Tradigital Maya a CG animator's guide to applying the classic principles of animation
Explore Disney's 12 principles of animation, while learning how to animate in Maya. You can develop your own leading digital techniques rooted to traditional workflows. From squash and stretch to timing and appeal, you will enhance your creative toolset with strong classics training and cutting...
Otros Autores: | |
---|---|
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Amsterdam ; Boston :
Focal Press
2012.
|
Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628240006719 |
Tabla de Contenidos:
- Cover; Tradigital Maya: A CG Animator's Guide to Applying the Classic Principles of Animation; Copyright; Contents; Acknowledgments; Introduction - Traditional to Digital; CHAPTER 1 Arcs - Organic Movement/Natural Motion; Arcs in Object Motion; Localized Arcs - Human Motion; Chapter 1.1 - Animation Test - Bouncing Ball; Animation Preferences; Maya Grid Display; Creating the Bouncing Ball; Animation Preferences - Key Tangents; Selection and Transformation Tools and Settings; Animating the Ball Bounce; Copying and Pasting Keys and Setting Height Key; The Maya Graph Editor
- Breakdown Key (In-between)Playblast; Changing Key Tangent Type; Ghosted Playblack; Refining the Animation Timing - Key Tangents; Squash and Stretch; Looping the Animation; Loop Animation - Curve Edit; Loop Animation - Bounce Across Ground; Viewing and Editing the Trajectory Arc; Validating the Animation and Additional Edits to Refine the Motion; Chapter 1.2 - F16 Fighter Flight Path; Introducing the Asset; EP Curve - Motion Path; Motion Path - Connecting the Model to the Curve; Editing Motion Path Timing; Chapter 1.3 - Character IK Arm Swing
- Maya Joint Chains, Forward & Inverse Kinematics, and Additional ControlsPose Blocking, Timing & Spacing, and Motion Arcs; Animating with Forward Kinematics (FK); Animating with Inverse Kinematics (IK); IK Rotate Plane Solver; Blocking in the Poses for the Arm Swing; In-between Pose - Ease In; Validating the Timing and Motion; Motion Trail; Editing the Arc on the Swing; Shifting and Scaling Keyframes; Camera Bookmarks; Editing the Arm Swing - Out/In; Looping the Arm Swing; Editing the New Motion - Arm Swing Back; Follow-through on the Wrist; Elbow Angle (Pole Vector)
- Chapter 1.4 - Character - Run RhythmScene Setup and Animation; Looping the Motion; Hip Sway; Looping Curves and Fixing Tangency; Looping and Extending the Run Animation; CHAPTER 2 Anticipation - Building the Action; F16 Fighter - Takeoff and Fight Sequence; Head Turn Animation/Animation Appeal; VFX - Dynamics Rocket Smash; Character Animation; Chapter 2.1 - Baseball Pitcher Throw; Reference and Thumbnailing; Character Asset and Display Modes; Full Body IK; Posing and Keying Modes; Effector Pinning; Full Body IK - Effector Pinning in Action; Reach - T/R
- Character Pose Blocking Part 1 - Idle Pose to Coiled Readiness PoseCharacter Pose Blocking Part 2 - Readiness Pose to Moving Hold; Character Pose Blocking Part 3 - Readiness Pose to Pre-Release Pose; Chapter 2.2 - nParticle - Rocket Launch; Introducing the Asset; Animating the Mechanical Motion for the Rocket; Base Pivot for Pre-rocket Launch; Arm Crane for Pre-rocket Launch; Emitter Setup for nParticles; Emitter Rate; Nucleus Solver - Ground Plane Setup; Tweaking the Effect on the nParticles; Shading and Texturing the nParticles; No Smoke without Fire
- Enhancing the Quality of the Smoke Effect