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

By Steve Roberts

Enhance your personality animation with a mastery of conventional ideas and approaches together with weight and stability, timing, walks, birds, fish, snakes, 4 legged animals, performing and lip-synch. conventional animation abilities and methods are offered in either 2nd and 3D house. The significant other CD gains demonstration animations and routines performed in all of the significant animation applications together with 3ds Max, LightWave, Maya, and XSI Softimage.* Readers will in attaining stronger 3D animation with a pragmatic figuring out of foundational animation talents* conception is balanced with useful workouts in drawn and 3D animation.* spouse CD-ROM comprises brief demonstration video clips, 3D routines, and 20 rigged versions for perform.

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

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Complete the in-betweens. All the drawings in this piece of animation are on twos. When you have drawn all the inbetweens, capture them and play them back. avi in animations002, chapter002 of the CD-ROM, well done. If not, try to find where you’ve gone wrong. For example, if the ball spends too much time in the air, take a drawing out, or hold one of the drawings for a single frame rather than a double. Don’t be afraid to experiment. animating a 2D beach ball The beach ball sequence will be 120 frames long (set up DigiCel to be # of Frames; 120, Frame Rate; 25 and # of Levels; 2).

As the ball hits the ground it squashes. As it flies through the air, at the fastest point of each arc, it stretches. Draw the 12 key positions of the soccer ball and capture them. Number each key by the drawing: 1, 2, 3, 4, etc. The sequence will be 120 frames long (set up DigiCel to be # of Frames; 120, Frame Rate; 25 and # of Levels; 2). Play the keys back and adjust the frames until you are happy with the timing of the sequence (left click and hold down the Alt key while dragging down). Use the right-hand illustrations on p.

Following the illustration draw one ball on each subsequent page. When the ball hits the ground remember to squash it so that it is almost flat. As it leaves the ground, stretch the ball along the arc it is following. When you have completed the sequence, hold the flipbook at the spine with your right hand, place your left thumb at the bottom of the flipbook, with the left-hand index and forefinger at 14 character animation: 2D skills for better 3D the top page of the flipbook. Bend the flipbook up towards you with your left hand and allow the pages of the flipbook to slide away from your thumb.

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