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Gaming Gets Real In 3D!

Published on March 18, 2013, by in Gaming.

For gaming lovers across the globe, 3D animation has changed the way games are being played. From being simple drawings with a few attributes characters now come alive with features, settings and a whole gamut of characteristics that can be controlled and changed. Gaming animation is rich and layered, featuring both Full Motion Video cut-scenes and In-Game Engine animation. The input of users is severely restrained in FMV whereas In-Game Engine animation allows scope for the story to be told. With music, voice-overs and scripted stories, gaming is gradually giving users more interaction. However, it is still the 3D artist’s task to endow as much personality as they can to the avatar. There is a whole range of body movements an avatar has to be given from the regular walking and jumping to the more complex use of weapons and reactions to an attack. The only thing affecting the fluidity



HFR – The New Kid on the Block

Published on March 1, 2013, by in VFX.

One of the first impressions we get on seeing The Hobbit: An Unexpected Journey in one of those special screens that showed the film in HFR 3D is that the film looks sped up. Images suddenly look flawlessly clear, and something seems amiss from the cinematic experience. That is made possible by the new kid on the block called the High Frame Rate (or HFR) technology. In HFR, the film is shot and projected at 48 frames per second, rather than the industry-standard 24 frames per second. One of the main reasons why 24 fps works is that this rate has a few more frames than required in establishing what we term “persistence of vision” that helps the audience in the suspension of disbelief. However, the audiences still have to fill in the intervals between frames. In HFR, the higher frame rate will mean the audience will have to spend


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