About the Book
Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 73. Chapters: Computer-generated imagery, Machinima, Gnuplot, Framestore, Inbetweening, Motion capture, Animusic, Match moving, Barbie and the Three Musketeers, Computer facial animation, Rhythm and Hues Studios, Barbie: A Fashion Fairy Tale, Digital Domain, History of computer animation, Barbie in A Mermaid Tale, Facial motion capture, Xcalibur, Rich Representation Language, Information International, Inc., Matte World Digital, Adventures of Alfredo, Crew972, Evolver, Crowd simulation, Vision Crew Unlimited, Skeletal animation, Sprookjesboom, Here Comes Peter Cottontail: The Movie, Sony Pictures Imageworks, Odyssey Productions, Boss Film Studios, Gridcosm, Mixamo, The Orphanage, NECA Project, Centro Digital Pictures Limited, Cel-shaded animation, Tamas Waliczky, Mathematical Applications Group, Inc., Image Metrics, Dick Figures, Havok, Semiconductor, Short Circutz, Uncharted Territory, LLC, Digital Effects, Facial expression capture, Stargate Studios, Molecularium, The Embassy Visual Effects, More Bells and Whistles, Bears3, Digital Productions, Timewarps, Parametric animation, Early Bloomer, Xtranormal, The Night of the Headless Horseman, Xenobi Studios, Euler filter, Split'n'Melba, Pear people, Avar, National Centre for Computer Animation, Color cycling, Virtual newscaster, Adam Powers, The Juggler, Scenery generator, FCurve, Pose to pose, Pose Space Deformation. Excerpt: Machinima ( or ) is the use of real-time 3D computer graphics rendering engines to create a cinematic production. Most often, video games are used to generate the computer animation. Machinima-based artists, sometimes called machinimists or machinimators, are often fan laborers, by virtue of their re-use of copyrighted materials (see below). The practice of using graphics engines from video games arose from the animated software introductions of the 1980s dem...