MARKETING MANAGEMENT NOTES
| Institution | UNIVERSITY |
| Course | MARKETING MANAGEMENT |
| Year | 1st Year |
| Semester | Unknown |
| Posted By | Rose Oloo |
| File Type | |
| Pages | 384 Pages |
| File Size | 7.15 MB |
| Views | 6645 |
| Downloads | 1 |
| Price: |
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Description
Marketing is as old as civilization. Though marketing is talked and discussed in business terms
today, its origin goes back to the ancient civilization when man used symbols, signs and material
artifacts to transact and communicate with others. Modern marketing revolves around the
concepts, which are age old. The first signs that man made to communicate with others gave
birth to the idea of marketing. The evolution of marketing has made it a structured discipline to
study; otherwise marketing did exist in the ancient past.
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Lesson 2 Computer Animation - Character Animation
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• Character Animation
• Posture representation
• Hierarchical structure of the body
Character animation is a specialized area of the animation process, which involves bringing animated characters to life. The role of a Character Animator
is analogous to that of a film or stage actor, and character animators are often
said to be "actors with a pencil" (or a mouse). Character animators breathe
life in their characters, creating the illusion of thought, emotion and personality. Character animation is often distinguished from creature animation, which
involves bringing photo-realistic animals and creatures to life.
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Lesson 3 Computer Animation - Skeletal Animation
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Skeletal animation is a technique in computer animation in which a character
is represented in two parts: a surface representation used to draw the character
(called skin or mesh) and a hierarchical set of interconnected bones (called
the skeleton or rig) used to animate (pose and keyframe) the mesh. While
this technique is often used to animate humans or more generally for organic
modeling, it only serves to make the animation process more intuitive and the
same technique can be used to control the deformation of any object — a door,
a spoon, a building, or a galaxy.
This technique is used in virtually all animation systems where simplified
user interfaces allows animators to control often complex algorithms and a huge
amount of geometry; most notably through inverse kinematics and other "goaloriented" techniques. In principle, however, the intention of the technique is never to imitate real anatomy or physical processes, but only to control the deformation of the mesh data.
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Lesson 4 Computer Animation - Joints
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A joint is a point at which parts of an artificial structure are joined. when
developing animated characters one needs to define the type of joints that will
be used to combine multiple segments of the character e.g hand to shoulder.
this is due to the fact that inorder to create a more realistic monevent of the
character or oblect the siolidity principle must be adhered to and the sence of
overlapping and irregular movements of the character must be avoided,
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