Bounce, tumble, and splash!: simulating the physical world with Blender 3D
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Indianapolis, Ind.
Wiley
2008
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Inhaltsverzeichnis |
Beschreibung: | XX, 379 S. zahlr. Ill. 26 cm 1 CD-ROM (12 cm) |
ISBN: | 0470192801 9780470192801 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
---|---|---|---|
001 | BV023413240 | ||
003 | DE-604 | ||
005 | 20090911 | ||
007 | t | ||
008 | 080724s2008 a||| |||| 00||| eng d | ||
020 | |a 0470192801 |c (pbk) : USD 49,99 |9 0-470-19280-1 | ||
020 | |a 9780470192801 |c (pbk) : USD 49,99 |9 978-0-470-19280-1 | ||
035 | |a (OCoLC)253967936 | ||
035 | |a (DE-599)GBV549533788 | ||
040 | |a DE-604 |b ger |e aacr | ||
041 | 0 | |a eng | |
049 | |a DE-1051 |a DE-11 |a DE-355 |a DE-2070s | ||
050 | 0 | |a T385 | |
082 | 0 | |a 006.693 | |
082 | 0 | |a 006.6/96 |2 22 | |
084 | |a ST 321 |0 (DE-625)143658: |2 rvk | ||
100 | 1 | |a Mullen, Tony |e Verfasser |4 aut | |
245 | 1 | 0 | |a Bounce, tumble, and splash! |b simulating the physical world with Blender 3D |c Tony Mullen |
264 | 1 | |a Indianapolis, Ind. |b Wiley |c 2008 | |
300 | |a XX, 379 S. |b zahlr. Ill. |c 26 cm |e 1 CD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
630 | 0 | 4 | |a Blender (Computer file) |
650 | 0 | |a Blender (Computer file) | |
650 | 0 | |a Computer graphics | |
650 | 0 | |a Computer simulation | |
650 | 0 | |a Computer animation | |
650 | 0 | |a Three-dimensional display systems | |
650 | 7 | |a Animação (computação gráfica) |2 larpcal | |
650 | 7 | |a Imagem 3d |2 larpcal | |
650 | 4 | |a Computer animation | |
650 | 4 | |a Computer graphics | |
650 | 4 | |a Computer simulation | |
650 | 4 | |a Three-dimensional display systems | |
650 | 0 | 7 | |a Blender |g Programm |0 (DE-588)4588284-8 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Blender |g Programm |0 (DE-588)4588284-8 |D s |
689 | 0 | |5 DE-604 | |
856 | 4 | |u http://www.gbv.de/dms/ilmenau/toc/549533788.PDF |3 Inhaltsverzeichnis | |
856 | 4 | 2 | |m GBV Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016595822&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-016595822 |
Datensatz im Suchindex
_version_ | 1804137802225418240 |
---|---|
adam_text | BOUNCE TUMBLE, AND SPLASH! SIMULATING THE PHYSICAL WORLD WITH BLENDER 3D
TONY MUELLEN WILEY PUBLISHING, INC. CONTENTS FOREWORD XIII INTRODUCTION
XV CHAPTER 1 RE-CREATING THE WORLD: AN OVERVIEW 1 RE-CREATING THE
PHYSICAL WORLD WITH BLENDER 2 BLENDER S PHYSICAL SIMULATION
FUNCTIONALITY 2 THE SCIENCE OF SIMULATION 5 NONSIMULATION TOOLS AND
TECHNIQUES 6 USING MATERIALS AND TEXTURES 6 HOT LAVA WITH MATERIAL NODES
7 TRANSPARENCY AND SUBSURFACE SCATTERING 14 SKY MAPS 20 FAKING PHYSICS
WITH GENERAL TOOLS 23 MODEUENG BODIES OF WATER BY USING MODIFIERS AND
TEXTURES 24 FAKING A CLOTH FLAG BY USING A DISPLACEMENT MODIFIER 41
CREATING A POSEABLE SPRING BY USING AN ARRAY MODIFIER, SHAPE KEYS, AND
PYDRIVERS 46 CHAPTER 2 THE NITTY-GRITTY ON PARTICLES 59 INTRODUCING
PARTICLES 60 SETTING PARTICLE PARAMETERS 60 USING THE PHYSICS TAB 65
SETTING VISUALIZATION OPTIONS 67 USING THE EXTRAS TAB 72 USING FORCE
FIELDS AND DEFLECTION 73 WORKING WITH DYNAMIC PARTICLES 79 CREATING FIRE
AND SMOKE 80 THE BB VS. THE CRYSTAL BALL: USING THE EXPLODE MODIFIER 94
BOIDS! 101 SETTING UP THE BOIDS SYSTEM 102 WORKING WITH GOALS AND
