By Steve Roberts

Increase your personality animation with a mastery of conventional rules and strategies together with weight and stability, timing, walks, birds, fish, snakes, 4 legged animals, appearing and lip-synch. conventional animation talents and methods are provided in either second and 3D area. The better half CD positive aspects demonstration animations and routines performed in all of the significant animation programs together with 3ds Max, LightWave, Maya, and XSI Softimage. * Readers will in achieving enhanced 3D animation with a realistic realizing of foundational animation talents * concept is balanced with useful routines in drawn and 3D animation. * spouse CD-ROM contains brief demonstration video clips, 3D workouts, and 20 rigged types for perform.

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

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It will be easier to stop though because it is flexible and will squash against any object in its path and it doesn’t contain as much kinetic energy as a shoved bowling ball. a balloon A balloon, on the other hand, when dropped will accelerate very slowly to optimum speed, squash slightly, bounce slowly a couple of times (each time a smaller bounce) and come to a stop. The reason it squashes less than a football is that it has gained far less momentum from its fall, so there is less energy to push outwards at the point where it hits the ground.

I will go through the bowling ball exercise in detail. The method is the same for all five balls and can be used as reference for the other exercises. pdf, chapter002 of the CD-ROM. animating a 2D bowling ball Here is the rough trajectory of a bowling ball and the key positions that should be drawn first. Note that a bowling ball will not demonstrate any squash and stretch. Keep it solid! 38 character animation: 2D skills for better 3D Draw each of these key positions on separate pieces of paper.

Draw the 12 key positions of the soccer ball and capture them. Number each key by the drawing: 1, 2, 3, 4, etc. The sequence will be 120 frames long (set up DigiCel to be # of Frames; 120, Frame Rate; 25 and # of Levels; 2). Play the keys back and adjust the frames until you are happy with the timing of the sequence (left click and hold down the Alt key while dragging down). Use the right-hand illustrations on p. 42 for reference. Check out soccerball_keys in animations002, chapter002 of the CD-ROM.

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