Computer Animation Complete
All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques
By- 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.
Audience
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).
Paperback, 544 Pages
Published: September 2009
Imprint: Morgan Kaufmann
ISBN: 978-0-12-375078-5
Reviews
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"
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 MacDirectory.com
Contents
Part I: Introduction to Computer Animation
1. Introduction
2. Technical Background
Part II: Motion Capture Techniques3. Motion Capture Primer
4. The Motion Data5. Setting Up Your Character
Part III: Animating Substances6. Animating Facial Features
7. Animating Solid Spaces8. Animating Fluids and Gases
9. Animating BiologyPart IV: Other Methods
10. Point-Based Animation11. X3D Event Animation and Interpolation
Part V: Animating with MEL for MAYA12. Maya Under the Hood
13. MEL Animation14. The Basics of MEL Commands
15. Examples Using MEL with Solid Body Dynamics16. Examples Using MEL in Character Rigging

