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Tradigital Cinema 4D

A CG Animator's Guide to Applying the Classical Principles of Animation

(Autor)

Buch | Softcover
400 Seiten
2012
Focal Press (Verlag)
978-0-240-82043-9 (ISBN)
41,10 inkl. MwSt
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Finally a book that bridges the world of software instruction with the classical principles of animation - for animators. Anson Call offers the only artistic guide to applying the principles of traditional animation to Cinema 4D's powerful tool set.
Anson Call brings you the 12 Principles of Animation in the context of the poular 3D animation tool, Cinema 4D. The foundational principles are the building blocks of all believable, unique animation. This book not only teaches the fundamental principles of character animation, i.e, what makes it fun and believable, but also shows how to achieve it through step by step instruction. You'll learn how to get characters setup and ready to animate through rigging. Then you'll learn how to move them in believable and engaging ways through step by step instruction.

Character animation is one of the most challenging aspects of 3D animation. Understanding the Principles of Animation will help you create believable and entertaining animation that speaks directly to a captivated audience.

Associate Professor in Graphic Design and Architecture at Iowa State University. Currently teaches courses in 3D modeling, animation, character animation, lighting and rendering for Iowa State University. Anson has worked in the industry, taught, given workshops on 3D animation and published on the subject since the late 1990s.

Chapter 1 What are the 12 principles of animation? An Introduction. What are they? How does this apply to 3D animation?

Chapter 2 The Basics: Bouncing a Ball: Principles: Squash and Stretch, Pose to Pose, Arcs, Slow-out and Slow-in, Timing. Technique: Introduction to Cinema 4D's animation tools.

Chapter 3 Animating a Simple Lamp movement: Principles: Squash and Stretch, Pose to Pose, Arcs, Slow-out and Slow-in, Anticipation, Staging, Timing, Exaggeration. Technique: Keyframing and F-Curves, controllers

Chapter 4 Animating a Simple Robot-Legs Bipedal Walk Cycle: Principles: Arcs, Slow-out and Slow-in, Follow Through and Overlapping Action. Technique: employing loops and understanding animation layers, controllers

Chapter 5 Characters development, Storytelling and Planning: Principles: Appeal, Staging, Solid Drawing

Chapter 6 The Basics: Rigging a Lamp for Animation: Principles: Appeal, Staging, Solid Drawing. Techniques: Understanding Joints and IK and Hierarchy, controllers

Chapter 7 Rigging a Bipedal Character for Animation: Principles: Appeal, Staging, Solid Drawing. Techniques: Joints tool, weighting, skinning, mirroring, naming, IK tags, constraints, Hierarchy, controllers

Chapter 8 More Rigging: facial expressions: Principles: Appeal, Staging, Solid Drawing. Techniques: pose morphs

Chapter 9 More Rigging: Clothing: Principles: Appeal, Staging, Solid Drawing. Techniques: Cloth tools

Chapter 10 More Rigging: Hair: Principles: Appeal, Staging, Solid Drawing. Techniques: Hair tools

Chapter 11 Throwing a fastball: Principles: Arcs, Slow-out and Slow-in, Follow Through and Overlapping Action, Staging, Anticipation, Exaggeration, Timing, Pose to Pose. Techniques: Timeline, keyframes, f-curves, Animation layering.

Chapter 12 Cameras and Editing: Principles: Staging, Timing, Appeal, and Exaggeration. Techniques: Animating Cameras, Stage object

Chapter 13 Lights and Rendering: Principles: Appeal. Techniques: Rendering and lighting tools.

Erscheint lt. Verlag 27.12.2012
Verlagsort Oxford
Sprache englisch
Maße 189 x 246 mm
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
ISBN-10 0-240-82043-6 / 0240820436
ISBN-13 978-0-240-82043-9 / 9780240820439
Zustand Neuware
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