Presents 3ds Max controls to the classical principles of animation like squash and stretch, anticipation, staging and more. This book helps animators learn how to: make the camera an integral participant in the scene, use overlapping motion to create realistic animation, use the graphic editors to examine timing and enhance the flow of projects.
Presents 3ds Max controls to the classical principles of animation like squash and stretch, anticipation, staging and more. This book helps animators learn how to: make the camera an integral participant in the scene, use overlapping motion to create realistic animation, use the graphic editors to examine timing and enhance the flow of projects.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Richard is a Tenured Associate Professor and Lead Animation Instructor with Moraine Valley Community College. Since 2005, he has worked as an Authorized Autodesk Certified Instructor for 3ds max. Richard has worked at Art Institute in Ft. Lauderdale, Keiser College, Palm Beach Community College and started the SE Florida 3ds Max User's group. Outside of the classroom, Richard has produced numerous forensic and game animations through his company, VirtualONE, Inc. In addition to his professional and academic experiences, Richard is a frequent presenter at SIGGRAPH.
Inhaltsangabe
Chapter 1 Introduction to the Interface and Seeing Animation in a New Way Richard Lapidus; Chapter 2 Working with Keys and the Dope Sheet Richard Lapidus; Chapter 3 How Do Living Objects Really Move? Richard Lapidus; Chapter 4 Deforming Objects on Motion and Relative to Other Objects Richard Lapidus; Chapter 5 Straightforward Animation with a Bones IK Rig Richard Lapidus; Chapter 6 Using Ragdoll with Biped Richard Lapidus; Chapter 7 Use of Overlapping Action Weight and Drag Richard Lapidus; Chapter 8 Indications of Speed and Directing Attention Richard Lapidus; Chapter 9 Freeform Animation Richard Lapidus; Chapter 10 Deforming Objects with Bones-Skinning Envelopes and Vertex Weighting Chris Tedin; Chapter 11 Camera as an Integral Part of the Scene Richard Lapidus; Chapter 12 Head and Eye Animation Chris Tedin; Chapter 13 Secondary Motion and Breaking Joints Chris Tedin; Chapter 14 Animating with the Morph Modifier Lapidus Richard; Chapter 15 Tricks for Automating Motion and Controlling Timing Richard Lapidus; Chapter 16 Animated Visibility Richard Lapidus;
Chapter 1 Introduction to the Interface and Seeing Animation in a New Way Richard Lapidus; Chapter 2 Working with Keys and the Dope Sheet Richard Lapidus; Chapter 3 How Do Living Objects Really Move? Richard Lapidus; Chapter 4 Deforming Objects on Motion and Relative to Other Objects Richard Lapidus; Chapter 5 Straightforward Animation with a Bones IK Rig Richard Lapidus; Chapter 6 Using Ragdoll with Biped Richard Lapidus; Chapter 7 Use of Overlapping Action Weight and Drag Richard Lapidus; Chapter 8 Indications of Speed and Directing Attention Richard Lapidus; Chapter 9 Freeform Animation Richard Lapidus; Chapter 10 Deforming Objects with Bones-Skinning Envelopes and Vertex Weighting Chris Tedin; Chapter 11 Camera as an Integral Part of the Scene Richard Lapidus; Chapter 12 Head and Eye Animation Chris Tedin; Chapter 13 Secondary Motion and Breaking Joints Chris Tedin; Chapter 14 Animating with the Morph Modifier Lapidus Richard; Chapter 15 Tricks for Automating Motion and Controlling Timing Richard Lapidus; Chapter 16 Animated Visibility Richard Lapidus;
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