PREDATORS 102 CREATING A SIMPLE FLYING BIRD 106 CHAPTER 3 GETTING
FLEXIBLE WITH SOFT BODIES AND CLOTH 109 GETTING THE HARD FACTS ON SOFT
BODIES 110 UNDERSTANDING SOFT BODY BASICS 110 BAKING 112 ANIMATING A
SPRING WITH SOFT BODIES 112 USING FORCE FIELDS AND COLLISION 118 WORKING
WITH SOFT BODIES AND CURVES 121 USING STRESS-MAPPED TEXTURES FOR RUBBERY
SURFACES 132 GETTING JIGGLY WITH LATTICES 139 SIMULATING CLOTH AND
CLOTHING 146 PUTTING SOME CLOTHES ON MANCANDY 147 LEARNING MORE ABOUT
CLOTH 156 DEMOLITION! 158 CHAPTER4 HAIR ESSENTIALS: THE LONG AND SHORT
OF STRAND PARTICIES 165 INTRODUCING BLENDER HAIR 166 SETTING UP A HAIR
SIMULATION 168 CREATING CLUMPING, ROUGHNESS, AND KINK 176 TEXTURE
MAPPING 180 LIGHTING AND RENDERING 182 A TRIP TO THE BEAUTY SALON 183
PREPARING THE MESH 183 EDITING HAIR PARTICIES 185 RELEASING YOUR INNER
HAIRDRESSER 192 MORE TIPS AND TRICKS FOR CONTROLLING HAIR 199 SOFT
BODIES AND HAIR 204 OTHER USES FOR HAIR PARTICIES 206 CHAPTER 5 MAKING
A SPLASH WITH FLUIDS 213 USING THE BLENDER FLUID SIMULATOR 214 GETTING
STARTED WITH FLUIDS 214 INFLOW AND OUTFLOW 224 TIME, SIZE, AND
RESOLUTION 229 PARTICIES 232 OBSTACLES AND ANIMATION 239 ANIMATED
OBSTACLES 242 GETTING THE SHOT 247 STRAWBERRIES AND MILK 247 BOTTLE OF
POP 254 RUSHING CREEK 259 DELVING FURTHER INTO FLUIDS 266 IPO ANIMATION
266 SCRIPTS AND EXPORTING 266 EXPLORING FURTHER RESOURCES 268 CHAPTER 6
BULLET PHYSICS AND THE BLENDER GAME ENGINE 271 THE BLENDER GAME ENGINE
272 GETTING STARTED WITH BGE 276 USING IPOS AND ACTIONS IN BGE 282 RIGID
BODY SIMULATION AND IPOS 284 BAKING GAME IPOS 284 FRAME RATE AND
SIMULATION SPEED 285 CTRL+ALT+SHIFT+P 288 ACTOR PARAMETERS, BOUNDARIES,
AND HUU TYPES 295 GENERAL TIPS ON WORKING WITH BULLET 305 JOINTS,
RAGDOLLS, AND ROBOTS 306 USING RIGID BODY JOINT CONSTRAINTS 306 USING
GENERIC (6DOF) JOINTS 309 SETTING UP A RAGDOLL ARMATURE 310 CONTROLLING
AN ARMATURE 317 A PASSIVE-WALKING ROBOT 319 FURTHER RESOURCES 324
CHAPTER 7 IMITATION OF LIFE: SIMULATING TREES AND PLANTS 325 THE BLENDER
GREENHOUSE: CREATING FOLIAGE WITH L-SYSTEMS AND NGPLANT 326 L-SYSTEMS
327 NGPLANT 337 OTHER SOFTWARE 348 AN OPEN SOURCE IVY GENERATOR 349 A
FEW MORE POINTS TO MENTION 359 TIPS FOR CREATING AN OUTDOOR SCENE 359
THE IMPORTANCE OF OBSERVATION 361 APPENDIX ABOUTTHECOMPANIONCD 363 WHAT
YOU LL FIND ON THE CD 364 CHAPTER FILES 364 BLENDER 2.46 SOFTWARE 364
SYSTEM REQUIREMENTS 364 USING THE CD 364 TROUBLESHOOTING 365 CUSTOMER
CARE 365 INDEX 367
|
adam_txt |
BOUNCE TUMBLE, AND SPLASH! SIMULATING THE PHYSICAL WORLD WITH BLENDER 3D
TONY MUELLEN WILEY PUBLISHING, INC. CONTENTS FOREWORD XIII INTRODUCTION
XV CHAPTER 1 RE-CREATING THE WORLD: AN OVERVIEW 1 RE-CREATING THE
PHYSICAL WORLD WITH BLENDER 2 BLENDER'S PHYSICAL SIMULATION
FUNCTIONALITY 2 THE SCIENCE OF SIMULATION 5 NONSIMULATION TOOLS AND
TECHNIQUES 6 USING MATERIALS AND TEXTURES 6 HOT LAVA WITH MATERIAL NODES
7 TRANSPARENCY AND SUBSURFACE SCATTERING 14 SKY MAPS 20 FAKING PHYSICS
WITH GENERAL TOOLS 23 MODEUENG BODIES OF WATER BY USING MODIFIERS AND
TEXTURES 24 FAKING A CLOTH FLAG BY USING A DISPLACEMENT MODIFIER 41
CREATING A POSEABLE SPRING BY USING AN ARRAY MODIFIER, SHAPE KEYS, AND
PYDRIVERS 46 CHAPTER 2 THE NITTY-GRITTY ON PARTICLES 59 INTRODUCING
PARTICLES 60 SETTING PARTICLE PARAMETERS 60 USING THE PHYSICS TAB 65
SETTING VISUALIZATION OPTIONS 67 USING THE EXTRAS TAB 72 USING FORCE
