Acknowledgements |
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xv | |
Preface |
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xvii | |
Foreword |
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xix | |
Chapter 1 Introduction to Animation Working Practice |
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1 | (1) |
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1 | (1) |
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2 | (1) |
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What You Need for Your Studio |
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2 | (10) |
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3 | (1) |
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3 | (1) |
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4 | (1) |
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5 | (6) |
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6 | (1) |
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7 | (1) |
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7 | (1) |
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8 | (1) |
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9 | (2) |
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11 | (1) |
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12 | (1) |
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12 | (2) |
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12 | (2) |
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14 | (1) |
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Flipping, Flicking and Rolling |
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14 | (8) |
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15 | (1) |
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16 | (5) |
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21 | (1) |
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How to Use a Line Tester to Help Your Animation |
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22 | (1) |
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23 | (4) |
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23 | (4) |
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How to Relate Your 2D Animation to Your 3D Animation |
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27 | (1) |
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The 13 Things You Need to Know About Maya |
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28 | (4) |
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28 | (1) |
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2 Maya Keyboard Shortcuts |
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28 | (1) |
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28 | (1) |
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Animation/Manipulation Shortcuts |
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28 | (1) |
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29 | (1) |
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3 Setting Up Animation Preferences in Maya |
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29 | (1) |
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4 Creating Basic Objects in Maya |
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29 | (1) |
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30 | (1) |
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30 | (1) |
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7 Using Graph Editor in Maya |
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30 | (1) |
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8 Creating a Preview in Maya |
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30 | (1) |
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31 | (1) |
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10 Creating Objects and Putting Bones in them in Maya |
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31 | (1) |
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11 Giving Your Characters Color in Maya |
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31 | (1) |
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12 Importing Sound into Maya |
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31 | (1) |
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13 Rendering a Scene in Maya |
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31 | (1) |
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The 13 Things You Need to Know About 3D Studio Max |
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32 | (6) |
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1 3D Studio Max Screen Basics |
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32 | (1) |
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2 3D Studio Max Keyboard Shortcuts |
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32 | (1) |
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32 | (1) |
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Animation/Manipulation Shortcuts |
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33 | (1) |
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33 | (1) |
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3 Setting Up Animation Preferences in 3D Studio Max |
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33 | (1) |
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4 Creating Basic Objects in 3D Studio Max |
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34 | (1) |
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5 Moving Objects in 3D Studio Max |
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34 | (1) |
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6 Setting Keys in 3D Studio Max |
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34 | (1) |
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7 Using Track View in 3D Studio Max |
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35 | (1) |
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8 Creating a Preview in 3D Studio Max |
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35 | (1) |
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9 Hierarchies in 3D Studio Max |
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35 | (1) |
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10 Creating Objects and Putting Bones in them in 3D Studio Max |
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35 | (1) |
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11 Giving Your Characters Color in 3D Studio Max |
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36 | (1) |
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12 Importing Sound into 3D Studio Max |
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36 | (1) |
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13 Rendering Your Work in 3D Studio Max |
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37 | (1) |
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Overview of the 'Ball Drop' Exercise in 3D |
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38 | (4) |
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How to Animate a Basic Bouncy Ball in Maya |
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42 | (7) |
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42 | (1) |
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43 | (2) |
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Adjusting the In-Betweens |
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45 | (4) |
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How to Animate a Basic Bouncy Ball in 3D Studio Max |
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49 | (6) |
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49 | (1) |
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50 | (2) |
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Adjusting the In-Betweens |
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52 | (3) |
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55 | (3) |
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The 12 Principles of Animation |
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58 | (5) |
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59 | (1) |
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59 | (1) |
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59 | (1) |
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Straight-Ahead Action and Pose-to-Pose |
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59 | (1) |
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Follow-Through and Overlapping Action |
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60 | (1) |
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60 | (1) |
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60 | (1) |
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60 | (1) |
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61 | (1) |
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61 | (1) |
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61 | (1) |
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61 | (2) |
Chapter 2 Matter and the Animation of Inanimate Objects |
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63 | (32) |
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63 | (3) |
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64 | (1) |
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64 | (1) |
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65 | (1) |
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65 | (1) |
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66 | (1) |
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How to Animate Inanimate Objects |
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66 | (1) |
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66 | (8) |
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66 | (3) |
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69 | (1) |
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70 | (1) |
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71 | (3) |
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74 | (3) |
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74 | (1) |
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75 | (1) |
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An Object Falling into Water |
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76 | (1) |
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77 | (13) |
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77 | (1) |
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Animating a 2D Bowling Ball |
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78 | (7) |
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Animating a 2D Soccer Ball |
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85 | (3) |
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Animating a 2D Beach Ball |
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88 | (1) |
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Animating a 2D Ping-Pong Ball |
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89 | (1) |
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Animating a 2D Water-Filled Balloon |
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89 | (1) |
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90 | (5) |
Chapter 3 The Construction of a Simple Character, its Articulation and Balance |
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95 | (64) |
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95 | (5) |
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96 | (1) |
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97 | (1) |
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97 | (1) |
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98 | (1) |
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99 | (1) |
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100 | (2) |
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100 | (1) |
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101 | (1) |
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101 | (1) |
