Animator

Animator

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Thursday, 5 February 2015

Adobe After Effects

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Adobe After Effects

Adobe After Effects is a digital visual effectsmotion graphics, and compositing application
 developed by Adobe Systemsand used in the post-production process of filmmaking and 
television production. Among other things, After Effects can be used for keyingtrackingrotoscopingcompositing and animation. It also functions as a very basic 
non-linear editor, audio editor and media transcoder.
Adobe After Effects is primarily used for creating motion graphics and visual effects. It allows
 users to animate, alter and composite media in 2D and 3D space with various built-in tools and 
third party plug-ins, as well as individual attention to variables like parallax and user-adjustable
 angle of observation.
After Effects and some non-linear editing systems (NLEs) are layer-oriented, meaning that each individual media object (video clip, audio clip, still image, etc.) occupies its own track. In contrast,
 other NLEs use a system where individual media objects can occupy the same track as long as 
they do not overlap in time. This track-oriented system is more suited for editing and can keep
 project files much more concise. The layer-oriented system that After Effects adopts is suited for extensive effects work and keyframing. Although other compositing packages, especially ones that employ tree or node workflows, such asNuke and eyeon Fusion are better suited to manage large volumes of objects within a composite, After Effects is able to counter the clutter somewhat by selectively hiding layers (using the Shy switch) or by grouping them into pre-compositions.
The main interface consists of several panels (windows in versions prior to After Effects 7.0). 
Three of the most commonly used panels are the Project panel, the Composition panel, and the Timeline panel. The Project panel acts as a bin to import stills, video, and audio footage items. 
Footage items in the Project panel are used in the Timeline panel, where layer order and timing 
can be adjusted. The items visible at the current time marker are displayed in the Composition
 panel.
After Effects shares many features with other Adobe programs, such as creating circles, squares
 and free form shapes that are defined by bezier curves. Like Photoshop and Illustrator, 
After Effects can import and manipulate many image formats, and filters and adjustments can be
 added.
After Effects integrates with other Adobe software titles such as Illustrator, Photoshop, 
Premiere Pro, Encore, Flash, and third-party 3D programs like Cinema 4D, Lightwave 3D, and
 Autodesk 3ds Max.
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Autodesk Mudbox

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Autodesk Mudbox

Mudbox is a proprietary computer-based 3D sculpting and painting tool. Currently
 developed by AutodeskMudbox was created by Skymatter, founded by Tibor Madjar,
 David Cardwell and Andrew Camenisch, former artists of Weta Digital, where it was first 
used to produce the 2005 Peter Jackson remake of King KongMudbox's primary application 
is high-resolution digital sculpting, texture painting, and displacement and normal map creation, although it is also used as a design tool.

Feature


The Mudbox user interface is a 3D environment that allows the creation of movable cameras
 that can be bookmarked. Models created within the program typically start as apolygon mesh
 that can be manipulated with a variety of different tools. A model can be subdivided to
 increase its resolution and the number of polygons available to sculpt with. 3D layers allow
 the user to store different detail passes, blending them with multiplier sliders and layer masks.
 Using layers the user is able to sculpt and mould their 3D model without making permanent
 changes.
As a detailing app, Mudbox can import and export .obj, .fbx, and .bio files, as well as its own .
mud format. A typical workflow is to create a relatively simple (low polygon count) model in a
3D modeling application and then import it to Mudbox for sculpting. Subdivision of models
 occurs using the Catmull-Clark subdivision algorithm.
The sculpting tool set contains an assortment of brushes with adjustable falloffs.
The use of 3D layers allows for design visualization, non-destructive sculpting, and high polygon counts. Since the layers combine additively, their ordering is unimportant for the final model and
may be created arbitrarily. Curves can be created and projected on a mesh for use as precise
 masking. All of the standard transform and selection tools are here as well. Paint layers were
added in Mudbox 2009.
Design visualization plays an important role in Mudbox's production value. Simple poly primitives
 can be created from within Mudbox, facilitating the creation of busts, props, terrain, etc.
Mudbox also includes stamps and stencils. Stencils work by overlaying a grayscale, or
 "alpha channel" image, such as a bump map, over the mesh. The artist can then project
 part or all of the image's detail onto the mesh through brush strokes, providing a method
 to quickly sculpt surface detail.
The underlying architecture of Mudbox was updated in Mudbox 2009 to allow the sculpting
 of models with larger polygon counts compared to earlier versions. In Mudbox 2009
 3D painting and texturing features were introduced to allow artists to paint directly on
 their models in 3D. In addition, features to display the model with depth of field and
 ambient occlusion were added for the release.
In Mudbox 2010, an application programming interface (API) was introduced via a software
 development kit (SDK). In addition, functionality t
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ZBrush

