<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-4957990673146551436</atom:id><lastBuildDate>Fri, 01 Nov 2024 11:39:21 +0000</lastBuildDate><title>animation tutorials</title><description></description><link>http://animationtutorialshari.blogspot.com/</link><managingEditor>noreply@blogger.com (animation tutorials)</managingEditor><generator>Blogger</generator><openSearch:totalResults>139</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-8935672262337207531</guid><pubDate>Fri, 18 Nov 2011 05:06:00 +0000</pubDate><atom:updated>2011-11-17T21:06:16.400-08:00</atom:updated><title>AFX Extensions for Humanoid Animation</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;b&gt;&lt;br /&gt;
The new Humanoid Animation Framework, defined by MPEG-4 SNHC (Preda,&lt;br /&gt;
2002; Preda &amp;amp; Prêteux, 2001) is defined as a biomechanical model in AFX and&lt;br /&gt;
is based on a rigid skeleton. The skeleton consists of bones, which are rigid&lt;br /&gt;
objects that can be transformed (rotated around specific joints), but not deformed.&lt;br /&gt;
Attached to the skeleton, a skin model is defined, which smoothly&lt;br /&gt;
follows any skeleton movement.&lt;br /&gt;
More specifically, defining a skinned model involves specifying its static and&lt;br /&gt;
dynamic (animation) properties. From a geometric point of view, a skinned model&lt;br /&gt;
consists of a single list of vertices, connected as an indexed face set. All the&lt;br /&gt;
shapes, which form the skin, share the same list of vertices, thus avoiding seams&lt;br /&gt;
at the skin level during animation. However, each skin facet can contain its own&lt;br /&gt;
set of color, texture and material attributes.&lt;br /&gt;
The dynamic properties of a skinned model are defined by means of a skeleton&lt;br /&gt;
and its properties. The skeleton is a hierarchical structure constructed from&lt;br /&gt;
bones, each having an influence on the skin surface. When bone position or&lt;br /&gt;
orientation changes, e.g., by applying a set of Body Animation Parameters,&lt;br /&gt;
specific skin vertices are affected. For each bone, the list of vertices affected&lt;br /&gt;
by the bone motion and corresponding weight values are provided. The weighting&lt;br /&gt;
factors can be specified either explicitly for each vertex or more compactly by&lt;br /&gt;
defining two influence regions (inner and outer) around the bone. The new&lt;br /&gt;
position of each vertex is calculated by taking into account the influence of each&lt;br /&gt;
bone, with the corresponding weight factor. BAPs are now applied to bone nodesand the new 3D position of each point in the global seamless mesh is computed&lt;br /&gt;
as a weighted combination of the related bone motions.&lt;br /&gt;
The skinned model definition can also be enriched with inverse kinematicsrelated&lt;br /&gt;
data. Then, bone positions can be determined by specifying only the&lt;br /&gt;
position of an end effector, e.g., a 3D point on the skinned model surface. No&lt;br /&gt;
specific inverse kinematics solver is imposed, but specific constraints at bone&lt;br /&gt;
level are defined, e.g., related to the rotation or translation of a bone in a certain&lt;br /&gt;
direction. Also muscles, i.e., NURBS curves with an influence region on the&lt;br /&gt;
model skin, are supported. Finally, interpolation techniques, such as simple linear&lt;br /&gt;
interpolation or linear interpolation between two quaternions (Preda &amp;amp; Prêteux,&lt;br /&gt;
2001), can be exploited for key-value-based animation and animation compression.&lt;/b&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2011/11/afx-extensions-for-humanoid-animation.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-4084187398182764666</guid><pubDate>Fri, 18 Nov 2011 05:05:00 +0000</pubDate><atom:updated>2011-11-17T21:05:36.401-08:00</atom:updated><title>Face and Body Animation in the MPEG-4 Standard</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;b&gt;&lt;br /&gt;
The MPEG-4 SNHC (Synthetic and Natural Hybrid Coding) group has standardized&lt;br /&gt;
two types of streams in order to animate avatars:&lt;br /&gt;
• The Face/Body Definition Parameters (FDP/BDP) are avatar-specific&lt;br /&gt;
and based on the H-anim specifications. More precisely the MPEG-4 BDP&lt;br /&gt;
Node contains the H-anim Humanoid Node.&lt;br /&gt;
• The Face/Body Animation Parameters (FAP/BAP) are used to animate&lt;br /&gt;
face/body models. More specifically, 168 Body Animation Parameters&lt;br /&gt;
(BAPs) are defined by MPEG-4 SNHC to describe almost any possible&lt;br /&gt;
body posture. A single set of FAPs/BAPs can be used to describe the face/&lt;br /&gt;
body posture of different avatars. MPEG-4 has also standardized the&lt;br /&gt;
compressed form of the resulting animation stream using two techniques:&lt;br /&gt;
DCT-based or prediction-based. Typical bit-rates for these compressed&lt;br /&gt;
bit-streams are two kbps for the case of facial animation or 10 to 30 kbps&lt;br /&gt;
for the case of body animation.In addition, complex 3D deformations that can result from the movement of&lt;br /&gt;
specific body parts (e.g., muscle contraction, clothing folds, etc.) can be modeled&lt;br /&gt;
by using Face/Body Animation Tables (FAT/BATs). These tables specify a set&lt;br /&gt;
of vertices that undergo non-rigid motion and a function to describe this motion&lt;br /&gt;
with respect to the values of specific FAPs/BAPs. However, a significant&lt;br /&gt;
problem with using FAT/BAT Tables is that they are body model-dependent and&lt;br /&gt;
require a complex modeling stage. On the other hand, BATs can prevent&lt;br /&gt;
undesired body animation effects, such as broken meshes between two linked&lt;br /&gt;
segments. In order to solve such problems, MPEG-4 addresses new animation&lt;br /&gt;
functionalities in the framework of AFX group (a preliminary specification has&lt;br /&gt;
been released in January 2002) by including also a generic seamless virtual model&lt;br /&gt;
definition and bone-based animation. Particularly, the AFX specification describes&lt;br /&gt;
state of the art components for rendering geometry, textures, volumes&lt;br /&gt;
and animation. A hierarchy of geometry, modeling, physics and biomechanical&lt;br /&gt;
models are described along with advanced tools for animating these models.&lt;/b&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2011/11/face-and-body-animation-in-mpeg-4.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-831696453153560124</guid><pubDate>Fri, 18 Nov 2011 05:05:00 +0000</pubDate><atom:updated>2011-11-17T21:05:08.082-08:00</atom:updated><title></title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;b&gt;a maximum 3-D displacement for each vertex. An application may uniformly&lt;br /&gt;
scale these displacements before applying them to the corresponding vertices.&lt;br /&gt;
For example, this field is used to implement Facial Definition and Animation&lt;br /&gt;
Parameters of the MPEG-4 standard (FDP/FAP).&lt;br /&gt;
Finally, the H-anim 2001 standard does not introduce any major changes, e.g.,&lt;br /&gt;
new nodes, but provides better support of deformation engines and animation&lt;br /&gt;
tools. Additional fields are provided in the Humanoid and the Joint nodes to&lt;br /&gt;
support continuous mesh avatars and a more general context-free grammar is&lt;br /&gt;
used to describe the standard (instead of pure VRML97, which is used in the two&lt;br /&gt;
older H-anim standards). More specifically, a skeletal hierarchy can be defined&lt;br /&gt;
for each H-anim humanoid figure within a Skeleton field of the Humanoid node.&lt;br /&gt;
Then, an H-anim humanoid figure can be defined as a continuous piece of&lt;br /&gt;
geometry, within a Skin field of the Humanoid node, instead of a set of discrete&lt;br /&gt;
segments (corresponding to each body part), as in the previous versions. This&lt;br /&gt;
Skin field contains an indexed face set (coordinates, topology and normals of skin&lt;br /&gt;
nodes). Each Joint node also contains a SkinCoordWeight field, i.e., a list of&lt;br /&gt;
floating point values, which describes the amount of “weighting” that should be&lt;br /&gt;
used to affect a particular vertex from a SkinCoord field of the Humanoid node.&lt;br /&gt;
Each item in this list has a corresponding index value in the SkinCoordIndex&lt;br /&gt;
field of the Joint node, which indicates exactly which coordinate is to be&lt;br /&gt;
influenced.&lt;/b&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2011/11/maximum-3-d-displacement-for-each.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-5149066841819526821</guid><pubDate>Fri, 18 Nov 2011 05:04:00 +0000</pubDate><atom:updated>2011-11-17T21:04:30.771-08:00</atom:updated><title>The Web3D H-Anim Standards</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div style=&quot;font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif;&quot;&gt;&lt;b&gt;&lt;br /&gt;
The Web3D H-anim working group (H-anim) was formed so that developers&lt;br /&gt;
could agree on a standard naming convention for human body parts and joints.&lt;br /&gt;
The human form has been studied for centuries and most of the parts alreadyhave medical (or Latin) names. This group has produced the Humanoid&lt;br /&gt;
Animation Specification (H-anim) standards, describing a standard way of&lt;br /&gt;
representing humanoids in VRML. These standards allow humanoids created&lt;br /&gt;
using authoring tools from one vendor to be animated using tools from another.&lt;br /&gt;
H-anim humanoids can be animated using keyframing, inverse kinematics,&lt;br /&gt;
performance animation systems and other techniques. The three main design&lt;br /&gt;
goals of H-anim standards are:&lt;br /&gt;
• Compatibility: Humanoids should be able to display/animate in any VRML&lt;br /&gt;
