Book Description
Motion plays a crucial role in computer games.
Author : Ronan Boulic
Publisher : Springer Science & Business Media
Page : 446 pages
File Size : 13,15 MB
Release : 2010-11-04
Category : Computers
ISBN : 3642169570
Motion plays a crucial role in computer games.
Author : Jan Allbeck
Publisher : Springer Science & Business Media
Page : 471 pages
File Size : 33,78 MB
Release : 2011-10-28
Category : Computers
ISBN : 3642250890
This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.
Author : Jonathan Cooper
Publisher : CRC Press
Page : 307 pages
File Size : 36,65 MB
Release : 2021-04-19
Category : Computers
ISBN : 1000357805
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
Author : Arjan Egges
Publisher : Springer
Page : 265 pages
File Size : 11,80 MB
Release : 2008-11-07
Category : Computers
ISBN : 3540892206
This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.
Author : Alberto Menache
Publisher : Elsevier
Page : 267 pages
File Size : 34,74 MB
Release : 2011-01-24
Category : Computers
ISBN : 0123814979
Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
Author : Marcelo Kallmann
Publisher : Springer
Page : 394 pages
File Size : 33,11 MB
Release : 2012-11-10
Category : Computers
ISBN : 364234710X
This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.
Author : Ronan Boulic
Publisher : Springer
Page : 446 pages
File Size : 44,77 MB
Release : 2010-11-02
Category : Computers
ISBN : 3642169589
This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Utrecht, The Netherlands, in November 2010. The 30 revised full papers presented together with 9 revised poster papers in this volume were carefully reviewed and selected. The papers are organized in topical sections on body simulation, learning movements, body control, motion planning, physically-based character control, crowds and formation, geometry, autonomous characters, navigation, motion synthesis, perception, real-time graphics, and posters.
Author : Alberto Menache
Publisher : Morgan Kaufmann
Page : 268 pages
File Size : 10,49 MB
Release : 2000
Category : Computers
ISBN : 9780124906303
Motion capture is a technique for recording a performance and then translating it into mathematical terms. Animating motion is critical for the development of applications such as animation, virtual environments and video games. Character animation is the process by which natural movements are modelled and digitized so that digital character movements appear as natural as possible. There are three approaches to character animation: keyframe animation, motion capture, and simulation.
Author : Amy Jo Kim
Publisher : Gamethinking.IO
Page : 214 pages
File Size : 21,81 MB
Release : 2018-05-25
Category : Games
ISBN : 9780999788547
During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.
Author : Richard Williams
Publisher : Macmillan
Page : 393 pages
File Size : 41,19 MB
Release : 2012-09-25
Category : Art
ISBN : 086547897X
"A manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators"--Cover.