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CMU Graphics Lab Motion Capture Database Files Converted by B. Hahne These are the BVH conversions of the 2500-motion Carnegie-Mellon motion capture dataset files available on Cgspeed's at a one-click Filehoster by (Making hobbyist 3D animating easier, cheaper, faster).You may download them directly on this page. I am not affiliated with any of these people. Click on one of the following applications for a corresponding list of searchable download links:

Flash Animation Tutorials: Step-by-Step Lessons User interface design? Interactive animated web pages? E-cards? Funny cartoon shorts? Whatever you want to do in Flash, these tutorials will help you get a foothold on on the basics of developing your animation skills, as well as a few tips and tricks to help beginners get used to the program tools. Flash CS5 Deco Tool: Vine Fill OptionsThe Deco Tool is a Flash feature that lets you auto-create multiple effects and fills without drawing them yourself, including animated and static Vine Fills. CoRR - Computing Research Repository Welcome to the Computing Research Repository Welcome to the Computing Research Repository (CoRR). CoRR allows researchers to search, browse and download papers through its online repository.

Wild Mood Swings - Surf the web on a whim. (C) Sean McManus <p style="font-size:x-large;">Oh no! You don't have Javascript enabled. Please <a href=" Javascript now</a> or the only moods you'll experience will be boredom and frustration.</p><hr noshade> Pick your mood, click the button and Wild Mood Swings will open an appropriate website in a new window. What is Wild Mood Swings? Download Note for windows users: Having python installed on the system in some cases can crash MakeHuman. See this FAQ item. Nightly Builds A nightly build is a build that reflects the current state of the source code. Each night a script runs and creates an executable including the latest changes. This is a great way to preview the latest improvements we're making and to test fixes to bugs that have been checked-in between releases.

Flash Frame-By-Frame Animation: 8-Frame Basic Walk Cycle The walk cycle is one of the most important learning concepts in animation--and also one of the most technically difficult, because it requires so much attention to the movement of opposing limbs. However difficult, though, if you can learn to master a walk cycle then you can animate just about anything. There are many types of walk cycles, and you can vary the motion to match your character or his/her mood; you can do bouncy walks, shuffling walks, casual slouches. But the first and simplest is the standard upright walk, viewed from the side--and that's what we're going to attack in simplified form today.

ADVANCED STYLE Interview by Erika Wilder Photos by Ari Seth Cohen Ari and I recently had the pleasure of visiting with Bel Kaufman, celebrated teacher, author, and speaker—and granddaughter to Sholem Aleichem, the Yiddish writer on whose stories Fiddler on the Roof was based. As a poet and writer, I was honored to tag along and meet her. Ms. Java Tutorial 7 - String Manipulation String manipulation forms the basis of many algorithms and utilities such as text analysis, input validation, and file conversion. This tutorial explores some of the needed basics. Unless otherwise noted, the following classes are contained in the java.lang library. NOTE: For the following parameters the prefix g indicates string, i indicates integer and c indicates character types. The String Class

śĦeℓℓỴ :] on we heart it / visual bookmark #5103823 xd | We Heart It Cruel xd Add to collections You don't have any collections… MHBlenderTools: MakeWalk basic workflow MakeWalk is a Blender add-on for retargeting mocap data (.bvh files) to a given armature. Retargeting: how it works The goal of retargeting is to transfer a motion from a source armature (e.g. from a BVH file) to a given target armature (e.g. the MHX rig). However, it is not straightforward to assign the source action to the target rig, even if the bones have identical names. The motion of each bone is specified in local coordinates, relative to the parent and the bone's own rest pose. Guidelines for your final Character designs Ok, I am posting a few pics as Guideline for your final Character designs: basically you should look in your character and design the main poses that you will use in your animation: this model sheet is courtesy of , don't focus on the style but I would advise you to study how these characters are made, use your architectonic knowledge of volumes, cylinders, circles, etc to make your basic character shapes. We would like to see a 'turn around', that is your character in front view, 3/4, side, and back. There is a reason to keep it simple:

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