compliant browser.&lt;br /&gt;
• Flexibility: No assumptions are made about the types of applications that&lt;br /&gt;
will use humanoids.&lt;br /&gt;
• Simplicity: The specification should contain only what is absolutely necessary.&lt;br /&gt;
Up to now, three H-anim standards have been produced, following developments&lt;br /&gt;
in VRML standards, namely the H-anim 1.0, H-anim 2.0 and H-anim 2001&lt;br /&gt;
standards.&lt;br /&gt;
The H-anim 1.0 standard specified a standard way of representing humanoids in&lt;br /&gt;
VRML 2.0 format. The VRML Humanoid file contains a set of Joint nodes, each&lt;br /&gt;
defining the rotation center of a joint, which are arranged to form a hierarchy.&lt;br /&gt;
The most common implementation for a joint is a VRML Transform node, which&lt;br /&gt;
is used to define the relationship of each body segment to its immediate parent,&lt;br /&gt;
although more complex implementations can also be supported. Each Joint node&lt;br /&gt;
can contain other Joint nodes and may also contain a Segment node, which&lt;br /&gt;
contains information about the 3D geometry, color and texture of the body part&lt;br /&gt;
associated with that joint. Joint nodes may also contain hints for inversekinematics&lt;br /&gt;
systems that wish to control the H-anim figure, such as the upper and&lt;br /&gt;
lower joint limits, the orientation of the joint limits, and a stiffness/resistance&lt;br /&gt;
value. The file also contains a single Humanoid node, which stores humanreadable&lt;br /&gt;
data about the humanoid, such as author and copyright information. This&lt;br /&gt;
node also stores references to all the Joint and Segment nodes. Additional nodes&lt;br /&gt;
can be included in the file, such as Viewpoints, which may be used to display the&lt;br /&gt;
figure from several different perspectives.&lt;br /&gt;
The H-anim 1.1 standard has extended the previous version in order to specify&lt;br /&gt;
humanoids in the VRML97 standard (successor of VRML 2.0). New features&lt;br /&gt;
include Site nodes, which define specific locations relative to the segment, and&lt;br /&gt;
Displacer nodes that specify which vertices within the segment correspond to&lt;br /&gt;
a particular feature or configuration of vertices. Furthermore, a Displacer node&lt;br /&gt;
may contain “hints” as to the direction in which each vertex should move, namely&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif;&quot;&gt;&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif;&quot;&gt;&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2011/11/web3d-h-anim-standards.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-5377127081968217582</guid><pubDate>Fri, 18 Nov 2011 05:03:00 +0000</pubDate><atom:updated>2011-11-17T21:03:38.133-08:00</atom:updated><title>3D Human Body Coding Standards</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;br /&gt;
&lt;b style=&quot;font-family: &amp;quot;Helvetica Neue&amp;quot;,Arial,Helvetica,sans-serif;&quot;&gt;As it was mentioned in the previous section, an HBM consists of a number of&lt;br /&gt;
segments that are connected to each other by joints. This physical structure can&lt;br /&gt;
be described in many different ways. However, in order to animate or interchange&lt;br /&gt;
HBMs, a standard representation is required. This standardization allows&lt;br /&gt;
compatibility between different HBM processing tools (e.g., HBMs created&lt;br /&gt;
using one editing tool could be animated using another completely different tool).&lt;br /&gt;
In the following, the Web3D H-anim standards, the MPEG-4 face and body&lt;br /&gt;
animation, as well as MPEG-4 AFX extensions for humanoid animation, are&lt;br /&gt;
briefly introduced.&lt;/b&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2011/11/3d-human-body-coding-standards.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-3680633085461941879</guid><pubDate>Fri, 18 Nov 2011 05:03:00 +0000</pubDate><atom:updated>2011-11-17T21:03:15.165-08:00</atom:updated><title></title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;b&gt;1989). A mathematical model will include the parameters that describe the links,&lt;br /&gt;
as well as information about the constraints associated with each joint. A model&lt;br /&gt;
that only includes this information is called a kinematic model and describes the&lt;br /&gt;
possible static states of a system. The state vector of a kinematic model consists&lt;br /&gt;
of the model state and the model parameters. A system in motion is modeled&lt;br /&gt;
when the dynamics of the system are modeled as well. A dynamic model&lt;br /&gt;
describes the state evolution of the system over time. In a dynamic model, the&lt;br /&gt;
state vector includes linear and angular velocities, as well as position (Wren &amp;amp;&lt;br /&gt;
Pentland, 1998).&lt;br /&gt;
After selecting an appropriate model for a particular application, it is necessary&lt;br /&gt;
to develop a concise mathematical formulation for a general solution to the&lt;br /&gt;
kinematics and dynamics problem, which are non-linear problems. Different&lt;br /&gt;
formalism have been proposed in order to assign local reference frames to the&lt;br /&gt;
links. The simplest approach is to introduce joint hierarchies formed by independent&lt;br /&gt;
articulation of one DOF, described in terms of Euler angles. Hence, the body&lt;br /&gt;
posture is synthesized by concatenating the transformation matrices associated&lt;br /&gt;
with the joints, starting from the root. Despite the fact that this formalism suffers&lt;br /&gt;
from singularities, Delamarre &amp;amp; Faugeras (2001) propose the use of compositions&lt;br /&gt;
of translations and rotations defined by Euler angles. They solve the&lt;br /&gt;
singularity problems by reducing the number of DOFs of the articulation.&lt;/b&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2011/11/1989.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-8309899907917859831</guid><pubDate>Fri, 18 Nov 2011 05:02:00 +0000</pubDate><atom:updated>2011-11-17T21:02:55.849-08:00</atom:updated><title>Sappa, Aifanti, Grammalidis &amp; Malassiotis</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;b&gt;&lt;br /&gt;
each arm and each leg. The illustration presented in Figure 1 (left) corresponds&lt;br /&gt;
to an articulated model defined by 22 DOF.&lt;br /&gt;
On the contrary, in computer graphics, highly accurate representations consisting&lt;br /&gt;
of more than 50 DOF are generally selected. Aubel, Boulic &amp;amp; Thalmann&lt;br /&gt;
(2000) propose an articulated structure composed of 68 DOF. They correspond&lt;br /&gt;
to the real human joints, plus a few global mobility nodes that are used to orient&lt;br /&gt;
and position the virtual human in the world.&lt;br /&gt;
The simplest 3D articulated structure is a stick representation with no associated&lt;br /&gt;
volume or surface (Figure 1 (left)). Planar 2D representations, such as the&lt;br /&gt;
cardboard model, have also been widely used (Figure 1 (right)). However,&lt;br /&gt;
volumetric representations are preferred in order to generate more realistic&lt;br /&gt;
models (Figure 2). Different volumetric approaches have been proposed,&lt;br /&gt;
depending upon whether the application is in the computer vision or the computer&lt;br /&gt;
graphics field. On one hand, in computer vision, where the model is not the&lt;br /&gt;
purpose, but the means to recover the 3D world, there is a trade-off between&lt;br /&gt;
accuracy of representation and complexity. The utilized models should be quite&lt;br /&gt;
realistic, but they should have a low number of parameters in order to be&lt;br /&gt;
processed in real-time. Volumetric representations such as parallelepipeds&lt;/b&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2011/11/sappa-aifanti-grammalidis-malassiotis.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-1125420155081653760</guid><pubDate>Fri, 18 Nov 2011 05:02:00 +0000</pubDate><atom:updated>2011-11-17T21:02:11.471-08:00</atom:updated><title>3D Human Body Modeling</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;b&gt;&lt;br /&gt;
Modeling a human body first implies the adaptation of an articulated 3D&lt;br /&gt;
structure, in order to represent the human body biomechanical features. Secondly,&lt;br /&gt;
it implies the definition of a mathematical model used to govern the&lt;br /&gt;
movements of that articulated structure.&lt;br /&gt;
Several 3D articulated representations and mathematical formalisms have been&lt;br /&gt;
proposed in the literature to model both the structure and movements of a human&lt;br /&gt;
body. An HBM can be represented as a chain of rigid bodies, called links,&lt;br /&gt;
interconnected to one another by joints. Links are generally represented by&lt;br /&gt;
means of sticks (Barron &amp;amp; Kakadiaris, 2000), polyhedrons (Yamamoto et al.,&lt;br /&gt;
1998), generalized cylinders (Cohen, Medioni &amp;amp; Gu, 2001) or superquadrics&lt;br /&gt;
(Gavrila &amp;amp; Davis, 1996). A joint interconnects two links by means of rotational&lt;br /&gt;
motions about the axes. The number of independent rotation parameters will&lt;br /&gt;
define the degrees of freedom (DOF) associated with a given joint. Figure 1&lt;br /&gt;
(left) presents an illustration of an articulated model defined by 12 links (sticks)&lt;br /&gt;
and ten joints.&lt;br /&gt;
In computer vision, where models with only medium precision are required,&lt;br /&gt;
articulated structures with less than 30 DOF are generally adequate. For&lt;br /&gt;
example, Delamarre &amp;amp; Faugeras (2001) use a model of 22 DOF in a multi-view&lt;br /&gt;
tracking system. Gavrila &amp;amp; Davis (1996) also propose the use of a 22-DOF&lt;br /&gt;
model without modeling the palm of the hand or the foot and using a rigid headtorso&lt;br /&gt;
