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Character animation : 2D skills for better 3D / Steve Roberts.
Van Pelt Library TR897.5 .R629 2007 1 v. + CD-ROM
Available
- Format:
- Book
- Author/Creator:
- Roberts, Steve, 1941-
- Language:
- English
- Subjects (All):
- Animation (Cinematography)--Handbooks, manuals, etc.
- Animation (Cinematography).
- Figure drawing--Handbooks, manuals, etc.
- Figure drawing.
- Computer animation--Handbooks, manuals, etc.
- Computer animation.
- Genre:
- Handbooks and manuals.
- Physical Description:
- xvi, 281 pages : illustrations ; 25 cm + 1 CD-ROM (4 3/4 in.)
- Edition:
- Second edition.
- Place of Publication:
- Oxford ; Burlington, MA : Focal Press, 2007.
- Summary:
- Accompanying CD-ROM contains ... "20 fully built and rigged models to animate with; 50+ tutorials on how to build and animate these models in each of the major animation packages including 3ds Mas, LightWave, Maya, and XSI Softimage; 140 2D and 3D animated movies as examples; 22 live action movies as guidance and a free demo copy of DigiCel FlipBook line text software."--P. [4] of cover.
- Contents:
- How animation works the 2
- Frames per second 2
- What you need for your studio 3
- Animation paper 3
- Peg bar 3
- Light box 4
- X-sheets 4
- Line tester 9
- Pencils 11
- Let's get animating 11
- Key to key animation 11
- Animating straight ahead 13
- Flipping, flicking and rolling 13
- Flipping 13
- Flicking 14
- Rolling 17
- How to use a line tester to help your animation 18
- Chapter 2 Matter and the animation of inanimate objects 28
- Inanimate objects 29
- Weight 29
- Environment 30
- Solidity 30
- Force 30
- Construction 30
- How to animate inanimate objects 30
- The animation of solids 31
- A bowling ball 31
- A soccer ball 32
- A balloon 33
- A water-filled balloon 33
- The animation of liquids 35
- A drip 35
- A splash 36
- Object falling into water 36
- Chapter 3 The construction of a simple character, its articulation and balance 48
- Basic human anatomy 49
- The spine 50
- The rib cage 50
- The pelvic girdle 51
- The skull 51
- The shoulders 51
- Joints 52
- Plane joints 52
- Pivot joints 53
- Hinge joints 53
- Ball-and-socket joints 53
- Saddle joints 53
- Condyloid joints 54
- Moving in arcs 54
- How to design a basic human character 55
- Complexity 56
- The graphic nature of characters 56
- Strong silhouettes 57
- Weight and balance 57
- How to design a 3D character 59
- Planning a scene 61
- Animating your characters 62
- How to build and rig a simple 3D character 80
- Skin and bones 81
- Child of the joint 81
- First get your body parts 83
- Putting bones in your man 83
- Setting up eye controls 85
- Setting up the legs 85
- Chapter 4 Timing, anticipation, overshoot, follow-through and overlapping action with an animated character 87
- Timing 88
- Anticipation 90
- How much anticipation 91
- Force 92
- Acting and anticipation 93
- Double takes! 93
- Speed and surprise 94
- Anticipation during a move 94
- Varying the amount of anticipation 95
- Other ways of using anticipation 96
- Follow-through 96
- Follow-through of inanimate objects 97
- Follow-through of animate (living) objects 98
- Overlapping action or overshoot 101
- Vibration 103
- Chapter 5 Human walks and runs 113
- Walk cycles! 114
- Walking 115
- Pace 115
- Walking mechanics 116
- The four basic positions of a walk 116
- The stride positions 116
- The cross over positions 117
- Shoulder movement 118
- Arm movement 120
- Up and down movement of the body 120
- Walk cycles displaying different moods 121
- External influences 128
- Two people walking together 129
- Running 129
- Chapter 6 Animal walks and runs 136
- The four types of animal locomotion 137
- Construction of an animal 137
- Pantomime horse 137
- Cartoon four-legged walks 139
- Correct four-legged animal construction 140
- Animal leg and foot construction 140
- Animals with paws 140
- A dog walk 141
- A cat walk 145
- Animals with cloven feet 146
- Animals with hooves 146
- Flat feet 147
- Animal runs 148
- Trotting 148
- Cantering 149
- Galloping 150
- Transverse or rotary gallops and canters 151
- Chapter 7 Animation of fish and snakes 158
- Fish 158
- How they swim 159
- Drag 159
- Two swimming types of fish 160
- Schooling (shoaling) 160
- Swimming mammals and flatfish 161
- Rays 161
- Fins 161
- Snakes 162
- Basic movement 162
- Concertina movement 163
- Crotaline (sidewinder) movement 163
- Chapter 8 Animation of birds 170
- Flying 170
- Wings - insects and humming bird 172
- Chapter 9 Animation of acting - body language 178
- Acting 179
- Method acting 180
- Theatrical acting 180
- Consequence 180
- Emotions 181
- Kinesphere 182
- Space, time, weight and flow continuums 183
- Eight basic efforts 183
- Pressing 183
- Flicking 183
- Wringing 184
- Dabbing 184
- Slashing 184
- Gliding 184
- Thrusting 184
- Floating 184
- General body language 185
- Basic body postures 186
- Open body postures 186
- Closed body postures 187
- Forward body postures 187
- Back body postures 187
- Responsive 187
- Reflective 189
- Fugitive 190
- Combative 191
- Palm, hand, arm and leg gestures 192
- Palm gestures 192
- Hand gestures 192
- Arm crossing 193
- Leg crossing 194
- Acting out a scene in animation 195
- The use of video footage to help your animation 198
- The seven questions of character 199
- The different sorts of animation acting 200
- Animated radio 200
- Pose-to-pose animation acting 201
- Full animation acting 201
- Mime 202
- Analysis of a character 203
- Building a more sophisticated character 208
- Chapter 10 Animation of acting - facial expressions 214
- Emotions 215
- The eyes 217
- Facial expressions 219
- Happiness 219
- A smile 219
- Sadness 220
- Surprise 221
- Fear 222
- Anger 222
- Disgust and contempt 223
- Interest 223
- Pain and distress 224
- Combination of facial expressions 225
- Head angle 226
- Hand-to-face gestures 226
- Evaluation 227
- Deceit 227
- Stress 228
- Extreme close-ups 228
- How to animate a piece of facial acting 228
- How to add a simple mouth and eyebrows to your basic 3D character 238
- The eyebrows 239
- The mouth 239
- Chapter 11 Animation of acting - two or more characters 241
- Two characters on screen together 241
- The use of 'beats' to break up a scene 242
- Obstacle 242
- Action 242
- Personal space 243
- Mirroring 244
- How characters look at each other 245
- Two characters acting with each other while talking 246
- Two characters alternating from one shot to another 247
- A large group of characters on screen at the same time 248
- Chapter 12 Lip-sync 255
- Recording and breaking down a dialogue track 256
- How we speak 257
- Acting with dialogue 259
- Quick from pose to pose 260
- Slow from pose to pose 260
- Erratically from pose to pose 260
- Mouth shapes 261
- Mouth shut consonants 261
- The vowels 263
- The quieter vowels and consonants 264
- Teeth 264
- Animating the mouth shapes early 265
- Creating a more sophisticated character's face and expressions 269
- Eyebrow movements 270
- Mouth and jaw movements 271
- Cheek movements 273
- Nose movements 273.
- Notes:
- Previous ed.: published as Character animation in 3D. 2004.
- Includes index.
- ISBN:
- 0240520548
- 9780240520544
- OCLC:
- 81452887
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