简介
Expand your animation toolkit with foundational animation techniques, software expertise, professional best-practices, proven and time-tested work flows. Roland Hess, a leading Blender artist and instructor, expertly navigates you through Blender's character animation systems and controls, with a focus on each of the classical principles of animation like timing, anticipation, appeal, staging, exaggeration, squash and stretch and much more. Unique from other software titles, the Tradigital series offers a specific tool-set of practical instruction and foundational knowledge that all great animators will need to know. Expand your digital workflow to include the practical resources with the robust companion web site that include demonstrations, project files, links to further resources, available at www.tradigitalblender.com.
*TRUSTED: The author's previous works are considered the definitive documentation for Blender.
*The "Tradigital" promise of offering specific tool-set instruction and connecting it with the classical principles of animation that all great animators need to know.
*FREE: Blender's free, open source license makes it ideal for complete beginners who want to try 3D with little investment, as well as for animation studios that want to increase their capabilities.
*Blender's animation system is "deep" - small package with a bewildering number of features. The vast number of options and settings are bewildering and difficult to remember. Roland uses best-practices proven, tested techniques while incorporating principles of animation.
*Companion web site offers: 40 videos that show principles- before and after using the technique described, all project files, links to further Blender resources, downloads, forums.
目录
Table Of Contents:
Chapter 1 An Introduction to Character Animation in Blender 1(22)
Character Animation 2(1)
The Twelve Principles 3(14)
Squash and Stretch 3(1)
Anticipation 4(3)
Staging 7(1)
Overlap and Follow Through 8(1)
Slow In and Out 9(1)
Arcs 10(2)
Secondary Action 12(1)
Timing 12(2)
Exaggeration 14(1)
Solid Drawing 14(1)
Appeal 15(1)
Straight Ahead Action and Pose to Pose 16(1)
Blender's Approach to Character Animation 17(3)
What We Won't Be Doing 20(1)
Review 21(2)
Chapter 2 Your Tool Kit 23(38)
Optimizing the Screen for Animation 23(38)
Controlling the Sample Character 26(11)
The F-Curve Editor 37(15)
The Dope Sheet 52(9)
Chapter 3 How to Not Waste Your Time 61(38)
Resources 61(1)
Concept 62(1)
Character Design 63(3)
A Brief Interlude on the Subject of Composition 66(14)
Contrast and Focus 66(3)
Long Shots, Medium Shots, and Close-Ups 69(3)
The Rule of Thirds 72(1)
Framing 72(1)
Object Location and Orientation 73(1)
Storyboarding 74(6)
Compiling a Story Reel 80(9)
Aspect Ratios and Resolution or "Mommy, Why is that Man so Skinny?" 89(3)
Preparing a File for Animation 92(1)
On Acting and Animation 92(7)
Chapter 4 Basic Posing and Key Framing 99(46)
First Pose: Walking 100(22)
Pose-to-Pose and Straight Ahead Animation 122(1)
Continued Posing 123(7)
Keeping a Static Shot Alive 130(7)
Reviewing the Poses with an Eye to the Principles 137(1)
Staging 137(1)
Exaggeration 138(1)
Solid Drawing 138(1)
Playback and Timing 138(7)
Chapter 5 Anticipation, Follow-Through, and Other Interesting Poses 145(28)
Analyzing Your Poses 147(10)
Walking 157(8)
Putting the Walk into Practice 165(8)
Chapter 6 Interpolation, Timing, Breakdowns, and Velocity 173(26)
Pose Timing and Velocity 173(2)
Techniques for Moving Holds 175(3)
Fixing Velocity in the Shot 178(6)
Breakdowns for Guiding Motion 184(9)
