There are literally Thousands of weight loss plans and equipment on the market today. Some are genuine in their promise of weight loss. Some although sincere in their promise, are flawed in their design. There are others that are blatantly fake.
Analysts predict that the cost to dieters, desperate to lose weight will reach 35 billion dollars year in the United States alone. While the cost is rising, the increasing numbers of people are becoming obese. Hyperactive salespeople advertising to as many as they can to try their product sell diet Plans that claim large amounts of weight loss in very little time. Dieters who are obese and are desperate to lose weight join these programs and take the products.
Some lose weight, but almost all regain the weight they lost. Shows on cable Television with over zealous salespeople who promise that you can lose all the weight you want while you eat everything you want are outright lies and should not to be believed.
Everyone wants a quick weight loss cure, but there is no easy path. It doesn't matter what they are trying to sell you, whether they are trying to sell you fat absorbers, fat burners, cellulite pills, it's all a great scam that will have them collecting millions of dollars and the dieter with nothing. Every year, new weight-loss books appear on the bookshelves, and magazines run thousands of articles on the subject.
Millions of people have proven that it is easier to gain weight than to lose it. It has been proven time and time again that weight-loss attempts by following weight-loss diet plans may succeed for a short time but experts feel that dieter are setting themselves up for failure.
There is no such thing as rapid weight loss diets. None of the weight loss plans printed in or on television, have had any proven long-term results. In the end, experts believe that using common sense will result in a healthier dieting experience. 




In most 3D computer animation systems, an animator creates a simplified representation of a character's anatomy, analogous to a skeleton or stick figure. The position of each segment of the skeletal model is defined by animation variables, or Avars. In human and animal characters, many parts of the skeletal model correspond to actual bones, butskeletal animation is also used to animate other things, such as facial features (though other methods for facial animation exist). The character "Woody" in Toy Story, for example, uses 700 Avars, including 100 Avars in the face. The computer does not usually render the skeletal model directly (it is invisible), but uses the skeletal model to compute the exact position and orientation of the character, which is eventually rendered into an image. Thus by changing the values of Avars over time, the animator creates motion by making the character move from frame to frame.
There are several methods for generating the Avar values to obtain realistic motion. Traditionally, animators manipulate the Avars directly. Rather than set Avars for every frame, they usually set Avars at strategic points (frames) in time and let the computer interpolate or 'tween' between them, a process called keyframing. Keyframing puts control in the hands of the animator, and has roots in hand-drawn traditional animation.
In contrast, a newer method called motion capture makes use of live action. When computer animation is driven by motion capture, a real performer acts out the scene as if they were the character to be animated. His or her motion is recorded to a computer using video cameras and markers, and that performance is then applied to the animated character.
Each method has their advantages, and as of 2007, games and films are using either or both of these methods in productions. Keyframe animation can produce motions that would be difficult or impossible to act out, while motion capture can reproduce the subtleties of a particular actor. For example, in the 2006 film Pirates of the Caribbean: Dead Man's Chest, actor Bill Nighy provided the performance for the character Davy Jones. Even though Nighy himself doesn't appear in the film, the movie benefited from his performance by recording the nuances of his body language, posture, facial expressions, etc. Thus motion capture is appropriate in situations where believable, realistic behavior and action is required, but the types of characters required exceed what can be done through conventional costuming.
Computer animation can be created with a computer and animation software. Some impressive animation can be achieved even with basic programs; however the rendering can take a lot of time on an ordinary home computer. Because of this, video game animators tend to use low resolution, low polygon count renders, such that the graphics can be rendered in real time on a home computer. Photorealistic animation would be impractical in this context.
Professional animators of movies, television, and video sequences on computer games make photorealistic animation with high detail. This level of quality for movie animation would take tens to hundreds of years to create on a home computer. Many powerful workstation computers are used instead. Graphics workstation computers use two to four processors, and thus are a lot more powerful than a home computer, and are specialized for rendering. A large number of workstations (known as a render farm) are networked together to effectively act as a giant computer. The result is a computer-animated movie that can be completed in about one to five years (this process is not comprised solely of rendering, however). A workstation typically costs $2,000 to $16,000, with the more expensive stations being able to render much faster, due to the more technologically advanced hardware that they contain. Pixar's Renderman is rendering software which is widely used as the movie animation industry standard, in competition with Mental Ray. It can be bought at the official Pixar website for about $3,500. It will work on Linux, Mac OS X, and Microsoft Windows based graphics workstations along with an animation program such as Maya and Softimage XSI. Professionals also use digital movie cameras, motion capture or performance capture, bluescreens, film editing software, props, and other tools for movie animation.