Digital character animation 2 : volume. 2 - advanced techniques / George Maestri.
Publisher: 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: 741.58Item type | Current library | Collection | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|---|
Book | MAIN LIBRARY Book | 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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