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9781598632606

Thinking Animation Bridging the Gap Between 2D and CG

by ;
  • ISBN13:

    9781598632606

  • ISBN10:

    1598632604

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2006-06-16
  • Publisher: Cengage Learning PTR
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List Price: $39.99

Summary

Learn how to think before you animate. Thinking Animation is a one-of-a-kind book that emphasizes how artists can use traditional animation techniques and principles with the computer generated animation technology of today. Written by seasoned animators with experience in both 2D and CG, Thinking Animation is an exquisite guide aimed at experienced animators; however, the skills taught within are still accessible and valuable to the novice animator. This full-color book includes numerous interviews with experienced contributing authors from a wide range of backgrounds, including stop-motion, visual effects, traditional animation, and CG. Thinking Animation is non-software specific. It contains a history of the field of animation as well as insight into how CG studios operate. It embraces the future of animating with the computer while still retaining the core values that traditional animators use as formulas and principles.

Table of Contents

Preface: When Worlds Collidep. xvi
Foundationp. 1
Fleas on the Shoulders of Giantsp. 3
The Evolution of the Art Formp. 3
Aesthetic Appeal Changesp. 4
Broadening the Audience for Animationp. 4
Unappealing Storytelling in Traditional Animationp. 4
The Importance of History and Trends in Animationp. 5
Digital Artistry Beginsp. 7
Times Are Changing: 1981-1994p. 8
Roger Rabbit Pushes 2D and CG Forwardp. 12
Popularity of the CG Medium or Story?p. 13
Visual-Effects Movies Broaden the Audiencep. 16
The 1990s Shift: CG Becomes a Playerp. 18
A New Digital Artist Is Bornp. 21
The Animated Movie Industry: Moving into the Millenniump. 24
The Best of Both Worldsp. 27
Tell Me a Storyp. 31
Plot and Premisep. 32
Here Come the Talking Animalsp. 36
Desire and Growthp. 37
Growth and Character Arcsp. 39
Orchestration and Back Storyp. 40
Storyboards, Animatics, and Pre-Vizp. 43
Intention and Essencep. 48
Handling Cuts and Camera Stagingp. 49
Savor the Moment, but Not for Long!p. 52
Storyboards for Television versus Filmp. 54
Storytellingp. 57
Storytelling Strengtheningp. 58
Storyboard Mustsp. 58
The Good, the Bad, and the Just Plain Annoyingp. 61
Memorable Charactersp. 63
Inspiration from Your Own Experiencep. 67
Flaws and Emotionsp. 69
Character Biop. 71
Stereotype versus Archetypep. 73
Believability and Credibilityp. 74
Motivationp. 76
Show, Don't Tellp. 78
The Fine Art of Being a Bastardp. 80
Designp. 84
2D Drawings Translated into CGp. 86
Handling Textures in CGp. 90
The Rig Equals Solid Drawingp. 92
Character Bio Questionnairep. 94
Character Developmentp. 95
Animationp. 97
The Thursday Animatorp. 99
Thinking and Planningp. 101
Using Reference and Acting It Outp. 103
Gesture Drawings and Thumbnailsp. 109
Sharingp. 113
Ten Things to Think Aboutp. 113
Listenp. 114
Subtextp. 115
Experimentp. 116
Rhythmp. 118
Empathizep. 120
Simplifyp. 121
Texturep. 123
Honestyp. 126
Eyesp. 126
Commitp. 128
Ten Things to Think Aboutp. 129
Every Frame Countsp. 131
Spliney, Gooey, Computery, and Watery Motionp. 133
The Graph Editorp. 138
Stepped, Linear, and Splinep. 140
Posing and Layeringp. 142
Breaking the Rigp. 145
Using Breakdownsp. 147
Animating Frame by Frame or on the Twosp. 149
In-Betweeningp. 149
Creating Overlap and Secondary Motionp. 150
Creating Principal and Secondary Charactersp. 152
CG Toolsp. 153
Pushing Your CG Animation to a Higher Levelp. 156
Weightp. 156
Contrasts in Timingp. 159
Reality versus Entertainment Exaggeration?p. 160
Dialogue and Lip-Synch Stylesp. 161
Moving Holdsp. 162
Attention to Detailp. 164
Motion Blur and Squash and Stretchp. 165
Drawing Skillsp. 167
The Approval Processp. 169
The Revision Processp. 171
The Cleanup Processp. 173
Acting the Moment Again and Again and Againp. 177
Motion Capture and Acting in CG Animationp. 178
Improvp. 182
Helpful Improv Tools for Animatorsp. 183
Charlie Chaplin, Empathy, and Actingp. 186
Get Inside the Characterp. 189
Body Structurep. 192
Psychological Gesture and Subtextp. 192
Stay in the Momentp. 194
Acting Tools for Animatorsp. 195
Remotivating the Momentp. 195
Improvp. 195
Power Centersp. 195
Statusp. 195
Space, Time, and Weightp. 195
Chaplinp. 196
Emotionp. 196
Empathyp. 196
Observationp. 196
Body Structurep. 196
Psychological Gesturep. 197
Stay in the Momentp. 197
And Now a Word from the Producerp. 199
When Push Comes to Stabp. 201
Workflowp. 202
Dailiesp. 203
Multiple Art Directionp. 204
Mentorship Lostp. 207
Competitionp. 212
Pigeonholingp. 215
Core and Glitz Skillsp. 216
Responsibilityp. 216
Communication between Departmentsp. 219
Problem-Solvingp. 223
Freelancingp. 223
Networkingp. 225
Mass Production of CG Animationp. 226
Death, Taxes, and Outsourcingp. 227
Schedules and Productionp. 229
The End of the Beginningp. 235
Bridging the Gapp. 235
Appendixesp. 239
Author Biosp. 241
Traditional and CG Productions 1994-2005p. 259
The Digital Age of Animation Beginsp. 267
Animation Hall of Funnyp. 283
Principles of Animationp. 289
Character Animation Termsp. 295
Computer Animation Termsp. 307
Further Readingp. 313
Rigging Blogp. 315
Timeline Bibliographyp. 331
Indexp. 335
Table of Contents provided by Ingram. All Rights Reserved.

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