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Animating Real- Time Game Characters-P6

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Adjust the Radial Scale of the envelopes.. Adjust the Parent/Child Overlap of the envelopes.. The only problem with this sort of display arrangement is that when you click on one of the colored stick figure "bones". Care- fully select all the links of the head, except for Bikini Head (Figure 4.4).. FIGURE 4.4 Select all the envelopes of the head...

Animating Real- Time Game Characters-P7

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FIGURE 4.43 Say buh-bye to Bikini girl—for now!. For that reason, when dealing with a higher resolution character, you need to achieve as much of the weighting via envelopes as possible before resorting to manually entering the weighting values. So, take a moment to consider some of the ele- ments to be thought out before animating your real-time game characters.....

Animating Real- Time Game Characters-P8

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FIGURE 6.11 Zooming in and out of Track View can be limited to the vertical or horizontal.. Do this by using the ° Add Keys button at the top of the Track View. Fill in the blanks, and now you have keys for all Biped objects at Frame 0 (Figure 6.12).. FIGURE 6.12 Use Add Keys to manually add keys...

Animating Real- Time Game Characters-P9

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FIGURE 6.50 Adding a Time Tag gives you a nice shortcut to an animation clip.. Click on it, and the Time Slider automatically goes to the first frame of the idle (Figure 6.51).. Since Widge will be used for a WildTangent export, you will need to know the start and end time of the animation when you export the ani-...

Animating Real- Time Game Characters-P10

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FIGURE 7.37 A running jump needs longer beginning and end phases than a standing jump.. The only way a jump can work in a game is if it's thought through a bit differently and is divided into three parts: jump (1), idle (2), and landing (3) (Figure 7.38).. FIGURE 7.38 The jump sequence has to be broken into three parts...

Animating Real- Time Game Characters-P11

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FIGURE 7.75 The arm needs to anticipate, act, and react as it goes through the motion.. Then, go to Frame 705, and rotate the Spine objects along the Y-axis back toward the motion of the stroke (Figure 7.76).. With Biped, you can get away with it because of the unique IK arrangement of the Biped hand. However, the start time...

Animating Real- Time Game Characters-P12

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FIGURE 8.37 The right foot needs to be on the ground plane and be flat when planted.. Then go to Frame 25 and rotate the Biped Spine -5 degrees along the Z- axis (Figure 8.38).. Collapse the stack of layers and move to the Front viewport to fix one last problem (Figure 8.39).. FIGURE 8.38 Rotate the Spine object to...

Animating Real- Time Game Characters-P13

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animation and adjust the head so that it's always facing somewhat for- ward (Figure 8.84).. FIGURE 8.84 The head will always try to face forward so the eyes can see the target.. and select all keys for just the Betty R Thigh track from Frame 40 to 89 (Figure 8.85).. Zoom in on the right foot and look at the...

Animating Real- Time Game Characters-P14

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secondary motion . Motion capture (mocap) animation;. Motion Flow mode. rotating with Motion Flow Editor, 325-331. Parameters, 298, 301 Motion Flow Editor and,. Motion controllers, 84-88 Motion Flow Editor, 325-331 Motion Flow mode. creating a Motion Flow script, 361-365 preparing animation for,. Scale Transform dialog, 42 Scripts, creating a Motion Flow

The Non-Designer's Design Book- P1

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Find us on the web at www.peachpit.com.. The quote by Jan White on page 165 is from the out-of-print book How to Spec Type, by Alex White. The charming pen-and-ink drawing of the wicket woof on pages 44 and 45 are by Jon Vlakos, reprinted courtesy of Swamp Press. You can order an exquisite little handmade letterpressed booklet of the...

The Non-Designer's Design Book- P2

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If the information is organized, it is more likely to be read and more likely to be remembered. Squint your eyes slightly and count the number of visual elements on the page by counting the number of times your eye stops. If there are more than three to five items on the page (of course it depends on the piece),...

The Non-Designer's Design Book- P3

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Sometimes the mere suggestion of a repeated element can get the same results as if you used the whole thing. This chile pepper image, of course, has been used on all of the chile Fiestás promotional material. to re peat elements on the invitation,. Mike TIro""n. You can check with the folks there to see what they still need.. Don't...

The Non-Designer's Design Book- P4

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Url's Internet Cafe Get on the Internet and do Stuff.. [email protected] P.O. Box 23465 www.UrlslntemelCafe.com Santa Fe, NM 87502. Get on the Internet and do Stuff.. Url Ratz, General Manager www.UrlslnternetCafe.com. Get on the internet and do Stuff.. email: [email protected]. Don't stick things in the corners. the entire space on the card. Most of the time a strong ~ush left...

The Non-Designer's Design Book- P5

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Two of the most important factors in good web design are repetition and clarity. A visitor should never have to figure out how to use your navigation system, where they are in the site, or whether they are still in your web site or have jumped somewhere else.. Once you get to content pages, the visitor should find the navigation...

The Non-Designer's Design Book- P6

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Not only does a contrast of weight make a page more attractive to your eyes, it is one of the most effective ways of organizing information. Center Alley . Center Alley.. Plus it sets up a repetition (one of the four main principies of design.. (If you use a bold sans serif within serif body copy. you will probably have...

The Non-Designer's Design Book- P7

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There is already a repetition in the headings: strengthen that repetition by making the headings strong and black.. The strong black impression in the bullets now repeats and reinforces the strong black in the headings.. By the way: all the numbers in the new version are a point size smaller so they don't call undue attention to themselves.. Some elements...

Adobe Dreamweaver CS3 Unleashed- P1

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The Document Window Context Menus The Insert Bar. Working with AP Elements. Working with Templates. Working with the Timeline. Working with Server-Side Technologies. Working with Behaviors. A sincere thank you to my editors Linda Harrison and Mark Taber as well as the technical editor Derren Whiteman for being on top of this book and making sure that Adobe Dreamweaver CS3...

Adobe Dreamweaver CS3 Unleashed- P2

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Figure 1.22. The categories of the Insert bar when you're working with a normal HTML file.. Figure 1.23. The categories of the Insert bar when you're working with an ASP.NET file. Again, server technologies will be covered in much more detail in the second half of the book.. for now, note that the Spry category in the Insert bar outlines...

Adobe Dreamweaver CS3 Unleashed- P3

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As you can see from my page (FontSizes.htm contained within the Assets folder), shown in Figure 2.21, the default font size (base font) is 3. Figure 2.21. As you can see from Figure 2.22, the text is changed.. Figure 2.22. Dreamweaver organizes web-safe colors within the Text Color palette available just to the right of the Size menu. Figure 2.23....

Adobe Dreamweaver CS3 Unleashed- P4

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You'll also notice in Figure 2.65 that the Snippets panel is organized into two halves. The completed Snippet dialog box should resemble Figure 2.66.. Figure 2.66. As you can see, from the predefined sample site in Figure 3.1, the Files panel can organize assets, images, and at the root of the directory, web pages.. You can begin the process of...