Monday, June 23, 2008

3D Animation Glossary : D

Tej Kohli Animation career help brings letter D for define.Lets See Tej Kohli 3D animation glossary.

Deformer: It is a modeling tool which is basically used for deforming the structure of an entire object , but the actually means can be vary software to software packages.
Displacement Map : Black and white image which 3D software packages projects on model surface for generating surface details like that Bump Mapping , but the noticeable difference between Bump and Displacement Map is that its modifies the actual underlying geometry and is not merely a rendering effect.
DOF(Depth of Field) : It’s a specific lens range of acceptable focus behind and in front of primary focus setting .It is basically a function which measure distance between from the lens to the primary focal plane and of the chosen aperture. Big apertures having narrow depth and small aperture have big depth.
Decal : Also known as Texture basically are 2D pixels image stamped on the surface of 3D patches which add reality into models .Some example of Decal are color, Bump, transparency, reflectivity, diffuse, specular, ambiance, mirror, gradient and Cookie Cut.
Basically decal defines how A:M interprets the pixel information in the image.
Default Bone : Each and every model consist one bone which is default ‘Model Bone’ unless and unit you will not add any other new bone. Default bone defines the ‘origin’ or ‘zero-position’ of the model when we work in Choreography.
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Tuesday, June 10, 2008

3D Animation Glossary : C -II

Tej Kohli giving some useful abbreviation that start with capital 'C' and widely used in animation.

CGI : Its stands for “Computer Generated Imagery” . With the use of computer software and technology or even we can say images generated by computer aid are known as CGI. Many persons are in believes that CGI is only related to 3D animation, but in reality it is widely applicable in various point.
Channel : Channel has different means in different terms , while we discussing Two-dimensional image , it refer to be a sub-image composed only of the values fro a single component of a given pixel. Different type if image color system has different channel like grayscale has only one color , RGB has three color and CMYK has four color .For the material object its applies to be one particular subset of the properties which determines the way in which a surface reacts to light, including colour, reflectivity, transparency, diffusion, specularity and bump.
Character Animation : Animation sub area which deals with the simulation of living obejects varied movements. Before making the object model move an underlying skeleton , constraints and controller must be set which called rigging process.
Colour Bleeding : Transferring of color of one object color to neighboring object because of light bouncing from one surface to other. For example caustics, colour bleeding is a complex real-world lighting effect, and one that rendering software has only recently become able to simulate accurately.
Colour Space : Mathematical calculation for defining way of color representation in an image . Some common and well known color spaces includes are RGB (Red , Green , Blue ) having 24bit depth and mostly used in broadcasting applications. Little known but widely used color schema is CMYK (Cyan, Magenta, Yellow, Black) having 32 bit depth and mostly used in print illustration work .
Compositing : Process of combining multiple image into one image . Mostly used in film for
Making live actor with computer generated background reverse also true. Also used for multi-pass rendering to combine the various render passes in different ways to control the look of a scene.
Compression : Process of reducing quantity of data in the making of an image . Compression is very affective tool but its can de be non-destructive (‘lossless’) or destructive (‘lossy’), in which data set is discarded permanently. For example converting still image into JPEG.
Constrain : To restrict the motion of an object to one or two planes, or to a certain range of values within a plane, in order to simplify the process of animation. Constraints are commonly imposed on joints within a skeleton during the process of rigging a character for animation, in
order to prevent that character from performing actions that would be physically impossible.
Constructive Solid Geometry : A modeling technique that combines simple solid forms, or
primitives, into more complex models, by means of Boolean operations. Common primitives
include the plane, the cube, the sphere, the cone and the torus.
Co-ordinate System : A set of numerical values used to denote a location in 3D space. In the
Cartesian co-ordinate system, three orthogonal ‘world axes’ (the X, Y and Z axes) are used to define the position of a point relative to the intersection of these axes, or origin. Other co-ordinate systems can be used for modeling and texture projection.
CV : Control Vertex. A control point used to manipulate the shape of a NUBS curve.
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Monday, June 2, 2008

3D Animation Glossary : C (Part-1)

CAD : CAD stands fro Computer Added Design basically its considered as computer based models of objects for visualization or testing as an aid in the design process. In reality CAD is combination of most sophisticated and precise real-world measuring tools which are more functional then other 3D PACKAGES? but they don’t have surfacing and animation feature .
Camera : 3D space virtual viewpoint which can posses both direction and position. If we talk in 3D term logy camera is nothing but it represent viewers eye. While scene is rendered at final quality then its can better estimated by camera not by any software. Making the artist to view th objects at various angel to decide which one is better for scene.
Camera Mapping: Camera matching is a technique by which geometry matching the size and perspective of objects shown within a still image is constructed and original image mapped back onto those objects those objects. But it permit only limited movement and only giving an illusion
Camera Move: Movement of virtual camera within 3D software packages which just similar to real world in cinematography. Some possible moves are dollying in which camera move towards and away from any objects with a fixed angles. Panning in which camera position remains fixed, but the camera tilts or swivels in any direction to follow the action; and tracking, in which the camera moves in a single plane at right angles to the area of interest.
Camera Path: This can be described as camera virtual path which any camera takes during making the animation process.
Camera Tracking: Which is also known as match moving which is process of ‘extracting ‘ the motion of the camera in space from a piece of live-action footage. Such motion can be imported into 3D software packages and used to animate virtual camera for best match the rendered output to that of the source footage during the composition process .
Caustics : Patches of intense illumination caused by the refraction of light through a ransparent object or the reflection of light from a reflective surface. One common example would be the shifting patterns of light and shade cast on the floor of a swimming pool on a sunny day. Rendering software has only recently become sophisticated enough to mimic such complex real-world lighting effects as caustics.
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