top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
Blender studio projects [[electronic resource] ] : digital movie-making / / Tony Mullen, Claudio Andaur
Blender studio projects [[electronic resource] ] : digital movie-making / / Tony Mullen, Claudio Andaur
Autore Mullen Tony <1971->
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., c2010
Descrizione fisica 1 online resource (275 p.)
Disciplina 006.6/96
Altri autori (Persone) AndaurClaudio <1970->
Soggetto topico Computer animation
Motion pictures - Editing - Data processing
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-282-68311-X
9786612683114
0-470-87583-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Blender Studio Projects: Digital Movie-Making; About the Authors; Contents; Introduction; Who Should Buy This Book; Regarding Software Versions; How to Use This Book; What's Inside; What's on the DVD; Chapter 1: Blender in the Studio; The Professional Blender; Blender's Professional Beginnings; Welcome to Licuadora Studio; The Blender-Based Animation Studio; Chapter 2: Planning and Preproduction; Conceptualizing the Movie; Designing Characters; Storyboarding; Pacing the Story with a 2D Animatic; Chapter 3: Creating a 3D Animatic; Working with an Asset Library; Organizing Sequences and Shots
Animating and Rendering the AnimaticChapter 4: Modeling; Organic Modeling Techniques; Cloth and Clothing; Inorganic Modeling; Chapter 5: Rigging Characters; Using Armatures, Modifiers, and Deformation; Mastering Complex PyDrivers; Controlling Textures with PyDrivers; Chapter 6: Animating a Character Scene; Preparing to Animate; Implementing the Stages of Character Animation; Creating Facial Animation; Adding Cloth and Hair; Chapter 7: Descent into the Maelstrom; Setting the Scene; Using Textures, Modifiers, and Simulation; Touching Up the Shot with Node-Based Compositing
Appendix: About the Companion DVDWhat You'll Find on the DVD; System Requirements; Using the DVD; Troubleshooting; Index
Record Nr. UNINA-9910458371203321
Mullen Tony <1971->  
Indianapolis, Ind., : Wiley Pub., c2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blender studio projects [[electronic resource] ] : digital movie-making / / Tony Mullen, Claudio Andaur
Blender studio projects [[electronic resource] ] : digital movie-making / / Tony Mullen, Claudio Andaur
Autore Mullen Tony <1971->
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., c2010
Descrizione fisica 1 online resource (275 p.)
Disciplina 006.6/96
Altri autori (Persone) AndaurClaudio <1970->
Soggetto topico Computer animation
Motion pictures - Editing - Data processing
Three-dimensional display systems
ISBN 1-282-68311-X
9786612683114
0-470-87583-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Blender Studio Projects: Digital Movie-Making; About the Authors; Contents; Introduction; Who Should Buy This Book; Regarding Software Versions; How to Use This Book; What's Inside; What's on the DVD; Chapter 1: Blender in the Studio; The Professional Blender; Blender's Professional Beginnings; Welcome to Licuadora Studio; The Blender-Based Animation Studio; Chapter 2: Planning and Preproduction; Conceptualizing the Movie; Designing Characters; Storyboarding; Pacing the Story with a 2D Animatic; Chapter 3: Creating a 3D Animatic; Working with an Asset Library; Organizing Sequences and Shots
Animating and Rendering the AnimaticChapter 4: Modeling; Organic Modeling Techniques; Cloth and Clothing; Inorganic Modeling; Chapter 5: Rigging Characters; Using Armatures, Modifiers, and Deformation; Mastering Complex PyDrivers; Controlling Textures with PyDrivers; Chapter 6: Animating a Character Scene; Preparing to Animate; Implementing the Stages of Character Animation; Creating Facial Animation; Adding Cloth and Hair; Chapter 7: Descent into the Maelstrom; Setting the Scene; Using Textures, Modifiers, and Simulation; Touching Up the Shot with Node-Based Compositing
Appendix: About the Companion DVDWhat You'll Find on the DVD; System Requirements; Using the DVD; Troubleshooting; Index
Record Nr. UNINA-9910791258203321
Mullen Tony <1971->  
Indianapolis, Ind., : Wiley Pub., c2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blender studio projects [[electronic resource] ] : digital movie-making / / Tony Mullen, Claudio Andaur
Blender studio projects [[electronic resource] ] : digital movie-making / / Tony Mullen, Claudio Andaur
Autore Mullen Tony <1971->
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., c2010
Descrizione fisica 1 online resource (275 p.)