approximation. The model is defined by three DOFs for the positioning of&lt;br /&gt;
the root of the articulated structure, three DOFs for the torso and four DOFs for &lt;/b&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2011/11/3d-human-body-modeling.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-3867062201527131778</guid><pubDate>Fri, 18 Nov 2011 05:00:00 +0000</pubDate><atom:updated>2011-11-17T21:00:02.921-08:00</atom:updated><title>An Ode To Conceptualiza tio n:</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div style=&quot;font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;&quot;&gt;&lt;b&gt;An Ode To Conceptualiza tio n:&lt;br /&gt;
(There is nothing like your first love, or the moment a great idea comes to you) . . .&lt;br /&gt;
Pencil poised,&lt;br /&gt;
gazing into space,&lt;br /&gt;
listening to my thoughts;&lt;br /&gt;
waiting to hear&lt;br /&gt;
what they have to say.&lt;br /&gt;
Soul searching,&lt;br /&gt;
that is soul soothing.&lt;br /&gt;
A special process&lt;br /&gt;
of self examination&lt;br /&gt;
and introspection.&lt;br /&gt;
Thinking of thoughts&lt;br /&gt;
thought about already,&lt;br /&gt;
or waiting to be thought.&lt;br /&gt;
As I think about these thoughts,&lt;br /&gt;
I am the thoughts&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2011/11/ode-to-conceptualiza-tio-n.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-1514602748904038864</guid><pubDate>Tue, 01 Jun 2010 08:05:00 +0000</pubDate><atom:updated>2010-06-01T01:05:44.288-07:00</atom:updated><title></title><description>&lt;h1&gt;&amp;nbsp;Animation Challenge Tutorial&lt;/h1&gt;&lt;div class=&quot;content&quot;&gt;     This short tutorial is aimed at intermediate Blender users. I want to talk about animation and will only briefly mention how to add key-frames in Blender etc. This tutorial can also be found at &lt;a href=&quot;http://www.blenderartists.org/forum&quot; title=&quot;www.blenderartists.org/forum&quot;&gt;www.blenderartists.org/forum&lt;/a&gt;, one of the central Blender community sites.  &lt;br /&gt;
RIG&lt;br /&gt;
Make sure you’ve downloaded the FANTASTIC rig by Kiopaa (@Blenderartists). &lt;a href=&quot;http://blenderartists.org/forum/attachment.php?attachmentid=62699&amp;amp;d=1233739698&quot; title=&quot;http://blenderartists.org/forum/attachment.php?attachmentid=62699&amp;amp;d=1233739698&quot;&gt;http://blenderartists.org/forum/attachment.php?attachmentid=62699&amp;amp;d=1233...&lt;/a&gt;&lt;br /&gt;
The files are provided under the Creative Commons Attribution 3.0 ( &lt;a href=&quot;http://creativecommons.org/licenses/by/3.0/&quot; title=&quot;http://creativecommons.org/licenses/by/3.0/&quot;&gt;http://creativecommons.org/licenses/by/3.0/&lt;/a&gt; ) license.  &lt;br /&gt;
THE CHALLENGE&lt;br /&gt;
The challenge is to simply animate the character provided from one pillar to another. But to make your entry interesting you need an idea.&lt;br /&gt;
&lt;a href=&quot;http://s52.photobucket.com/albums/g16/Rakushi/?action=view&amp;amp;current=Idea.jpg&quot; target=&quot;_blank&quot;&gt;&lt;img alt=&quot;Photobucket&quot; border=&quot;0&quot; src=&quot;http://i52.photobucket.com/albums/g16/Rakushi/Idea.jpg&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
IDEA&lt;br /&gt;
When given a simple challenge like this, there are going to be lots of entries that will look very similar. So you need an idea to make your animation stand out. The best way to get an idea going is to think of a situation or an event, rather than an action. Make your idea a situation and this will cause the character to react. This will result in much more realistic actions. My idea was to simply make the platforms bendy. The character discovers this while leaning across to the other platform. He then improvises a solution with mixed results. Once I had thought of the situation it was easy and fun to work out how the character would react.&lt;br /&gt;
ACT LIKE AN IDIOT&lt;br /&gt;
Now you have an idea in your head but what should you do next? During this planning stage I actually like to rehearse my character’s actions for real. It really does help to act like an idiot and find out how your character would react in your situation/idea. So I stood on a chair and imagined I was trying to get to another. Even though I wasn’t able to perform the actions I wanted (if I tried I would have fallen off ), I was able to understand what the character would be feeling. You can do this with a camera if you like and act out the scene. Just make sure nobody is watching :)&lt;br /&gt;
BLOCKING&lt;br /&gt;
This is the most important part of the animation process. Blocking is a set of key-poses that can fully explain the idea that you’re trying to animate. I didn’t save my blocking pass but an early save of my animation (just after blocking) can be found here: &lt;a href=&quot;http://www.vimeo.com/3794274&quot; title=&quot;http://www.vimeo.com/3794274&quot;&gt;http://www.vimeo.com/3794274&lt;/a&gt; .&lt;br /&gt;
Start by making sure you organise your interface to include a timeline.  Hit the Auto-Key button and start to set your poses.  &lt;a href=&quot;http://s52.photobucket.com/albums/g16/Rakushi/?action=view&amp;amp;current=AUTOKEY.jpg&quot; target=&quot;_blank&quot;&gt;&lt;img alt=&quot;Photobucket&quot; border=&quot;0&quot; src=&quot;http://i52.photobucket.com/albums/g16/Rakushi/AUTOKEY.jpg&quot; /&gt;&lt;/a&gt; This fantastic rig allows for both IK and FK movements. I used IK animation for most of the scene, the only time I switched to FK was for when his arms were stretched out, reaching for the other platform. Switching made that section a lot easier. &lt;br /&gt;
You can be as detailed as you like in your key-poses but your goal must be to get the right timing together. Don’t worry too much about detailed facial expressions or finger/toe movement, just concentrate on key actions and poses. Once you’ve blocked out your scene, have a look at what you’ve got and decide what needs changing. Blocking allows you to chance the actions and timing easier. Without blocking out your scene you might find you’ve made a mistake and aren’t able to make changes easily. &lt;br /&gt;
FINALIZING&lt;br /&gt;
You may not believe it but you’re nearly finished! Finalizing the animation now should simply be a matter of adding detail to in-between key pose frames. If you’ve done a proper blocking stage then this should be very easy. &lt;br /&gt;
The best way to make sure you have a nice smooth accurate animation is to make sure you have clean IPO curves. Use the curve controls to their full extent, rather than adding extra key-frames. Open the IPO Curve Editor and experiment with the different Handle types of your curves. Open the handle types in the &#39;Point&#39; menu of the IPO editor. Here you can see the effect of clean IPOs on a simple bouncing ball animation.&lt;br /&gt;
&lt;a href=&quot;http://s52.photobucket.com/albums/g16/Rakushi/?action=view&amp;amp;current=Curves.jpg&quot; target=&quot;_blank&quot;&gt;&lt;img alt=&quot;Photobucket&quot; border=&quot;0&quot; src=&quot;http://i52.photobucket.com/albums/g16/Rakushi/Curves.jpg&quot; /&gt;&lt;/a&gt;  If you keep your IPO&#39;s clean and fully use the correct handle types, your animation will be far more accurate.&lt;br /&gt;
Once you’re happy with the extra detail, you can start work on the facial animation. Here you may want to refer back to your ‘Act like an idiot’ stage, and get a mirror to accurately reproduce the right expressions.&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/challenge-tutorial-this-short-tutorial.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-3979421488982110993</guid><pubDate>Tue, 01 Jun 2010 08:05:00 +0000</pubDate><atom:updated>2010-06-01T01:05:26.212-07:00</atom:updated><title>2d animation tutorials</title><description>&lt;span class=&quot;long_text&quot; id=&quot;result_box&quot;&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;2D Computer Animation Tutorials: Step-by-Step Lessons in Flash&quot;&gt;2次元コンピュータアニメーションのチュートリアル：ステップバイステップのレッスンFlashで &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;User interface design?&quot;&gt;ユーザインタフェースの設計？&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Interactive animated web pages?&quot;&gt;対話は、Webページのアニメーション？ &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;E-cards?&quot;&gt;E -カード？&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Funny cartoon shorts?&quot;&gt;面白い漫画のパンツ？&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Whatever you want to do in 2D animation, these tutorials will help you get a foothold on on the basics of working in Flash to develop your animation skills, as well as a few tips and tricks to help beginners get used to the program tools.&quot;&gt;あなたが何を2Dアニメーションでやってみたい、これらのチュートリアルは、Flashでアニメーション技術を開発しての基礎だけでなく、いくつかのヒントに足場を取得し、トリック初心者は、プログラムのツールに慣れるために役立ちます。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Creating Your First Flash Animation&quot;&gt;あなたの最初のFlashアニメーションを作成する &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;In this lesson we&#39;ll cover how to create a new blank movie file in Flash MX, and the tools and steps involved in making your first simple animation using motion tweening and basic shapes.&quot;&gt;このレッスンでは私たちがどのように、ツールFlash MXで、新しい空のムービーファイルを作成し、手順の最初の簡単なアニメーションは、トゥイーン、基本的な図形を動きを使用しているに関与する説明します。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Animation 2: Shape Tweening&quot;&gt;Flashアニメーション2：図形のトゥイーン &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;With this lesson, we&#39;ll pick up at the end of where we left off in Lesson 1, with a lesson on shape tweening in Flash MX.&quot;&gt;私たちは、レッスン1で、Flash MXで形状トゥイーンのレッスンをオフに左どここのレッスンでは、我々は最後に迎えに来ます。