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Timing for Animation, 2nd Edition

Book Description

The classic work on animation principles, now fully updated for the digital age.

Table of Contents

  1. Front Cover
  2. Half Title
  3. Title Page
  4. Copyright
  5. Contents
  6. Foreword by John Lasseter, Pixar
  7. Preface to 2nd edition
  8. Preface to 1st edition
  9. Acknowledgements
  10. Introduction : General Principles of Timing
    1. Timing for TV Series
    2. Timing for Full Animation
    3. Timing in General
    4. What is Good Timing?
  11. The Storyboard
    1. Traditional Storyboards
    2. Digital Storyboards
    3. Additional Storyboard Effects
  12. Responsibility of the Director
  13. The Basic Unit of Time in Animation
  14. Timing for Television vs. Timing for Feature Films
  15. Slugging
  16. Bar Sheets
  17. Timing for Traditional Animation: Exposure Charts or Exposure Sheets
  18. Timing for an Overseas Production
  19. Timing for a 2D Digital Production
  20. Timing for a 3D Digital Production
  21. Timing for an Actor-Based Program (Performance or Motion Capture)
  22. Animation and Properties of Matter
  23. Movement and Caricature
  24. Cause and Effect
  25. Newton’s Laws of Motion
  26. Objects Thrown Through the Air
  27. Timing of Inanimate Objects
  28. Rotating Objects
    1. Irregular Inanimate Objects
    2. Animate Objects—Characters
  29. Force Transmitted Through a Flexible Joint
  30. Force Transmitted Through Jointed Limbs
  31. Spacing of Drawings—General Remarks
  32. Spacing of Drawings
  33. Timing a Slow Action
  34. Timing a Fast Action
  35. Getting Into and Out of Holds
  36. Single Frames or Double Frames? Ones or Twos?
  37. How Long to Hold?
  38. Anticipation
  39. Follow Through
  40. Overlapping Action
  41. Timing an Oscillating Movement
  42. Timing to Suggest Weight and Force—1
  43. Timing to Suggest Weight and Force—2
  44. Timing to Suggest Weight and Force—3
  45. Timing to Suggest Weight and Force—4
  46. Timing to Suggest Force: Repeat Action
  47. Character Reactions and ‘Takes’
  48. Timing to Give a Feeling of Size
  49. The Effects of Friction, Air Resistance and Wind
  50. Timing Cycles—How Long a Repeat?
    1. A Waving Flag
  51. Multiple Character Scenes
  52. Digital Crowd Scenes
  53. Effects Animation: Flames and Smoke
  54. Water
  55. Rain
    1. Water Drops
  56. Snow
  57. Explosions
  58. Digital Effects
    1. The Aesthetic in Effects Animation
  59. Repeat Movements of Inanimate Objects
  60. Timing a Walk
  61. Types of Walk
  62. Spacing of Drawings in Perspective Animation
  63. Timing Animals’Movements
    1. Horses
  64. Other Quadrupeds
  65. Timing an Animal’s Gallop
  66. Bird Flight
  67. Drybrush (Speed Lines) and Motion Blur
  68. Accentuating a Movement
  69. Strobing
  70. Fast Run Cycles
  71. Characterization (Acting)
  72. The Use of Timing to Suggest Mood
  73. Synchronizing Animation to Speech
  74. Lip-Sync—1
  75. Lip-Sync—2
  76. Lip-Sync—3
  77. Timing and Music
  78. Traditional Camera Movements
  79. 3D Camera Moves
  80. Peg Movements in Traditional Animation
  81. Peg Movements in 3D Animation
  82. Editing Animation
  83. Editing for Feature Films
  84. Editing for Television Episodes
  85. Editing for Children’s Programming
  86. Editing for Internet Downloads
  87. Games
  88. Conclusion
  89. Index