Tradigital Cinema 4D

1st Edition

A CG Animator's Guide to Applying the Classical Principles of Animation

Author:

  • Anson Call
  • Description

    Anson Call brings you the 12 Principles of Animation in the context of the poular 3D animation tool, Cinema 4D. The foundational principles are the building blocks of all believable, unique animation. This book not only teaches the fundamental principles of character animation, i.e, what makes it fun and believable, but also shows how to achieve it through step by step instruction. You’ll learn how to get characters setup and ready to animate through rigging. Then you’ll learn how to move them in believable and engaging ways through step by step instruction.

    Character animation is one of the most challenging aspects of 3D animation. Understanding the Principles of Animation will help you create believable and entertaining animation that speaks directly to a captivated audience.

    Key Features

    --This book will teach you how to make convincing, life-like animation in Cinema 4D, for a captive audience.

    --Good 3D artists know animation. Great 3D artists know how to animate via the 12 principles.  This book gets you there.

    --Companion website includes: all files and art for the projects in the book, as well as software links/updates, and additional tutorials.

    Readership

    Beginner-Intermediate level computer graphic (CG) artists including students, animators, 3D artists, game designers, web artists.

    Table of Contents

    Chapter 1 What are the 12 principles of animation? An Introduction. What are they? How does this apply to 3D animation?

    Chapter 2 The Basics: Bouncing a Ball: Principles: Squash and Stretch, Pose to Pose, Arcs, Slow-out and Slow-in, Timing. Technique: Introduction to Cinema 4D's animation tools.

    Chapter 3 Animating a Simple Lamp movement: Principles: Squash and Stretch, Pose to Pose, Arcs, Slow-out and Slow-in, Anticipation, Staging, Timing, Exaggeration. Technique: Keyframing and F-Curves, controllers

    Chapter 4 Animating a Simple Robot-Legs Bipedal Walk Cycle: Principles: Arcs, Slow-out and Slow-in, Follow Through and Overlapping Action. Technique: employing loops and understanding animation layers, controllers

    Chapter 5 Characters development, Storytelling and Planning: Principles: Appeal, Staging, Solid Drawing

    Chapter 6 The Basics: Rigging a Lamp for Animation: Principles: Appeal, Staging, Solid Drawing. Techniques: Understanding Joints and IK and Hierarchy, controllers

    Chapter 7 Rigging a Bipedal Character for Animation: Principles: Appeal, Staging, Solid Drawing. Techniques: Joints tool, weighting, skinning, mirroring, naming, IK tags, constraints, Hierarchy, controllers

    Chapter 8 More Rigging: facial expressions: Principles: Appeal, Staging, Solid Drawing. Techniques: pose morphs

    Chapter 9 More Rigging: Clothing: Principles: Appeal, Staging, Solid Drawing. Techniques: Cloth tools

    Chapter 10 More Rigging: Hair: Principles: Appeal, Staging, Solid Drawing. Techniques: Hair tools

    Chapter 11 Throwing a fastball: Principles: Arcs, Slow-out and Slow-in, Follow Through and Overlapping Action, Staging, Anticipation, Exaggeration, Timing, Pose to Pose. Techniques: Timeline, keyframes, f-curves, Animation layering.

    Chapter 12 Cameras and Editing: Principles: Staging, Timing, Appeal,

    Details

    No. of pages:
    400
    Language:
    English
    Copyright:
    © 2012
    Published:
    Imprint:
    Focal Press
    Print ISBN:
    9780240820439
    Electronic ISBN:
    9780240820460

    About the author

    Anson Call

    Associate Professor in Graphic Design and Architecture at Iowa State University. Currently teaches courses in 3D modeling, animation, character animation, lighting and rendering for Iowa State University. Anson has worked in the industry, taught, given workshops on 3D animation and published on the subject since the late 1990s.