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Flash Animation 3: Fireworks E-card&quot;&gt;Flashアニメーション3：花火Eカード &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This tutorial offers you a chance to get more familiar with using Flash&#39;s drawing tools to set a scene for an animation, and a few little gradient and fill tricks.&quot;&gt;このチュートリアルで提供するチャンスをよりアニメーションのシーンを設定するにはFlashの描画ツールを使用して慣れるため、いくつか小さな勾配と記入トリック。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This part of the lesson will walk you through creating the scene for a Fourth of July exploding fireworks E-card; a future lesson will demonstrate how to animate it.&quot;&gt;レッスンのこの部分は、7月の花火のE -カードを爆発4のシーンを作成できますを歩いていく、将来のレッスンはどのようにアニメーション化するデモンストレーションを行います。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Animation 4: Animating Your E-card&quot;&gt;フラッシュアニメーション4：あなたのE -カードをアニメーション化 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Now that we&#39;ve set the stage for our E-card, let&#39;s go ahead and animate it.&quot;&gt;今、我々の電子カードの段階を設定して、の先に行くと、それをアニメーション化することができます。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;For the first part of that, we&#39;re going to use a new kind of symbol called a Movie Clip.&quot;&gt;その最初の部分については、我々はシンボルの新しい種類のムービークリップと呼ばれる使用するつもりだ。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Flash Animation 5: Creating a Complex Character of Movable Parts&quot;&gt;Flashアニメーション5：可動部品の複雑なキャラクターを作成する &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;In this lesson, we&#39;re going to learn how to &amp;quot;cheat&#39; on making detailed animated characters in Flash without actually drawing every frame.&quot;&gt;このレッスンでは、我々はどのように&quot;のFlashで、実際にすべてのフレームを描画せずに詳細なアニメのキャラクターを作ることにカンニングすることを学ぶつもりだ。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Animation 6: Using Text in Flash to Give Your Character a Voice&quot;&gt;FlashのFlashアニメーションは、6：使用してテキストをあなたのキャラクターに声を与える方法 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;This will be a fairly simple lesson.&quot;&gt;これはかなり単純な教訓になります。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Before we get into animating the limbs, we&#39;re going to add speech bubbles--we&#39;ll learn about adding actual audio tracks later--to learn about working with text in Flash, and to give our characters a &amp;quot;voice&amp;quot; to communicate&quot;&gt;私たちは手足をアニメーションに入る前に、私たちは吹き出しを追加するつもりだ - we&#39;llを学ぶについて実際のオーディオを追加後追跡 - についてFlashでテキスト、および作業のキャラクターに&quot;声を与えるために&quot;通信することを学ぶ&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;with the viewer.&quot;&gt;ビューアで。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Flash Animation 7: Let&#39;s Move, Baby.&quot;&gt;Flashアニメーションは、7：の移動、赤ちゃんてみましょう。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;It&#39;s time to get our characters moving, using the movie clip symbols that we set up in previous lessons to control our limbs as a whole, and in sub-parts--and also to animate our facial features and give them expression and lip movements.&quot;&gt;それは時間が我々の文字が移動得るために、私たちの顔の特徴をアニメーション化し、それらに表現と唇の動きを与える私達は前のレッスンで、サブの部分で、全体として私たちの手足をし、制御するように設定ムービークリップのシンボル - またを使用している。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Lesson 8: Adding Simple Audio&quot;&gt;フラッシュレッスン8：追加シンプルなオーディオ &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This will be one of the easiest lessons yet; all we&#39;re going to do is add a looping audio background to our Flash character animation to complete it.&quot;&gt;これは最も簡単なレッスンはまだされる、すべて私たちがやろうとしている私たちのフラッシュキャラクターアニメーションに完了するためにループオーディオ背景を追加します。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Lip-Synching For Animation: Basic Phonemes&quot;&gt;リップは、アニメーションの同期：基本的な音素を &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;If you want to add actual expression and realistic mouth-movements to your animation, it helps to study how the shape of the mouth changes with each sound.&quot;&gt;あなたが実際に表現し、アニメーションに現実的な口の動きを追加したい場合は、それぞれの音で口の変更方法を図形を勉強するのに役立ちます。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;These ten basic phoneme shapes can match almost any sound of speech, in varying degrees of expression--and with the in-between frames moving from one to the other, are remarkably accurate.&quot;&gt;これらの10の基本的な音素の形状は、式のさまざまな度合いで音声のほぼすべての音を一致することができます - と中間フレームが一方から他方、非常に正確であることに移動した。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Tip: Tools of the Trade: Drawing in Flash With a Graphics Tablet&quot;&gt;フラッシュヒント：貿易のツール：Flashでグラフィックスタブレットでの描画 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Save yourself some time and effort in your frame-by-frame vector animation with this high-tech--but inexpensive--plug and play tool.&quot;&gt;自分自身にハイテクいくつかの時間と労力をあなたのフレームでフレームベクトルアニメーションで保存する - しかし、安価な - プラグアンドプレイのツールです。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Animation Tip: Tools of the Trade: Light Tables&quot;&gt;アニメーションのヒント：取引のツール：ライトテーブル &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Whether you&#39;re drawing 2D animation for cel painting or doing the preliminary pencil work to be scanned in for a computer animation, a light table is one of the most important tools for frame-by-frame animation that you&#39;ll ever own.&quot;&gt;あなたがコンピュータアニメーション、ライトテーブルスキャンするセル画や予備鉛筆の仕事を行うための2Dアニメーションを描画しているかどうかを最も重要なツールの場合は、これまで所有しているよフレームでフレームアニメーションです。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;An Introduction to Computer Animation&quot;&gt;コンピュータに紹介アニメ &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Just what is computer animation?&quot;&gt;まさにコンピュータアニメーションは何ですか？&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This introduction provides a brief overview of the basic concepts and uses of 2D and 3D computer animation.&quot;&gt;この導入は基本的な概念と2Dの使用と3Dコンピュータアニメーションの概要を提供します。 &lt;/span&gt;&lt;/span&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/2d-animation-tutorials.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-8059119721134339199</guid><pubDate>Tue, 01 Jun 2010 08:04:00 +0000</pubDate><atom:updated>2010-06-01T01:04:08.154-07:00</atom:updated><title></title><description>&lt;span class=&quot;long_text&quot; id=&quot;result_box&quot;&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;2D Computer Animation Tutorials: Step-by-Step Lessons in Flash&quot;&gt;2 डी कंप्यूटर एनिमेशन: Tutorials फ्लैश में कदम दर कदम सबक &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;User interface design?&quot;&gt;यूजर इंटरफेस डिजाइन? &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Interactive animated web pages?&quot;&gt;इंटरएक्टिव वेब पृष्ठों एनिमेटेड? &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;E-cards?&quot;&gt;E-कार्ड? &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Funny cartoon shorts?&quot;&gt;मजेदार कार्टून शॉर्ट्स? &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Whatever you want to do in 2D animation, these tutorials will help you get a foothold on on the basics of working in Flash to develop your animation skills, as well as a few tips and tricks to help beginners get used to the program tools.&quot;&gt;आप जो भी 2 डी एनीमेशन में करना चाहते हैं, इन ट्यूटोरियल में मदद मिलेगी आप फ़्लैश में काम करने के लिए अपने एनीमेशन कौशल विकसित करने के मूल पर एक पैर जमाने के लिए, साथ ही कुछ सुझाव और मदद करने के लिए beginners के कार्यक्रम उपकरणों के लिए इस्तेमाल किया पाने के करतब. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Creating Your First Flash Animation&quot;&gt;आपका पहला फ्लैश एनिमेशन बनाना &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;In this lesson we&#39;ll cover how to create a new blank movie file in Flash MX, and the tools and steps involved in making your first simple animation using motion tweening and basic shapes.&quot;&gt;हम इस पाठ में कवर करेंगे कि कैसे एक नए फ्लैश एमएक्स में रिक्त चलचित्र फ़ाइल बनाने के लिए, और उपकरणों और अपने पहले सरल एनीमेशन गति tweening और मूल आकार का उपयोग करने में शामिल कदम. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Animation 2: Shape Tweening&quot;&gt;2 फ्लैश एनिमेशन: आकृति Tweening &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;With this lesson, we&#39;ll pick up at the end of where we left off in Lesson 1, with a lesson on shape tweening in Flash MX.&quot;&gt;इस सबक के साथ, हम ऊपर के अंत में ले जहाँ हम पाठ 1 में बंद फ़्लैश एमएक्स में आकार tweening पर एक सबक के साथ छोड़ दिया जाएगा. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Animation 3: Fireworks E-card&quot;&gt;3 एनिमेशन फ्लैश: पटाखे ई कार्ड &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This tutorial offers you a chance to get more familiar with using Flash&#39;s drawing tools to set a scene for an animation, and a few little gradient and fill tricks.&quot;&gt;इस ट्यूटोरियल तुम करने के लिए एक अधिक है फ्लैश आरेखण उपकरणों का उपयोग करने के लिए एक एनीमेशन के लिए एक दृश्य सेट के साथ परिचित पाने का मौका प्रदान करता है, और कुछ थोड़ा और ढाल भरने के करतब. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This part of the lesson will walk you through creating the scene for a Fourth of July exploding fireworks E-card; a future lesson will demonstrate how to animate it.&quot;&gt;सबक का यह हिस्सा आप एक जुलाई के चौथे आतिशबाजी ई कार्ड विस्फोट के लिए दृश्य बनाने के माध्यम से चलना, एक भविष्य के लिए यह सबक चेतन कैसे प्रदर्शित करेगा. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Animation 4: Animating Your E-card&quot;&gt;4 एनिमेशन फ्लैश: आपका ई कार्ड Animating &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Now that we&#39;ve set the stage for our E-card, let&#39;s go ahead and animate it.&quot;&gt;अब है कि हम अपने ई कार्ड के लिए मंच तैयार है, चलो आगे जाओ और इसे चेतन. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;For the first part of that, we&#39;re going to use a new kind of symbol called a Movie Clip.&quot;&gt;उस के पहले भाग के लिए, हम प्रतीक एक नई तरह की एक फिल्म क्लिप का उपयोग बुलाया जा रहे हैं. