Animation Tips & Tricks vol.2 by Shawn Kelly, Carlos Baena

By Shawn Kelly, Carlos Baena

;Animation counsel & tips vol.2 КНИГИ ; ХОББИ и РЕМЕСЛА Автор: Shawn Kelly, Carlos Baena Название:Animation tips & tips vol.2 Издательство: Animation Mentor Год: 2009 Формат: PDF Страниц: 70 Размер: 12 МбПосле выхода первого сборника практических советов для аниматоров его создатели получили так много откликов, что не замедлили выпустить продолжение. Это вторая часть "Уловок и Трюков" от основателей и преподавателей всемирноизвестной онлайн-школы анимационного мастерства - Шона Келли (аниматор студии commercial mild & Magic, участвовал в создании "Трансформеров" и "Звездных войн") и Карлоса Баены (аниматор студии PIXAR, участвовал в создании discovering Nemo, The Incredibles, automobiles, Ratatouille, WALL-E и Toys tale 3).Книга будет интересна как тем, кто только начинает заниматься анимацией, так и профессионалам.Animation suggestions & tips quantity 2 is a 70 pages PDF record with a set of the simplest information, advices and assets released at the Animation information & tips web publication. you can find many of the comparable content material released within the weblog yet being loose, accumulated in a single cozy record you'll additionally print, makes the deal. It moves for the simplicity of a few solutions to a few of crucial questions an animator, being a pupil or an emergent specialist, retains on asking.Скачать - Animation guidance & methods vol.2.com eighty five

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Additional resources for Animation Tips & Tricks vol.2

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On Transformers, we had a really streamlined situation with a really fast feedback loop, a lot of amazing animation tools at our disposal, and terrific animation rigs, all of which helped us get our animation time down dramatically. One shot I did of Bonecrusher on the highway only took a few days, while another took closer to four weeks -- so, yet again, it all depends on the number of characters and what they are doing in the shot. It’s always going to take longer to animate a giant robot tackling another robot in slow motion than it will to animate one robot skating down a highway.

How Do You Go about Timing Out Animation That Can’t Be Performed in Real Life? By Shawn Kelly That’s a tough one, and it depends entirely on the style of the project you are working on. The timing is going to be very different between Davy Jones jumping vs. Mr. Incredible jumping vs. Horton jumping. These projects all land at different places on the meter of stylization, and each of those character’s movements and timings are dictated heavily by those chosen styles. If you’re working on a more stylized piece, and are creating a performance that you can’t find or create reference for in the real world, then my advice would be to use the principle of exaggeration to push the timing and poses that you see in the real world.

In another article. The design of Luxo is nothing special. I’m sure no one would disagree with that. It’s an ordinary metallic lamp with nothing interesting about its design per say. And yet, when it moves, it springs to life. The animation works so strongly that the essence of a child screams out at you. You cease to think about the design and become absorbed with the character’s thought processes. When he reacts to squishing the ball, I sincerely feel he’s sad. Look at the design for Eve in WALL-E.

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