Disciplina 006.6/96
Altri autori (Persone) AndaurClaudio <1970->
Soggetto topico Computer animation
Motion pictures - Editing - Data processing
Three-dimensional display systems
ISBN 1-282-68311-X
9786612683114
0-470-87583-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Blender Studio Projects: Digital Movie-Making; About the Authors; Contents; Introduction; Who Should Buy This Book; Regarding Software Versions; How to Use This Book; What's Inside; What's on the DVD; Chapter 1: Blender in the Studio; The Professional Blender; Blender's Professional Beginnings; Welcome to Licuadora Studio; The Blender-Based Animation Studio; Chapter 2: Planning and Preproduction; Conceptualizing the Movie; Designing Characters; Storyboarding; Pacing the Story with a 2D Animatic; Chapter 3: Creating a 3D Animatic; Working with an Asset Library; Organizing Sequences and Shots
Animating and Rendering the AnimaticChapter 4: Modeling; Organic Modeling Techniques; Cloth and Clothing; Inorganic Modeling; Chapter 5: Rigging Characters; Using Armatures, Modifiers, and Deformation; Mastering Complex PyDrivers; Controlling Textures with PyDrivers; Chapter 6: Animating a Character Scene; Preparing to Animate; Implementing the Stages of Character Animation; Creating Facial Animation; Adding Cloth and Hair; Chapter 7: Descent into the Maelstrom; Setting the Scene; Using Textures, Modifiers, and Simulation; Touching Up the Shot with Node-Based Compositing
Appendix: About the Companion DVDWhat You'll Find on the DVD; System Requirements; Using the DVD; Troubleshooting; Index
Record Nr. UNINA-9910808912503321
Mullen Tony <1971->  
Indianapolis, Ind., : Wiley Pub., c2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Autore Mullen Tony <1971->
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley Pub., c2008
Descrizione fisica 1 online resource (402 p.)
Disciplina 006.6/96
006.693
006.696
Collana Sybex serious skills
Soggetto topico Computer graphics
Computer simulation
Computer animation
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-281-75230-4
9786611752309
0-470-39272-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Bounce Tumble, and Splash! Simulating the Physical World with Blender 3D; Acknowledgments; About the Author; Contents; Foreword; Introduction; Who Should Read This Book; How This Book Is Organized; What's on the CD; How to Contact the Author; Chapter 1: Re-creating the World: An Overview; Re-creating the Physical World with Blender; Using Materials and Textures; Faking Physics with General Tools; Chapter 2: The Nitty-Gritty on Particles; Introducing Particles; Working with Dynamic Particles; Boids!; Chapter 3: Getting Flexible with Soft Bodies and Cloth; Getting the Hard Facts on Soft Bodies
Getting Jiggly with Lattices Simulating Cloth and Clothing; Demolition!; Chapter 4: Hair Essentials: The Long and Short of Strand Particles; Introducing Blender Hair; A Trip to the Beauty Salon; Other Uses for "Hair" Particles; Chapter 5: Making a Splash with Fluids; Using the Blender Fluid Simulator; Getting the Shot; Delving Further into Fluids; Exploring Further Resources; Chapter 6: Bullet Physics and the Blender Game Engine; The Blender Game Engine; Rigid Body Simulation and Ipos; Joints, Ragdolls, and Robots; Further Resources; Chapter 7: Imitation of Life: Simulating Trees and Plants
The Blender Greenhouse: Creating Foliage with L-Systems and ngPlantAn Open Source Ivy Generator; A Few More Points to Mention; Appendix A: About the Companion CD; What You'll Find on the CD; System Requirements; Using the CD; Troubleshooting; Index
Record Nr. UNINA-9910454095203321
Mullen Tony <1971->  
Indianapolis, IN, : Wiley Pub., c2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Autore Mullen Tony <1971->
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley Pub., c2008
Descrizione fisica 1 online resource (402 p.)
