Computer Animation Complete

All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques


  • David Ebert, Purdue University, West Lafayette, Indiana, U.S.A.
  • David Gould, Weta Digital, New Zealand
  • Markus Gross, Swiss Federal Institute of Technology (ETH), Zürich, Switzerland
  • Chris Kazmier, Sony Pictures Imageworks, Culver City, California, U.S.A.
  • Charles Lumsden, Department of Medicine, University of Toronto, Canada
  • Richard Keiser
  • Alberto Menache, CEO, Menache LLC
  • Matthias Müller
  • F. Kenton Musgrave, Pandromeda, Inc., Waterford, VA, U.S.A.
  • Mark Pauly
  • Darwyn Peachey, Pixar Animation Studios, Emeryville, CA, U.S.A.
  • Ken Perlin, New York University, New York City, NY, U.S.A.
  • Hanspeter Pfister, MERL (Mitsubishi Electric Research Laboratories), Cambridge, Massachusetts, U.S.A.
  • Jason Sharpe, AXS Biomedical Animation Studio and Institute of Medical Science, University of Toronto, Canada
  • Mark Wilkins, DreamWorks Animation SKG, Glendale, CA, USA
  • Martin Wicke
  • Nicholas Woolridge, Institute of Medical Science, University of Toronto, Canada
  • Steve Worley


  • Rick Parent, is a Professor of Computer Science and Engineering at Ohio State University, where he teaches computer graphics and computer animation. He has taught Computer Animation for over 25 years and has worked in the field for over 35. His research interests include the modeling and animating of the human figure.

A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors.

Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success.

View full description


This book is intended primarily for Computer graphic (CG) artists including animators, graphics designers and programmers, game developers, and technical directors as well as professionals in digital design and visualization, and visual effects artists in the entertainment industry, including interactive gaming and production houses (e.g., computer graphics companies such as Pixar, PDI, Dreamworks).


Book information

  • Published: September 2009
  • ISBN: 978-0-12-375078-5


"Computer Animation Complete sets the stage with a well written introduction. In this section, the first chapter discusses some of the key events in the history of animation to introduce the principles of animation and film making. This chapter is written at a non-technical level and makes very interesting reading for anyone interested in animation. The target audience, however, is experienced animators. This book does not disappoint."--School Tech Talk Blog and

Table of Contents

Part I: Introduction to Computer Animation

1. Introduction

2. Technical Background

Part II: Motion Capture Techniques

3. Motion Capture Primer

4. The Motion Data

5. Setting Up Your Character

Part III: Animating Substances

6. Animating Facial Features

7. Animating Solid Spaces

8. Animating Fluids and Gases

9. Animating Biology

Part IV: Other Methods

10. Point-Based Animation

11. X3D Event Animation and Interpolation

Part V: Animating with MEL for MAYA

12. Maya Under the Hood

13. MEL Animation

14. The Basics of MEL Commands

15. Examples Using MEL with Solid Body Dynamics

16. Examples Using MEL in Character Rigging