Pub. Date:
Taylor & Francis
Tradigital 3ds Max: A CG Animator's Guide to Applying the Classic Principles of Animation / Edition 1

Tradigital 3ds Max: A CG Animator's Guide to Applying the Classic Principles of Animation / Edition 1

by Richard LapidusRichard Lapidus


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Finally bridge the gap between software-specific instruction and the world of classical animation with this easy to utilize, one-of-a-kind reference guide. With great relevance for today's digital workflows, Richard Lapidus presents innovative 3ds Max controls to the classical principles of animation like squash and stretch, anticipation, staging and more. Move beyond these fundamental techniques and explore both the emotion and technical sides of animation with character appeal and rigging. Features a robust companion web sites that include demonstrations, project files, links to further resources, available at

Product Details

ISBN-13: 9780240817309
Publisher: Taylor & Francis
Publication date: 10/31/2011
Edition description: New Edition
Pages: 304
Sales rank: 1,004,730
Product dimensions: 7.40(w) x 9.60(h) x 0.80(d)

About 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.

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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