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101 | (1) |
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102 | (1) |
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102 | (1) |
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102 | (2) |
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104 | (1) |
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Designing a Basic Human Character |
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104 | (2) |
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How to Design a 3D Character |
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106 | (8) |
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109 | (1) |
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The Graphic Nature of the Character |
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109 | (1) |
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110 | (1) |
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111 | (3) |
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111 | (1) |
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111 | (3) |
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Overview of How to Build and Rig a Simple 3D Character |
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114 | (2) |
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114 | (1) |
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115 | (1) |
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116 | (1) |
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Animating Your Characters (Using the Left and Right Sides of the Brain) |
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117 | (1) |
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118 | (41) |
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119 | (10) |
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Working Out the Key Positions |
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119 | (5) |
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In-Betweening the Key Positions |
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124 | (5) |
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129 | (3) |
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The Lift Exercise in Maya |
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132 | (16) |
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136 | (9) |
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Setting the Breakdowns in Maya |
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145 | (3) |
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The Lift Exercise in 3D Studio Max |
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148 | (13) |
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Setting the Key Positions in 3D Studio Max |
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150 | (3) |
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Setting the Breakdowns in 3D Studio Max |
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153 | (6) |
Chapter 4 Timing, Anticipation, Overshoot, Follow-Through and Overlapping Action with an Animated Character |
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159 | (64) |
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159 | (2) |
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161 | (12) |
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164 | (1) |
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164 | (3) |
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167 | (1) |
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167 | (1) |
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168 | (1) |
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Anticipation During a Movement |
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169 | (2) |
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Varying the Amount of Anticipation |
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171 | (1) |
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Other Ways of Using Anticipation |
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172 | (1) |
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173 | (10) |
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Follow-Through of Inanimate Objects |
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174 | (3) |
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Follow-Through of Animate (Living) Objects |
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177 | (6) |
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Overlapping Action, or Overshoot |
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183 | (2) |
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185 | (1) |
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186 | (37) |
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The Stick and String Exercise in 2D |
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186 | (4) |
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The Stick and String Exercise in 3D |
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190 | (1) |
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The Stick and String Exercise in Maya |
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191 | (3) |
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Building the Stick and String in Maya |
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191 | (2) |
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Animating the Stick and String in Maya |
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193 | (1) |
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The Stick and String Exercise in 3D Studio Max |
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194 | (4) |
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Building the Stick and String in 3D Studio Max |
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194 | (1) |
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Animating the Stick and String in 3D Studio Max |
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195 | (3) |
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198 | (8) |
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206 | (7) |
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The Dive Exercise in Maya |
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213 | (3) |
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Building the Background in Maya |
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213 | (2) |
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Animating the Dive in Maya |
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215 | (1) |
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The Dive Exercise in 3D Studio Max |
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216 | (10) |
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Building the Background in 3D Studio Max |
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217 | (2) |
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Animating the Dive in 3D Studio Max |
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219 | (4) |
Chapter 5 Animation of Human Walks and Runs |
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223 | (22) |
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223 | (1) |
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224 | (2) |
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226 | (8) |
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226 | (2) |
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228 | (2) |
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230 | (2) |
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232 | (2) |
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Up-and-Down Movement of the Body |
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234 | (1) |
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Walk Cycles Displaying Different Moods |
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234 | (2) |
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236 | (1) |
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Two People Walking Together |
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237 | (1) |
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238 | (2) |
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240 | (5) |
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The Walk or Run Cycle Exercise in 2D |
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240 | (1) |
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The Walk or Run Cycle Exercise in 3D |
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241 | (1) |
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Changing the Pace and Mood in a Walk Exercise in 2D |
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242 | (1) |
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Changing the Pace and Mood in a Walk Exercise in 3D |
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243 | (2) |
Chapter 6 Animation of Animal Walks and Runs |
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245 | (30) |
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The Four Types of Animal Locomotion |
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245 | (1) |
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Construction of an Animal |
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245 | (7) |
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Pantomime Horse Construction |
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247 | (2) |
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Cartoon Four-Legged Construction |
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249 | (2) |
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Correct Four-Legged Construction |
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251 | (1) |
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Animal Leg and Foot Construction |
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252 | (10) |
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252 | (2) |
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254 | (5) |
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259 | (1) |
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259 | (1) |
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260 | (1) |
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261 | (1) |
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262 | (2) |
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262 | (1) |
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263 | (1) |
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263 | (1) |
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Transverse or Rotary Gallops and Canters |
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264 | (1) |
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264 | (11) |
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264 | (11) |
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267 | (2) |
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The 3D Dog Walk or Run Cycle |
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269 | (6) |
Chapter 7 Animation of Acting-Body Language |
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275 | (54) |
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275 | (1) |
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275 | (1) |
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276 | (1) |
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276 | (1) |
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277 | (1) |
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Introduction to Laban Movement Theory |
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277 | (3) |
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278 | (1) |
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Space,Time, Weight and Flow Continuums |
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278 | (1) |
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279 | (2) |
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279 | (1) |
