Motionbuilder Tutorial


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MoCap for Artists


MoCap for Artists

Author: Midori Kitagawa

language: en

Publisher: Taylor & Francis

Release Date: 2008


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Make motion capture part of you graphics and effects arsenal with a mastery of the state-of-the-art systems and workflows.

BUILDING A SPORTSCAR EXTERIOR TO CLASS-A SURFACING STANDARDS TUTORIAL


BUILDING A SPORTSCAR EXTERIOR TO CLASS-A SURFACING STANDARDS TUTORIAL

Author: Serdar Hakan DÜZGÖREN

language: en

Publisher: Serdar Hakan DÜZGÖREN

Release Date:


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PREFACE INTRODUCTION TO ‘CLASS A SURFACING’ ‘Class A surfacing’ is to produce mathematical surfaces to the most exacting standard. Once completed the ‘A Class surface’ is the final output of styling design. These surfaces are the ‘Master’ for making the tools that produces the product itself. ‘Class A’ surfacing is one of the most complex and tedious 3D computer modeling tasks you can do. ‘Class A’ surface development occurs in the final phase of a project, when constraints are much tighter to adhere to. Modeling under these conditions is very hard without adoption of certain ‘surface basics’ rules. 3D computer modeling is still based on the knowledge and skill set of the individual user. Therefore productivity and surface quality is user dependent. The surfacing task can begin from the scan of a physical model, as in this tutorial, but it can also start from 2D sketch or verbal input. In most cases it is the continuation of a concept 3D digital model. Most of the time you will also need to be aware of and include flanges, draft angles, tool split lines and other engineering constraints In the tutorial these are not included. To include them would put even more constraints on the modeling/surfacing itself. This tutorial demonstrates only one small part of ‘class A’ surfacing, but a very important element of creating good quality surfaces When you are starting a project or a part, always take some time to think how you will build this before you start. It is not a good idea to rush in the beginning of a project. To be successful and to achieve that right quality in the time given you need a ‘strategy’. Without this you can find yourself in a corner from which you can never escape a dead end. These points below are, in my opinion, the most important, basic rules to succeed. 􀁳 It is very important to have a strategy on methodology, surface layout and surface construction. 􀁳 Always try to build the surfaces to allow easy modification. 􀁳 Keep the surfaces as simple as possible. 􀁳 Always try to build to an intersection. By following these basic rules you have come a long way to succeeding in your modeling. Good luck.

The VES Handbook of Virtual Production


The VES Handbook of Virtual Production

Author: Susan Zwerman

language: en

Publisher: CRC Press

Release Date: 2023-10-31


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The VES Handbook of Virtual Production is a comprehensive guide to everything about virtual production available today – from pre-production to digital character creation, building a stage, choosing LED panels, setting up Volume Control, in-camera compositing of live action and CG elements, Virtual Art Departments, Virtual Previs and scouting, best practices and much more. Current and forward-looking, this book covers everything one may need to know to execute a successful virtual production project – including when it is best to use virtual production and when it is not. More than 80 industry leaders in all fields of virtual production share their knowledge, experiences, techniques, and best practices. The text also features charts, technical drawings, color images, and an extensive glossary of virtual production terms. The VES Handbook of Virtual Production is a vital resource for anyone wishing to gain essential knowledge in all aspects of virtual production. This is a must-have book for both aspiring and veteran professionals. It has been carefully compiled by the editors of The VES Handbook of Visual Effects.