Timing for Animation / Edition 2

Timing for Animation / Edition 2

by John Halas, Harold Whitaker
     
 

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ISBN-10: 0240521609

ISBN-13: 9780240521602

Pub. Date: 09/02/2009

Publisher: Taylor & Francis

A classic of animation education since it first published in 1981. For more than 25 years, copies of Timing for Animation have been sitting dog-eared and spine-split on desks and workstations around the world wherever animation is produced. All you need to breathe life into your animation is at your fingertips.

All the vital techniques employed by

Overview

A classic of animation education since it first published in 1981. For more than 25 years, copies of Timing for Animation have been sitting dog-eared and spine-split on desks and workstations around the world wherever animation is produced. All you need to breathe life into your animation is at your fingertips.

All the vital techniques employed by animators worldwide are explained using dozens of clear illustrations and simple, straightforward directions. Learn how animations should be arranged in relation to each other, how much space should be used and how long each drawing should be shown for maximum dramatic effect. Fully revised and updated, the second edition includes timing for digital production, digital storyboarding in 2D, digital storyboarding in 3D, the use of After Effects and much, much more!

  • Timing shows weight, mood, and power and can make or break an animation - get it right the first time with these tried and tested techniques
  • Get straight to the good stuff with simple, no-nonsense instruction on the key techniques like stretch and squash, animated cycles, overlapping, and anticipation

Product Details

ISBN-13:
9780240521602
Publisher:
Taylor & Francis
Publication date:
09/02/2009
Edition description:
New Edition
Pages:
174
Sales rank:
421,247
Product dimensions:
7.40(w) x 9.60(h) x 0.40(d)

Table of Contents

* denotes new material

Foreword by John Lasseter
* new preface
Preface to 1981 edition
What is good timing?
The storyboard new illustration needed
* Traditional hand drawn storyboards
* Digital storyboarding in 2d
* Digital storyboarding in 3d
* The use of After-effects
The Responsibility of the director (rewrite)
The basic unit of time in animation (new illustration)
* Timing for hand-drawn film
* Timing for overseas production
* Timing for digital production
* Motion or Performance Capture
Animation and properties of matter
Movement and Caricature (new illustration)
Cause and effect
Newton's laws of motion
Object's thrown through the air
Timing of inanimate objects
Force transmitted through a flexible joint
Force transmitted through jointed limbs
Spacing of drawings (some additional rewrite to take Digital into account - new illustration needed)
Timing a slow action
Tiiming fast action new illustration needed
getting into and out of holds
• (some rewrite - new illustration)
Single frames or double frames?
How long to hold?
Anticipation
Follow through
Overlapping action new illustration needed
Timing an oscillating movement
Timing to suggest weight and force new illustration needed
Timing to suggest force: repeat action
Character reaction and takes
Timing to give feeling of size new illustration needed (*New Japanese Anime examples)
The effects of friction, air resistance and wind
Timing cycles
* Scenes with multiple characters
* A word about Massive
Effects animation:
* 2D Hand drawn effects: flames and smoke
Water
Rain
Snow
Explosions
* 3D Digital Effects
repeat movements of inanimate objects (new illustration)
Timing a walk
Types of walk
Spacing of drawings in perspective animation
Timing animals' movements
Bird flight
* Speed lines, and motion blur new illustration needed
* Snap Principle: Accentuating movement, (* some rewriting, new illustration)
Strobing fast run cycles (new illustration)
Characterisation (new illustration)
The use of timing to suggest mood (new illustration)
Synchronising animation to speech , (* some rewriting, new illustration)
Lip-sync
Timing and music
* Camera movements: Traditional
* Camera Movements: Digital
* Edting for different animated media
* Feature films
* Televison
* Downloads and short form media games
* Conclusions: Traditional skills and Future technological development.
(Drop the Peter Foldes material. It looks thrown in and really dates the book.)
* Index

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