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Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Autore Hess Roland <1970-, >
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Descrizione fisica 1 online resource (366 p.)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
Computer graphics
Soggetto genere / forma Electronic books.
ISBN 1-136-13845-5
1-136-13846-3
1-281-78990-9
9786611789909
0-08-092811-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Animating with Blender: How to Create Short Animationsfrom Start to Finish; Copyright; Contents; Foreword; Chapter 1. An Overview of the Short Animation Process; Creating a Short Animation; Avoiding Death by Natural Causes; Preproduction; Production; Postproduction; The Importance of Following the Work Flow; Chapter 2. Story Story Story; What Makes an Engaging Story; Writing It Down; Story Scope, Your Resources, and Reality; Scope Example: Adding a Second Character; Scope Example: Adding a Second Location; Scope Example: Adding Length; How Long Is My Story?; Chapter 3. Organization
Your Digital AssetsThe Way That Blender Handles Assets; A Suggested Organizational Structure; Chapter 4. Storyboarding and the Story Reel; Storyboarding Basics; Suggested Tools; Pen Tablets; Paint Software; Blender's Image Editor; Creating the Storyboards; Telling the Story; Recording a Temporary Soundtrack for Timing; Assembling a Story Reel in Blender's Sequence Editor; Sequencer Tools for Working with Image Strips; Watching and Exporting the Story Reel; Chapter 5. Character Design and Creation; Designing in Line with Your Theme and Reality; The Beast; The Mom; The Dogs
Modeling Based on Storyboard RequirementsFaces, Hands, and Clothes; Level of Detail; Normal Mapping for Greater Detail at Lower Resolutions; Mesh Animation Issues; Quads, Edge Loops, and Joints; Bind Pose; Polygon Count; Preparing the Model for Future Work; Chapter 6. Libraries and Linking; Libraries, and Why You Should Bother; Linking Assets That Do Not Animate; Linking Assets for Object-level Animation; Creating an Animation Proxy; Creating and Linking a Dupligroup; Which Method to Choose?; Linking Assets for Character Animation; Managing Your Links and Libraries
Finding and Fixing Broken LinksMoving a Shot File and Maintaining Its Links; Moving an Asset File; Chapter 7. Rough Sets, Blocking, and an Animatic; Creating Rough Sets; Preparing the File for the Rough Set; Building Your Template Scene File; Matching Camera Angles to Storyboards; Placing Your Characters; Proceeding Through the Story Reel; Special Case: Reusing Cameras; Additional Detail: Moving Cameras, Moving Characters; Creating an Animatic; Replacing Storyboards in the Story Reel; Chapter 8. Good Sound; Finding Decent Equipment and Environments; What to Use; Where to Record
Making the RecordingThe Goal of the Recording Session; Some Sound Processing Basics; Removing Noise and Adjusting Levels; Previewing the Recorded Sound; Chapter 9. Rigging and Skinning; An Iterative Method for Rigging, Skinning, and Testing; Control Structures; Deformers; Helpers; General Rigging and Skinning Work Flow; Building the Rig in Layers; A Practical Example; Inverse Kinematics/forward Kinematics; Auto Ik; Another Rigging Example: the Fingers; Binding the Rig to the Mesh; To Deform or Not?; The Armature Modifier and Vertex Groups; The Mesh Deform Modifier; Lattices
Combining Different Deformation Methods with Vertex Groups
Record Nr. UNINA-9910453350503321
Hess Roland <1970-, >  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Autore Hess Roland <1970-, >
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Descrizione fisica 1 online resource (366 p.)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
Computer graphics
ISBN 1-136-13845-5
1-136-13846-3
1-281-78990-9
9786611789909
0-08-092811-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Animating with Blender: How to Create Short Animationsfrom Start to Finish; Copyright; Contents; Foreword; Chapter 1. An Overview of the Short Animation Process; Creating a Short Animation; Avoiding Death by Natural Causes; Preproduction; Production; Postproduction; The Importance of Following the Work Flow; Chapter 2. Story Story Story; What Makes an Engaging Story; Writing It Down; Story Scope, Your Resources, and Reality; Scope Example: Adding a Second Character; Scope Example: Adding a Second Location; Scope Example: Adding Length; How Long Is My Story?; Chapter 3. Organization
Your Digital AssetsThe Way That Blender Handles Assets; A Suggested Organizational Structure; Chapter 4. Storyboarding and the Story Reel; Storyboarding Basics; Suggested Tools; Pen Tablets; Paint Software; Blender's Image Editor; Creating the Storyboards; Telling the Story; Recording a Temporary Soundtrack for Timing; Assembling a Story Reel in Blender's Sequence Editor; Sequencer Tools for Working with Image Strips; Watching and Exporting the Story Reel; Chapter 5. Character Design and Creation; Designing in Line with Your Theme and Reality; The Beast; The Mom; The Dogs
Modeling Based on Storyboard RequirementsFaces, Hands, and Clothes; Level of Detail; Normal Mapping for Greater Detail at Lower Resolutions; Mesh Animation Issues; Quads, Edge Loops, and Joints; Bind Pose; Polygon Count; Preparing the Model for Future Work; Chapter 6. Libraries and Linking; Libraries, and Why You Should Bother; Linking Assets That Do Not Animate; Linking Assets for Object-level Animation; Creating an Animation Proxy; Creating and Linking a Dupligroup; Which Method to Choose?; Linking Assets for Character Animation; Managing Your Links and Libraries
Finding and Fixing Broken LinksMoving a Shot File and Maintaining Its Links; Moving an Asset File; Chapter 7. Rough Sets, Blocking, and an Animatic; Creating Rough Sets; Preparing the File for the Rough Set; Building Your Template Scene File; Matching Camera Angles to Storyboards; Placing Your Characters; Proceeding Through the Story Reel; Special Case: Reusing Cameras; Additional Detail: Moving Cameras, Moving Characters; Creating an Animatic; Replacing Storyboards in the Story Reel; Chapter 8. Good Sound; Finding Decent Equipment and Environments; What to Use; Where to Record
Making the RecordingThe Goal of the Recording Session; Some Sound Processing Basics; Removing Noise and Adjusting Levels; Previewing the Recorded Sound; Chapter 9. Rigging and Skinning; An Iterative Method for Rigging, Skinning, and Testing; Control Structures; Deformers; Helpers; General Rigging and Skinning Work Flow; Building the Rig in Layers; A Practical Example; Inverse Kinematics/forward Kinematics; Auto Ik; Another Rigging Example: the Fingers; Binding the Rig to the Mesh; To Deform or Not?; The Armature Modifier and Vertex Groups; The Mesh Deform Modifier; Lattices
Combining Different Deformation Methods with Vertex Groups
Record Nr. UNINA-9910782600103321
Hess Roland <1970-, >  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui