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Digital character animation 2 : volume. 2 - advanced techniques / George Maestri.

By: Maestri, GeorgePublisher: Indianapolis, Ind. : [Hemel Hempstead : New Riders ; Prentice Hall], 2001Description: xxi, 218 p. : ill. (some col.) ; 26 cm001: 25087ISBN: 9780735700444Subject(s): Computer animation | Character designDDC classification: 741.58
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Book MAIN LIBRARY Book PRINT 741.58 MAE (Browse shelf(Opens below)) 1 Available 095616

Enhanced descriptions from Syndetics:

As soon as George Maestri's classic (digital) Character Animation was released, people began asking when he was going to do on edition for trully high-end users with the most advanced skill sets. Here it is; George writes directly to CG professionals, with more non-software-specific approaches to character animation.

Includes index.

Table of contents provided by Syndetics

  • Introduction (p. xv)
  • 1 Real World Production (p. 2)
  • Getting Started in Filmmaking (p. 4)
  • People (p. 4)
  • Getting Money (p. 5)
  • Pitching Ideas (p. 6)
  • Development Deals (p. 7)
  • Budgets (p. 7)
  • Deadlines (p. 8)
  • Developing a Schedule (p. 9)
  • How Much Will It Cost? (p. 10)
  • Making the Most of Your Budget (p. 11)
  • Making a Film (p. 13)
  • Story and Ideas (p. 13)
  • Modeling and Setup (p. 13)
  • Dialogue (p. 14)
  • Leica Reels (p. 17)
  • Layout (p. 19)
  • Animation (p. 20)
  • Keeping Track of Things (p. 21)
  • Rendering and Output (p. 22)
  • Adding Sound Effects (p. 24)
  • Distribution (p. 25)
  • 2 Story (p. 26)
  • Characters and Story (p. 28)
  • Motivation Creates Character (p. 28)
  • Obstacles Create Conflict (p. 29)
  • Conflict Creates Drama (p. 29)
  • Story Through Action (p. 30)
  • Visuals Come First (p. 31)
  • Developing a Story (p. 32)
  • Keep It Simple (p. 32)
  • Brainstorming a Premise (p. 33)
  • Developing Your Premise into a Story (p. 35)
  • Developing a Script (p. 37)
  • Dialogue (p. 37)
  • Visualizing Your Story (p. 38)
  • Finalizing Your Story (p. 41)
  • Conclusion (p. 41)
  • 3 Rigging Characters (p. 42)
  • Sliders (p. 44)
  • Automation (p. 44)
  • Wiring Things Together (p. 45)
  • Direct Relationships (p. 45)
  • Set-Driven Keys (p. 45)
  • Expressions (p. 46)
  • Scripting (p. 50)
  • Skeletal Setups (p. 50)
  • Grab Points and Handles (p. 51)
  • Setting Up a Foot (p. 52)
  • Spine Setup (p. 54)
  • Ribs (p. 55)
  • Shoulders (p. 56)
  • Forearms (p. 56)
  • Hands (p. 58)
  • Facial Rigging (p. 60)
  • The Jaw (p. 60)
  • Present Facial Poses (p. 61)
  • Replacement Animation (p. 62)
  • Visibility (p. 62)
  • If/Then (p. 62)
  • Setting Up Replacement Animation (p. 63)
  • Set-Driven Keys and Replacement Animation (p. 64)
  • Skinning (p. 65)
  • Deformers (p. 65)
  • Conclusion (p. 66)
  • 4 Animation Tips and Tricks (p. 68)
  • Making Characters Think (p. 70)
  • Thinking Starts in the Head (p. 70)
  • Characters Are Whole (p. 70)
  • 50/50 Rule (p. 71)
  • Simplicity Is Key (p. 71)
  • Dialogue (p. 71)
  • Listening to the Track (p. 71)
  • The Body and Dialogue (p. 72)
  • The Mouth and Dialogue (p. 74)
  • Facial Animation (p. 76)
  • Expression Changes (p. 76)
  • Eyes (p. 76)
  • Animating the Body (p. 80)
  • Overcoming Stiffness (p. 80)
  • Hand and Arm Motion (p. 81)
  • Grabbing/Gripping (p. 83)
  • Takes and Double Takes (p. 84)
  • Staggers (p. 87)
  • Animating Laughter (p. 88)
  • Breakdown of a Laugh (p. 88)
  • Multiple Characters (p. 89)
  • Choreography (p. 90)
  • Who Comes First (p. 90)
  • Crowds (p. 90)
  • Environment (p. 90)
  • Conclusion (p. 91)
  • 5 Human Motion (p. 92)
  • Using Reference (p. 94)
  • Balance and Weight (p. 94)
  • Gravity and Other Forces (p. 95)
  • Character Mass (p. 96)
  • How the Body Moves (p. 97)
  • Muscle Energy (p. 97)
  • Pendulum Effect (p. 97)
  • Spinning (p. 98)
  • Animating Locomotion (p. 99)
  • Changing Speed (p. 99)
  • Changing Direction (p. 101)
  • Going Up and Down Slopes (p. 104)
  • Jumping (p. 105)
  • Leaping (p. 107)
  • Dealing with External Forces (p. 109)
  • Lifting (p. 109)
  • Pushing (p. 110)
  • Pulling (p. 111)
  • Getting Pulled (p. 111)
  • Animating Rhythm and Dance (p. 112)
  • Understanding Tempo (p. 112)
  • Figuring Out the Steps (p. 113)
  • Getting the Hips Moving (p. 114)
  • Moving On Up (p. 115)
  • Stepping Out (p. 116)
  • Adding Character (p. 117)
  • Martial Arts (p. 117)
  • Posing for Martial Arts (p. 117)
  • Conclusion (p. 122)
  • 6 Acting (p. 124)
  • Acting Versus Animating (p. 126)
  • Acting and Story (p. 126)
  • Know Your Tools (p. 126)
  • Know Your Audience (p. 127)
  • Know Your Characters (p. 127)
  • Character Descriptions (p. 128)
  • Character Biographies (p. 129)
  • Acting Technique (p. 130)
  • Creating Empathy (p. 130)
  • Creating Inspiration (p. 132)
  • Creating Movement (p. 132)
  • Acting and the Body (p. 140)
  • The Head (p. 140)
  • The Shoulders (p. 140)
  • The Hands (p. 141)
  • The Spine and Posture (p. 142)
  • Other Techniques (p. 144)
  • Sense Memory (p. 145)
  • Animal Exercises (p. 145)
  • Affective Memory (p. 146)
  • Conclusion (p. 146)
  • 7 Animal Motion (p. 148)
  • Four-Legged Mammals (p. 150)
  • Skeletons for Quadrupeds (p. 151)
  • Analysis of a Four-Legged Walk (p. 152)
  • Animating a Four-Legged Walk Cycle (p. 153)
  • Other Four-Legged Gaits (p. 155)
  • Trot (p. 155)
  • Canter (p. 156)
  • Gallop (p. 156)
  • Stylized Walks (p. 157)
  • Reptiles (p. 157)
  • Snakes (p. 158)
  • Serpentine Locomotion (p. 158)
  • Sidewinding (p. 158)
  • Concertina Locomotion (p. 159)
  • Rectilinear Locomotion (p. 160)
  • Setting Up a Snake (p. 160)
  • Dinosaurs (p. 161)
  • Insects and Spiders (p. 163)
  • Setting Up Insects for Animation (p. 163)
  • Analysis of Six-Legged Walks (p. 164)
  • Spider Walks (p. 166)
  • Conclusion (p. 167)
  • 8 Anthropomorphic Animation (p. 168)
  • How Real Can You Go? (p. 170)
  • Creating Your Character (p. 170)
  • Modeling Your Character (p. 171)
  • Adding Faces (p. 171)
  • Adding Limbs (p. 172)
  • Character Setup (p. 173)
  • Animating Objects (p. 174)
  • The Big Secret: Timing (p. 174)
  • Animating a Jointed Character (p. 174)
  • Animating Deformed Characters (p. 176)
  • Conclusion (p. 188)
  • 9 Games (p. 190)
  • Producing Games (p. 192)
  • People Involved in Game Production (p. 192)
  • Platforms (p. 193)
  • Game Design (p. 194)
  • Creating Characters for Games (p. 195)
  • Textures (p. 196)
  • Setup for Games (p. 197)
  • Animating for Games (p. 198)
  • Games and Staging (p. 199)
  • Standard Moves (p. 201)
  • Cycles (p. 203)
  • Creating a Cycle (p. 203)
  • Animating a Simple Cycled Walk (p. 203)
  • Moving Characters (p. 206)
  • Hooking Up (p. 206)
  • Flowcharting (p. 207)
  • One-to-One (p. 207)
  • One-to-Many (p. 207)
  • Many-to-Many (p. 208)
  • Conclusion (p. 209)
  • Index (p. 210)

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