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Keyframing
In this technique, a storyboard is laid out and then the artists draw the major frames of the animation. Major frames are the ones in which prominent changes take place. They are the key points of animation. Keyframing requires that the animator specifies critical or key positions for the objects. The computer then automatically fills in the missing frames by smoothly interpolating between those positions.
Procedural
In a procedural animation, the objects are animated by a procedure a set of rules not by keyframing. The animator specifies rules and initial conditions and runs simulation. Rules are often based on physical rules of the real world expressed by mathematical equations.
Behavioral
In behavioral animation, an autonomous character determines its own actions, at least to a certain extent. This gives the character some ability to improvise, and frees the animator from the need to specify each detail of every character's motion.
Performance Based (Motion Capture)
Another technique is Motion Capture, in which magnetic or vision-based sensors record the actions of a human or animal object in three dimensions. A computer then uses these data to animate the object.
This technology has enabled a number of famous athletes to supply the actions for characters in sports video games. Motion capture is pretty popular with the animators mainly because some of the commonplace human actions can be captured with relative ease. However, there can be serious discrepancies between the shapes or dimensions of the subject and the graphical character and this may lead to problems of exact execution.
Physically Based (Dynamics)
Unlike key framing and motion picture, simulation uses the laws of physics to generate motion of pictures and other objects. Simulations can be easily used to produce slightly different sequences while maintaining physical realism. Secondly, real-time simulations allow a higher degree of interactivity where the real person can maneuver the actions of the simulated character.
In contrast the applications based on key-framing and motion select and modify motions form a pre-computed library of motions. One drawback that simulation suffers from is the expertise and time required to handcraft the appropriate controls systems.
WHY FU-VISION?
Guaranteed Interviews
> Repetitive Interview Calls for Failed Students
> Rigorous Employability and Softskills Training
> Training Following the Principles of S/W Industries
> More Importance for Project Management
> Unlimited Lab Hours with Trainer Support
> Training for Enterpreneurship and Top Clients
> Realtime Project Development
> Streamlined Assesment Process
> No PPT Based Learning
> Inspiring Portfolio Development
> Retraining for slow Learners
> Conceptual and Realtime based
BATCH SHEDULED
1. REGULAR
2. WEEK END
BATCH TIMING:
1.10.00 to 1.00pm
2.1.30 to 3.00pm
3.3.00 to 5.00pm
4.5.00 to 8.00pm
Cell no: 9360029290,9442173717,9003206648,9943129290
Mail us:[email protected]
Venue:
COIMBATORE: HEAD OFFICE
NO:96,HOPE COLLEGE BUS STOP,
OPP KRISHNA SWEETS,
PEELAMEDU,
AVINASHI ROAD,
COIMBATORE