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Animation 5: Creating a Complex Character of Movable Parts&quot;&gt;फ्लैश एनिमेशन 5: चल पार्ट्स की एक जटिल चरित्र बनाना &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;In this lesson, we&#39;re going to learn how to &amp;quot;cheat&#39; on making detailed animated characters in Flash without actually drawing every frame.&quot;&gt;इस पाठ में, हम सीखने के लिए कैसे &quot;फ्लैश में वास्तव में हर फ्रेम ड्राइंग के बिना विस्तृत एनिमेटेड वर्ण बनाने के लिए &#39;को धोखा देने जा रहे हैं. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Animation 6: Using Text in Flash to Give Your Character a Voice&quot;&gt;फ्लैश में फ़्लैश 6 का प्रयोग: पाठ एनिमेशन अपने चरित्र एक आवाज देने के लिए &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This will be a fairly simple lesson.&quot;&gt;यह एक काफी सरल सबक हो जाएगा. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Before we get into animating the limbs, we&#39;re going to add speech bubbles--we&#39;ll learn about adding actual audio tracks later--to learn about working with text in Flash, and to give our characters a &amp;quot;voice&amp;quot; to communicate&quot;&gt;इससे पहले कि हम अंगों animating में मिलता है, हम भाषण बुलबुले जोड़ने के लिए जा रहे हैं - we&#39;ll वास्तविक ऑडियो जोड़ने के बारे में जानने के बाद पटरियों - के बारे में फ्लैश में पाठ के साथ काम करना, और अपने पात्रों एक &quot;आवाज देने में जानने के लिए&quot; बातचीत &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;with the viewer.&quot;&gt;दर्शक के साथ. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Animation 7: Let&#39;s Move, Baby.&quot;&gt;7 फ्लैश एनिमेशन: चलो, चलो बेबी. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;It&#39;s time to get our characters moving, using the movie clip symbols that we set up in previous lessons to control our limbs as a whole, and in sub-parts--and also to animate our facial features and give them expression and lip movements.&quot;&gt;यह समय प्राप्त करने के लिए हमारी अक्षर चलती है, फिल्म क्लिप प्रतीक है कि हम पिछले सबक में स्थापित करने के लिए एक पूरे के रूप में हमारे अंगों, उप भागों में और नियंत्रण - और भी उपयोग करने के लिए अपने चेहरे सुविधाओं चेतन और उन्हें अभिव्यक्ति और होंठ आंदोलनों दे. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Lesson 8: Adding Simple Audio&quot;&gt;फ्लैश पाठ 8: जोड़ना सरल ऑडियो &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This will be one of the easiest lessons yet; all we&#39;re going to do is add a looping audio background to our Flash character animation to complete it.&quot;&gt;यह सबसे आसान सबक अभी तक एक हो, सभी हम ऐसा करने जा रहे हो जाएगा हमारे फ़्लैश चरित्र एनीमेशन के लिए एक ऑडियो looping पृष्ठभूमि जोड़ने के लिए यह पूरा हो गया है. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Lip-Synching For Animation: Basic Phonemes&quot;&gt;होंठ एनीमेशन के लिए synching: बेसिक phonemes &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;If you want to add actual expression and realistic mouth-movements to your animation, it helps to study how the shape of the mouth changes with each sound.&quot;&gt;यदि आप वास्तविक अभिव्यक्ति और यथार्थवादी मुँह अपने एनीमेशन से आंदोलनों जोड़ना चाहते हैं, यह करने के लिए प्रत्येक ध्वनि के साथ मुंह परिवर्तन के आकार का अध्ययन कैसे मदद करता है. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;These ten basic phoneme shapes can match almost any sound of speech, in varying degrees of expression--and with the in-between frames moving from one to the other, are remarkably accurate.&quot;&gt;इन दस बुनियादी phoneme आकार लगभग भाषण के किसी भी ध्वनि मिलान, अभिव्यक्ति की डिग्री बदलती में कर सकते हैं - और बीच में तख्ते एक से दूसरे, उल्लेखनीय सही कर रहे हैं के लिए आगे बढ़ के साथ. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Flash Tip: Tools of the Trade: Drawing in Flash With a Graphics Tablet&quot;&gt;फ्लैश सुझाव: व्यापार के उपकरण: एक ग्राफिक्स गोली के साथ फ्लैश में आकर्षित &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Save yourself some time and effort in your frame-by-frame vector animation with this high-tech--but inexpensive--plug and play tool.&quot;&gt;अपने आप को इस उच्च तकनीक के साथ कुछ और अपने फ्रेम दर फ्रेम सदिश एनीमेशन में समय और प्रयास सहेजें - लेकिन सस्ती - प्लग और खेलो उपकरण. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Animation Tip: Tools of the Trade: Light Tables&quot;&gt;एनीमेशन सुझाव: व्यापार के उपकरण: कम टेबल्स &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Whether you&#39;re drawing 2D animation for cel painting or doing the preliminary pencil work to be scanned in for a computer animation, a light table is one of the most important tools for frame-by-frame animation that you&#39;ll ever own.&quot;&gt;आप cel चित्र या पेंसिल प्रारंभिक कार्य करने के लिए 2d एनीमेशन ड्राइंग रहे हैं एक कंप्यूटर एनीमेशन, एक प्रकाश मेज के लिए स्कैन किया जाना चाहे फ्रेम दर फ्रेम एनीमेशन है कि आप कभी स्वयं करेंगे के लिए सबसे महत्वपूर्ण उपकरणों में से एक है. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;An Introduction to Computer Animation&quot;&gt;कंप्यूटर के लिए एक परिचय एनिमेशन &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Just what is computer animation?&quot;&gt;बस कंप्यूटर ऐनिमेशन क्या है? &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This introduction provides a brief overview of the basic concepts and uses of 2D and 3D computer animation.&quot;&gt;इस परिचय बुनियादी अवधारणाओं और 2 डी और 3 डी का उपयोग करता है कंप्यूटर एनिमेशन का एक संक्षिप्त अवलोकन प्रदान करता है. &lt;/span&gt;&lt;/span&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/2-tutorials-e-2-beginners.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-4255724433659980377</guid><pubDate>Tue, 01 Jun 2010 08:02:00 +0000</pubDate><atom:updated>2010-06-01T01:02:31.739-07:00</atom:updated><title>animation talking shaliten</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiy27H2ITcHQ8vjeBA5doIhDiheBf_rqWp4dU32-zZhXwzs1qgV9sND56YFSakO9JGbVcsOGsIEFyp7XY8QC7hLXDNpBwXPaIEVJ9MldM125ELYSSie-iSON50jJnp4QrttL6-dkbWvF-88/s1600/001+%28166%29.gif&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiy27H2ITcHQ8vjeBA5doIhDiheBf_rqWp4dU32-zZhXwzs1qgV9sND56YFSakO9JGbVcsOGsIEFyp7XY8QC7hLXDNpBwXPaIEVJ9MldM125ELYSSie-iSON50jJnp4QrttL6-dkbWvF-88/s320/001+%28166%29.gif&quot; /&gt;&lt;/a&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/animation-talking-shaliten.html</link><author>noreply@blogger.com (animation tutorials)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiy27H2ITcHQ8vjeBA5doIhDiheBf_rqWp4dU32-zZhXwzs1qgV9sND56YFSakO9JGbVcsOGsIEFyp7XY8QC7hLXDNpBwXPaIEVJ9MldM125ELYSSie-iSON50jJnp4QrttL6-dkbWvF-88/s72-c/001+%28166%29.gif" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-5828955062876653581</guid><pubDate>Tue, 01 Jun 2010 08:01:00 +0000</pubDate><atom:updated>2010-06-01T01:01:52.318-07:00</atom:updated><title>animation dade</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCtvJAHXAPPpIKGlfAUIK0ID5Hil5b9gQP9HO6MezIEdX5yKe2h3DoanUVjAzF6Fnvha0YNAiuYXf0SB5DYYm5lwYQYQotvF0foqt-q9AZh8Htyc7tG60Qq6hlNDp477gZHp28uVwedvUv/s1600/001+%28128%29.gif&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCtvJAHXAPPpIKGlfAUIK0ID5Hil5b9gQP9HO6MezIEdX5yKe2h3DoanUVjAzF6Fnvha0YNAiuYXf0SB5DYYm5lwYQYQotvF0foqt-q9AZh8Htyc7tG60Qq6hlNDp477gZHp28uVwedvUv/s320/001+%28128%29.gif&quot; width=&quot;252&quot; /&gt;&lt;/a&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/animation-dade.html</link><author>noreply@blogger.com (animation tutorials)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCtvJAHXAPPpIKGlfAUIK0ID5Hil5b9gQP9HO6MezIEdX5yKe2h3DoanUVjAzF6Fnvha0YNAiuYXf0SB5DYYm5lwYQYQotvF0foqt-q9AZh8Htyc7tG60Qq6hlNDp477gZHp28uVwedvUv/s72-c/001+%28128%29.gif" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-5651638155093388077</guid><pubDate>Tue, 01 Jun 2010 08:01:00 +0000</pubDate><atom:updated>2010-06-01T01:01:15.804-07:00</atom:updated><title>loveing animation</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYYTF2og_WcY0BE7HBLxuLVjg1Rw1WjMkC2Pi52K7LkWRNwbzm63afUDvtMYuoJfH43ypCLF_gbvclg75tLRbndPJ79khctngJkZAc_wvhRBeNFBIUE84E7qThKsFltYZ7HJsk2hkwA5ta/s1600/001+%28109%29.gif&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYYTF2og_WcY0BE7HBLxuLVjg1Rw1WjMkC2Pi52K7LkWRNwbzm63afUDvtMYuoJfH43ypCLF_gbvclg75tLRbndPJ79khctngJkZAc_wvhRBeNFBIUE84E7qThKsFltYZ7HJsk2hkwA5ta/s320/001+%28109%29.gif&quot; /&gt;&lt;/a&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/loveing-animation.html</link><author>noreply@blogger.com (animation tutorials)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYYTF2og_WcY0BE7HBLxuLVjg1Rw1WjMkC2Pi52K7LkWRNwbzm63afUDvtMYuoJfH43ypCLF_gbvclg75tLRbndPJ79khctngJkZAc_wvhRBeNFBIUE84E7qThKsFltYZ7HJsk2hkwA5ta/s72-c/001+%28109%29.gif" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-5278387716978950855</guid><pubDate>Tue, 01 Jun 2010 08:00:00 +0000</pubDate><atom:updated>2010-06-01T01:00:42.791-07:00</atom:updated><title>love express dog</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglabuuTXkPpe3UTwNZ6wIwohsxWptuGOWLZUlrFCdjYdpPSPcoPBuonzFu8At3amkgHMBE5PpyFNxVtYo6NGPhaAHvRZ9yhY43EgKZwYKor7WwDC2KUMJZSQTpcfX_UBPD8nhn6ZpB6vGA/s1600/001+%2899%29.gif&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglabuuTXkPpe3UTwNZ6wIwohsxWptuGOWLZUlrFCdjYdpPSPcoPBuonzFu8At3amkgHMBE5PpyFNxVtYo6NGPhaAHvRZ9yhY43EgKZwYKor7WwDC2KUMJZSQTpcfX_UBPD8nhn6ZpB6vGA/s320/001+%2899%29.gif&quot; /&gt;&lt;/a&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3YkFx7wH9C_34RAOSo98YNFN4v_W_QcMtBVfOhUVCzHFEWrnc0je8PZAH3tPQJ9pKVXt8oTBJp63zejIHaoEr5iOKrfNG5GQ7ujYXNNBsAolrkkG52ldlPmgGvUwVMRiYGwPah98XA7Em/s1600/001+%28104%29.gif&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3YkFx7wH9C_34RAOSo98YNFN4v_W_QcMtBVfOhUVCzHFEWrnc0je8PZAH3tPQJ9pKVXt8oTBJp63zejIHaoEr5iOKrfNG5GQ7ujYXNNBsAolrkkG52ldlPmgGvUwVMRiYGwPah98XA7Em/s320/001+%28104%29.gif&quot; /&gt;&lt;/a&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/love-express-dog.html</link><author>noreply@blogger.com (animation