- This updated version of Animation Maths is an accessible and practical guide to animation programming This updated version of Animation Maths is an accessible and practical guide to animation programming. It opens with arithmetic, solving systems and trigonometry fundamentals, then guides the reader through standard topics such as real functions, the relevant golden section, coordinate systems and vectors. All the subsequent topics are programming oriented and calculus-free and have been selected to add efficiency to your games and animations. In addition to programmable kinematics, Animation Maths offers collision detection, the parametric equations of lines and planes in 3D, and matrices, which are covered in great detail. On its extension to complex numbers, Animation Maths shows the abilities of quaternions as superior 3D rotators.
SVG is extremely powerful, with its reduced HTTP requests and crispness on any display. It becomes increasingly more interesting as you explore its capabilities for responsive animation and performance boons. When you animate SVG, you must be aware of normal image traits like composition, color, implementation, and optimization. But when you animate, it increases the complexity of each of these factors exponentially. This practical book takes a deep dive into how you can to solve these problems with stability, performance, and creativity in mind. Learn how to make SVG cross-browser compatible, backwards compatible, optimized, and responsive Plan and debug animation Make a complex animation responsive, as many sites are responsive Profile each animation technique in terms of performance so that you know what you're getting in to with each library or native technology
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for
Includes CD-Rom 'Intriguing and timely...I whole heartedly recommend this text to teacher educators and their trainees, certainly across English and the Arts, but arguably to all engaged in considering critical pedagogy across the curriculum' - ESCalate `This is a very timely book, firmly rooted in authentic, albeit visionary, classroom practice, that has much to offer to teachers of all subjects, but should be particularly welcomed by English and media colleagues' - English Drama Media `Heaving with ideas...outstanding lesson ideas and inspiring work from students' - The Secondary English Magazine `I really enjoyed working my way through this book...The book is accompanied by a DVD organised into chapters which correspond to those in the book, and it was great to see the ideas and schemes referred to in the text come alive. The schemes have been included which makes it even easier to adapt the work to fit the technology and resources available in your own school..All teachers of media would benefit from browsing this book' - Learning & Teaching Update This book is for secondary English, Media, and ICT teachers who want to develop practical media work and media literacy across the curriculum. It is ideal for secondary English and media teachers and curriculum leaders in secondary schools, as well as ICT teachers and co-ordinators, PCGE English/Media students, and researchers working on media, English and ICT projects. A range of case studies are presented which show how digital media work, from video editing to computer game authoring, can be developed in schools, drawing on children's own cultural knowledge. It also shows the benefits of such projects in terms of learning outcomes and increased self-esteem for a range of learners. The book comes with a CD-Rom of children's work from the various case study projects, exhibiting the high standard of moving image work, animations and computer games that can be produced with the help of this text. With an integrated approach drawing together practice, theory and research, the book will help teachers to plan for and develop their own media projects in school. It offers advice on integrating media work across the curriculum (in English and media classes as well as in ICT and citizenship), and presents a model of progression which shows how learning can develop from the first years of secondary school through to GCSE level. In line with current government initiatives to open up curriculum boundaries, the book shows how to plan for longer periods of time for these projects.
Physics for Flash Games, Animation, and Simulations teaches ActionScript programmers how to incorporate real physics into their Flash animations, games, user interfaces, and simulations. Introduces Flash physics in an accurate, but approachable way, covering what is required to produce physically realistic simulations (as opposed to animations that look roughly right) Packed full of practical examples of how physics can be applied to your own games and applications Addresses the diverse needs of game developers, animators, artists, and e-learning developers The book assumes a basic knowledge of ActionScript and Flash. However, no previous knowledge of physics is required—only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you'll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.
Mathematics research papers provide a forum for all mathematics enthusiasts to exercise their mathematical experience, expertise and excitement. The research paper process epitomizes the differentiation of instruction, as each student chooses their own topic and extends it as far as their desire takes them. The features and benefits of the research paper process offer a natural alignment with all eight Common Core State Standards for Mathematical Practice. Writing Math Research Papers serves both as a text for students and as a resource for instructors and administrators. This program received the 1997 Chevron Best Practices in Education Award as the premier high school mathematics course in the United States. This book is an excellent resource for students and teachers of the International Baccalaureate program.
Do you dream about using your artistic skills and love of technology working on animated films, video games, commercials, and music videos? Learn what it takes to become a computer animatorone of the most in-demand tech jobs today.
Doing Math with Python shows you how to use Python to delve into high school–level math topics like statistics, geometry, probability, and calculus. You’ll start with simple projects, like a factoring program and a quadratic-equation solver, and then create more complex projects once you’ve gotten the hang of things. Along the way, you’ll discover new ways to explore math and gain valuable programming skills that you’ll use throughout your study of math and computer science. Learn how to: –Describe your data with statistics, and visualize it with line graphs, bar charts, and scatter plots –Explore set theory and probability with programs for coin flips, dicing, and other games of chance –Solve algebra problems using Python’s symbolic math functions –Draw geometric shapes and explore fractals like the Barnsley fern, the Sierpinski triangle, and the Mandelbrot set –Write programs to find derivatives and integrate functions Creative coding challenges and applied examples help you see how you can put your new math and coding skills into practice. You’ll write an inequality solver, plot gravity’s effect on how far a bullet will travel, shuffle a deck of cards, estimate the area of a circle by throwing 100,000 "darts" at a board, explore the relationship between the Fibonacci sequence and the golden ratio, and more. Whether you’re interested in math but have yet to dip into programming or you’re a teacher looking to bring programming into the classroom, you’ll find that Python makes programming easy and practical. Let Python handle the grunt work while you focus on the math. Uses Python 3
Learn how to bridge the gap between the traditional animation principles and digital software. Tradigital Flash: 12 Principles of Animation in Adobe Flash brings the essentials of traditional animation and Adobe Flash together. The early masters of animationcreated a list of 12 principles which are important for anyone who wants to create interesting and believable animation. Digital animation continues to make incredible technological advancements that give animators the capability to produce visually stunning work. New technology, however, also has a tendency to create an environment where animators are so focused on adapting to the new workflow that they tend to dismiss these fundamental animation principles... which often leads to poor and lifeless character animation. Tradigital Flash helps you focus on these principles while using the program’s wide array of features to create believable animation, consistently. Tradigital Flash joins three other Tradigital books covering Maya, Blender, and 3ds Max. This new volume in the series approaches the topic in a different way, giving readers both a practical look at the software, and providing a theoretical understanding of the genre. ? Learn a new principle in each chapter, the Flash tools most related to it and how to put it all together. A plethora of examples demonstrate the good methods which animators should use in Flash, how to avoid the bad ones and ways to create a workflow that works for you. An easy-to-follow approach with examples throughout the book that build on each other, showing how the principles act together. A companion website www.rubberonion.com/tradigital-animate features more examples, downloadable FLA resource files, video tutorials.