How to Cheat and Why
Acknowledgments
How to Use This Book
1
Animation Principles
Squash and Stretch
Anticipation
Staging
Straight Ahead/Pose to Pose
Overlapping Action/Follow-through
Slow In/Slow Out
Arcs
Secondary Action
Timing
Exaggeration
Solid Drawing
Appeal
Interlude: What Is “Workflow”?
2
Splines
How Splines Work
Splines and Spacing
Tangent Types
Tangent Handles
Spline Technique
Spline Reference
Interlude: To School or Not to School?
3
Graph Editor
Graph Editor Windup
Visual Tools
Working with Keys
Value Operators
Buffer Curves
Speed Cheats
4
Techniques
Auto Key
Timeline Techniques
Cartoony Motion
Trax Editor
Copying Curves
Editable Motion Trails
IK and FK
IK/FK Switching
Character Sets
Multiple Pivot Points
Reblocking
Interlude: Office Etiquette
5
Constraints
Parenting
Parent Constraints
Constraining a Prop
Constraint Weights
Animating with Constraints
Interlude: The Right Stuff
6
Rigging Cheats
Rig Testing
Sprucing It Up
Visual Switches
Interlude: Holding Your Own
7
Cameras and Layout
Framing and Lenses
Camera Sequencer
UberCam
Animating Cameras
Interlude: Finding Inspiration
8
Workflow
Planning/Reference
FCheck Trick
Stepped Keys
Checking Silhouette
Moving Holds When Splining
Moving Holds w/Retime Tool
Refining Arcs in Polish
Final Texture
Spotlight-Özgür Aydoğdu
9
Cycles
Cycle Basics
Stride Length
Walk Cycle
Flying Cycle
Quad Cycles
10
Referencing
Referencing Basics
Offline Edits
Saving Reference Edits
Interlude: Giving Feedback
11
Facial Animation
Planning and Prep
Core Poses
Lip Sync 1 - Jaw Motion
Lip Sync 2 - Mouth Corners
Lip Sync 3 - Mouth Shapes
Lip Sync 4 - Tongue
Blinks
Blink and Brows
Eye Darts
Final Touches
Interlude: Repetitive Stress Injury
12
Animation Layers
How Animation Layers Work
Animation Layer Basics
Creating Variations
Creating Variations 2
Layers for Texture
Interlude: Your Demo Reel
Animator Interviews
Index