too dark, light themes blinding and this new Nord theme seems to have a nice contrast to it, makes tinkering with it feel better along with the recent UI adjustments the GDevelop team did to reduce useless padding everywhere. First-person slavic fantasy adventure The End of the Sun is fully funded[3] The End of the Sun, a slavic first-person fantasy adventure has managed to run a successful Kickstarter campaign. Against their initial $12,000 goal, 741 backers pledged $18,001 to help make it. What is it? A strange sounding tale that's what, interesting though. Set in the world of Slavic rites, beliefs, legends, and their everyday life. -
Microsoft Azure in Autonomous Driving Microsoft’S Approach to Automotive
Microsoft Azure in Autonomous Driving Microsoft’s approach to automotive We complement OEMs and suppliers – not compete We ensure your data is always under your control We guarantee that the brand and customer experience belongs to you OEM System Engineering Process Engineering Development Product Validation Manufacturing & Service Feasibility Operations Regional Changes Retirement/ Study/concept and Architecture (s) and Upgrades replacement Exploration Maintenance System Validation Plan Lifecycle Processes Concepts of System Operations Validation System Verification Plan (System Acceptance) System System Verification & Requirements Deployment Subsystem Verification Plan (Subsystem Acceptance) High-Level Subsystem Design Verification Unit/Device Test Plan Unit/Device Detailed Design Testing Document/Approval Software/Hardware Development Field Installation Implementation Development Processes Time Line Process, Sensor/ Algorithm Train Control Logic Software Sample, Reduce Testing (Open Loop) Validation in the loop Generate Test Vehicle Ingest/ Store Integrate Build Code F(x) Replay Tag Performance Simulate Hardware Simulation in the loop Render/Convert Test-Drive DATA INGEST & CURATE TEST | TRAIN | SIMULATE BUILD | VALIDATE • Cloud and Analytics partner for • Open source AD Platform • OpenADx ACM, an autonomous and smart • 200+ Member Consortium • Interoperable Eclipse Framework mobility test facility • Microsoft is the cloud provider for • Leveraged by all OEMs, tier ones and Project Apollo worldwide with the technology start ups exception of China • Engaged with ACM to influence standards Industry Academia Government LG’s autonomous vehicle program had unique requirements, including portability, security, and fast turnaround time; Data Box Disk was the perfect solution. “We needed a way to transfer massive amounts of data for our autonomous vehicle projects, based all around the world. The solution needed to be portable, simple to use, cost-effective and, of course, very secure. -
Effects of Digital Regulations on International Business Strategy
Effects of Digital Regulations on International Business Strategy A multi-case study by Laurin Fahrnberger Willian Trindade Leite May 2021 Bachelor’s Programme in International Business Supervisor: Sotaro Shibayama Abstract Digital technologies have brought new challenges to society, such as data privacy abuses, attacks on democracy, and even military-grade technologies being accessed by civilians. Europe has taken the leadership by regulating different aspects of the digital economy; however, these regulations may create distortions that will harm European businesses. This study tries to draw a picture of the different types of regulations introduced in the digital economy and the potential effects on how international firms strategize. To aid in this analysis, eight cases, comprising seven companies and one trade association, bring a first-person insight into how digital regulations work today and how much it has affected their strategy. The studied companies are international and primarily European, but the digital technologies they use in their business models vary greatly. The existing theory tries to explain the general effects of regulation on aspects of strategy but seldomly takes a broader approach. This dissertation studies the broader impacts of regulations on international business strategy, mostly in what concerns how the products are developed and adapted to each market or whether digital companies are more likely to pursue arbitrage. The analysis of each case is made using Ghemawat’s (2007) model for international business strategy and Rugman and Verbeke’s (1998 and 1998b) models for the effect of environmental regulations on business strategy. In most cases, one particular trend indicates that digital companies that find regulations complementary to their business strategies tend to follow an AA strategy comprising aggregation and adaptation. -
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. -
Games: Godot Engine, Defold, and Many Titles
Published on Tux Machines (http://www.tuxmachines.org) Home > content > Games: Godot Engine, Defold, and Many Titles Games: Godot Engine, Defold, and Many Titles By Roy Schestowitz Created 12/02/2021 - 10:31pm Submitted by Roy Schestowitz on Friday 12th of February 2021 10:31:26 PM Filed under Gaming [1] Godot Engine - Release candidate: Godot 3.2.4 RC 2 [2] Godot 3.2.4 is shaping up nicely, and a number of issues have been fixed since the first Release Candidate two weeks ago. So it's now time for a RC 2 build to give it another round of testing before the stable release! And rejoice macOS users, this release is the first to have the Godot editor binary signed and notarized. Thanks to Prehensile Tales for signing it on behalf of the Godot contributors. (Note: Only the "standard" build is signed for now.) Godot GDScript REPL [3] When experimenting with Godot and its GDScript language, I realized that I missed a good old REPL (Read-Eval-Print Loop) to familiarize myself with the language and API. Defold game engine planning Linux improvements through 2021 [4] Defold, a free game engine with the source code available under a reasonable open license has released a roadmap for 2021 and it's sounding pretty good. While not actually open source, the licensing terms are still quite friendly and still far better than some other much more closed licensing like with Unity, Unreal and Game Maker but not as open as something like Godot. Defold is progressing on though and their roadmap for 2021 mentions their plan to continue to improve their Linux support. -
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 .............................................................................