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This book is for those who want to learn the craft or mechanics of animation, how to actually animate a scene from start to finish, or take their animation to the next level. Using over 600 examples, this book answers the questions about the craft of animation that are often not taught in schools or books. Each chapter contains step-by-step examples explaining the principles of animation and how to avoid common problems that occur when animating. This book also teaches you how to critique an animated scene objectively, rather than subjectively - then fix what's wrong with it. Animation…mehr
This book is for those who want to learn the craft or mechanics of animation, how to actually animate a scene from start to finish, or take their animation to the next level. Using over 600 examples, this book answers the questions about the craft of animation that are often not taught in schools or books.
Each chapter contains step-by-step examples explaining the principles of animation and how to avoid common problems that occur when animating. This book also teaches you how to critique an animated scene objectively, rather than subjectively - then fix what's wrong with it.
Animation Craft for 3D and 2D Animators will be a great resource for any beginner looking to learn the fundamentals of animation, or more experienced animators looking to hone their craft.
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Autorenporträt
Jonathan Annand has been animating since he was very little, when he would make flip books from the overrun cardstock his father would bring home from work.
He began his career in animation as a messenger for The Ink Tank in NYC, and has since worked for J.J. Sedelmaier Productions, Walt Disney Feature Animation (where he was an animator on characters including Stitch from Lilo and Stitch and Kenai Bear from Brother Bear) and Electronic Arts (where as a senior animator, he created the non-gameplay cut scenes for Madden Football).
He is currently a principal animator at Iron Galaxy Studios (animating on Rumbleverse and Killer Instinct, among others), and an adjunct instructor at the University of Central Florida's graduate gaming school, Florida Interactive Entertainment Academy (FIEA).
Inhaltsangabe
Introduction, Chapter 1 The Basics, Chapter 2 A Brief History of Character Animation, Chapter 3 Squash and Stretch, Chapter 4 Posing, Chapter 5 Rhythm, Chapter 6 Exaggeration, Chapter 7 Weight and Balance, Chapter 8 Foot Plan, Chapter 9 Arcs, Chapter 10 Walk and Run Cycles, Chapter 11 Timing and Spacing, Chapter 12 Slow In & Slow Out, Chapter 13 Overlap and Follow Through, Chapter 14 Successive Breaking of Joints, Chapter 15 Anticipation, Chapter 16 Breakdowns and Inbetweens, Chapter 17 Accents, Chapter 18 Secondary Action, Chapter 19 Expressions, Chapter 20 Dialogue, Chapter 21 Staging, Chapter 22 Putting It All Together, Chapter 23 Critiquing a Scene, Chapter 24 Scene Checklist