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Tradigital Maya : a CG animator's guide to applying the classic principles of animation / Lee Montgomery.

By: Contributor(s): Material type: TextTextSeries: Tradigital seriesPublication details: Amsterdam ; Boston : Focal Press, ©2012.Description: 1 online resource (xxvii, 539 pages) : color illustrationsContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9780080969602 (electronic bk.)
  • 0080969607 (electronic bk.)
Subject(s): Additional physical formats: No titleDDC classification:
  • 006.6/96 23
Online resources:
Contents:
ch. 1 Arcs -- Organic Movement/Natural Motion -- Arcs in Object Motion -- Localized Arcs -- Human Motion -- ch. 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 -- 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 -- ch. 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 -- ch. 1.3 Character IK Arm Swing -- Maya Joint Chains, Forward & Inverse Kinematics, and Additional Controls -- Pose 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) -- ch. 1.4 Character -- Run Rhythm -- Scene Setup and Animation -- Lopping the Motion -- Hip Sway -- Looping Curves and Fixing Tangency -- Looping and Extending the Run Animation -- ch. 2^ Anticipation -- Building the Action
F16 Fighter -- Takeoff and Fight Sequence -- Head Turn Animation/Animation Appeal -- VFX -- Dynamics Rocket Smash -- Character Animation -- ch. 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 Pose -- Character Pose Blocking Part 2 Readiness Pose to Moving Hold -- Character Pose Blocking Part 3 Readiness Pose to Pre-Release Pose -- ch. 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 -- ch. 3 Animation Editing -- Timing & Spacing -- Timing & Spacing -- Anticipation to Follow-through and Overlap -- Timing & Spacing -- Appeal -- Mood & Characterization -- Timing & Spacing -- Framing the Action -- Camera Cuts and Action -- ch. 3.1 Timing & Spacing -- Analysis -- Timing & Spacing Pt. 1 Jump Animation -- Spacing Contrast -- Timing & Spacing Pt. 2 Walk Spacing -- Overall Timing for Walks -- Timing & Spacing Pt. 3 Run Spacing -- Overall Spacing -- Timing & Spacing Pt. 4 Run Spacing -- Foot/Hip Spacing -- ch. 3.2 Re-timing Action -- Character Baseball Swing -- Introducing the Character Asset -- Timing & Spacing -- Object Selection Masks -- Editing Timing & Spacing -- First Half of Swing Animation -- Editing Timing & Spacing -- Second Half of Swing Animation -- Timing & Spacing -- Isolated Elements -- ^ ch. 4 Animation Editing -- Ease In & Ease Out
ch. 4.1 Ease In & Ease Out -- Character Baseball Swing -- Overall Timing Edit -- Ease In & Ease Out -- Viewing Timing & Spacing -- Motion Trail -- Editing Timing & Spacing -- Ease In on Swing -- Pose Edits -- Ease In -- Editing Timing & Spacing -- Ease Out on Swing -- Post Ease Out (Lead Out) & Moving Hold -- ch. 4.2 Ease In & Ease Out -- Head Turn -- Rig Setup -- Head Turn Animation -- Blocking -- Adding In-between Key -- Linear Ease In -- Smooth Ease In -- Weighted Tangency -- Smooth Ease In Pt. 2 -- Double Take on Turn -- Softening the Ease In -- Additional Edits -- Re-Timing the Motion -- Fast Turn -- Ease Out on Head Turn -- ch. 5 Staging -- Framing the Action and Setting the Mood -- Storyboarding -- Animatics -- Framing the Action -- Thumb-Nailing -- ch. 5.1 Thumb-Nails and Storyboards -- Thumb-Nails -- Storyboarding -- Storyboard and Breakdowns -- F16 Fighter Sequence -- ^ ch. 5.2 Camera -- Advanced Settings -- Camera Attributes -- Viewport 2.0 Hardware Rendering -- Clipping Planes -- Focal