Tradigital 3ds Max
A CG Animator's Guide to Applying the Classic Principles of Animation
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 http://www.focalpress.com/cw/lapidus-9780240817309/.
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.
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.