FIELDS AND DEFLECTION 73 WORKING WITH DYNAMIC PARTICLES 79 CREATING FIRE
AND SMOKE 80 THE BB VS. THE CRYSTAL BALL: USING THE EXPLODE MODIFIER 94
BOIDS! 101 SETTING UP THE BOIDS SYSTEM 102 WORKING WITH GOALS AND
PREDATORS 102 CREATING A SIMPLE FLYING BIRD 106 CHAPTER 3 GETTING
FLEXIBLE WITH SOFT BODIES AND CLOTH 109 GETTING THE HARD FACTS ON SOFT
BODIES 110 UNDERSTANDING SOFT BODY BASICS 110 BAKING 112 ANIMATING A
SPRING WITH SOFT BODIES 112 USING FORCE FIELDS AND COLLISION 118 WORKING
WITH SOFT BODIES AND CURVES 121 USING STRESS-MAPPED TEXTURES FOR RUBBERY
SURFACES 132 GETTING JIGGLY WITH LATTICES 139 SIMULATING CLOTH AND
CLOTHING 146 PUTTING SOME CLOTHES ON MANCANDY 147 LEARNING MORE ABOUT
CLOTH 156 DEMOLITION! 158 CHAPTER4 HAIR ESSENTIALS: THE LONG AND SHORT
OF STRAND PARTICIES 165 INTRODUCING BLENDER HAIR 166 SETTING UP A HAIR
SIMULATION 168 CREATING CLUMPING, ROUGHNESS, AND KINK 176 TEXTURE
MAPPING 180 LIGHTING AND RENDERING 182 A TRIP TO THE BEAUTY SALON 183
PREPARING THE MESH 183 EDITING HAIR PARTICIES 185 RELEASING YOUR INNER
HAIRDRESSER 192 MORE TIPS AND TRICKS FOR CONTROLLING HAIR 199 SOFT
BODIES AND HAIR 204 OTHER USES FOR "HAIR" PARTICIES 206 CHAPTER 5 MAKING
A SPLASH WITH FLUIDS 213 USING THE BLENDER FLUID SIMULATOR 214 GETTING
STARTED WITH FLUIDS 214 INFLOW AND OUTFLOW 224 TIME, SIZE, AND
RESOLUTION 229 PARTICIES 232 OBSTACLES AND ANIMATION 239 ANIMATED
OBSTACLES 242 GETTING THE SHOT 247 STRAWBERRIES AND MILK 247 BOTTLE OF
POP 254 RUSHING CREEK 259 DELVING FURTHER INTO FLUIDS 266 IPO ANIMATION
266 SCRIPTS AND EXPORTING 266 EXPLORING FURTHER RESOURCES 268 CHAPTER 6
BULLET PHYSICS AND THE BLENDER GAME ENGINE 271 THE BLENDER GAME ENGINE
272 GETTING STARTED WITH BGE 276 USING IPOS AND ACTIONS IN BGE 282 RIGID
BODY SIMULATION AND IPOS 284 BAKING GAME IPOS 284 FRAME RATE AND
SIMULATION SPEED 285 CTRL+ALT+SHIFT+P 288 ACTOR PARAMETERS, BOUNDARIES,
AND HUU TYPES 295 GENERAL TIPS ON WORKING WITH BULLET 305 JOINTS,
RAGDOLLS, AND ROBOTS 306 USING RIGID BODY JOINT CONSTRAINTS 306 USING
GENERIC (6DOF) JOINTS 309 SETTING UP A RAGDOLL ARMATURE 310 CONTROLLING
AN ARMATURE 317 A PASSIVE-WALKING ROBOT 319 FURTHER RESOURCES 324
CHAPTER 7 IMITATION OF LIFE: SIMULATING TREES AND PLANTS 325 THE BLENDER
GREENHOUSE: CREATING FOLIAGE WITH L-SYSTEMS AND NGPLANT 326 L-SYSTEMS
327 NGPLANT 337 OTHER SOFTWARE 348 AN OPEN SOURCE IVY GENERATOR 349 A
FEW MORE POINTS TO MENTION 359 TIPS FOR CREATING AN OUTDOOR SCENE 359
THE IMPORTANCE OF OBSERVATION 361 APPENDIX ABOUTTHECOMPANIONCD 363 WHAT
YOU'LL FIND ON THE CD 364 CHAPTER FILES 364 BLENDER 2.46 SOFTWARE 364
SYSTEM REQUIREMENTS 364 USING THE CD 364 TROUBLESHOOTING 365 CUSTOMER
CARE 365 INDEX 367 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Mullen, Tony |
author_facet | Mullen, Tony |
author_role | aut |
author_sort | Mullen, Tony |
author_variant | t m tm |
building | Verbundindex |
bvnumber | BV023413240 |
callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 |
callnumber-search | T385 |
callnumber-sort | T 3385 |
callnumber-subject | T - General Technology |
classification_rvk | ST 321 |
ctrlnum | (OCoLC)253967936 (DE-599)GBV549533788 |
dewey-full | 006.693 006.6/96 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.693 006.6/96 |
dewey-search | 006.693 006.6/96 |
dewey-sort | 16.693 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
discipline_str_mv | Informatik |
format | Book |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>01953nam a2200517 c 4500</leader><controlfield tag="001">BV023413240</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20090911 </controlfield><controlfield tag="007">t</controlfield><controlfield tag="008">080724s2008 a||| |||| 00||| eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">0470192801</subfield><subfield code="c">(pbk) : USD 49,99</subfield><subfield code="9">0-470-19280-1</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9780470192801</subfield><subfield code="c">(pbk) : USD 49,99</subfield><subfield code="9">978-0-470-19280-1</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)253967936</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)GBV549533788</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">aacr</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-1051</subfield><subfield code="a">DE-11</subfield><subfield code="a">DE-355</subfield><subfield code="a">DE-2070s</subfield></datafield><datafield tag="050" ind1=" " ind2="0"><subfield code="a">T385</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">006.693</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">006.6/96</subfield><subfield code="2">22</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">ST 321</subfield><subfield code="0">(DE-625)143658:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Mullen, Tony</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Bounce, tumble, and splash!</subfield><subfield code="b">simulating the physical world with Blender 3D</subfield><subfield code="c">Tony Mullen</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Indianapolis, Ind.</subfield><subfield code="b">Wiley</subfield><subfield code="c">2008</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">XX, 379 S.</subfield><subfield code="b">zahlr. Ill.</subfield><subfield code="c">26 cm</subfield><subfield code="e">1 CD-ROM (12 cm)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="630" ind1="0" ind2="4"><subfield code="a">Blender (Computer file)</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Blender (Computer file)</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Computer graphics</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Computer simulation</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Computer animation</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Three-dimensional display systems</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Animação (computação gráfica)</subfield><subfield code="2">larpcal</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Imagem 3d</subfield><subfield code="2">larpcal</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Computer animation</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Computer graphics</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Computer simulation</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Three-dimensional display systems</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Blender</subfield><subfield code="g">Programm</subfield><subfield code="0">(DE-588)4588284-8</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Blender</subfield><subfield code="g">Programm</subfield><subfield code="0">(DE-588)4588284-8</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="856" ind1="4" ind2=" "><subfield code="u">http://www.gbv.de/dms/ilmenau/toc/549533788.PDF</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">GBV Datenaustausch</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016595822&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-016595822</subfield></datafield></record></collection> |
