- Print ISBN 9780240820439
- Electronic ISBN 9780240820460
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.
--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.
Beginner-Intermediate level computer graphic (CG) artists including students, animators, 3D artists, game designers, web artists.
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,