tutorials)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglabuuTXkPpe3UTwNZ6wIwohsxWptuGOWLZUlrFCdjYdpPSPcoPBuonzFu8At3amkgHMBE5PpyFNxVtYo6NGPhaAHvRZ9yhY43EgKZwYKor7WwDC2KUMJZSQTpcfX_UBPD8nhn6ZpB6vGA/s72-c/001+%2899%29.gif" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-7792543357621209486</guid><pubDate>Tue, 01 Jun 2010 07:59:00 +0000</pubDate><atom:updated>2010-06-01T00:59:49.484-07:00</atom:updated><title>animations strakie</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIo5eI9sltcbC9vdhuD3JOGygR9vUjSJztN1xcEgR9Q9P6EVBJXpRWj6QEJe2ZjnQkqUGBtWq1MTLpHpiBVPforUoHLe1MAC2nE-sCV-6Cw-TVeLTM9N8wWrH5PyVLRpVtOsDCtYD_3vSO/s1600/001+%2891%29.gif&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIo5eI9sltcbC9vdhuD3JOGygR9vUjSJztN1xcEgR9Q9P6EVBJXpRWj6QEJe2ZjnQkqUGBtWq1MTLpHpiBVPforUoHLe1MAC2nE-sCV-6Cw-TVeLTM9N8wWrH5PyVLRpVtOsDCtYD_3vSO/s320/001+%2891%29.gif&quot; /&gt;&lt;/a&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/animations-strakie.html</link><author>noreply@blogger.com (animation tutorials)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIo5eI9sltcbC9vdhuD3JOGygR9vUjSJztN1xcEgR9Q9P6EVBJXpRWj6QEJe2ZjnQkqUGBtWq1MTLpHpiBVPforUoHLe1MAC2nE-sCV-6Cw-TVeLTM9N8wWrH5PyVLRpVtOsDCtYD_3vSO/s72-c/001+%2891%29.gif" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-4628943570299329187</guid><pubDate>Tue, 01 Jun 2010 07:59:00 +0000</pubDate><atom:updated>2010-06-01T00:59:04.770-07:00</atom:updated><title>love animations</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdqW5smKiIxET_b2Ag_Z7070ehRwzQ-R9XtIsleta0hAf7RD4XOuDUhndQ5xHCvSxfSDVzRgNMtL1nRBtMKr6f1HjtMl3VWD3Re48lr5cWE9_WAU3ATBmRNyaKBprB18VCB-M1ou8fzllx/s1600/001+%2818%29.gif&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdqW5smKiIxET_b2Ag_Z7070ehRwzQ-R9XtIsleta0hAf7RD4XOuDUhndQ5xHCvSxfSDVzRgNMtL1nRBtMKr6f1HjtMl3VWD3Re48lr5cWE9_WAU3ATBmRNyaKBprB18VCB-M1ou8fzllx/s320/001+%2818%29.gif&quot; /&gt;&lt;/a&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/love-animations.html</link><author>noreply@blogger.com (animation tutorials)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdqW5smKiIxET_b2Ag_Z7070ehRwzQ-R9XtIsleta0hAf7RD4XOuDUhndQ5xHCvSxfSDVzRgNMtL1nRBtMKr6f1HjtMl3VWD3Re48lr5cWE9_WAU3ATBmRNyaKBprB18VCB-M1ou8fzllx/s72-c/001+%2818%29.gif" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-5128062688322405421</guid><pubDate>Tue, 01 Jun 2010 07:58:00 +0000</pubDate><atom:updated>2010-06-01T00:58:35.025-07:00</atom:updated><title>animation I love u</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2VWJBVmuSC7u8832f-cfh1SarChJLQIxNrU-LFVbwlboWwIgD5-fLn6h8sD5c0OcFVndTNC7MaxKYV0rVq95zCTe0hf0H1GHr2MZImKkQQbep3NveoYVPCIK-4jksdbFnlGkv3yrrCJ77/s1600/001+%2858%29.gif&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2VWJBVmuSC7u8832f-cfh1SarChJLQIxNrU-LFVbwlboWwIgD5-fLn6h8sD5c0OcFVndTNC7MaxKYV0rVq95zCTe0hf0H1GHr2MZImKkQQbep3NveoYVPCIK-4jksdbFnlGkv3yrrCJ77/s320/001+%2858%29.gif&quot; /&gt;&lt;/a&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/animation-i-love-u.html</link><author>noreply@blogger.com (animation tutorials)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2VWJBVmuSC7u8832f-cfh1SarChJLQIxNrU-LFVbwlboWwIgD5-fLn6h8sD5c0OcFVndTNC7MaxKYV0rVq95zCTe0hf0H1GHr2MZImKkQQbep3NveoYVPCIK-4jksdbFnlGkv3yrrCJ77/s72-c/001+%2858%29.gif" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-8940916106699714021</guid><pubDate>Tue, 01 Jun 2010 07:58:00 +0000</pubDate><atom:updated>2010-06-01T00:58:01.384-07:00</atom:updated><title>animation better fly</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDQAPXDMzxzLHGu93O8RUOoDX_1ezg1RAFFpI0d2JdmK0g66mPwkgzTztYRTVQOh8WyAjxpYHfqwNU-Xvnlo_UxOy1Wjqkz7rEqtHJaucwfwY4-IQ3JluJkCtLXdD0NdIhfX4OV_5FBIVm/s1600/001+%28152%29.gif&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDQAPXDMzxzLHGu93O8RUOoDX_1ezg1RAFFpI0d2JdmK0g66mPwkgzTztYRTVQOh8WyAjxpYHfqwNU-Xvnlo_UxOy1Wjqkz7rEqtHJaucwfwY4-IQ3JluJkCtLXdD0NdIhfX4OV_5FBIVm/s320/001+%28152%29.gif&quot; /&gt;&lt;/a&gt;&lt;/div&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/animation-better-fly.html</link><author>noreply@blogger.com (animation tutorials)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDQAPXDMzxzLHGu93O8RUOoDX_1ezg1RAFFpI0d2JdmK0g66mPwkgzTztYRTVQOh8WyAjxpYHfqwNU-Xvnlo_UxOy1Wjqkz7rEqtHJaucwfwY4-IQ3JluJkCtLXdD0NdIhfX4OV_5FBIVm/s72-c/001+%28152%29.gif" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-660506421792657890</guid><pubDate>Tue, 01 Jun 2010 07:56:00 +0000</pubDate><atom:updated>2010-06-01T00:56:04.612-07:00</atom:updated><title></title><description>&lt;span class=&quot;long_text&quot; id=&quot;result_box&quot;&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Intermediate&quot;&gt;Zwischen- &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;The fundamentals of character animation&quot;&gt;Die Grundlagen des Character-Animation &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;The fundamentals of animation.&quot;&gt;Die Grundlagen der Animation. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This tutorial shows step by step the process of animating a character jumping from one pillar to another.&quot;&gt;Dieses Tutorial zeigt Schritt für Schritt den Prozess der Animation eines Charakters Sprung von einer Säule zur anderen. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Working with Shapekey Drivers&quot;&gt;Arbeiten mit Shapekey Treiber &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;In this Blender 2.5 video tutorial we will be going over creating shape keys, and then talk on how to apply drivers to the shapekeys so that the armature can control the them.&quot;&gt;In diesem Video-Tutorial 2,5 Blender werden wir über die Schaffung Form Tasten gehen, und dann reden, wie man Treiber für das shapekeys so dass der Anker steuern können sie anwenden. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Rigging an eye for Dilation&quot;&gt;Rigging ein Auge für Dilation &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;How to use driven shape-keys to dilate the pupil of an eye.&quot;&gt;Wie benutzt man getrieben shape-Tasten, um die Pupille eines Auges erweitern. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;The tutorial also demonstrates how to use custom bone shapes and limiting the transformation of a bone via constraints.&quot;&gt;Das Tutorial zeigt auch, wie Sie benutzerdefinierte Knochen Formen verwenden und die Begrenzung der Transformation des Knochens über Zwänge. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Animating Cracks&quot;&gt;Animieren Cracks &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Tutorial for animating a crack on a plane.&quot;&gt;Tutorial für die Animation eines Risses in einem Flugzeug. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Perfect for earthquakes!&quot;&gt;Perfekt für Erdbeben! &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Includes powerful insight into using lattices to change the shape of your object.&quot;&gt;Umfasst leistungsstarke Einblick in Gittern mit der Form des Objekts zu ändern. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;A Ride through the mines&quot;&gt;Eine Fahrt durch die Minen &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;In this tutorial, we&#39;ll be playing around with curves and procedural objects a bit.&quot;&gt;In diesem Tutorial werden wir das Spiel mit Kurven und verfahrenstechnischen Objekte ein wenig. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Starting off with only a handfull of shapes, we will make an animation of a ride through an abandoned mine.&quot;&gt;Angefangen mit nur einer Handvoll von Formen, werden wir eine Animation, die eine Fahrt durch eine verlassene Mine zu machen. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;The technique used will allow you to make changes to the shape of the path easily and not have to worry about recreating stuff like the motion from scratch.&quot;&gt;Die benutzte Technik ermöglicht es Ihnen, Änderungen an der Form der Weg leicht zu machen und sich nicht um neu zu Sachen wie die Bewegung von Grund auf neu zu kümmern. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Vector Blur&quot;&gt;Vector Blur &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Vector Blur is an interesting solution to go beyond the limitations of regular Motion Blur.&quot;&gt;Vector Blur ist eine interessante Lösung, um über die Grenzen der regelmäßigen Motion Blur gehen. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;It relies on the Composite Nodes Editor to perform.&quot;&gt;Es beruht auf der Composite Nodes Editor zu erfüllen. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;But even if the Nodes Editor could look intimidating at first glance, it&#39;s in fact very easy to set up.&quot;&gt;Aber selbst wenn die Knoten-Editor aussehen könnte einschüchternd auf den ersten Blick, es ist in der Tat sehr einfach einzurichten. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This short tutorial will go through the basics steps for enhancing your renders (both stills and animations) with good looking motion blur.&quot;&gt;Diese kurze Tutorial führt durch die Grundlagen für die Verbesserung Ihrer Schritte macht (beide Stills und Animationen go) mit gut aussehenden Bewegungsunschärfe.&lt;/span&gt;&lt;/span&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/zwischen-die-grundlagen-des-character_01.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-4946397265175474168</guid><pubDate>Tue, 01 Jun 2010 07:55:00 +0000</pubDate><atom:updated>2010-06-01T00:55:33.400-07:00</atom:updated><title></title><description>&lt;span class=&quot;long_text&quot; id=&quot;result_box&quot;&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Intermediate&quot;&gt;中間 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: #ebeff9;&quot; title=&quot;The fundamentals of character animation&quot;&gt;基本面的角色動畫 &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;The fundamentals of animation.