Book description
Finally bridge the gap between software-specific instruction and the world of classical animation with this easy to utilize, one-of-a-kind reference guide. With great relevance for today's digital workflows, Richard Lapidus presents innovative 3ds Max controls to the classical principles of animation like squash and stretch, anticipation, staging and more. Move beyond these fundamental techniques and explore both the emotion and technical sides of animation with character appeal and rigging. Features a robust companion web sites that include demonstrations, project files, links to further resources, available at www.tradigital3dsmax.com.
Table of contents
- Cover
- Halftitle
- Title
- Copyright
- Contents
- Acknowledgments
- About the Authors
- About the Website
- Chapter 1: Introduction to the Interface and Seeing Animation in a New Way
- Chapter 2: Working with Keys and the Dope Sheet
-
Chapter 3: How Do Living Objects Really Move?
- Set keys with the right tangent type
- Learn how to locate and identify the location of key frame information
- Use the Key Info of a keyframe to adjust the position of an object
- Use the Curve Editor to access curves
- Use the Parameter Curve Out-of-Range Types to create repetitive motion
- View and adjust the timing of an object’s motion
- Chapter 4: Deforming Objects Based on Motion and Relative to Other Objects
- Chapter 5: Straightforward Animation with a Bones IK Rig
- Chapter 6: Using Ragdoll with Biped
- Chapter 7: Use of Overlapping Action, Weight, and Drag
- Chapter 8: Indications of Speed and Directing Attention
- Chapter 9: Freeform Animation
- Chapter 10: Deforming Objects with Bones—Skinning, Envelopes, and Vertex Weighting
- Chapter 11: Camera as an Integral Part of the Scene
- Chapter 12: Head and Eye Animation
- Chapter 13: Secondary Motion and Breaking Joints
- Chapter 14: Animating with the Morph Modifier
-
Chapter 15: Tricks for Automating Motion and Controlling Timing
- Create a link setup using multiple objects
- Use a Link Constraint to weigh between multiple objects
- Use an Attachment Constraint to have an object stick to another object’s surface
- Link to world for free-form animation between links
- Without linking, get the hands of a biped to move with another object
- Chapter 16: Animated Visibility
- Gallery
- Index
Product information
- Title: Tradigital 3ds Max
- Author(s):
- Release date: November 2012
- Publisher(s): Routledge
- ISBN: 9781136126857
You might also like
book
Poly-Modeling with 3ds Max
Polymodeling is a modeling technique used in 3d modeling. Unlike box modeling, or other forms of …
book
3ds Max 8 MAXScript Essentials
Write your own MAXScript functions and utilities to create custom tools and UI elements, and automate …
book
3ds Max 8 Essentials
Welcome to the Autodesk Media and Entertainment Official Training Courseware for 3ds Max 8 software! Consider …
book
3ds Max 9 Essentials
Bring 3D film effects to the big screen. Generate realistic characters for a top-selling game. Create …