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6961Publicado 2015Tabla de Contenidos: “…-- Creating basic shapes -- Driving a shape key -- Summary -- Chapter 9: The Rat Cowboy - Animate a Full Sequence -- Principles of animation -- Squash and Stretch -- Anticipation -- Staging -- Straight Ahead Action and Pose to Pose -- Follow Through and Overlapping Action -- Slow In and Slow Out -- Arcs -- Secondary Action -- Timing -- Exaggeration -- Solid drawing -- Appeal -- Animation tools in Blender -- The timeline -- What is a keyframe? …”
Libro electrónico -
6962por Lorenz, Konrad, 1903-1989Materias:
Publicado 1981Biblioteca de la Universidad Pontificia de Salamanca (Otras Fuentes: Biblioteca Pública Episcopal del Seminario de Barcelona, Biblioteca Universitat Ramon Llull)Libro -
6963
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6964
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6965
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6966
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6967
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6968
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6969
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6970
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6971
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6972Publicado 2005Materias: “…Domestic animals in art Technique…”
Libro electrónico -
6973
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6974Publicado 2011Materias:Libro electrónico
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6975
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6976Publicado 2011Tabla de Contenidos: “…Brain Games: Memory and Deduction -- Arrays and Data Objects -- Arrays -- Data Objects -- Arrays of Data Objects -- Memory Game -- Preparing the Movie -- Programming Strategy -- Class Definition -- Setting the Text, Lights, and Sounds -- Playing the Sequence -- Switching Lights On and Off -- Accepting and Checking Player Input -- Modifying the Game -- Deduction Game -- Setting Up the Movie -- Defining the Class -- Starting a New Game -- Checking Player Guesses -- Evaluating Player Moves -- Ending the Game -- Clearing Game Elements -- Modifying the Game -- 5. Game Animation: Shooting and Bouncing Games -- Game Animation -- Time-Based Animation -- Coding Time-Based Animation -- Air Raid -- Movie Setup and Approach -- Flying Airplanes -- Moving Gun -- Skyward Bullets -- The Game Class -- Modifying the Game -- Paddle Ball -- Setting Up the Movie -- Class Definition -- Starting the Game -- Starting a New Ball -- Game Animation and Collision Detection -- Game Over -- Modifying the Game -- 6. …”
Libro electrónico -
6977
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6978
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6979Publicado 2024Tabla de Contenidos: “…The Big Picture -- Character Design and Modeling -- Rigging -- Standardize -- Define Specifications -- Character Animation -- Export -- Game Engines -- 3. What Is a Game Rig -- Definition -- Export Limitations -- Base Skeleton -- Bone Scaling Animation -- Max Number of Influences -- 4. …”
Libro electrónico -
6980por Eibl-Eibesfeldt, IrenäusMaterias:
Publicado 1979Biblioteca Universidad de Deusto (Otras Fuentes: Biblioteca de la Universidad de Navarra, Biblioteca Universitat Ramon Llull)Libro