animator

seeing eyes part 1 modeling eyes

Whether your character is cartoon-like or hyper-realistic, there are a few simple design concepts (okay - Tricks or Cheats) you can incorporate to make your eyeballs "look" good. Download the Seeing Eyes,Tricks to Make Eyes Look Good guide for a quick "How To."
  • artist
  • iris
  • pupil
  • character setup
  • character rig
  • believable eyes
  • wire tool
  • animation
  • animator
  • modeling eyes
  • polygon
  • lattice
  • wire deformer
  • animation;
  • digital content creation
  • visual computing
  • 图形
  • keeping-it-quads

    A way to re-attach polygonal models without creating 3-sided or n-sided polygons. This article is for 3D-modelers, animators;creators of game characters.
  • rendering
  • inverse kinematics
  • animator
  • animation; character rig; animator; modeling; polygon; n-gon; 3-sided; quad; game character; feature character; 3D modeling technique
  • digital content creation
  • visual computing
  • 图形
  • Starting Out: Your Guide to PC Audio HW and SW

    Just the Basics, Ma'am

    By Steve Pitzel

    I'm an animator, and have been one for over seven years now. If you're an animator too, you already know how important audio is to your work. In fact, if you're an animator, the chances are very good that you're a musician as well. If you happen to work in the Los Angeles area, you may be a professional session player, vocalist, composer, arranger, sound engineer…the list goes on. That's not unusual. The bond between animation and music is very strong, and they both require a sense of rhythm and "color."

  • audio
  • animator
  • digital content creation
  • visual computing
  • vcsource
  • 游戏开发
  • 图形
  • You're Singing My Toon: Cartoon Style Nonphotorealistic Rendering in Macromedia's* Shockwave 3D

    Introduction

    "When you see a comics rack, even at a distance of ten to fifteen feet, you're overwhelmed by the energy and the grossness and the vulgarity and the pure vitality that's spilling off that material." Gil Kane quoted in The Comic Book in America, page 29.

  • animator
  • digital content creation
  • texture map
  • visual computing
  • 图形
  • 游戏开发
  • The 3D Production Pipeline for Games: Getting it There


    The Challenge of Animating the Artist's Dream



    Figure 1 - Artist's lament: "It never looks quite the same in the game…"
    Source for Michelangelo's David: Digital Imagery © copyright 2001 PhotoDisc, Inc.

  • 开发人员
  • inverse kinematics
  • polygonal modeling
  • animator
  • specular map
  • digital content creation
  • texture map
  • global illumination
  • NURBS
  • visual computing
  • bump map
  • 游戏开发
  • 图形
  • Smoother Animation With Intel® Core™ i7 Processors

    by Steve Pitzel

    Introduction: Disguising seams in NURBS models

    Today is a great day to be a 3D animator! It wasn't long ago that animators were stuck with creating stiff-jointed, scarred-looking automatons. These characters had all the beauty and grace of Frankenstein. Rendering engines couldn't handle deformations, or high-level geometry, and polygons ruled the gaming world. The computing power for creating fluid movement and seamless-looking joints simply wasn't there.

  • Core i7
  • artist
  • modeling
  • animator
  • texture map
  • NURBS
  • NURBS modeling
  • hiding seams
  • 图形
  • Multithreading the Rendering Pipeline for 3D Model Animation


    Abstract

    This article proposes a simple and efficient multithreading solution to accelerate rendering for a number of animated 3D models. The solution enhances the performance of skeletal animation by using a thread pool, double buffering, and intermittent updates. This set of techniques performs CPU-based skeletal animation at performance levels that are competitive with GPU-based animation implementations, and it serves as a flexible alternative on multi-core systems.

  • Multithreading
  • 3d model
  • cpu
  • GPU
  • animator
  • digital content creation
  • physics
  • visual computing
  • 游戏开发
  • 图形
  • 并行计算
  • 订阅 animator