Disciplina 006.6/96
006.693
006.696
Collana Sybex serious skills
Soggetto topico Computer graphics
Computer simulation
Computer animation
Three-dimensional display systems
ISBN 0-470-41952-0
1-281-75230-4
9786611752309
0-470-39272-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Bounce Tumble, and Splash! Simulating the Physical World with Blender 3D; Acknowledgments; About the Author; Contents; Foreword; Introduction; Who Should Read This Book; How This Book Is Organized; What's on the CD; How to Contact the Author; Chapter 1: Re-creating the World: An Overview; Re-creating the Physical World with Blender; Using Materials and Textures; Faking Physics with General Tools; Chapter 2: The Nitty-Gritty on Particles; Introducing Particles; Working with Dynamic Particles; Boids!; Chapter 3: Getting Flexible with Soft Bodies and Cloth; Getting the Hard Facts on Soft Bodies
Getting Jiggly with Lattices Simulating Cloth and Clothing; Demolition!; Chapter 4: Hair Essentials: The Long and Short of Strand Particles; Introducing Blender Hair; A Trip to the Beauty Salon; Other Uses for "Hair" Particles; Chapter 5: Making a Splash with Fluids; Using the Blender Fluid Simulator; Getting the Shot; Delving Further into Fluids; Exploring Further Resources; Chapter 6: Bullet Physics and the Blender Game Engine; The Blender Game Engine; Rigid Body Simulation and Ipos; Joints, Ragdolls, and Robots; Further Resources; Chapter 7: Imitation of Life: Simulating Trees and Plants
The Blender Greenhouse: Creating Foliage with L-Systems and ngPlantAn Open Source Ivy Generator; A Few More Points to Mention; Appendix A: About the Companion CD; What You'll Find on the CD; System Requirements; Using the CD; Troubleshooting; Index
Record Nr. UNINA-9910782132503321
Mullen Tony <1971->  
Indianapolis, IN, : Wiley Pub., c2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Autore Mullen Tony <1971->
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley Pub., c2008
Descrizione fisica 1 online resource (402 p.)
Disciplina 006.6/96
006.693
006.696
Collana Sybex serious skills
Soggetto topico Computer graphics
Computer simulation
Computer animation
Three-dimensional display systems
ISBN 0-470-41952-0
1-281-75230-4
9786611752309
0-470-39272-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Bounce Tumble, and Splash! Simulating the Physical World with Blender 3D; Acknowledgments; About the Author; Contents; Foreword; Introduction; Who Should Read This Book; How This Book Is Organized; What's on the CD; How to Contact the Author; Chapter 1: Re-creating the World: An Overview; Re-creating the Physical World with Blender; Using Materials and Textures; Faking Physics with General Tools; Chapter 2: The Nitty-Gritty on Particles; Introducing Particles; Working with Dynamic Particles; Boids!; Chapter 3: Getting Flexible with Soft Bodies and Cloth; Getting the Hard Facts on Soft Bodies
Getting Jiggly with Lattices Simulating Cloth and Clothing; Demolition!; Chapter 4: Hair Essentials: The Long and Short of Strand Particles; Introducing Blender Hair; A Trip to the Beauty Salon; Other Uses for "Hair" Particles; Chapter 5: Making a Splash with Fluids; Using the Blender Fluid Simulator; Getting the Shot; Delving Further into Fluids; Exploring Further Resources; Chapter 6: Bullet Physics and the Blender Game Engine; The Blender Game Engine; Rigid Body Simulation and Ipos; Joints, Ragdolls, and Robots; Further Resources; Chapter 7: Imitation of Life: Simulating Trees and Plants
The Blender Greenhouse: Creating Foliage with L-Systems and ngPlantAn Open Source Ivy Generator; A Few More Points to Mention; Appendix A: About the Companion CD; What You'll Find on the CD; System Requirements; Using the CD; Troubleshooting; Index
Record Nr. UNINA-9910806228503321
Mullen Tony <1971->  
Indianapolis, IN, : Wiley Pub., c2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering Blender [[electronic resource] /] / Tony Mullen
Mastering Blender [[electronic resource] /] / Tony Mullen
Autore Mullen Tony <1971->
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., 2009
Descrizione fisica 1 online resource (475 p.)