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279 | (1) |
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279 | (1) |
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279 | (1) |
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279 | (1) |
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279 | (1) |
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280 | (1) |
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280 | (1) |
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280 | (1) |
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281 | (3) |
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282 | (1) |
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282 | (1) |
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283 | (1) |
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283 | (1) |
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284 | (7) |
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284 | (2) |
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286 | (1) |
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287 | (2) |
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289 | (2) |
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Palm, Hand, Arm and Leg Gestures |
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291 | (7) |
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291 | (1) |
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292 | (3) |
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295 | (1) |
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296 | (2) |
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Using Rhythm in Animation |
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298 | (1) |
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Acting Out a Scene in Animation |
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298 | (5) |
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Using Video Footage to Help Your Animation |
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303 | (2) |
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Using Rotoscoping and Motion Capture in Animation |
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305 | (3) |
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305 | (1) |
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306 | (2) |
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306 | (1) |
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306 | (1) |
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How to Import Motion Capture into Maya |
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307 | (1) |
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How to Import Motion Capture into 3D Studio Max |
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307 | (1) |
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The Seven Questions of Character |
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308 | (1) |
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The Different Types of Animation Acting |
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308 | (2) |
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308 | (1) |
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Pose-to-Pose Animation Acting |
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309 | (1) |
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309 | (1) |
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310 | (1) |
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310 | (1) |
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311 | (18) |
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311 | (5) |
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316 | (2) |
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Building a More Sophisticated Character |
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318 | (11) |
Chapter 8 Animation of Acting-Facial Expressions |
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329 | (42) |
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329 | (3) |
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332 | (5) |
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337 | (14) |
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337 | (2) |
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337 | (2) |
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339 | (2) |
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341 | (1) |
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342 | (1) |
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343 | (1) |
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344 | (1) |
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345 | (2) |
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347 | (1) |
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Combination of Facial Expressions |
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348 | (3) |
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351 | (1) |
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352 | (3) |
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353 | (1) |
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353 | (2) |
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355 | (1) |
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355 | (1) |
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How to Animate a Piece of Facial Acting |
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356 | (6) |
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362 | (9) |
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The Facial Expression Exercise in 2D |
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362 | (2) |
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The Facial Expression Exercise in 3D |
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364 | (2) |
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Adding a Simple Mouth and Eyebrows to Your Basic 3D Character |
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366 | (1) |
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366 | (1) |
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367 | (1) |
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Creating Mouths with Blend Shapes in Maya |
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367 | (1) |
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Creating Mouths with the Morpher in 3D Studio Max |
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367 | (1) |
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Creating Facial Expressions with Your More Sophisticated Character |
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368 | (17) |
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Animating Mouths with Blend Shapes in Maya |
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368 | (1) |
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Animating Mouths with the Morpher in 3D Studio Max |
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369 | (2) |
Chapter 9 Animation of Acting-Two or More Characters |
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371 | (20) |
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Two Characters on Screen Together |
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371 | (1) |
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372 | (3) |
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375 | (2) |
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How Characters Look at Each Other |
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377 | (2) |
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Two Characters Acting with Each Other While Talking |
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379 | (2) |
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Two Characters: Alternating from One Shot to Another |
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381 | (2) |
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A Large Group of Characters on Screen at the Same Time |
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383 | (2) |
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385 | (6) |
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The Double Acting Exercise in 2D |
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385 | (5) |
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385 | (5) |
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The Double Acting Exercise in 3D |
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390 | (5) |
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Loading Two Identical Characters into the Same Scene in Maya |
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390 | (1) |
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Loading Two Identical Characters into the Same Scene in 3D Studio Max |
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390 | (1) |
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390 | (1) |
Chapter 10 Lip-Sync |
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391 | (24) |
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Recording and Breaking Down a Dialog Track |
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392 | (2) |
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394 | (1) |
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395 | (2) |
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396 | (1) |
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397 | (1) |
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Eractically From Pose-to-Pose |
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397 | (1) |
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397 | (8) |
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398 | (2) |
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398 | (1) |
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399 | (1) |
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399 | (1) |
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400 | (1) |
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400 | (1) |
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400 | (4) |
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401 | (1) |
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401 | (1) |
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402 | (1) |
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402 | (1) |
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403 | (1) |
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403 | (1) |
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The Quieter Vowels and Consonants |
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404 | (1) |
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405 | (1) |
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Animating the Mouth Shapes Early |
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405 | (1) |
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405 | (10) |
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The Lip-Sync Exercise in 2D |
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405 | (3) |
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The Lip-Sync Exercise in 3D |
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408 | (7) |
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Importing Sound into Maya |
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408 | (1) |
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Importing Sound into 3D Studio Max |
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408 | (1) |
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408 | (2) |
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410 | (1) |
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410 | (3) |
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The Quieter Vowels and Consonants |
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413 | (1) |
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413 | (2) |
Animation Equipment Suppliers |
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415 | (4) |
Index |
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419 | |