Tradigital Maya [Elektronisk resurs] A CG Animator's Guide to Applying the Classical Principles of Animation.
-
Montgomery, Lee. (författare)
- ISBN 9780080969602
- Publicerad: Burlington : Elsevier Science, 2011
- Engelska 1 online resource (569 p.)
Innehållsförteckning
Sammanfattning
Ämnesord
Stäng
- 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.
- 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.
- 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).
- 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.
- 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.
- Chapter 2.2 - nParticle - Rocket Launch.
- 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
Ämnesord
- Computer animation.
- Computer.
- Maya (Computer file).
Genre
- Electronic books. (LCSH)
Klassifikation
- TR897.7 (LCC)
- 006.6/96 (DDC)
- Pue (kssb/8 (machine generated))
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