Disciplina 006.6/930285536
Collana Serious skills
Soggetto topico Computer graphics
Computer animation
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-282-54994-4
9786612549946
0-470-49684-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Mastering Blender; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; The Mastering Series; How This Book Is Organized; What's on the CD; How to Contact the Author; Part I: Mastering Blender 3D; Chapter 1: Controlling Your Environment; Getting Your Way with Blender; Improving Your Workflow; Keeping Up with the Blender Interface; The Bottom Line; Chapter 2: Sculpting and Retopo Workflow; Sculpting with Blender; Using the Retopo Tool; Normal Map Baking; The Bottom Line; Chapter 3: Creating Realistic Images with UV Textures and Node-Based Materials
Creating UV Textures with Blender and GIMPSmoothing the Seams with Texture Baking; Achieving Realism with Material Nodes; The Bottom Line; Chapter 4: Video Compositing with Nodes; Pulling a Green Screen Matte with Nodes; Garbage Matting; Spill Correction and Cleaning Up; The Bottom Line; Chapter 5: Working with the Video Sequence Editor; Working with the Video Sequence Editor; Adding Transitions and Compositing in the VSE; Working with Blender Scenes in the VSE; The Bottom Line; Part II: Mastering Blender Python; Chapter 6: Python for the Impatient; Introducing Python
Understanding the Python Development EnvironmentUnderstanding Python Syntax; The Bottom Line; Chapter 7: Python Scripting for Blender; Editing and Running Scripts in Blender; Introducing the Blender-Python API; Creating an Interactive Script; The Bottom Line; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Extend Blender Functionality with Python; Working with PyDrivers; Using PyNodes; Working with PyConstraints; Using Script Links and Space Handlers; The Bottom Line; Part III: Mastering the Blender Game Engine; Chapter 9: Creating Assets for the Blender Game Engine
Creating Content for the Game EngineSetting Up the World; Getting More Familiar with the BGE Environment; The Bottom Line; Chapter 10: Making Things Happen in the Game Engine; Working with Logic Blocks; Using Properties, Messages, and States; Creating Special Effects with Textures; Working with Sound in the BGE; The Bottom Line; Chapter 11: Python Power in the Blender Game Engine; From Logic Blocks to Python; Python Power for the BGE; Further Resources; The Bottom Line; Appendix A: Solutions; Chapter 1: Controlling Your Environment; Chapter 2: Sculpting and Retopo Workflow
Chapter 3: Creating Realistic Images with UV Textures and Node-Based MaterialsChapter 4: Video Compositing with Nodes; Chapter 5: Working with the Video Sequence Editor; Chapter 6: Python for the Impatient; Chapter 7: Python Scripting for Blender; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Chapter 9: Creating Assets for the Blender Game Engine; Chapter 10: Making Things Happen in the Game Engine; Chapter 11: Python Power in the Blender Game Engine; Appendix B: Blender-Python API Module and Class Hierarchies; Module Hierarchy; Class Hierarchy
Appendix C: The Evolution of Blender's User Interface
Record Nr. UNINA-9910459524103321
Mullen Tony <1971->  
Indianapolis, Ind., : Wiley Pub., 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering Blender [[electronic resource] /] / Tony Mullen
Mastering Blender [[electronic resource] /] / Tony Mullen
Autore Mullen Tony <1971->
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., 2009
Descrizione fisica 1 online resource (475 p.)