Length/Angle of View -- DOF -- Additional Viewport 2.0 Quality Settings -- Ambient Occlusion/Anti-Aliasing -- Motion Blur -- Maya Software/Mental Ray Motion Blur -- Rendering with Viewport 2.0 -- Online Chapter 5.1 Animatic -- Camera Setup -- Online Chapter 5.2 Maya Camera Sequencer -- ch. 6 Follow-Through and Overlapping Action -- Follow-Through and Overlap -- Object Animation, Simulation, and Dynamics -- Squash and Stretch -- Maya Muscle Setup -- Ndynamics -- Rocket Smash -- ch. 6.1 Baseball Pitcher Throw Pt. 2 -- Follow-Through -- Pose Blocking -- Character Pose Blocking Part 1 Pre-Release Pose to Step -- Character Pose Blocking Part 2 Foot Plant -- Re-Timing the Motion -- Weight Shift -- Throw Readiness -- Throw Pose -- Corkscrew Follow-Through -- ^ Throw Pose -- Corkscrew Follow-Through 2 -- ch. 6.2 Ncloth -- Cape Follow-Through
Modeling the Base Mesh for the nCloth Cape -- Nucleus Space Scale Attribute -- Nrigid -- Adding The Character Mesh To The Simulation -- Nconstraint -- Connecting The Cape To The Character -- Previewing the Simulation -- nCloth Rest Pose -- Collision Thickness Attribute -- Geometry Cache -- Adding the Character Animation to the nCloth Setup -- nCloth Attributes and Presets Pt. 1 Leather -- nCloth Attributes and Presets Pt. 2 T-Shirt -- Ncloth Attributes -- Refining The Simulation To Improve Quality -- Increasing nCloth Mesh Resolution and Fixing Collision Thickness -- Final Tweaks to the nCloth Simulation -- ch. 6.3 Prop Follow-Through and Overlap -- Character Baseball Swing -- Full Body -- Major Weight Shifts on Swing and Arc of Bat -- Upper Body -- Torso Coil Rotation and Arm/Bat Follow-Through -- Start Pose to Swing Pose 1 -- Swing Pose 1 To Swing Pose 2 -- Swing Pose 2 To Swing Pose 3 -- ^ Swing Pose 3 To Swing Pose 4 -- Swing Pose 4 To Swing Pose 5 -- ch. 7 Secondary Action -- Enhancing the Shot -- Ncloth Simulation/Ndynamics -- Layered Animation and Supporting Action -- Detail Animation -- ch. 7.1 Hand Animation Rig Setup -- Introducing the Hand Rig -- Attribute Connections for Finger Joint Rotation -- Working With the Finger Controls -- Animating With the Rig Clenching Fist -- Online Chapter 7.1 F16 -- Plane Landing Mechanism -- ch. 8 Straight Ahead Action and Pose to Pose -- Pose to Pose -- Walk and Run Cycles and Video Game -- Straight Ahead Action and Combining Both Methodologies -- ch. 8.1 Pose-to-Pose Run Cycle -- Leg and Hip Pose -- Mirroring the Pose across the Character (Left <> Right) -- Copying Pose from Frame to Frame -- Foot Plant -- Centre of Mass -- Weight Rise and Fall -- Editing the Motion Curve Through the Graph Editor -- Cycling the Motion Curve -- ^ Hip Rotation -- Upper Torso -- Main Pose
Torso and Head Follow Through -- Torso Counterbalance Rotation -- Part One -- Torso Counterbalance Rotation -- Part Two -- Head Counterbalance -- Arm Swing on Run -- Mirroring the Arm Pose -- Hip Weight Shift -- ch. 8.2 Dynamics Rocket Smash -- Rigid Body Dynamics -- Scene Setup and Attributes -- Rigid Body Dynamics -- Refining and Directing the Effect -- Dynamics -- Scene Setup and Elements -- ch. 9 Solid Drawing and Design -- Form Meets Function -- Thumbnailing, Draughting, and Traditional Modeling -- Dynamic Posing -- Twinning -- Character Rigging -- ch. 9.1 Dynamic Posing -- Leg/Foot Angle and Pose -- Hip Tilt -- Spine = S-Curve -- Spine Twist -- Hand Posing and Finalization -- Finalizing the Pose -- Action Pose -- 01 Gunplay -- Blocked in Posing -- Action Pose -- 01 Gunplay -- Refined Posing -- Action Pose -- 02 Swing -- Blocked in Posing -- ^ Action Pose -- 02 Swing -- Refined Posing -- ch. 9.2 Twinning -- Twinned Motion -- Gestural Step -- Refined Motion and Posing -- Gestural Step -- Additional Edit -- Timing Offset on Arm Swing -- Online Chapter 9.1 Character Rigging -- ch. 10 Appeal -- Appeal in Character Design and Animation -- Production Design -- Lighting -- Performance Appeal -- ch. 10.1 Production Design -- Character -- Female Heroine -- Male Athlete 1 Baseball Pitcher -- Male Athlete 2 Baseball Batter -- ch. 10.2 Lighting and Mood -- Viewport Renderer and Lights -- Viewport 2.0 and Lighting -- Lighting -- Three-Point Lighting -- Lighting and Mood -- ch. 10.3 Character Performance -- Scene Setup and Rig -- Surprise/Shock -- Austere/Aloof -- Dejected/Subdued -- Bright/Chatty -- ch. 11 Squash and Stretch -- Manual Squash and Stretch and Deformation -- Character Posing and Squash and Stretch -- ^ Facial Animation -- Blend Shapes Setup -- Dynamics -- Dynamics -- Maya Muscle
ch. 11.1 Animation Test -- Flour-Sack -- Squash -- Stretch -- Twist -- Follow-Through and Overlapping Action -- Ease In & Ease Out and Timing -- Appeal and Performance -- ch. 11.2 Character -- Hero Jump -- Online Chapter 11.1 Facial Animation -- Blend Shapes -- Online Chapter 11.2 Maya Muscle -- ch. 12 Exaggeration -- Baseball Batter Animation -- Walk Cycle Animation -- VFX Dynamics -- ch. 12.1 Exaggeration -- Character Baseball Swing -- Animation Lead-in -- Swing Animation -- Exaggerated Torso Rotation -- Bat Angle Edited -- Pre-Step Pose1 Left Foot Raise Exaggerated -- Pre-Step Pose2 Hips Shift Forward Slightly -- Exaggerated Action Line -- ch. 12.2 Exaggeration -- HumanIK Retarget and Edit -- Character Rig -- HumanIK -- HumanIK -- Character Controls Window -- HumanIK -- Character Retargeting -- ^ HumanIK -- Retargeting Data to Control Rig -- Bake to Rig and Cleanup after Retarget -- Editing Animation on Animation Layer with Effector Pinning -- Elbow Posing -- Animation Edit -- Exaggerated Walk -- Dejected -- Additional Edits 01 Feet Drag -- Additional Edits 02 Head Lull -- Additional Edits 03 Hip Dip -- Weight a Mass -- ch. 12.3 Exaggeration -- Dynamics Explosion -- Dynamics -- Scaffolding Setup Part 1 Scene Setup -- Basic Rigid Bodies Setup -- Collapsible Scaffolding -- Dynamics -- Scaffolding Setup Part 2 Rigid Bodies -- Hinge Constraint -- Dynamics -- Scaffolding Setup Part 3 Hinge-Connected Elements -- Dynamics -- Roof Smash -- Fields -- Viewing the Additional Simulated Effects in Combination -- Follow-Through and Overlapping Action -- Secondary Action and Exaggeration -- ch. 13 Conclusion -- ch. 13.1 Recap -- The Principles and Application -- Pre-visualization, Scene Layout, and Revision -- ^ Character Animation -- Dynamics and Simulation -- ch. 13.2 Industry Trends Moving Forward -- Industry Specialization
Digital Pre-visualization -- Virtual Cinematography and Performance Capture -- Video Games -- Real-Time Animation and Run-Time Blending -- ch. 13.3 Selected Reading and Additional Reference -- Timing for Animation, Second Edition / Tom Sito -- Animation: The Mechanics of Motion / Chris Webster -- Drawn to Life: 20 Golden Years of Disney Master Classes, VI / Don Hahn -- Illusion of Life: Disney Animation / Frank Thomas -- Animator's Survival Kit (Paperback) / Richard Williams -- Acting for Animators: A Complete Guide to Performance Animation / Ed Hooks -- Cartoon Animation (The Collector's Series) / Preston Blair -- Human Figure in Motion / Eadweard Muybridge -- Animals in Motion / Eadweard Muybridge -- Industry Periodicals, Websites, and Training.
