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Tradigital 3ds Max : a CG animator's guide to applying the classic principles of animation / Richard Lapidus.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Lapidus, Richard, author.
Series:
Tradigital series
Language:
English
Subjects (All):
3ds max (Computer file).
Computer animation.
Physical Description:
1 online resource (299 p.)
Edition:
1st edition
Other Title:
CG animator's guide to applying the classic principles of animation
Computer graphics animator's guide to applying the classic principles of animation
Place of Publication:
Waltham, Mass. : Focal Press, 2012.
Language Note:
English
System Details:
text file
Summary:
"Applying the 12 basic principles of animation introduced by animation legends Ollie Johnston and Frank Thomas is now easier than ever. With great relevance for today's digital workflows, Richard Lapidus presents innovative 3ds Max controls to the classical principles of animation like squash and stretch, anticipation, staging and more. Move beyond these fundamental techniques and explore both the emotion and technical sides of animation with character appeal and rigging. Finally bridge the gap between software-specific instruction and the world of classical animation with this easy to utilize, one-of-a-kind reference guide, perfect for professionals and beginners alike"-- Provided by publisher.
Contents:
Cover; Tradigital 3ds Max: A CG Animator's Guide to Applying the Classic Principles of Animation; Copyright; Contents; Acknowledgments; About the Authors; About the Website; CHAPTER 1 Introduction to the Interface and Seeing Animation in a New Way; Start to develop the basics of visualizing animation in a 3d program; Understand the different ways to create and control animation; Have several choices in selecting and editing keys; Control how you see and control motion; CHAPTER 2 Working with Keys and the Dope Sheet; Animate modifiers and limits; Create clones
Use the Set Key mode to jump to previously created keysScale and offset ranges of keys in the Track Editor; CHAPTER 3 How Do Living Objects Really Move?; Set keys with the right tangent type; Learn how to locate and identify the location of key frame information; Use the Key Info of a keyframe to adjust the position of an object; Use the Curve Editor to access curves; Use the Parameter Curve Out-of-Range Types to create repetitive motion; View and adjust the timing of an object's motion; CHAPTER 4 Deforming Objects Based on Motion and Relative to Other Objects
Use World Space Modifiers and space warpsLink and bind to space warps; Create secondary motion using noise; Use path deformation; CHAPTER 5 Straightforward Animation with a Bones IK Rig; IK (Inverse Kinematic) HI Solvers; Creating Dummy Helpers; Linking Objects; Adding Position Controllers to Move the Main Hip Dummy; CHAPTER 6 Using Ragdoll with Biped; Create a shortcut to enable Ragdoll script and set up restrictions on Ragdoll character or biped; Animate a biped and use layers to control the exaggerated motion of a fall; Control the geometry for mass and simulation
Create and save your own custom animated .bip files for mixingCHAPTER 7 Use of Overlapping Action, Weight, and Drag; Set up a biped using the footstep method of animation; Use layers to control the biped subtle motion of character; Set Keys; Utilize Weight; CHAPTER 8 Indications of Speed and Directing Attention; Load motions onto a biped using Motion Mixer; Add and edit clips; Create transitions; Mix motion down onto a biped; CHAPTER 9 Freeform Animation; Create freeform motion with a biped while using a variety of anchors; Animate a character to navigate one or more obstacles
Incorporate motion inherent adjusting weightCHAPTER 10 Deforming Objects with Bones-Skinning, Envelopes, and Vertex Weighting; Place bones into mesh models appropriately for deformation; Set envelopes with Skin Modifier and adjust falloff; Adjust individual vertex weights using the Weight Editor; Use more advanced deformers to create creases and bulges; CHAPTER 11 Camera as an Integral Part of the Scene; Smoothly move a camera in your scene with path constraints; Use depth of field for more realism; Consider the line of action when using multiple cameras; Use a background image
CHAPTER 12 Head and Eye Animation
Notes:
Includes index.
Description based on print version record.
ISBN:
9786613299062
9781136126857
1136126856
9781136126864
1136126864
9781283299060
1283299062
9780240817316
0240817311
OCLC:
760173088

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