id | DE-604.BV023413240 |
illustrated | Illustrated |
index_date | 2024-07-02T21:28:23Z |
indexdate | 2024-07-09T21:18:05Z |
institution | BVB |
isbn | 0470192801 9780470192801 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016595822 |
oclc_num | 253967936 |
open_access_boolean | |
owner | DE-1051 DE-11 DE-355 DE-BY-UBR DE-2070s |
owner_facet | DE-1051 DE-11 DE-355 DE-BY-UBR DE-2070s |
physical | XX, 379 S. zahlr. Ill. 26 cm 1 CD-ROM (12 cm) |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | Wiley |
record_format | marc |
spelling | Mullen, Tony Verfasser aut Bounce, tumble, and splash! simulating the physical world with Blender 3D Tony Mullen Indianapolis, Ind. Wiley 2008 XX, 379 S. zahlr. Ill. 26 cm 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Blender (Computer file) Computer graphics Computer simulation Computer animation Three-dimensional display systems Animação (computação gráfica) larpcal Imagem 3d larpcal Blender Programm (DE-588)4588284-8 gnd rswk-swf Blender Programm (DE-588)4588284-8 s DE-604 http://www.gbv.de/dms/ilmenau/toc/549533788.PDF Inhaltsverzeichnis GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016595822&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Mullen, Tony Bounce, tumble, and splash! simulating the physical world with Blender 3D Blender (Computer file) Computer graphics Computer simulation Computer animation Three-dimensional display systems Animação (computação gráfica) larpcal Imagem 3d larpcal Blender Programm (DE-588)4588284-8 gnd |
subject_GND | (DE-588)4588284-8 |
title | Bounce, tumble, and splash! simulating the physical world with Blender 3D |
title_auth | Bounce, tumble, and splash! simulating the physical world with Blender 3D |
title_exact_search | Bounce, tumble, and splash! simulating the physical world with Blender 3D |
title_exact_search_txtP | Bounce, tumble, and splash! simulating the physical world with Blender 3D |
title_full | Bounce, tumble, and splash! simulating the physical world with Blender 3D Tony Mullen |
title_fullStr | Bounce, tumble, and splash! simulating the physical world with Blender 3D Tony Mullen |
title_full_unstemmed | Bounce, tumble, and splash! simulating the physical world with Blender 3D Tony Mullen |
title_short | Bounce, tumble, and splash! |
title_sort | bounce tumble and splash simulating the physical world with blender 3d |
title_sub | simulating the physical world with Blender 3D |
topic | Blender (Computer file) Computer graphics Computer simulation Computer animation Three-dimensional display systems Animação (computação gráfica) larpcal Imagem 3d larpcal Blender Programm (DE-588)4588284-8 gnd |
topic_facet | Blender (Computer file) Computer graphics Computer simulation Computer animation Three-dimensional display systems Animação (computação gráfica) Imagem 3d Blender Programm |
url | http://www.gbv.de/dms/ilmenau/toc/549533788.PDF http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016595822&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT mullentony bouncetumbleandsplashsimulatingthephysicalworldwithblender3d |
Es ist kein Print-Exemplar vorhanden.
Inhaltsverzeichnis