47 2.1.5 Representing an Arbitrary Orientation. 45 2.1.3 Compound Transformation: Concatenating Transformation Matrices. 41 2.1.2 Homogeneous Coordinates and the Transformation Matrix. 30 1.5.3 Animation Comes of Age (The mid-1980s and beyond). 26 1.5 A Brief History of Computer Animation. 19 1.4.1 Computer Animation Production Tasks. 9 1.2.3 Disney.10 1.2.4 Contributions of Others. 7 1.2.2 The Early Days of Conventional Animation. 09 10 11 12 13 5 4 3 2 1Ĭontents Contributing Authors. ISBN: 978-0-12-375078-5įor information on all Morgan Kaufmann publications, visit our Web site at or Printed in the United States of America. TR897.7.C65 2010 006.6’96-dc22 2009017063 British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. Includes bibliographical references and index. You may also complete your request online via the Elsevier homepage (), by selecting “Support & Contact” then “Copyright and Permission” and then “Obtaining Permissions.” Library of Congress Cataloging-in-Publication Data Computer animation complete: all-in-one: learn motion capture, characteristic, point-based, and Maya winning techniques/Rick Parent. Permissions may be sought directly from Elsevier’s Science & Technology Rights Department in Oxford, UK: phone: (+44) 1865 843830, fax: (+44) 1865 853333, E-mail. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means- electronic, mechanical, photocopying, scanning, or otherwise-without prior written permission of the publisher. Readers, however, should contact the appropriate companies for more information regarding trademarks and any related registrations. Neither Morgan Kaufmann Publishers nor the authors and other contributors of this work have any relationship or affi liation with such trademark owners nor do such trademark owners confi rm, endorse or approve the contents of this work. All trademarks that appear or are otherwise referred to in this work belong to their respective owners. In all instances in which Morgan Kaufmann Publishers is aware of a claim, the product names appear in initial capital or all capital letters. Designations used by companies to distinguish their products are often claimed as trademarks or registered trademarks. Chapter 11 was originally published in Complete Maya Programming Vol.I, by David A. Chapter 9 was originally published in Point-Based Graphics, by Makus Gross and Hanspeter Pfister Chapters 10, 12, 13, and online Bonus Chapter 15, were originally published in MEL Scripting for Maya Animators, by Mark R. Chapter 8 was originally published in In Silico, by Jason Sharpe, Charles J. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley. Chapter 6 was originally published in Texturing and Modeling: A Procedural Approach, by David Ebert, F. Chapters 3, 4, and online Bonus Chapter 14, were originally published in Understanding Motion Capture for Computer Animation and Video Games, by Alberto Menache. Chapters 1, 2, 5, 7, were originally published in Computer Animation, by Rick Parent. 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA This book is printed on acid-free paper. Morgan Kaufmann Publishers is an imprint of Elsevier. TOKYO Morgan Kaufmann Publishers is an imprint of Elsevier.Wilkins, Nicholas Woolridge, Steven Worley Kenton Musgrave, Mark Pauly, Darwyn Peachey, Ken Perlin, Hanspeter Pfister, Jason Sharpe, Martin Wicke, Mark R. Gould, Markus Gross, Chris Kazmier, Richard Keiser, Charles J Lumsden, Alberto Menache, Matthias MÜller-Fischer, F. Computer Animation Complete All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques
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