&quot;&gt;動畫的基本原理。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;This tutorial shows step by step the process of animating a character jumping from one pillar to another.&quot;&gt;本教程說明一步一步的過程動畫字符跳躍到另一個從一個支柱。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Working with Shapekey Drivers&quot;&gt;司機與 Shapekey &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;In this Blender 2.5 video tutorial we will be going over creating shape keys, and then talk on how to apply drivers to the shapekeys so that the armature can control the them.&quot;&gt;在這個攪拌機 2.5視頻教程，我們將去創造了鑰匙的形狀，然後談如何運用司機的shapekeys使電樞可以控制它們。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Rigging an eye for Dilation&quot;&gt;索具1眼為擴張 &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;How to use driven shape-keys to dilate the pupil of an eye.&quot;&gt;如何使用驅動形狀鍵擴張瞳孔的眼睛。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;The tutorial also demonstrates how to use custom bone shapes and limiting the transformation of a bone via constraints.&quot;&gt;本教程還演示了如何使用自定義骨骼形狀和限制轉化骨頭通過限制。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Animating Cracks&quot;&gt;動畫裂縫 &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Tutorial for animating a crack on a plane.&quot;&gt;動畫教程一個打擊一個平面。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Perfect for earthquakes!&quot;&gt;完善地震！&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Includes powerful insight into using lattices to change the shape of your object.&quot;&gt;包括強大的洞察使用格來改變您的對象的形狀。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;A Ride through the mines&quot;&gt;乘車通過的地雷 &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;In this tutorial, we&#39;ll be playing around with curves and procedural objects a bit.&quot;&gt;在本教程中，我們會打周圍的曲線和程序對象 1位。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Starting off with only a handfull of shapes, we will make an animation of a ride through an abandoned mine.&quot;&gt;出發僅 1 handfull的形狀，我們會作出動畫一騎通過一個廢棄的礦井。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;The technique used will allow you to make changes to the shape of the path easily and not have to worry about recreating stuff like the motion from scratch.&quot;&gt;所採用的技術將允許您更改的形狀很容易的路徑，而不必擔心重現的東西，如議案從零開始。 &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Vector Blur&quot;&gt;模糊向量 &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Vector Blur is an interesting solution to go beyond the limitations of regular Motion Blur.&quot;&gt;向量模糊是一個有趣的解決方案，超越的局限性，經常運動模糊。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;It relies on the Composite Nodes Editor to perform.&quot;&gt;它依賴於綜合節點編輯器來執行。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;But even if the Nodes Editor could look intimidating at first glance, it&#39;s in fact very easy to set up.&quot;&gt;但即使節點編輯器可以看看恐嚇乍一看，這其實很容易建立。&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This short tutorial will go through the basics steps for enhancing your renders (both stills and animations) with good looking motion blur.&quot;&gt;這個簡短的教程將通過基本步驟，以加強你的呈現（包括靜態和動畫）與漂亮的運動模糊。&lt;/span&gt;&lt;/span&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/shapekey-2.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-7232107621423367327</guid><pubDate>Tue, 01 Jun 2010 07:55:00 +0000</pubDate><atom:updated>2010-06-01T00:55:01.881-07:00</atom:updated><title></title><description>&lt;span class=&quot;long_text&quot; id=&quot;result_box&quot;&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Intermediate&quot;&gt;Zwischen- &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;The fundamentals of character animation&quot;&gt;Die Grundlagen des Character-Animation &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;The fundamentals of animation.&quot;&gt;Die Grundlagen der Animation. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This tutorial shows step by step the process of animating a character jumping from one pillar to another.&quot;&gt;Dieses Tutorial zeigt Schritt für Schritt den Prozess der Animation eines Charakters Sprung von einer Säule zur anderen. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Working with Shapekey Drivers&quot;&gt;Arbeiten mit Shapekey Treiber &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;In this Blender 2.5 video tutorial we will be going over creating shape keys, and then talk on how to apply drivers to the shapekeys so that the armature can control the them.&quot;&gt;In diesem Video-Tutorial 2,5 Blender werden wir über die Schaffung Form Tasten gehen, und dann reden, wie man Treiber für das shapekeys so dass der Anker steuern können sie anwenden. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Rigging an eye for Dilation&quot;&gt;Rigging ein Auge für Dilation &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;How to use driven shape-keys to dilate the pupil of an eye.&quot;&gt;Wie benutzt man getrieben shape-Tasten, um die Pupille eines Auges erweitern. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;The tutorial also demonstrates how to use custom bone shapes and limiting the transformation of a bone via constraints.&quot;&gt;Das Tutorial zeigt auch, wie Sie benutzerdefinierte Knochen Formen verwenden und die Begrenzung der Transformation des Knochens über Zwänge. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Animating Cracks&quot;&gt;Animieren Cracks &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Tutorial for animating a crack on a plane.&quot;&gt;Tutorial für die Animation eines Risses in einem Flugzeug. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Perfect for earthquakes!&quot;&gt;Perfekt für Erdbeben! &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Includes powerful insight into using lattices to change the shape of your object.&quot;&gt;Umfasst leistungsstarke Einblick in Gittern mit der Form des Objekts zu ändern. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;A Ride through the mines&quot;&gt;Eine Fahrt durch die Minen &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;In this tutorial, we&#39;ll be playing around with curves and procedural objects a bit.&quot;&gt;In diesem Tutorial werden wir das Spiel mit Kurven und verfahrenstechnischen Objekte ein wenig. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Starting off with only a handfull of shapes, we will make an animation of a ride through an abandoned mine.&quot;&gt;Angefangen mit nur einer Handvoll von Formen, werden wir eine Animation, die eine Fahrt durch eine verlassene Mine zu machen. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;The technique used will allow you to make changes to the shape of the path easily and not have to worry about recreating stuff like the motion from scratch.&quot;&gt;Die benutzte Technik ermöglicht es Ihnen, Änderungen an der Form der Weg leicht zu machen und sich nicht um neu zu Sachen wie die Bewegung von Grund auf neu zu kümmern. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Vector Blur&quot;&gt;Vector Blur &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Vector Blur is an interesting solution to go beyond the limitations of regular Motion Blur.&quot;&gt;Vector Blur ist eine interessante Lösung, um über die Grenzen der regelmäßigen Motion Blur gehen. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;It relies on the Composite Nodes Editor to perform.&quot;&gt;Es beruht auf der Composite Nodes Editor zu erfüllen. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;But even if the Nodes Editor could look intimidating at first glance, it&#39;s in fact very easy to set up.&quot;&gt;Aber selbst wenn die Knoten-Editor aussehen könnte einschüchternd auf den ersten Blick, es ist in der Tat sehr einfach einzurichten. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;This short tutorial will go through the basics steps for enhancing your renders (both stills and animations) with good looking motion blur.&quot;&gt;Diese kurze Tutorial führt durch die Grundlagen für die Verbesserung Ihrer Schritte macht (beide Stills und Animationen go) mit gut aussehenden Bewegungsunschärfe.&lt;/span&gt;&lt;/span&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/zwischen-die-grundlagen-des-character.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-1878671184411981310</guid><pubDate>Tue, 01 Jun 2010 07:54:00 +0000</pubDate><atom:updated>2010-06-01T00:54:04.906-07:00</atom:updated><title>Intermediate in animations</title><description>&lt;div class=&quot;csc-header csc-header-n1&quot;&gt;&lt;h1 class=&quot;csc-firstHeader&quot;&gt;Intermediate&lt;/h1&gt;&lt;/div&gt;&lt;!-- content element group --&gt;     &lt;div class=&quot;mainboxheader boxheader&quot; style=&quot;padding-top: 0pt;&quot;&gt;    &lt;h2&gt;&lt;!--###BLOCK_TITLE###--&gt;&lt;/h2&gt;&lt;/div&gt;&lt;div class=&quot;mainboxcontent boxbg&quot; style=&quot;padding-bottom: 0pt;&quot;&gt;        &lt;!-- site item --&gt;    &lt;div class=&quot;siteitemcontent&quot;&gt;    &lt;h2&gt;&lt;a href=&quot;http://www.geckoanimation.com/community/article/animation-challenge-tutorial&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/www.geckoanimation.com/community/article/animation-challenge-tutorial&#39;); &quot; target=&quot;_top&quot;&gt; The fundamentals of character animation &lt;/a&gt;&lt;/h2&gt;&lt;a href=&quot;http://www.geckoanimation.com/community/article/animation-challenge-tutorial&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/www.geckoanimation.com/community/article/animation-challenge-tutorial&#39;); &quot; target=&quot;_top&quot;&gt; &lt;img alt=&quot;&quot; class=&quot;border siteitem&quot; height=&quot;120&quot; src=&quot;http://www.blender.org/typo3temp/pics/e0c7b8e999.jpg&quot; title=&quot;&quot; width=&quot;120&quot; /&gt; &lt;/a&gt;        &lt;!-- &lt;img src=&quot;http://geheim.blender.org/uploads/tx_txsiteitem/id-studios.jpg&quot; width=&quot;120&quot; height=&quot;66&quot; alt=&quot;&quot; title=&quot;&quot; class=&quot;border siteitem&quot;/&gt; --&gt;        The fundamentals of animation. This tutorial shows step by step the process of animating a character jumping from one pillar to another.&lt;br /&gt;
