Book description
Explore Disney's 12 principles of animation, while learning how to animate in Maya. You can develop your own leading digital techniques rooted to traditional workflows. From squash and stretch to timing and appeal, you will enhance your creative toolset with strong classics training and cutting edge techniques. Trusted Maya Authority, Lee Montgomery offers the only artistic guide to applying the principles of traditional animation with Maya's tools, which are used in production by the best animators and VFX artists today. Add another webpage to your favourites and expand your digital workflow to include the practical resources of the Tradigital Maya with the robust companion web site that include demonstrations, project files, links to further resources, available at www.tradigitalmaya.com.
Table of contents
- Cover
- Halftitle
- Title
- Copyright
- Dedication
- Contents
- Acknowledgments
- Introduction – Traditional to Digital
-
Chapter 1: Arcs – Organic Movement/Natural Motion
- Arcs in Object Motion
- Localized Arcs – Human Motion
-
Chapter 1.1 – Animation Test – Bouncing Ball
- Animation Preferences
- Maya Grid Display
- Creating the Bouncing Ball
- Animation Preferences – Key Tangents
- Selection and Transformation Tools and Settings
- Animating the Ball Bounce
- Copying and Pasting Keys and Setting Height Key
- The Maya Graph Editor
- Breakdown Key (In-between)
- Playblast
- Changing Key Tangent Type
- Ghosted Playblack
- Refining the Animation Timing – Key Tangents
- Squash and Stretch
- Looping the Animation
- Loop Animation – Curve Edit
- Loop Animation – Bounce Across Ground
- Viewing and Editing the Trajectory Arc
- Validating the Animation and Additional Edits to Refine the Motion
- Chapter 1.2 – F16 Fighter Flight Path
-
Chapter 1.3 – Character IK Arm Swing
- Maya Joint Chains, Forward & Inverse Kinematics, and Additional Controls
- Pose Blocking, Timing & Spacing, and Motion Arcs
- Animating with Forward Kinematics (FK)
- Animating with Inverse Kinematics (IK)
- IK Rotate Plane Solver
- Blocking in the Poses for the Arm Swing
- In-between Pose – Ease In
- Validating the Timing and Motion
- Motion Trail
- Editing the Arc on the Swing
- Shifting and Scaling Keyframes
- Camera Bookmarks
- Editing the Arm Swing – Out/In
- Looping the Arm Swing
- Editing the New Motion – Arm Swing Back
- Follow-through on the Wrist
- Elbow Angle (Pole Vector)
- Chapter 1.4 – Character – Run Rhythm
-
Chapter 2: Anticipation – Building the Action
- F16 Fighter – Takeoff and Fight Sequence
- Head Turn Animation/Animation Appeal
- VFX – Dynamics Rocket Smash
- Character Animation
-
Chapter 2.1 – Baseball Pitcher Throw
- Reference and Thumbnailing
- Character Asset and Display Modes
- Full Body IK
- Posing and Keying Modes
- Effector Pinning
- Full Body IK – Effector Pinning in Action
- Reach – T/R
- Character Pose Blocking Part 1 – Idle Pose to Coiled Readiness Pose
- Character Pose Blocking Part 2 – Readiness Pose to Moving Hold
- Character Pose Blocking Part 3 – Readiness Pose to Pre-Release Pose
-
Chapter 2.2 – nParticle – Rocket Launch
- Introducing the Asset
- Animating the Mechanical Motion for the Rocket
- Base Pivot for Pre-rocket Launch
- Arm Crane for Pre-rocket Launch
- Emitter Setup for nParticles
- Emitter Rate
- Nucleus Solver – Ground Plane Setup
- Tweaking the Effect on the nParticles
- Shading and Texturing the nParticles
- No Smoke without Fire
- Enhancing the Quality of the Smoke Effect
- Chapter 3: Animation Editing – Timing & Spacing
- Chapter 4: Animation Editing – Ease In & Ease Out
- Chapter 5: Staging – Framing the Action and Setting the Mood
-
Chapter 6: Follow-Through and Overlapping Action
- Follow-Through and Overlap – Object Animation, Simulation, and Dynamics
- Chapter 6.1 – Baseball Pitcher Throw Pt. 2 – Follow-Through
