Download Character Animation: 2D Skills for Better 3D, Second Edition by Steve Roberts PDF

By Steve Roberts

Enhance your personality animation with a mastery of conventional rules and methods together with weight and stability, timing, walks, birds, fish, snakes, 4 legged animals, appearing and lip-synch. conventional animation abilities and strategies are awarded in either second and 3D house. The significant other CD good points demonstration animations and routines carried out in all the significant animation programs together with 3ds Max, LightWave, Maya, and XSI Softimage. * Readers will in attaining stronger 3D animation with a realistic figuring out of foundational animation abilities * conception is balanced with useful workouts in drawn and 3D animation. * better half CD-ROM contains brief demonstration videos, 3D routines, and 20 rigged types for perform.

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Extra resources for Character Animation: 2D Skills for Better 3D, Second Edition

Example text

It’s running a bit fast isn’t it? That’s because it’s running on ‘singles’. This means that each drawing is being played back for one frame. The way to correct the timing and slow it down is to make each of the key drawings ‘hold’ for longer than one frame. To do this we need to drag each of the key drawings down the dope sheet for the appropriate number of frames. If you look at the XSheet panel you will see that the drawings are called 1–1 to 1–8. This is because they are on the Back Ground level.

Check out soccerball_keys in animations002, chapter002 of the CD-ROM. Once you are happy with the sequence, re-number the key drawings by the frame number. You then know how many in-between drawings are needed. Mark them up on a paper x-sheet (see the top illustrations on p. 43). 42 character animation: 2D skills for better 3D Work out the timing charts for each key drawing. Use the left-hand illustration on p. 43 for reference. Complete the in-betweens. All the drawings in this piece of animation are on twos.

The computer program will join these points together to produce a curve and this will provide the inbetween movement of your object. The default type of line linking the curves is called a ‘Spline’. You can change the way the computer in-betweens your key positions by adjusting these curves. There are a number of different options. ‘Linear’ is a straight line between each key. ‘stepped’ or ‘constant’ line continues at the same value as the first key, before jumping to the value of the next key.

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