Physics for Animators

Physics for Animators

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  • Author: Michele Bousquet
  • Publisher: CRC Press
  • ISBN: 1135016534
  • Category : Computers
  • Languages : en
  • Pages : 819

Achieving believable motion in animation requires an understanding of physics that most of us missed out on in art school. Although animators often break the laws of physics for comedic or dramatic effect, you need to know which laws you’re breaking in order to make it work. And while large studios might be able to spend a lot of time and money testing different approaches or hiring a physics consultant, smaller studios and independent animators have no such luxury. This book takes the mystery out of physics tasks like character motion, light and shadow placement, explosions, ocean movement, and outer space scenes, making it easy to apply realistic physics to your work. Physics concepts are explained in animator’s terms, relating concepts specifically to animation movement and appearance. Complex mathematical concepts are broken down into clear steps you can follow to solve animation problems quickly and effectively. Bonus companion website at www.physicsforanimators.com offers additional resources, including examples in movies and games, links to resources, and tips on using physics in your work. Uniting theory and practice, author Michele Bousquet teaches animators how to swiftly and efficiently create scientifically accurate scenes and fix problem spots, and how and when to break the laws of physics. Ideal for everything from classical 2D animation to advanced CG special effects, this book provides animators with solutions that are simple, quick, and powerful.


Physics for Animators

Physics for Animators

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  • Author: Michele Bousquet
  • Publisher: CRC Press
  • ISBN: 1135016542
  • Category : Computers
  • Languages : en
  • Pages : 357

Achieving believable motion in animation requires an understanding of physics that most of us missed out on in art school. Although animators often break the laws of physics for comedic or dramatic effect, you need to know which laws you’re breaking in order to make it work. And while large studios might be able to spend a lot of time and money testing different approaches or hiring a physics consultant, smaller studios and independent animators have no such luxury. This book takes the mystery out of physics tasks like character motion, light and shadow placement, explosions, ocean movement, and outer space scenes, making it easy to apply realistic physics to your work. Physics concepts are explained in animator’s terms, relating concepts specifically to animation movement and appearance. Complex mathematical concepts are broken down into clear steps you can follow to solve animation problems quickly and effectively. Bonus companion website at www.physicsforanimators.com offers additional resources, including examples in movies and games, links to resources, and tips on using physics in your work. Uniting theory and practice, author Michele Bousquet teaches animators how to swiftly and efficiently create scientifically accurate scenes and fix problem spots, and how and when to break the laws of physics. Ideal for everything from classical 2D animation to advanced CG special effects, this book provides animators with solutions that are simple, quick, and powerful.


Acting for Animators

Acting for Animators

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  • Author: Ed Hooks
  • Publisher:
  • ISBN: 9780415580236
  • Category : ART
  • Languages : en
  • Pages : 0

"A guide to acting theory written specifically for animators"--Provided by publisher.


Action Analysis for Animators

Action Analysis for Animators

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  • Author: Chris Webster
  • Publisher: Taylor & Francis
  • ISBN: 0240812182
  • Category : Art
  • Languages : en
  • Pages : 426

Extensive illustrations of people and animals in motion that break down the action in a step-by-step manner.


MEL Scripting for Maya Animators

MEL Scripting for Maya Animators

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  • Author: Mark R. Wilkins
  • Publisher: Elsevier
  • ISBN: 0080470718
  • Category : Computers
  • Languages : en
  • Pages : 548

Trying to learn Maya programming from the documentation can be daunting whether or not you are a programmer. The first edition of MEL Scripting for Maya Animators earned the reputation as the best introductory book on MEL, Maya's scripting language. Now fully revised and updated, the second edition also includes new features, such as a discussion of global procedures, new chapters on fixing programming bottlenecks, advanced user interface techniques, and optimizing character rigs. New chapters on utility nodes and Maya's Web Panel feature provide new ideas on how to use MEL in applications. This new edition has kept the popular style of the first edition that offered very clear explanations of programming concepts to those without programming experience. A generous collection of code examples and Maya scene files is included on the companion Web site. This is a book for animators, artists, game developers, visual effects developers, and technical directors who want to learn the fundamentals of Maya, how to automate tasks, personalize user interfaces, build custom tools, and solve problems with MEL. - Fully updated with several new chapters - Profusely illustrated and includes a companion Web site with numerous code examples and scene files - The authors bring their extensive experience in professional production studios to provide expert guidance


Computer Animation Complete

Computer Animation Complete

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  • Author: Rick Parent
  • Publisher: Morgan Kaufmann
  • ISBN: 0123785642
  • Category : Computers
  • Languages : en
  • Pages : 591

A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success. - Expert instruction from a variety of pace-setting computer graphics researchers. - Provides in-depth coverage of established and emerging animation algorithms. - For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics. - A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.