-
Chapter 6.2 – nCloth – Cape Follow-Through
- Modeling the Base Mesh for the nCloth Cape
- Nucleus Space Scale Attribute
- nRigid – Adding the Character Mesh to the Simulation
- nConstraint – Connecting the Cape to the Character
- Previewing the Simulation – nCloth Rest Pose
- Collision Thickness Attribute
- Geometry Cache – Adding the Character Animation to the nCloth Setup
- nCloth Attributes and Presets Pt. 1 – Leather
- nCloth Attributes and Presets Pt. 2 – T-Shirt
- nCloth Attributes – Refining the Simulation to Improve Quality
- Increasing nCloth Mesh Resolution and Fixing Collision Thickness
- Final Tweaks to the nCloth Simulation
- Chapter 6.3 – Prop Follow-Through and Overlap – Character Baseball Swing
- Chapter 7: Secondary Action – Enhancing the Shot
-
Chapter 8: Straight Ahead Action and Pose to Pose
- Pose to Pose – Walk and Run Cycles and Video Game
- Straight Ahead Action and Combining Both Methodologies
-
Chapter 8.1 – Pose-to-Pose Run Cycle
- Leg and Hip Pose
- Mirroring the Pose across the Character (Left <> Right)
- Copying Pose from Frame to Frame
- Foot Plant
- Centre of Mass – Weight Rise and Fall
- Editing the Motion Curve Through the Graph Editor
- Cycling the Motion Curve
- Hip Rotation
- Upper Torso – Main Pose
- Torso and Head Follow Through
- Torso Counterbalance Rotation – Part One
- Torso Counterbalance Rotation – Part Two
- Head Counterbalance
- Arm Swing on Run
- Mirroring the Arm Pose
- Hip Weight Shift
- Chapter 8.2 – Dynamics Rocket Smash
- Dynamics – Scene Setup and Elements
- Chapter 9: Solid Drawing and Design – Form Meets Function
- Chapter 10: Appeal
- Chapter 11: Squash and Stretch
-
Chapter 12: Exaggeration
- Baseball Batter Animation
- Walk Cycle Animation
- VFX Dynamics
- Chapter 12.1 – Exaggeration – Character Baseball Swing
-
Chapter 12.2 – Exaggeration – HumanIK Retarget and Edit
- Character Rig – HumanIK
- HumanIK – Character Controls Window
- HumanIK – Character Retargeting
- HumanIK – Retargeting Data to Control Rig – Bake to Rig and Cleanup after Retarget
- Editing Animation on Animation Layer with Effector Pinning – Elbow Posing
- Animation Edit – Exaggerated Walk – Dejected
- Additional Edits 01 – Feet Drag
- Additional Edits 02 – Head Lull
- Additional Edits 03 – Hip Dip – Weight a Mass
-
Chapter 12.3 Exaggeration – Dynamics Explosion
- Dynamics – Scaffolding Setup Part 1 – Scene Setup
- Basic Rigid Bodies Setup – Collapsible Scaffolding
- Dynamics – Scaffolding Setup Part 2 – Rigid Bodies – Hinge Constraint
- Dynamics – Scaffolding Setup Part 3 – Hinge-Connected Elements
- Dynamics – Roof Smash – Fields
- Viewing the Additional Simulated Effects in Combination
- Follow-Through and Overlapping Action
- Secondary Action and Exaggeration
-
Chapter 13: Conclusion
- Chapter 13.1 – Recap – The Principles and Application
- Chapter 13.2 – Industry Trends Moving Forward
-
Chapter 13.3 – Selected Reading and Additional Reference
- Timing for Animation, Second Edition by Harold Whittaker and John Halas (Authors), Tom Sito (Editor)
- Animation: The Mechanics of Motion by Chris Webster
- Drawn to Life: 20 Golden Years of Disney Master Classes, V1 by Walt Stanchfield and Don Hahn
- The Illusion of Life: Disney Animation by Ollie Johnston and Frank Thomas
- The Animator’s Survival Kit (Paperback) by Richard Williams
- Acting for Animators: A Complete Guide to Performance Animation by Ed Hooks
- Cartoon Animation (The Collector’s Series) by Preston Blair
- The Human Figure in Motion by Eadweard Muybridge
- Animals in Motion by Eadweard Muybridge
- Industry Periodicals, Websites, and Training
- Index
Product information
- Title: Tradigital Maya
- Author(s):
- Release date: August 2012
- Publisher(s): Routledge
- ISBN: 9781136126611
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