Character animation 2D skills for better 3D
Improve your character animation with a mastery of traditional principles and processes including weight and balance, timing, walks, birds, fish, snakes, four legged animals, acting and lip-synch. Traditional animation skills and techniques are presented in both 2D and 3D space. The companion CD fea...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Amsterdam ; Boston :
Focal Press
2007.
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Edición: | 2nd ed |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627069706719 |
Tabla de Contenidos:
- Character Animation: 2D Skills for Better 3D; Copyright; Contents; foreword; preface; acknowledgements; chapter 1 introduction to 2D-animation working practice; how animation works; frames per second; what you need for your studio; animation paper; peg bar; light box; x-sheets; line tester; pencils; let's get animating; key to key animation; animating straight ahead; flipping, flicking and rolling; flipping; flicking; rolling; how to use a line tester to help your animation; how this book works; chapter 2 matter and the animation of inanimate objects; inanimate objects; weight; environment
- solidityforce; construction; how to animate inanimate objects; the animation of solids; a bowling ball; a soccer ball; a balloon; a water-filled balloon; the animation of liquids; a drip; a splash; object falling into water; chapter 3 the construction of a simple character, its articulation and balance; basic human anatomy; the spine; the rib cage; the pelvic girdle; the skull; the shoulders; joints; plane joints; pivot joints; hinge joints; ball-and-socket joints; saddle joints; condyloid joints; moving in arcs; how to design a basic human character; complexity
- the graphic nature of charactersstrong silhouettes; weight and balance; how to design a 3D character; planning a scene; animating your characters; how to build and rig a simple 3D character; skin and bones; child of the joint; first get your body parts; putting bones in your man; setting up eye controls; setting up the legs; chapter 4 timing, anticipation, overshoot, follow-through and overlapping action with an animated character; timing; anticipation; how much anticipation; force; acting and anticipation; double takes!; speed and surprise; anticipation during a move
- varying the amount of anticipationother ways of using anticipation; follow-through; follow-through of inanimate objects; follow-through of animate (living) objects; overlapping action or overshoot; vibration; chapter 5 human walks and runs; walk cycles!; walking; pace; walking mechanics; the four basic positions of a walk; the stride positions; the cross over positions; shoulder movement; arm movement; up and down movement of the body; walk cycles displaying different moods; external influences; two people walking together; running; chapter 6 animal walks and runs
- the four types of animal locomotionconstruction of an animal; pantomime horse; cartoon four-legged walks; correct four-legged animal construction; animal leg and foot construction; animals with paws; a dog walk; a cat walk; animals with cloven feet; animals with hooves; flat feet; animal runs; trotting; cantering; galloping; transverse or rotary gallops and canters; chapter 7 animation of fish and snakes; fish; how they swim; drag; two swimming types of fish; schooling (shoaling); swimming mammals and flatfish; rays; fins; snakes; basic movement; concertina movement
- crotaline (sidewinder) movement