Timing for Animation

Timing for Animation

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  • Author: Harold Whitaker
  • Publisher: Taylor & Francis
  • ISBN: 0240517148
  • Category : Art
  • Languages : en
  • Pages : 173

"Learn all the tips and tricks of the trade from the professionals. Highly illustrated throughout, points made in the text are demonstrated with the help of numerous superb drawn examples."--


Physics-based Animation

Physics-based Animation

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  • Author: Kenny Erleben
  • Publisher:
  • ISBN: 9781584503804
  • Category : Computers
  • Languages : en
  • Pages : 817

The booming computer games and animated movie industries continue to drive the graphics community's seemingly insatiable search for increased realism, believability, ad speed. To achieve the quality expected by audiences of today's games and movies, programmers need to understand and implement physics-based animation. To provide this understanding, this book is written to teach students and practitioners and theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather how to transform theoretical techniques into practical skills. It details how the mathematical models are derived from physical and mathematical principles, and explains how these mathematical models are solved in an efficient, robust, and stable manner with a computer. This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms. This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms


How to Animate Advancing Your Animation Beyond the Basics

How to Animate Advancing Your Animation Beyond the Basics

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  • Author: Chris Derochie
  • Publisher: Cobblestone Media
  • ISBN: 9780993758454
  • Category :
  • Languages : en
  • Pages : 170

Did you learn the 12 Principles of Animation, thinking it would make you a great animator, only to discover that there was so much more still to learn after that? Have you been frustrated trying to find training on the internet other than just the same old basics? Is an animation school too expensive or difficult a prospect for you? Would you prefer not to spend tens of thousands of dollars? Are you already working in the industry but you're feeling like you will never improve? Do you wish that you could just download the brain of a veteran animator? This informative and easy to read book will teach you how to become a highly skilled professional animator - without having to spend a fortune going to school! By the end of the book, you will have a solid plan for success, including a description of the wide variety of skills you need to learn and how to find the resources to learn it all as inexpensively as possible. It covers ways of discovering your own personalized method of learning, daily training techniques, and a method for fast-tracking your learning to cut years off of your training time. How To Animate is the first of it's kind - a series of 26 books collecting everything I have learned so far in my 30+ year career. It contains all of the advanced techniques that would normally take a lifetime to master! The books are broken into three distinct groups - from techniques to specific challenges to career skills. The first book, Advancing Your Animation Beyond The Basics, is the gateway to all of the others. It will show you what skills you need to learn to become a great animator. The other books in this series will teach you those skills. It doesn't matter what style of animation you do - 3D, 2D, Traditional, Stop Motion - from cartoons to Visual Effects, the techniques, theories and mindset taught in these books directly relate to all of them. Advancing Your Animation Beyond The Basics will lay the foundation for your career in the industry by: * Introducing you to the 4 pillars of Learning Animation - the amazing 4 part system that will allow you to learn, absorb and internalize even the most complex animation skills! * Teaching you all of the important mental skills you will need and how to overcome the mental and emotional roadblocks that are holding you back. * Describing all of the important internal skills you need to clearly visualize your animation in your head - skills like acting, body language, cinematography, interpreting reference and much more. * Planning how you will learn these skills in the best possible method for you as an individual, based on the methods that you personally use to absorb information and skills best! There is no fluff here to pad out the pages and no "history of animation" or other subjects that have already been covered a thousand times in other books. Advancing Your Animation Beyond The Basics will give you the info you want quickly, in a way that you can absorb it and use it immediately. If you're like me, then when you read a book, you are constantly checking your progress to see how much longer it's going to take to get through it. This book is as concise as possible so they can pack as much useful info into as small a space as possible! What's stopping you from taking this one simple step that could change your animation career forever?


The Animator's Eye

The Animator's Eye

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  • Author: Francis Glebas
  • Publisher: Taylor & Francis
  • ISBN: 1136130225
  • Category : Computers
  • Languages : en
  • Pages : 302

First published in 2011. Enhance your animated features and shorts with this polished guide to channeling your vision and imagination from a former Disney animator and director. Learn how to become a strong visual storyteller through better use of color, volume, shape, shadow, and light - as well as discover how to tap into your imagination and refine your own personal vision. Francis Glebas, the director of Piglet's Big Day, guides you through the animation design process in a way that only years of expertise can provide. Discover how to create unique worlds and compelling characters as well as the difference between real-world and cartoon physics as Francis breaks down animated scenes to show you how and why to layout your animation.