Umfang:
Online-Ressource
Ausgabe:
Online-Ausg. 2011 Electronic reproduction; Mode of access: World Wide Web
ISBN:
9780123852229
Inhalt:
Lee Montgomery
Inhalt:
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 edge techniques. Trusted Maya Authority, Lee Montgomery offers the only artistic guide to applying the principles of traditional animation with Maya's tools, which are used in production by the best animators and VFX artists today. Add another webpage to your favourites and expand your digital workflow to include the practical resources of the Tradigital Maya with the robust companion web site that include demonstrations, project files, links to further resources, available at www.tradigitalmaya.com. Trusted Maya authority, Lee Montgomery was key animator for Grand Theft Auto and Manhunt Video Game series. He is currently a senior level member of the Autodesk Media & Entertainment(M&E) Software support team, where he supports key customers in the film, video game and VFX markets using Maya, and is actively involved in Autodesk's community forums (AREA) as moderator and regularly contribute to internal training and user technical support content and feature PodCasts published through the Autodesk.com website. The "Tradigital" promise of offering specific tool-set instruction and connecting it with the classical principles of animation that all great animators need to know. Discover the tools, techniques and processes used in production by the best Maya animators and VFX artists today, as you explore the processes and techniques used to create award winning game and film animation. Companion web site offers: all of the Maya tutorial scene files as well as rendered sequences, and expanded tutorials
Anmerkung:
Includes bibliographical references and index
,
Front Cover; Tradigital Maya: A CG Animator's Guide to Applying the Classic Principles of Animation; Copyright Page; Dedication Page; Contents; Acknowledgments; Introduction - Traditional to Digital; Where Do the Fundamental Principles of Animation Come From?; What Are the 12 Fundamental Principles of Animation?; Applying the Principles in Maya; Maya Tutorial Scene Files; Additional Resources and Reference; Additional Media and Online Book Tutorials; Maya Documentation and Tutorials; Animation and Industry Reference; 1 Arcs - Organic Movement/Natural Motion; Arcs in Object Motion
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Localized Arcs - Human MotionChapter 1.1 - Animation Test - Bouncing Ball; Animation Preferences; Maya Grid Display; Creating the Bouncing Ball; The Maya Channel Box; Animation Preferences - Key Tangents; Selection and Transformation Tools and Settings; Tool Settings; Transform Marking Menu; Animating the Ball Bounce; Copying and Pasting Keys and Setting Height Key; Playback the Animation; Editing Key Timing; The Maya Graph Editor; Breakdown Key (In-between); Playblast; Changing Key Tangent Type; Ghosted Playblack; Refining the Animation Timing - Key Tangents; Squash and Stretch
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Looping the AnimationLoop 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 Controls; Pose Blocking, Timing & Spacing, and Motion Arcs; Joint Rig and Mesh; Animating with Forward Kinematics (FK)
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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 Rhythm; Scene Setup and Animation; Looping the Motion; Hip Sway; Looping Curves and Fixing Tangency; Looping and Extending the Run Animation
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2 Anticipation - Building the ActionF16 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 Pose; Character Pose Blocking Part 2 - Readiness Pose to Moving Hold; Character Pose Blocking Part 3 - Readiness Pose to Pre-Release Pose
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Chapter 2.2 - nParticle - Rocket Launch
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Machine generated contents note: Tradigital Maya Introduction ; Traditional to Digital Chapter 1 ; Arcs ; organic movement
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Tradigital Maya Introduction - Traditional to Digital Chapter 1 - Arcs - organic movement
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Anticipation ; building the action Chapter 3 ; Animation Editing ; Timing Chapter 4 ; Animation Editing ; Ease in & Ease Out Chapter 5 ; Staging ; framing the action and setting the mood Chapter 6 ; Follow Through and Overlapping Action Chapter 7 ; Secondary Action ; Enhancing the shot Chapter 8 ; Straight Ahead Action and Pose to Pose Chapter 9- Solid Drawing & Design ; Form meets function Chapter 10.1- Appeal- Design for Production Chapter 10.2- Appeal- Character performance Chapter 11- Squash and Stretch Chapter 12- Exaggeration Chapter 13- Conclusion.
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Electronic reproduction; Mode of access: World Wide Web
Weitere Ausg.:
ISBN 9780123852229
Weitere Ausg.:
Erscheint auch als Druck-Ausgabe Tradigital Maya A CG Animator's Guide to Applying the Classical Principles of Animation
Sprache:
Englisch
URL:
Volltext
(An electronic book accessible through the World Wide Web; click for information)
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