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Includes bibliographical references (pages 527-531) and index.

Machine generated contents note: ch. 1 Arcs -- Organic Movement/Natural Motion -- Arcs in Object Motion -- Localized Arcs -- Human Motion -- ch. 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 -- 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 -- ch. 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 -- ch. 1.3 Character IK Arm Swing -- Maya Joint Chains, Forward & Inverse Kinematics, and Additional Controls -- Pose 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) -- ch. 1.4 Character -- Run Rhythm -- Scene Setup and Animation -- Lopping the Motion -- Hip Sway -- Looping Curves and Fixing Tangency -- Looping and Extending the Run Animation -- ch. 2^ Anticipation -- Building the Action

Note continued: F16 Fighter -- Takeoff and Fight Sequence -- Head Turn Animation/Animation Appeal -- VFX -- Dynamics Rocket Smash -- Character Animation -- ch. 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 Pose -- Character Pose Blocking Part 2 Readiness Pose to Moving Hold -- Character Pose Blocking Part 3 Readiness Pose to Pre-Release Pose -- ch. 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 -- ch. 3 Animation Editing -- Timing & Spacing -- Timing & Spacing -- Anticipation to Follow-through and Overlap -- Timing & Spacing -- Appeal -- Mood & Characterization -- Timing & Spacing -- Framing the Action -- Camera Cuts and Action -- ch. 3.1 Timing & Spacing -- Analysis -- Timing & Spacing Pt. 1 Jump Animation -- Spacing Contrast -- Timing & Spacing Pt. 2 Walk Spacing -- Overall Timing for Walks -- Timing & Spacing Pt. 3 Run Spacing -- Overall Spacing -- Timing & Spacing Pt. 4 Run Spacing -- Foot/Hip Spacing -- ch. 3.2 Re-timing Action -- Character Baseball Swing -- Introducing the Character Asset -- Timing & Spacing -- Object Selection Masks -- Editing Timing & Spacing -- First Half of Swing Animation -- Editing Timing & Spacing -- Second Half of Swing Animation -- Timing & Spacing -- Isolated Elements -- ^ ch. 4 Animation Editing -- Ease In & Ease Out

Note continued: ch. 4.1 Ease In & Ease Out -- Character Baseball Swing -- Overall Timing Edit -- Ease In & Ease Out -- Viewing Timing & Spacing -- Motion Trail -- Editing Timing & Spacing -- Ease In on Swing -- Pose Edits -- Ease In -- Editing Timing & Spacing -- Ease Out on Swing -- Post Ease Out (Lead Out) & Moving Hold -- ch. 4.2 Ease In & Ease Out -- Head Turn -- Rig Setup -- Head Turn Animation -- Blocking -- Adding In-between Key -- Linear Ease In -- Smooth Ease In -- Weighted Tangency -- Smooth Ease In Pt. 2 -- Double Take on Turn -- Softening the Ease In -- Additional Edits -- Re-Timing the Motion -- Fast Turn -- Ease Out on Head Turn -- ch. 5 Staging -- Framing the Action and Setting the Mood -- Storyboarding -- Animatics -- Framing the Action -- Thumb-Nailing -- ch. 5.1 Thumb-Nails and Storyboards -- Thumb-Nails -- Storyboarding -- Storyboard and Breakdowns -- F16 Fighter Sequence -- ^ ch. 5.2 Camera -- Advanced Settings -- Camera Attributes -- Viewport 2.0 Hardware Rendering -- Clipping Planes -- Focal Length/Angle of View -- DOF -- Additional Viewport 2.0 Quality Settings -- Ambient Occlusion/Anti-Aliasing -- Motion Blur -- Maya Software/Mental Ray Motion Blur -- Rendering with Viewport 2.0 -- Online Chapter 5.1 Animatic -- Camera Setup -- Online Chapter 5.2 Maya Camera Sequencer -- ch. 6 Follow-Through and