Saturday, February 16, 2008
Maya LIGHTING
Faking Global Illumination with point lights
Light Linking using three point lighting
CORRECT ANAMORPHIC SETTINGS IN MAYA
Realistic Reflections - Fresnel and HDRI
Car Headlights / Misc Lamps
Locator Controlled Depth of Field
Command Line Rendering
Faking HDRI in Maya
Structured Importance Sampling of Environment Maps
Creating and lighting a realistic cell phone
Lighting In Layers - By Jeremy Birn
The concepts for lighting in 3d
Raytrace Transparency
Compositing a 3D rendered object into Video
Render globals - video
Spotlight Color - gnomon video
Glow Threshold - gnomon video
2d Motion Blur from command line - video
Using the RGB + Alpha Channels to speed up the rendering times - video
Creating Gobo's - video
Light linking fog
How to map a material on a shadowed part of an object in Maya
Adjusting the shadow density of a lighting
Specular, diffuse and ambient lighting per light
More Rendering in Layers/Passes
Darkness Tutorial - Compositing using Maya, PaintFX, and Photoshop
Texturing and Rendering a Sci-Fi City
Cartoon Shading in Maya 5
Render Passes for Maya - Tutorial
Backlight glows
Advanced Global Illumination
Three-Point Lighting for 3D Renderings
Faking Radiosity
Faking outdoor illumination in maya
Faking ray-traced shadows with detph-map shadows in maya
How to use the skyLightControl window
How to use the skyLight with an animated textures from an envSky
How to fake real specular highlights with the skyLight (HDRLI)
Creating motion-blurred shadows in Maya
How to bake shadows in Maya
Wireframe Rendering
Single Sided Wireframe Rendering in Maya
Non Photo Realistic Shading in Maya
Batch Rendering Multiple Maya Files
Environment Mapping Without Raytracing
Correcting Glow Flicker in Maya
Creating a fast Athmo
Faking Global Illumination
Baking (« convert to file texture ») Workarounds
Lighting flat objects
Rendering Guide
material & light tutorial
Depth map auto focus
Display resolution or filmgate?
A Desk Lamp Light
Shadow Quality
Spotlight Decay Regions
Controlling Fog Density
Transparency Shadows
The Fisheye Camera
How to bake shadows in Maya
Faking radiosity in Maya
Multi-Patch Model Tesselation
How to render a real volume in Maya
BACKLIGHT SHADER by Emmanuel Campin
Faking ray-traced shadows with detph-map shadows
Creating motion-blurred shadows in Maya
Water Waves Plugin
Camera/Light texture projection
IPR Rendering 24
How to Prelight a scene
Light Linking in Heavy Scenes
Rendering in Passes and Layers
Simple Fog
Depth of Field as a Post Process
Spotlight Fog
Faking outdoor illumination in maya
Thursday, February 14, 2008
8- Secondary action consists of the smaller motions that complement the dominant action. In three-dimensional computer animation we can take advantage of layers and channels for building up different secondary motions, for example, a layer for hair, a layer for the character's hat, a layer for the cape, and so on
9- Timing is the precise moment and the amount of time that a character spends on an action (figure below). Timing adds emotion and intention to the character's performance. Most three-dimensional computer animation tools allow us to fine tune the timing by shaving off or adding frames with non-linear time-editing. Timing can also be controlled and adjusted by placing each character on a separate track, and using sub-tracks for parts of the character such as head, torso, arms and legs.
SOLID MODELING AND RIGGING
12- Character personality, or appeal as it was originally called, facilitates the emotional connection between character and audience. Characters must be well developed, have an interesting personality, and have a clear set of desires or needs that drive their behavior and actions. Complexity and consistency of motion are two elements of character appeal that can be easily developed with three-dimensional computer animation. Writing down the ways in which the character moves (Fig. 10.5.7), how he/she reacts to different situations, and how he/she relates to other characters can help define the main characteristics of the character's personality. Fine-tune the personality with the key poses and the character turnarounds.
Principles of 3D animation

