Download PDF by Adam Watkins: 3D Animation: From Models to Movies

By Adam Watkins

ISBN-10: 1584500239

ISBN-13: 9781584500230

Knowing the electronic 3D international is step one to turning into a true 3D animator and as soon as you may have mastered 3D version production, you will be able to make your versions come alive. Written for designers simply starting in animation, yet with a few heritage in 3D, this e-book presents the basics on 3D layout in order that studying animation could be a gentle, stress-free trip. even if you've been engaged on your individual for it slow, are in an introductory animation path, or simply have to hone your 3D and animation talents, this is often the correct source for you.

With the hands-on instruments supplied the following, you will study every thing from realizing 3D to modeling, rendering, texturing, lights, and animation. Written by means of an teacher of introductory to complex point animation, this e-book presents useful insights, assistance, and suggestions. perform tutorials and routines are integrated all through the e-book that will help you construct your individual creations as you're employed during the precise info supplied. And if you find yourself all performed, there's info on getting a task within the undefined, getting ready demo reels, and getting begun as a certified 3D animator.

Features:

-- specializes in 3 major instruments: Cinema 4D XL, Lightwave, and Strata Studio seasoned. additionally covers, AfterEffects, foremost, ultimate reduce, photograph store, and different best photographs courses

--Discusses (Windows and Mac) and software program matters

--Teaches 3D modeling and animation from the start to the ultimate minimize

--Written via an animation teacher

-- significant other CD contains demos of the goods coated, the academic documents from in the e-book, and different invaluable instruments to make your creations sizzle (Windows/Mac)

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Additional info for 3D Animation: From Models to Movies

Sample text

Further, understanding how computers think and keep track of digital space helps to understand how the computer shows it to us, the users. 7 shows a cube with an object center at (0,0,0). Each side of the cube is four units long, so each of the vertices of this cube is at (2,2,2), (–2,2,2), (2,–2,2), (2,2–2), (–2,–2,2), (2,–2,–2), (–2,2,–2), or (–2,–2,–2). It is important to keep in mind that as much as we are using those rightbrained functions of creativity, the computer is essentially a left-brained thinker.

This becomes important when you wish to resize an object, and do not want it to suddenly have its proportions altered. Duplicating to Avoid Duplicating Effort Often, models will require many copies of the same object. One solution is to create new objects for each copy of a given shape. Another is to select a shape, and then copy and paste it in a similar position to copy-paste functions in word processing. The only problem with copying and pasting is that it is often difficult to determine where in space the new copy of the object appears.

Constrained movement is the ability to move an object in the direction of only one of the axes. Different programs handle the visual representation of this idea differently; however, all maintain the idea of having one symbol or region of the object that when clicked-and-dragged will move that object along only one axis. See your manual for details on your program of choice. W ORLD /O BJECT A XES An important concept to remember is that objects have their own axes. When objects are first created, this object axis is usually at the same point as the world axis (0,0,0).

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3D Animation: From Models to Movies by Adam Watkins


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