Overlapping Action -- Follow-Through and Overlap -- Object Animation, Simulation, and Dynamics -- Squash and Stretch -- Maya Muscle Setup -- Ndynamics -- Rocket Smash -- ch. 6.1 Baseball Pitcher Throw Pt. 2 -- Follow-Through -- Pose Blocking -- Character Pose Blocking Part 1 Pre-Release Pose to Step -- Character Pose Blocking Part 2 Foot Plant -- Re-Timing the Motion -- Weight Shift -- Throw Readiness -- Throw Pose -- Corkscrew Follow-Through -- ^ Throw Pose -- Corkscrew Follow-Through 2 -- ch. 6.2 Ncloth -- Cape Follow-Through

Note continued: Modeling the Base Mesh for the nCloth Cape -- Nucleus Space Scale Attribute -- Nrigid -- Adding The Character Mesh To The Simulation -- Nconstraint -- Connecting The Cape To The Character -- Previewing the Simulation -- nCloth Rest Pose -- Collision Thickness Attribute -- Geometry Cache -- Adding the Character Animation to the nCloth Setup -- nCloth Attributes and Presets Pt. 1 Leather -- nCloth Attributes and Presets Pt. 2 T-Shirt -- Ncloth Attributes -- Refining The Simulation To Improve Quality -- Increasing nCloth Mesh Resolution and Fixing Collision Thickness -- Final Tweaks to the nCloth Simulation -- ch. 6.3 Prop Follow-Through and Overlap -- Character Baseball Swing -- Full Body -- Major Weight Shifts on Swing and Arc of Bat -- Upper Body -- Torso Coil Rotation and Arm/Bat Follow-Through -- Start Pose to Swing Pose 1 -- Swing Pose 1 To Swing Pose 2 -- Swing Pose 2 To Swing Pose 3 -- ^ Swing Pose 3 To Swing Pose 4 -- Swing Pose 4 To Swing Pose 5 -- ch. 7 Secondary Action -- Enhancing the Shot -- Ncloth Simulation/Ndynamics -- Layered Animation and Supporting Action -- Detail Animation -- ch. 7.1 Hand Animation Rig Setup -- Introducing the Hand Rig -- Attribute Connections for Finger Joint Rotation -- Working With the Finger Controls -- Animating With the Rig Clenching Fist -- Online Chapter 7.1 F16 -- Plane Landing Mechanism -- ch. 8 Straight Ahead Action and Pose to Pose -- Pose to Pose -- Walk and Run Cycles and Video Game -- Straight Ahead Action and Combining Both Methodologies -- ch. 8.1 Pose-to-Pose Run Cycle -- Leg and Hip Pose -- Mirroring the Pose across the Character (Left <> Right) -- Copying Pose from Frame to Frame -- Foot Plant -- Centre of Mass -- Weight Rise and Fall -- Editing the Motion Curve Through the Graph Editor -- Cycling the Motion Curve -- ^ Hip Rotation -- Upper Torso -- Main Pose

Note continued: Torso and Head Follow Through -- Torso Counterbalance Rotation -- Part One -- Torso Counterbalance Rotation -- Part Two -- Head Counterbalance -- Arm Swing on Run -- Mirroring the Arm Pose -- Hip Weight Shift -- ch. 8.2 Dynamics Rocket Smash -- Rigid Body Dynamics -- Scene Setup and Attributes -- Rigid Body Dynamics -- Refining and Directing the Effect -- Dynamics -- Scene Setup and Elements -- ch. 9 Solid Drawing and Design -- Form Meets Function -- Thumbnailing, Draughting, and Traditional Modeling -- Dynamic Posing -- Twinning -- Character Rigging -- ch. 9.1 Dynamic Posing -- Leg/Foot Angle and Pose -- Hip Tilt -- Spine = S-Curve -- Spine Twist -- Hand Posing and Finalization -- Finalizing the Pose -- Action Pose -- 01 Gunplay -- Blocked in Posing -- Action Pose -- 01 Gunplay -- Refined Posing -- Action Pose -- 02 Swing -- Blocked in Posing -- ^ Action Pose -- 02 Swing -- Refined Posing -- ch. 9.2 Twinning -- Twinned Motion -- Gestural Step -- Refined Motion and Posing -- Gestural Step -- Additional Edit -- Timing Offset on Arm