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As soon as George Maestri's classic (digital) Character Animation was released, people began asking when he was going to do on edition for trully high-end users with the most advanced skill sets. Here it is; George writes directly to CG professionals, with more non-software-specific approaches to character animation.
Click below for Sample Chapter related to this title:
0735700443.pdf
(NOTE: Each chapter concludes with a Conclusion.)
Introduction.
1. Real World Production.
Getting Started in Filmmaking. Making a Film. Distribution.
Characters and Story. Story Through Action. Visuals Come First. Developing a Story. Developing a Script. Visualizing Your Story. Finalizing Your Story.
Sliders. Automation. Wiring Things Together. Skeletal Setups. Facial Rigging Replacement Animation. Skinning.
Making Characters Think. Dialogue. Facial Animation. Animating the Body. Takes and Double Takes. Animating Laughter. Multiple Characters. Environment.
Using Reference. Balance and Weight. Character Mass. How the Body Moves. Animating Locomotion. Dealing with External Forces. Animating Rhythm and Dance. Martial Arts.
Acting Versus Animating. Acting and Story. Know Your Tools. Know Your Audience. Know Your Characters. Acting Technique. Acting and the Body. Other Techniques.
Four-Legged Mammals. Other Four-Legged Gaits. Reptiles. Snakes. Dinosaurs. Insects and Spiders.
How Real Can You Go? Creating Your Character. Modeling Your Character. Animating Objects.
Producing Games. Platforms. Game Design. Creating Characters for Games. Animating for Games. Cycles. Moving Characters. Flowcharting.