Disciplina 006.6/930285536
Collana Serious skills
Soggetto topico Computer graphics
Computer animation
Three-dimensional display systems
ISBN 1-282-54994-4
9786612549946
0-470-49684-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Mastering Blender; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; The Mastering Series; How This Book Is Organized; What's on the CD; How to Contact the Author; Part I: Mastering Blender 3D; Chapter 1: Controlling Your Environment; Getting Your Way with Blender; Improving Your Workflow; Keeping Up with the Blender Interface; The Bottom Line; Chapter 2: Sculpting and Retopo Workflow; Sculpting with Blender; Using the Retopo Tool; Normal Map Baking; The Bottom Line; Chapter 3: Creating Realistic Images with UV Textures and Node-Based Materials
Creating UV Textures with Blender and GIMPSmoothing the Seams with Texture Baking; Achieving Realism with Material Nodes; The Bottom Line; Chapter 4: Video Compositing with Nodes; Pulling a Green Screen Matte with Nodes; Garbage Matting; Spill Correction and Cleaning Up; The Bottom Line; Chapter 5: Working with the Video Sequence Editor; Working with the Video Sequence Editor; Adding Transitions and Compositing in the VSE; Working with Blender Scenes in the VSE; The Bottom Line; Part II: Mastering Blender Python; Chapter 6: Python for the Impatient; Introducing Python
Understanding the Python Development EnvironmentUnderstanding Python Syntax; The Bottom Line; Chapter 7: Python Scripting for Blender; Editing and Running Scripts in Blender; Introducing the Blender-Python API; Creating an Interactive Script; The Bottom Line; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Extend Blender Functionality with Python; Working with PyDrivers; Using PyNodes; Working with PyConstraints; Using Script Links and Space Handlers; The Bottom Line; Part III: Mastering the Blender Game Engine; Chapter 9: Creating Assets for the Blender Game Engine
Creating Content for the Game EngineSetting Up the World; Getting More Familiar with the BGE Environment; The Bottom Line; Chapter 10: Making Things Happen in the Game Engine; Working with Logic Blocks; Using Properties, Messages, and States; Creating Special Effects with Textures; Working with Sound in the BGE; The Bottom Line; Chapter 11: Python Power in the Blender Game Engine; From Logic Blocks to Python; Python Power for the BGE; Further Resources; The Bottom Line; Appendix A: Solutions; Chapter 1: Controlling Your Environment; Chapter 2: Sculpting and Retopo Workflow
Chapter 3: Creating Realistic Images with UV Textures and Node-Based MaterialsChapter 4: Video Compositing with Nodes; Chapter 5: Working with the Video Sequence Editor; Chapter 6: Python for the Impatient; Chapter 7: Python Scripting for Blender; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Chapter 9: Creating Assets for the Blender Game Engine; Chapter 10: Making Things Happen in the Game Engine; Chapter 11: Python Power in the Blender Game Engine; Appendix B: Blender-Python API Module and Class Hierarchies; Module Hierarchy; Class Hierarchy
Appendix C: The Evolution of Blender's User Interface
Record Nr. UNINA-9910792353403321
Mullen Tony <1971->  
Indianapolis, Ind., : Wiley Pub., 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering Blender [[electronic resource] /] / Tony Mullen
Mastering Blender [[electronic resource] /] / Tony Mullen
Autore Mullen Tony <1971->
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., 2009
Descrizione fisica 1 online resource (475 p.)
Disciplina 006.6/930285536
Collana Serious skills
Soggetto topico Computer graphics
Computer animation
Three-dimensional display systems
ISBN 1-282-54994-4
9786612549946
0-470-49684-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Mastering Blender; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; The Mastering Series; How This Book Is Organized; What's on the CD; How to Contact the Author; Part I: Mastering Blender 3D; Chapter 1: Controlling Your Environment; Getting Your Way with Blender; Improving Your Workflow; Keeping Up with the Blender Interface; The Bottom Line; Chapter 2: Sculpting and Retopo Workflow; Sculpting with Blender; Using the Retopo Tool; Normal Map Baking; The Bottom Line; Chapter 3: Creating Realistic Images with UV Textures and Node-Based Materials
Creating UV Textures with Blender and GIMPSmoothing the Seams with Texture Baking; Achieving Realism with Material Nodes; The Bottom Line; Chapter 4: Video Compositing with Nodes; Pulling a Green Screen Matte with Nodes; Garbage Matting; Spill Correction and Cleaning Up; The Bottom Line; Chapter 5: Working with the Video Sequence Editor; Working with the Video Sequence Editor; Adding Transitions and Compositing in the VSE; Working with Blender Scenes in the VSE; The Bottom Line; Part II: Mastering Blender Python; Chapter 6: Python for the Impatient; Introducing Python