Swing -- Online Chapter 9.1 Character Rigging -- ch. 10 Appeal -- Appeal in Character Design and Animation -- Production Design -- Lighting -- Performance Appeal -- ch. 10.1 Production Design -- Character -- Female Heroine -- Male Athlete 1 Baseball Pitcher -- Male Athlete 2 Baseball Batter -- ch. 10.2 Lighting and Mood -- Viewport Renderer and Lights -- Viewport 2.0 and Lighting -- Lighting -- Three-Point Lighting -- Lighting and Mood -- ch. 10.3 Character Performance -- Scene Setup and Rig -- Surprise/Shock -- Austere/Aloof -- Dejected/Subdued -- Bright/Chatty -- ch. 11 Squash and Stretch -- Manual Squash and Stretch and Deformation -- Character Posing and Squash and Stretch -- ^ Facial Animation -- Blend Shapes Setup -- Dynamics -- Dynamics -- Maya Muscle

Note continued: ch. 11.1 Animation Test -- Flour-Sack -- Squash -- Stretch -- Twist -- Follow-Through and Overlapping Action -- Ease In & Ease Out and Timing -- Appeal and Performance -- ch. 11.2 Character -- Hero Jump -- Online Chapter 11.1 Facial Animation -- Blend Shapes -- Online Chapter 11.2 Maya Muscle -- ch. 12 Exaggeration -- Baseball Batter Animation -- Walk Cycle Animation -- VFX Dynamics -- ch. 12.1 Exaggeration -- Character Baseball Swing -- Animation Lead-in -- Swing Animation -- Exaggerated Torso Rotation -- Bat Angle Edited -- Pre-Step Pose1 Left Foot Raise Exaggerated -- Pre-Step Pose2 Hips Shift Forward Slightly -- Exaggerated Action Line -- ch. 12.2 Exaggeration -- HumanIK Retarget and Edit -- Character Rig -- HumanIK -- HumanIK -- Character Controls Window -- HumanIK -- Character Retargeting -- ^ HumanIK -- Retargeting Data to Control Rig -- Bake to Rig and Cleanup after Retarget -- Editing Animation on Animation Layer with Effector Pinning -- Elbow Posing -- Animation Edit -- Exaggerated Walk -- Dejected -- Additional Edits 01 Feet Drag -- Additional Edits 02 Head Lull -- Additional Edits 03 Hip Dip -- Weight a Mass -- ch. 12.3 Exaggeration -- Dynamics Explosion -- Dynamics -- Scaffolding Setup Part 1 Scene Setup -- Basic Rigid Bodies Setup -- Collapsible Scaffolding -- Dynamics -- Scaffolding Setup Part 2 Rigid Bodies -- Hinge Constraint -- Dynamics -- Scaffolding Setup Part 3 Hinge-Connected Elements -- Dynamics -- Roof Smash -- Fields -- Viewing the Additional Simulated Effects in Combination -- Follow-Through and Overlapping Action -- Secondary Action and Exaggeration -- ch. 13 Conclusion -- ch. 13.1 Recap -- The Principles and Application -- Pre-visualization, Scene Layout, and Revision -- ^ Character Animation -- Dynamics and Simulation -- ch. 13.2 Industry Trends Moving Forward -- Industry Specialization

Note continued: Digital Pre-visualization -- Virtual Cinematography and Performance Capture -- Video Games -- Real-Time Animation and Run-Time Blending -- ch. 13.3 Selected Reading and Additional Reference -- Timing for Animation, Second Edition / Tom Sito -- Animation: The Mechanics of Motion / Chris Webster -- Drawn to Life: 20 Golden Years of Disney Master Classes, VI / Don Hahn -- Illusion of Life: Disney Animation / Frank Thomas -- Animator's Survival Kit (Paperback) / Richard Williams -- Acting for Animators: A Complete Guide to Performance Animation / Ed Hooks -- Cartoon Animation (The Collector's Series) / Preston Blair -- Human Figure in Motion / Eadweard Muybridge -- Animals in Motion / Eadweard Muybridge -- Industry Periodicals, Websites, and Training.

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