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ZBrush

Zb4 screen.jpg

ZBrush is a digital sculpting tool that combines 3D/2.5D modelingtexturing and painting. 
It uses a proprietary "pixol" technology (see below) which stores lighting, color, material, 
and depth information for all objects on the screen. The main difference between ZBrush 
and more traditional modeling packages is that it is more akin to sculpting.
ZBrush is used for creating high-resolution models (able to reach 40+ million polygons) for
 use in movies, games, and animations, by companies ranging from ILM to Electronic Arts.
 ZBrush uses dynamic levels of resolution to allow sculptors to make global or local changes
 to their models. ZBrush is most known for being able to sculpt medium to high frequency 
details that were traditionally painted in bump maps. The resulting mesh details can then be 
exported as normal maps to be used on a low poly version of that same model. They can also
 be exported as a displacement map, although in that case the lower poly version generally 
requires more resolution. Or, once completed, the 3D model can be projected to the background, becoming a 2.5D image (upon which further effects can be applied). Work can then begin on 
another 3D model which can be used in the same scene. This feature lets users work with
 complicated scenes without heavy processor overhead.
ZBrush was developed by the company Pixologic Inc, founded by Ofer Alon (also known by
 the alias "Pixolator") and Jack Rimokh. The software was presented in 1999 at SIGGRAPH. 
The demo version 1.55 was released in 2002, and the version 3.1 was released in 2007. 
ZBrush 4 for Windows and Mac systems was announced on April 21, 2009 for an August release,
 but was later postponed. Version 3.5 was made available in September the same year,
 and includes some of the newer features initially intended for ZBrush 4.[1]
Through GoZ ("Go ZBrush"), available in Version 4, ZBrush offers integration with Autodesk Maya, Autodesk 3ds Max,Cinema4D, LightWave 3D, Poser Pro, Daz Studio, EIAS and Modo.[2]
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Dynamic simulation

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Dynamic simulation

Dynamic simulation (or dynamic system simulation) is the use of a computer program to
 model the time varying behavior of a system. The systems are typically described byordinary
 differential equations or partial differential equations. As mathematical models incorporate 
real-world constraints, like gear backlash and rebound from a hard stop, equations become
 nonlinear. This requires numerical methods to solve the equations. A numerical simulation is 
done by stepping through a time interval and calculating the integral of the derivatives by
approximating the area under the derivative curves. Some methods use a fixed step through the interval, and others use an adaptive step that can shrink or grow automatically to maintain an acceptable error tolerance. Some methods can use different time steps in different parts of the simulation model. Industrial uses of dynamic simulation are many and range from nuclear power,
 steam turbines, 6 degree of freedom vehicle modeling, electric motors, econometric models, 
biological systems, robot arms, mass spring dampers, hydraulic systems, and drug dose 
migration through the human body to name a few. These models can often be run in real time
 to give a virtual response close to the actual system. This is useful in process control and mechatronic systems for tuning the automatic control systems before they are 
connect to the real system, or for human training before they control the real system. 
Simulation is also used in computer games and animation and can be accelerated by using
 a physics engine, the technology used in many powerful computer graphics software programs,
 like 3ds MaxMayaLightwave, and many others to simulate physical characteristics. In computer animation, things like hairclothliquidfire, and particles can be easily modeled, while the human animator animates simpler objects. Computer-based dynamic animation was first used at
 a very simple level in the 1989 Pixar Animation Studios short film Knick Knack to move the fake 
snow in the snowglobe and pebbles in a fish tank.

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Animation

10:01 0

Animation

Animation is the process of creating motion and shape change[Note 1] illusion by means of
 the rapid display of a sequence of static images that minimally differ from each other. The
 illusion—as in motion pictures in general—is thought to rely on the phi phenomenon.
 Animators are artists who specialize in the creation of animation.
Animations can be recorded on either analogue media, such as a flip book, motion picture film,
 video tape, or on digital media, including formats such as animated GIF, Flash animation or
 digital video. To display animation, a digital camera, computer, orprojector are used along
 with new technologies that are produced.
Animation creation methods include the traditional animation creation method and those
 involving stop motion animation of two and three-dimensional objects, such as paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, 
usually 24, 25, 30, or 60 frames per second.
Animexample3edit.png
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Flash animation

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Flash animation

Flash animation or Flash cartoon is an animated medium which is created by
 Adobe Flash or similar animation software and often distributed in the SWF file format. 
The term Flash animation not only refers to the file format but to a certain kind of movement 
and visual style. With dozens of Flash animated television series, countless more Flash animated television commercials, and award-winning online shorts in circulation, Flash animation is currently enjoying a renaissance.
In the late 1990s, when for most Internet users, bandwidth was still at 56 kbit/s, many Flash 
animation artists employedlimited animation or cutout animation when creating projects intended
 for web distribution. This allowed artists to release shorts and interactive experiences well under
 1 MB, which could stream both audio and high-end animation.
Flash is able to integrate bitmaps and other raster-based art, as well as video, though most 
Flash films are created using onlyvector-based drawings which often result in a somewhat clean 
graphic appearance. Some hallmarks of poorly produced Flash animation are jerky natural 
movements (seen in walk-cycles and gestures), auto-tweened character movements, lip-sync
 without interpolation, and abrupt changes from front to profile view.
Flash animations are typically distributed by way of the World Wide Web, in which case they 
are often referred to as Internet cartoonsonline cartoons, or webtoons. Web Flash 
animations may be interactive and are often created in a series. A Flash animation is 
distinguished from a Webcomic, which is a comic strip distributed via the Web, rather than
 an animated cartoon. Flash animation is now taught in schools throughout the UK and can
 be taken as a GCSE and A-level.
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