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111115s2011 enk o 000 0 eng d |
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|a 968034495
|a 969013727
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|a 9781849513210
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|a 184951321X
|q (E-Book)
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|a (OCoLC)780494038
|z (OCoLC)968034495
|z (OCoLC)969013727
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|b 01201872
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|a 006.6
|a 006.696
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|a UAMI
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|a Vasconcelos, Virgilio,
|e author.
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|a Blender 2. 5 Character Animation Cookbook.
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260 |
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|a Birmingham :
|b Packt Publishing, Limited
|c 2011
|a Palo Alto :
|b Ebrary, Incorporated [distributor]
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300 |
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|a 1 online resource
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
|2 rda
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|a Annotation
|b Blender is an open source 3D graphics application that can be used for modeling, rigging, animating, rendering and thousands of other things. While modeling characters isn't the biggest of your worries, animating them to make them feel as-good-as alive is what differentiates a professional from an amateur.<br /><br />This book offers clear, illustrative, and easy-to-follow recipes to create character rigs and animations for common situations. Bring your characters to life by understanding the principles, techniques and approaches involved in creating rigs and animations, you'll be able to adapt them to your own characters and films.<br /><br />The book offers clear step-by-step tutorials, with detailed explanations, screenshots and support files to help you understand the principles behind each topic. Each recipe covers a logical step of the complete creation of a character rig and animation, so you're not overwhelmed with too much information at once.<br /><br />You'll see numerous examples and screenshots that guide to achieve various rigging and animation tasks, logically separated so you can understand each in detail. The rigging topics are divided by each region of the body (torso, limbs, face, eyes), and further separated by the specific topic (neck, fingers, mouth, eyelids, etc) for clarity. All rigging tasks are accomplished with the built-in tools in Blender, without the complexity of coding custom Python behaviors or user interface elements.<br /><br />The animation topics deal with common situations found in real world productions, showing good practices to understand and overcome the challenges.
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Get Rigging; Introduction; Defining good orientations for your bones; Using separate bone chains for different tasks; Customizing shapes and colors for your bones; Using corrective shape keys; Making an IK-FK switcher; Tips on weight painting your character; Chapter 2: Rigging the Torso; Introduction; How to create a stretchy spine; Rigging the pelvis; Making your character breathe; Controlling the neck and head; Chapter 3: Eying Animation; Introduction
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|a How to control where your characters look at The eyelids controllers; Controlling the pupils; Chapter 4: Poker Face? Facial Rigging; Introduction; Adding expressions using Shape Keys; Face controls with lattices; Creating the jaw controller; Control your tongue; Chapter 5: Hands Down! The Limbs Controllers; Introduction; Controlling fingers; Creating IK legs with a three-pivot foot; Stretch those limbs!; Setting up the shoulders; Cartoon bending for arms and legs; Different spaces for IK hands; Chapter 6: Blending with the Animation Workflow; Introduction; Animating in layers
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|a Changing between FK and IK in a shot Grasping and throwing objects; Silhouette and mirrored rendering; Tracking animation arcs; Using video for background reference; Working with linked assets and characters; Non-linear animation; Chapter 7: Easy to Say, Hard to Do: Mastering the Basics; Introduction; Adjusting and tracking the timing; Spacing: favoring and easing poses; Anticipating an action; Using squash and stretch; Breaking the symmetry; Chapter 8: Shake That Body: The Mechanics of Body Movement; Introduction; Animating a tennis serve; Heavy metal; Glory for your team: kicking the ball
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|a Run, Forrest! (in cycles)Chapter 9: Spicing it Up: Animation Refinement; Introduction; It's time for secondary actions; Hold, but not still: using moving holds; Animating characters with appendages; Like clay: refining with the AniSculpt technique; Chapter 10: Drama King: Acting in Animation; Introduction; In the blink of an eye; Walking with style; Talking heads (and bodies); Appendix: Planning Your Animation; Introduction; Creating thumbnails with Grease Pencil; Naming conventions; Extremes, Breakdowns, Inbetweens, ones and twos; Index
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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630 |
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|a Blender (Computer file)
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630 |
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|a Blender (Computer file)
|2 fast
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|a Computer graphics
|v Software.
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|a Three-dimensional display systems.
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|a Infographie
|v Logiciels.
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|a Affichage tridimensionnel.
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|a three-dimensional.
|2 aat
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|a Computer graphics
|2 fast
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|a Three-dimensional display systems
|2 fast
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|a Software
|2 fast
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|i has work:
|a Blender 2.5 character animation cookbook (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCXVdBKf77B7c3b7w6wjxj3
|4 https://id.oclc.org/worldcat/ontology/hasWork
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|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1561432
|z Texto completo
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938 |
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|a EBL - Ebook Library
|b EBLB
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|a YBP Library Services
|b YANK
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