FOLLOW-THRU
Principles of Traditional Animation
Many of the principles of traditional animation were developed in the 1930's at the Walt Disney studios. These principles were developed to make animation, especially character animation, more realistic and entertaining. These principles can and should be applied to 3D computer animation.
The following principles were developed and named:
Squash and Stretch - defining the rigidity and mass of an object by distorting its shape during an action
Timing and Motion - spacing actions to define the weight and size of objects and the personality of characters
Anticipation - the preparation for an action
Staging - presenting an idea so that it is unmistakably clear
Follow Through and Overlapping Action - the termination of an action and establishing its relationship to the next action
Straight Ahead Action and Pose-to-Pose Action - The two contrasting approaches to the creation of movement
Slow In and Out - the spacing of the in-between frames to achieve subtlety of timing and movement
Arcs - the visual path of action for natural movement
Exaggeration - Accentuating the essence of an idea via the design and the action
. Secondary Action - the action of an object resulting from another action
. Appeal - creating a design or an action that the audience enjoys watching
28 principles
Here is a list of things (principles) that appear in these drawings, most of which should appear in all scenes, for they comprise the basis for full animation
-Pose and Mood
-Shape and Form -Anatomy
-Model or Character -Weight
-Line and Silhouette -Action and Reaction
-Perspective -Direction
-Tension -Planes
-Solidity -Arcs
-Squash and Stretch -Beat and Rythem
-Depth and Volume -Overlap and followthru
-Timing -Working from extreme to extreme
-Straights and Curves -Primary and secondary action
-Staging and composition -Anticipation
-Caricature -Details
-Texture -Simplification
-Positive and negative shapes
Principles of 2D animation
To illustrate these principles, I have chosen a supposedly simple scene. When the scene is analyzed, it is apparent how far one may go in using these principles.
The use of held drawings and moving holds can be very effective, but only if they contain the vitality of an action drawing. Again, the use of these principles makes that possible.
How do u?

How Do You Become An Artist?
An Artist requires an innate talent as well as a proper environment to become an artist. You cannot be a good artist unless you have a natural inclination towards becoming an artist. Similarly, your training and grooming has an important role to play in shaping up your dreams.What is Meant By?

Animated movies are movies that use computer graphics to 'animate' characters and scenes. Animate means to 'bring to life' or 'make move'. It is similar to cartoons but not quite. While for cartoons, artists just draw still pictures on page after page with slight alterations, in order to make the characters movie, in animated movies it is the computer graphics experts who are used for applying the animation process, instead of using sheets of paper.Artists still draw and outline the entire script of the animation movies, but it is the graphics designers who piece it together. Computer animation is a much more advanced process than the simple 'cartoon' days, and it helps create better graphics, smoother animation, and overall better quality motion pictures.
The First Ever Made
When was the first ever movie made?
"The Story of the Kelly Gang" is widely considered as the world's first feature length film. It was a 70 minute length movie released in 1906. The story of the movie portrays the life of the legendary Australian bushranger, Ned Kelly (1855-1880). Charles Tait wrote and directed it. It is said that the film's actual reel length is 1219.2 meters. The Story of the Kelly Gang was released on 26th December 1906 in Australia at the Melbourne Town Hall. The movie starred Elizabeth Tait, Godfrey Cass, Nicholas Brierley, and John Tait.
Wednesday, February 13, 2008
History Of Anime
What Was Disney's First Animated Feature Film?
Disney's first animated feature film was Snow White and the Seven Dwarves, which was released on December 21,1937, and was the first animated feature to be filmed in technicolor. It is the tenth highest-grossing film of all time in the United States, when inflation is taken into account, and was the most successful motion picture in 1938. What is What?
How many types of Anime are uses now a day?
There are many different types of animes are used in the market. Anime topics can be children’s stories, fiction, drama, adventure, specific character, science, horror and many other types. These animes can be shown in single episode or can be series. Following animes types can be discussed here:
Action Animes: In this type of animes fighting shown by sword or any other weapon like guns, pistols, bombs etc.
Horror: Characters shown in this type may be of horror type like ghost and gin can be shown in it. Mostly children like it very much.
Romantic Anime: These animes created for the boys and girls. If anime based on girl character it will attract boys and if the main character is a boy it will attract to girls ultimately.
Fiction: Story based animes are related to any fiction. It is specially created for kids to understand them about stories.Science:Informative type of anime produced for students. It is provided with very useful information.Anime some time took a person into a unrealistic world. It is a best media to make an imaginary world.
Q...What are the Animes and how it can be produced?
:A:!!! Anime is an English word and abbreviation of word “Animation”. But mostly animation word is used in Japan. But in West it is pronounced as “Anime”. In the beginning anime were drawn by hand. Computer made a great revolution in the anime production. Now a days most of the anime s are produced computerized.
In the past people use to draw a story or any fiction to make anime and show for the entertainment proposes. Anime can be shown on TV an on other medias like DVD and VCDs. But in later years a new change made in anime development. It can be created in the form of video games and full-length motion pictures.
Mostly anime are produces for children to show them fiction and different types of stories in the form of animation. It is very helpful to understand a story with animation. Anime is the basics of art. After that people use to develop this art in various other manners. In many country it is a very good business to produce animes like in Japan, China, America etc.