&lt;/div&gt;&lt;!-- END site item --&gt;       &lt;/div&gt;&lt;div class=&quot;mainboxcontent boxbg&quot; style=&quot;padding-bottom: 0pt;&quot;&gt;        &lt;!-- site item --&gt;    &lt;div class=&quot;siteitemcontent&quot;&gt;    &lt;h2&gt;&lt;a href=&quot;http://www.blendercookie.com/2010/03/10/working-with-shapekey-drivers/&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/www.blendercookie.com/2010/03/10/working-with-shapekey-drivers/&#39;); &quot; target=&quot;_top&quot;&gt; Working with Shapekey Drivers &lt;/a&gt;&lt;/h2&gt;&lt;a href=&quot;http://www.blendercookie.com/2010/03/10/working-with-shapekey-drivers/&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/www.blendercookie.com/2010/03/10/working-with-shapekey-drivers/&#39;); &quot; target=&quot;_top&quot;&gt; &lt;img alt=&quot;&quot; class=&quot;border siteitem&quot; height=&quot;54&quot; src=&quot;http://www.blender.org/typo3temp/pics/4356ab459e.jpg&quot; title=&quot;&quot; width=&quot;120&quot; /&gt; &lt;/a&gt;        &lt;!-- &lt;img src=&quot;http://geheim.blender.org/uploads/tx_txsiteitem/id-studios.jpg&quot; width=&quot;120&quot; height=&quot;66&quot; alt=&quot;&quot; title=&quot;&quot; class=&quot;border siteitem&quot;/&gt; --&gt;        In this Blender 2.5 video tutorial we will be going over creating shape keys, and then talk on how to apply drivers to the shapekeys so that the armature can control the them.&lt;br /&gt;
&lt;/div&gt;&lt;!-- END site item --&gt;       &lt;/div&gt;&lt;div class=&quot;mainboxcontent boxbg&quot; style=&quot;padding-bottom: 0pt;&quot;&gt;        &lt;!-- site item --&gt;    &lt;div class=&quot;siteitemcontent&quot;&gt;    &lt;h2&gt;&lt;a href=&quot;http://www.blendercookie.com/2010/03/13/rigging-a-pupil-for-dilation/&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/www.blendercookie.com/2010/03/13/rigging-a-pupil-for-dilation/&#39;); &quot; target=&quot;_top&quot;&gt; Rigging an eye for Dilation &lt;/a&gt;&lt;/h2&gt;&lt;a href=&quot;http://www.blendercookie.com/2010/03/13/rigging-a-pupil-for-dilation/&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/www.blendercookie.com/2010/03/13/rigging-a-pupil-for-dilation/&#39;); &quot; target=&quot;_top&quot;&gt; &lt;img alt=&quot;&quot; class=&quot;border siteitem&quot; height=&quot;50&quot; src=&quot;http://www.blender.org/typo3temp/pics/61264a6eb0.jpg&quot; title=&quot;&quot; width=&quot;120&quot; /&gt; &lt;/a&gt;        &lt;!-- &lt;img src=&quot;http://geheim.blender.org/uploads/tx_txsiteitem/id-studios.jpg&quot; width=&quot;120&quot; height=&quot;66&quot; alt=&quot;&quot; title=&quot;&quot; class=&quot;border siteitem&quot;/&gt; --&gt;        How to use driven shape-keys to dilate the pupil of an eye. The tutorial also demonstrates how to use custom bone shapes and limiting the transformation of a bone via constraints.&lt;br /&gt;
&lt;/div&gt;&lt;!-- END site item --&gt;       &lt;/div&gt;&lt;div class=&quot;mainboxcontent boxbg&quot; style=&quot;padding-bottom: 0pt;&quot;&gt;        &lt;!-- site item --&gt;    &lt;div class=&quot;siteitemcontent&quot;&gt;    &lt;h2&gt;&lt;a href=&quot;http://www.vimeo.com/7316651&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/www.vimeo.com/7316651&#39;); &quot; target=&quot;_top&quot;&gt; Animating Cracks &lt;/a&gt;&lt;/h2&gt;&lt;a href=&quot;http://www.vimeo.com/7316651&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/www.vimeo.com/7316651&#39;); &quot; target=&quot;_top&quot;&gt; &lt;img alt=&quot;&quot; class=&quot;border siteitem&quot; height=&quot;120&quot; src=&quot;http://www.blender.org/typo3temp/pics/e4f95a9b2f.jpg&quot; title=&quot;&quot; width=&quot;120&quot; /&gt; &lt;/a&gt;        &lt;!-- &lt;img src=&quot;http://geheim.blender.org/uploads/tx_txsiteitem/id-studios.jpg&quot; width=&quot;120&quot; height=&quot;66&quot; alt=&quot;&quot; title=&quot;&quot; class=&quot;border siteitem&quot;/&gt; --&gt;        Tutorial for animating a crack on a plane. Perfect for earthquakes! Includes powerful insight into using lattices to change the shape of your object.&lt;br /&gt;
&lt;/div&gt;&lt;!-- END site item --&gt;       &lt;/div&gt;&lt;div class=&quot;mainboxcontent boxbg&quot; style=&quot;padding-bottom: 0pt;&quot;&gt;        &lt;!-- site item --&gt;    &lt;div class=&quot;siteitemcontent&quot;&gt;    &lt;h2&gt;&lt;a href=&quot;http://www.blendernation.com/tutorials/blender-3d-beginner-tutorial-a-ride-through-the-mines/&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/www.blendernation.com/tutorials/blender-3d-beginner-tutorial-a-ride-through-the-mines/&#39;); &quot; target=&quot;_top&quot;&gt; A Ride through the mines &lt;/a&gt;&lt;/h2&gt;&lt;a href=&quot;http://www.blendernation.com/tutorials/blender-3d-beginner-tutorial-a-ride-through-the-mines/&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/www.blendernation.com/tutorials/blender-3d-beginner-tutorial-a-ride-through-the-mines/&#39;); &quot; target=&quot;_top&quot;&gt; &lt;img alt=&quot;&quot; class=&quot;border siteitem&quot; height=&quot;96&quot; src=&quot;http://www.blender.org/typo3temp/pics/069e7115b9.jpg&quot; title=&quot;&quot; width=&quot;120&quot; /&gt; &lt;/a&gt;        &lt;!-- &lt;img src=&quot;http://geheim.blender.org/uploads/tx_txsiteitem/id-studios.jpg&quot; width=&quot;120&quot; height=&quot;66&quot; alt=&quot;&quot; title=&quot;&quot; class=&quot;border siteitem&quot;/&gt; --&gt;        In this tutorial, we&#39;ll be playing around with curves and procedural objects a bit. Starting off with only a handfull of shapes, we will make an animation of a ride through an abandoned mine. The technique used will allow you to make changes to the shape of the path easily and not have to worry about recreating stuff like the motion from scratch. &lt;br /&gt;
&lt;/div&gt;&lt;!-- END site item --&gt;       &lt;/div&gt;&lt;!-- site item --&gt;        &lt;h2&gt;&lt;a href=&quot;http://feeblemind.tuxfamily.org/dotclear/index.php/2006/11/05/74-blender-and-the-vector-blur&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/feeblemind.tuxfamily.org/dotclear/index.php/2006/11/05/74-blender-and-the-vector-blur&#39;); &quot; target=&quot;_blank&quot;&gt; Vector Blur &lt;/a&gt;&lt;/h2&gt;&lt;a href=&quot;http://feeblemind.tuxfamily.org/dotclear/index.php/2006/11/05/74-blender-and-the-vector-blur&quot; onclick=&quot;javascript:urchinTracker (&#39;/.external/http/feeblemind.tuxfamily.org/dotclear/index.php/2006/11/05/74-blender-and-the-vector-blur&#39;); &quot; target=&quot;_blank&quot;&gt; &lt;img alt=&quot;&quot; class=&quot;border siteitem&quot; height=&quot;90&quot; src=&quot;http://www.blender.org/typo3temp/pics/e63389e9b2.png&quot; title=&quot;&quot; width=&quot;120&quot; /&gt; &lt;/a&gt;        &lt;!-- &lt;img src=&quot;http://geheim.blender.org/uploads/tx_txsiteitem/id-studios.jpg&quot; width=&quot;120&quot; height=&quot;66&quot; alt=&quot;&quot; title=&quot;&quot; class=&quot;border siteitem&quot;/&gt; --&gt;        Vector Blur is an interesting solution to go beyond the limitations of regular Motion Blur. It relies on the Composite Nodes Editor to perform. But even if the Nodes Editor could look intimidating at first glance, it&#39;s in fact very easy to set up. This short tutorial will go through the basics steps for enhancing your renders (both stills and animations) with good looking motion blur.</description><link>http://animationtutorialshari.blogspot.com/2010/06/intermediate-in-animations.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4957990673146551436.post-6121547987557191833</guid><pubDate>Tue, 01 Jun 2010 07:53:00 +0000</pubDate><atom:updated>2010-06-01T00:53:31.076-07:00</atom:updated><title></title><description>&lt;span class=&quot;long_text&quot; id=&quot;result_box&quot;&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Beginner&quot;&gt;शुरुआत &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Intro to Animation Fundamentals&quot;&gt;एनिमेशन बुनियादी बातों को पहचान &lt;br /&gt;
&lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Provides an introduction to some fundamental animation techniques.&quot;&gt;कुछ बुनियादी एनीमेशन तकनीक के लिए एक परिचय प्रदान करता है. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;The techniques covered are Drag, Follow-Through, and Overlapping Action.&quot;&gt;कवर तकनीक खींचें, कर रहे हैं पालन के माध्यम से, और अतिव्यापी लड़ाई. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;Simple animations&quot;&gt;सरल एनिमेशन &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;Making animations can sound very intimidating, but it is often easy, even for&quot;&gt;एनिमेशन के बहुत डराना लग सकता है बनाना, लेकिन अक्सर यह आसान है, के लिए भी &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;beginers to make their very first animation without great harassment.&quot;&gt;Beginers महान उत्पीड़न के बिना उनके बहुत पहले एनीमेशन बनाने के लिए. &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; title=&quot;This&quot;&gt;यह &lt;/span&gt;&lt;span onmouseout=&quot;this.style.backgroundColor=&#39;#fff&#39;&quot; onmouseover=&quot;this.style.backgroundColor=&#39;#ebeff9&#39;&quot; style=&quot;background-color: white;&quot; title=&quot;tutorial is there to show you how to do it.&quot;&gt;ट्यूटोरियल वहाँ है तुम्हें दिखाने के लिए कि यह कैसे करना.&lt;/span&gt;&lt;/span&gt;</description><link>http://animationtutorialshari.blogspot.com/2010/06/blog-post.html</link><author>noreply@blogger.com (animation tutorials)</author><thr:total>0</thr:total></item></channel></rss>