Understanding the Python Development EnvironmentUnderstanding Python Syntax; The Bottom Line; Chapter 7: Python Scripting for Blender; Editing and Running Scripts in Blender; Introducing the Blender-Python API; Creating an Interactive Script; The Bottom Line; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Extend Blender Functionality with Python; Working with PyDrivers; Using PyNodes; Working with PyConstraints; Using Script Links and Space Handlers; The Bottom Line; Part III: Mastering the Blender Game Engine; Chapter 9: Creating Assets for the Blender Game Engine
Creating Content for the Game EngineSetting Up the World; Getting More Familiar with the BGE Environment; The Bottom Line; Chapter 10: Making Things Happen in the Game Engine; Working with Logic Blocks; Using Properties, Messages, and States; Creating Special Effects with Textures; Working with Sound in the BGE; The Bottom Line; Chapter 11: Python Power in the Blender Game Engine; From Logic Blocks to Python; Python Power for the BGE; Further Resources; The Bottom Line; Appendix A: Solutions; Chapter 1: Controlling Your Environment; Chapter 2: Sculpting and Retopo Workflow
Chapter 3: Creating Realistic Images with UV Textures and Node-Based MaterialsChapter 4: Video Compositing with Nodes; Chapter 5: Working with the Video Sequence Editor; Chapter 6: Python for the Impatient; Chapter 7: Python Scripting for Blender; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Chapter 9: Creating Assets for the Blender Game Engine; Chapter 10: Making Things Happen in the Game Engine; Chapter 11: Python Power in the Blender Game Engine; Appendix B: Blender-Python API Module and Class Hierarchies; Module Hierarchy; Class Hierarchy
Appendix C: The Evolution of Blender's User Interface
Record Nr. UNINA-9910809191703321
Mullen Tony <1971->  
Indianapolis, Ind., : Wiley Pub., 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Prototyping augmented reality [[electronic resource] /] / Tony Mullen
Prototyping augmented reality [[electronic resource] /] / Tony Mullen
Autore Mullen Tony <1971->
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley, : Sybex, 2011
Descrizione fisica 1 online resource (274 p.)
Disciplina 006
006.693
Collana Sybex Serious Skills
Soggetto topico Virtual reality
Computer graphics
Soggetto genere / forma Electronic books.
ISBN 1-118-18007-0
1-283-28448-0
9786613284488
1-118-18005-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Prototyping Augmented Reality; Acknowledgments; About the Author; About the Technical Editor; Introduction; Chapter 1: Getting Started with Augmented Reality; What Is Augmented Reality?; Tools and Technologies; AR Necessities; Chapter 2: Introduction to Processing; The Processing Programming Environment; Drawing in Processing; Working with Classes; Chapter 3: Blender Modeling and Texturing Basics; Modeling with Blender; Baking a Smooth AO Texture; Creating a Finished Texture with GIMP; Chapter 4: Creating a Low-Poly Animated Character; Texturing Your Low-Poly Alien; Rigging the Model
Keying a Simple Walk CycleChapter 5: 3D Programming in Processing; The P3D and OpenGL Environments; Working with OBJ files; Simple Animation with OBJ Arrays; Chapter 6: Augmented Reality with Processing; The NyAR4psg Library; Digging into the Sample Code; Controlling Transformations with Multiple Markers; Chapter 7: Interacting with the Physical World; Physical Computing with Arduino; Sensors and Circuits; Communicating Between Arduino and Processing; Chapter 8: Browser-Based AR with ActionScript and FLARManager; The FLARManager AR Toolset for ActionScript; Getting FLARManager Up and Running
Creating Your Own ProjectsChapter 9: Prototyping AR with jMonkeyEngine; Introducing jMonkeyEngine and ARMonkeyKit; Exploring ARMonkeyKit; Thoughts from the Developer; Chapter 10: Setting Up NyARToolkit for Android; Android and the Android SDK; NyARToolkit for Android; Going Further with Android; Appendix A: From Blender 2.49 to Blender 2.58; Basics and Views; Mesh Modeling; Texturing, Baking, and Materials; Rigging and Animation; Appendix B: File Formats and Exporting; Development Environments and File Formats; Exporting from Blender; Index
Record Nr. UNINA-9910457344803321
Mullen Tony <1971->  
Indianapolis, IN, : Wiley, : Sybex, 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui