Tradigital 3ds Max: A CG Animator's Guide to Applying the Classic Principles of Animation

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Focal Press adds a new star to its brightening constellation of superb Animation titles: The "Tradigital" line of books. "Tradigital" titles bridge the gap between animating with a particular software tool, and applying the 12 principles of animation to your work. The first three titles in the series cover: 3ds Max, Maya, and Blender. The 12 basic principles of animation were introduced by the Disney animators Ollie Johnston and Frank Thomas, who wanted to codify the efforts of the leading Disney animators from the 1930s onwards to produce more realistic animations. The principles mainly teach animators how to create characters that look like they are adhering to the basic laws of physics. The principles also deal with more abstract issues, such as emotional timing and character appeal. Today, the core Disney principles are generally adopted by animators around the world. Though originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today's more prevalent computer animation. Richard Lapidus presents "Tradigital 3ds Max" which shows animators how to use the 3ds Max controls, while applying the classical principles of animation and core techniques. With our new "Tradigital" series, we are finally bridging the gap between software-specific instruction and the world of classical animation.

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Product Details

  • ISBN-13: 9780240817309
  • Publisher: Taylor & Francis
  • Publication date: 10/31/2011
  • Edition description: New Edition
  • Pages: 304
  • Sales rank: 1,265,537
  • Product dimensions: 7.40 (w) x 9.60 (h) x 0.80 (d)

Meet the Author

Richard is a Tenured Associate Professor and Lead Animation Instructor with Moraine Valley Community College. Since 2005, he has worked as an Authorized Autodesk Certified Instructor for 3ds max. Richard has worked at Art Institute in Ft. Lauderdale, Keiser College, Palm Beach Community College and started the SE Florida 3ds Max User's group. Outside of the classroom, Richard has produced numerous forensic and game animations through his company, VirtualONE, Inc. In addition to his professional and academic experiences, Richard is a frequent presenter at SIGGRAPH.

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Table of Contents

Chapter 1 Seeing motion in a new way.

Chapter 2 How do living objects really move?, Rule: Weight in Motion, Rule: Timing

Chapter 3 Animated Modifiers (Morphing Teapot), Rule: Squash and Stretch, Rule: Anticipation, Rule: Staging

Chapter 4 Deforming objects based on motion and relative to other objects

Chapter 5 Straight forward animation with a Bones IK Rig, Rule: Straight Ahead Action and Pose to Pose, Rule: Exaggeration

Chapter 6 Creating and animating a biped

Chapter 7 The use of Overlapping Action, Weight and Drag. Rule: Staging, Rule: Timing, Rule: Exaggeration

Chapter 8 Indications of speed and directing attention Rule: Timing, Rule: Overlapping motion, 2ndary animation

Chapter 9 Skinning a Character Rule: Appeal

Chapter 10 Rule: Arcs and 2ndary Animation

Chapter 11 Reactor Real world and Exaggerated Effects Rule: Arcs and 2ndary Animation

Chapter 12 The Camera as the integral part of a scene Rule: Staging

Chapter 13 Timing for animation

Chapter 14 Getting objects to move the way you want.

Chapter 15 Does it move the way it should?

Chapter 16 Tricks for automating motion and controlling timing.

Chapter 17 Special effects for presence: Animating Visibility.

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