Preface: When Worlds Collide | p. xvi |
Foundation | p. 1 |
Fleas on the Shoulders of Giants | p. 3 |
The Evolution of the Art Form | p. 3 |
Aesthetic Appeal Changes | p. 4 |
Broadening the Audience for Animation | p. 4 |
Unappealing Storytelling in Traditional Animation | p. 4 |
The Importance of History and Trends in Animation | p. 5 |
Digital Artistry Begins | p. 7 |
Times Are Changing: 1981-1994 | p. 8 |
Roger Rabbit Pushes 2D and CG Forward | p. 12 |
Popularity of the CG Medium or Story? | p. 13 |
Visual-Effects Movies Broaden the Audience | p. 16 |
The 1990s Shift: CG Becomes a Player | p. 18 |
A New Digital Artist Is Born | p. 21 |
The Animated Movie Industry: Moving into the Millennium | p. 24 |
The Best of Both Worlds | p. 27 |
Tell Me a Story | p. 31 |
Plot and Premise | p. 32 |
Here Come the Talking Animals | p. 36 |
Desire and Growth | p. 37 |
Growth and Character Arcs | p. 39 |
Orchestration and Back Story | p. 40 |
Storyboards, Animatics, and Pre-Viz | p. 43 |
Intention and Essence | p. 48 |
Handling Cuts and Camera Staging | p. 49 |
Savor the Moment, but Not for Long! | p. 52 |
Storyboards for Television versus Film | p. 54 |
Storytelling | p. 57 |
Storytelling Strengthening | p. 58 |
Storyboard Musts | p. 58 |
The Good, the Bad, and the Just Plain Annoying | p. 61 |
Memorable Characters | p. 63 |
Inspiration from Your Own Experience | p. 67 |
Flaws and Emotions | p. 69 |
Character Bio | p. 71 |
Stereotype versus Archetype | p. 73 |
Believability and Credibility | p. 74 |
Motivation | p. 76 |
Show, Don't Tell | p. 78 |
The Fine Art of Being a Bastard | p. 80 |
Design | p. 84 |
2D Drawings Translated into CG | p. 86 |
Handling Textures in CG | p. 90 |
The Rig Equals Solid Drawing | p. 92 |
Character Bio Questionnaire | p. 94 |
Character Development | p. 95 |
Animation | p. 97 |
The Thursday Animator | p. 99 |
Thinking and Planning | p. 101 |
Using Reference and Acting It Out | p. 103 |
Gesture Drawings and Thumbnails | p. 109 |
Sharing | p. 113 |
Ten Things to Think About | p. 113 |
Listen | p. 114 |
Subtext | p. 115 |
Experiment | p. 116 |
Rhythm | p. 118 |
Empathize | p. 120 |
Simplify | p. 121 |
Texture | p. 123 |
Honesty | p. 126 |
Eyes | p. 126 |
Commit | p. 128 |
Ten Things to Think About | p. 129 |
Every Frame Counts | p. 131 |
Spliney, Gooey, Computery, and Watery Motion | p. 133 |
The Graph Editor | p. 138 |
Stepped, Linear, and Spline | p. 140 |
Posing and Layering | p. 142 |
Breaking the Rig | p. 145 |
Using Breakdowns | p. 147 |
Animating Frame by Frame or on the Twos | p. 149 |
In-Betweening | p. 149 |
Creating Overlap and Secondary Motion | p. 150 |
Creating Principal and Secondary Characters | p. 152 |
CG Tools | p. 153 |
Pushing Your CG Animation to a Higher Level | p. 156 |
Weight | p. 156 |
Contrasts in Timing | p. 159 |
Reality versus Entertainment Exaggeration? | p. 160 |
Dialogue and Lip-Synch Styles | p. 161 |
Moving Holds | p. 162 |
Attention to Detail | p. 164 |
Motion Blur and Squash and Stretch | p. 165 |
Drawing Skills | p. 167 |
The Approval Process | p. 169 |
The Revision Process | p. 171 |
The Cleanup Process | p. 173 |
Acting the Moment Again and Again and Again | p. 177 |
Motion Capture and Acting in CG Animation | p. 178 |
Improv | p. 182 |
Helpful Improv Tools for Animators | p. 183 |
Charlie Chaplin, Empathy, and Acting | p. 186 |
Get Inside the Character | p. 189 |
Body Structure | p. 192 |
Psychological Gesture and Subtext | p. 192 |
Stay in the Moment | p. 194 |
Acting Tools for Animators | p. 195 |
Remotivating the Moment | p. 195 |
Improv | p. 195 |
Power Centers | p. 195 |
Status | p. 195 |
Space, Time, and Weight | p. 195 |
Chaplin | p. 196 |
Emotion | p. 196 |
Empathy | p. 196 |
Observation | p. 196 |
Body Structure | p. 196 |
Psychological Gesture | p. 197 |
Stay in the Moment | p. 197 |
And Now a Word from the Producer | p. 199 |
When Push Comes to Stab | p. 201 |
Workflow | p. 202 |
Dailies | p. 203 |
Multiple Art Direction | p. 204 |
Mentorship Lost | p. 207 |
Competition | p. 212 |
Pigeonholing | p. 215 |
Core and Glitz Skills | p. 216 |
Responsibility | p. 216 |
Communication between Departments | p. 219 |
Problem-Solving | p. 223 |
Freelancing | p. 223 |
Networking | p. 225 |
Mass Production of CG Animation | p. 226 |
Death, Taxes, and Outsourcing | p. 227 |
Schedules and Production | p. 229 |
The End of the Beginning | p. 235 |
Bridging the Gap | p. 235 |
Appendixes | p. 239 |
Author Bios | p. 241 |
Traditional and CG Productions 1994-2005 | p. 259 |
The Digital Age of Animation Begins | p. 267 |
Animation Hall of Funny | p. 283 |
Principles of Animation | p. 289 |
Character Animation Terms | p. 295 |
Computer Animation Terms | p. 307 |
Further Reading | p. 313 |
Rigging Blog | p. 315 |
Timeline Bibliography | p. 331 |
Index | p. 335 |
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