Slow In/Out 193(6)
Chapter 7 Fine Tuning Motion 199(20)
Overlapping Action 199(5)
Breaking Simultaneous Motion 204(3)
Sequential Motion 207(6)
Arcs 213(6)
Chapter 8 A Second Pass 219(28)
Deliberate Secondary Action 221(5)
What Not To Do 226(1)
Another Example of Deliberate Secondary Action 226(3)
Involuntary Secondary Action 229(4)
Automating Secondary Action 233(9)
Real Hair 242(4)
Conclusion 246(1)
Chapter 9 Straight Ahead Animation 247(18)
Animating the Body 248(15)
A Final Note On Pose-to-Pose and Straight Ahead Animation 263(2)
Chapter 10 Animation Extras 265(26)
IK/FK Switching 265(4)
Picking Up and Dropping Items 269(6)
The Setup 271(1)
The Grab 272(2)
The Drop 274(1)
NLA 275(9)
Repeating and Blending Actions 277(5)
Examining Different Takes 282(2)
Animating the Alarm 284(5)
Conclusion 289(2)
Appendix: Animation Playback and Rendering 291(6)
Index 297
Chapter 1 An Introduction to Character Animation in Blender 1(22)
Character Animation 2(1)
The Twelve Principles 3(14)
Squash and Stretch 3(1)
Anticipation 4(3)
Staging 7(1)
Overlap and Follow Through 8(1)
Slow In and Out 9(1)
Arcs 10(2)
Secondary Action 12(1)
Timing 12(2)
Exaggeration 14(1)
Solid Drawing 14(1)
Appeal 15(1)
Straight Ahead Action and Pose to Pose 16(1)
Blender's Approach to Character Animation 17(3)
What We Won't Be Doing 20(1)
Review 21(2)
Chapter 2 Your Tool Kit 23(38)
Optimizing the Screen for Animation 23(38)
Controlling the Sample Character 26(11)
The F-Curve Editor 37(15)
The Dope Sheet 52(9)
Chapter 3 How to Not Waste Your Time 61(38)
Resources 61(1)
Concept 62(1)
Character Design 63(3)
A Brief Interlude on the Subject of Composition 66(14)
Contrast and Focus 66(3)
Long Shots, Medium Shots, and Close-Ups 69(3)
The Rule of Thirds 72(1)
Framing 72(1)
Object Location and Orientation 73(1)
Storyboarding 74(6)
Compiling a Story Reel 80(9)
Aspect Ratios and Resolution or "Mommy, Why is that Man so Skinny?" 89(3)
Preparing a File for Animation 92(1)
On Acting and Animation 92(7)
Chapter 4 Basic Posing and Key Framing 99(46)
First Pose: Walking 100(22)
Pose-to-Pose and Straight Ahead Animation 122(1)
Continued Posing 123(7)
Keeping a Static Shot Alive 130(7)
Reviewing the Poses with an Eye to the Principles 137(1)
Staging 137(1)
Exaggeration 138(1)
Solid Drawing 138(1)
Playback and Timing 138(7)
Chapter 5 Anticipation, Follow-Through, and Other Interesting Poses 145(28)
Analyzing Your Poses 147(10)
Walking 157(8)
Putting the Walk into Practice 165(8)
Chapter 6 Interpolation, Timing, Breakdowns, and Velocity 173(26)
Pose Timing and Velocity 173(2)
Techniques for Moving Holds 175(3)
Fixing Velocity in the Shot 178(6)
Breakdowns for Guiding Motion 184(9)
Slow In/Out 193(6)
Chapter 7 Fine Tuning Motion 199(20)
Overlapping Action 199(5)
Breaking Simultaneous Motion 204(3)
Sequential Motion 207(6)
Arcs 213(6)
Chapter 8 A Second Pass 219(28)
Deliberate Secondary Action 221(5)
What Not To Do 226(1)
Another Example of Deliberate Secondary Action 226(3)
Involuntary Secondary Action 229(4)
Automating Secondary Action 233(9)
Real Hair 242(4)
Conclusion 246(1)
Chapter 9 Straight Ahead Animation 247(18)
Animating the Body 248(15)
A Final Note On Pose-to-Pose and Straight Ahead Animation 263(2)
Chapter 10 Animation Extras 265(26)
IK/FK Switching 265(4)
Picking Up and Dropping Items 269(6)
The Setup 271(1)
The Grab 272(2)
The Drop 274(1)
NLA 275(9)
Repeating and Blending Actions 277(5)
Examining Different Takes 282(2)
Animating the Alarm 284(5)
Conclusion 289(2)
Appendix: Animation Playback and Rendering 291(6)
Index 297
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