Sometimes, when we're getting started, we're afraid to show our works to other people. In this podcast I share with you why you should share and show them. Don't underestimate the benefits of showcasing your stuff!
For the first time, I wrote to you because there is something to tell and finally appeared a little bit of time. Leitmotiv today will be a topic like learning 3D animation. The point of no return disappeared behind three years ago. So a small group of dreamers, five years in the animation hobby, decided to make a profession out of it. Today it is almost three years old, and a dozen people produce 3D animation: children's series and advertising for computer games. And then, little understanding how to make cartoons, there were six people. The fact that we've never done 3D animation before, and the fact that no one gets the original composition, is a separate story. And today - about how, almost from scratch, an animation studio was created in Kazan, working entirely on free software. Pipeline The main tool was the Blender program. So literally a month ago came the rendering of Cycles, who we coughed rashly to run for projects. It is now stable and almost all powerful, and t
Designer joystick. Allows you to transfer the animation to the 3D model in real time and customizes as soon as you can. The documentation is open and, if desired, it can be repeated at home. Russian-language article:
Tangible and Modular Input Device for Character Articulation Articulation of 3D characters requires control over many degrees of freedom: a difficult task with standard 2D interfaces. We present a tangible input device composed of interchangeable, hot-pluggable parts. Embedded sensors measure the device’s pose at rates suitable for real-time editing and animation. Splitter parts allow branching to accommodate any skeletal tree. During assembly, the device recognizes topological changes as individual parts or pre-assembled subtrees are plugged and unplugged. A novel semi-automatic registration approach helps the user quickly map the device’s degrees of freedom to a virtual skeleton inside the character. User studies report favorable comparisons to mouse and keyboard interfaces. Our device provides input for character rigging and automatic weight computation, direct skeletal deformation, interaction with physical simulations, and handle-based variational geometric modeling.
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