Character Animation: 2D Skills for Better 3D by Steve Roberts

By Steve Roberts

Increase your personality animation with a mastery of conventional ideas and tactics together with weight and stability, timing, walks, birds, fish, snakes, 4 legged animals, appearing and lip-synch. conventional animation abilities and strategies are offered in either second and 3D area. The better half CD beneficial properties demonstration animations and routines carried out in all the significant animation applications together with 3ds Max, LightWave, Maya, and XSI Softimage.* Readers will in attaining better 3D animation with a pragmatic knowing of foundational animation abilities* concept is balanced with functional workouts in drawn and 3D animation.* better half CD-ROM comprises brief demonstration video clips, 3D workouts, and 20 rigged versions for perform.

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Additional info for Character Animation: 2D Skills for Better 3D

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I will go through the bowling ball exercise in detail. The method is the same for all five balls and can be used as reference for the other exercises. pdf, chapter002 of the CD-ROM. animating a 2D bowling ball Here is the rough trajectory of a bowling ball and the key positions that should be drawn first. Note that a bowling ball will not demonstrate any squash and stretch. Keep it solid! 38 character animation: 2D skills for better 3D Draw each of these key positions on separate pieces of paper.

As the water has less energy than the last time it was at the front of the balloon it will not push the membrane out as far as it did last time. The water will again flow under itself, towards the back of the balloon and repeat the same action as before but with less force. After this process has been repeated a few times, each time with less exaggeration, the balloon will come to a halt in a slightly squashed position. All of these examples of how a water-filled balloon will move are animated at a much slower rate than a real water-filled balloon will move in real life.

It will look odd because of the way the program in-betweens the key positions. It does this by accelerating out of one key and decelerating into the next. In order to adjust this we need to manipulate the Curves (called either Animation Curves or Function Curves) that relate to the animation of the ball. In all 3D-computer animation programs the movement is broken down into a graph-like mathematical interpretation. If you take the up and down movement of the ball as the vertical value and the time it takes to do it as the horizontal value, you will end up with a series of points on the graph where you have set your key frames.

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