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by Richard Lapidus
Tradigital 3ds Max
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Acknowledgments
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Chapter 1: Introduction to the Interface and Seeing Animation in a New Way
Start to develop the basics of visualizing animation in a 3d program
Understand the different ways to create and control animation
Have several choices in selecting and editing keys
Control how you see and control motion
Chapter 2: Working with Keys and the Dope Sheet
Animate modifiers and limits
Create clones
Use the Set Key mode to jump to previously created keys
Scale and offset ranges of keys in the Track Editor
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
Use World Space Modifiers and space warps
Link and bind to space warps
Create secondary motion using noise
Use path deformation
Chapter 5: Straightforward Animation with a Bones IK Rig
IK (Inverse Kinematic) HI solvers
Creating dummy helpers
Linking objects
Adding position controllers to move the main hip dummy
Chapter 6: Using Ragdoll with Biped
Create a shortcut to enable Ragdoll script and set up restrictions on Ragdoll character or biped
Animate a biped and use layers to control the exaggerated motion of a fall
Control the geometry for mass and simulation
Create and save your own custom animated .bip files for mixing
Chapter 7: Use of Overlapping Action, Weight, and Drag
Set up a biped using the footstep method of animation
Use layers to control the biped subtle motion of character
Set Keys
Utilize Weight
Chapter 8: Indications of Speed and Directing Attention
Load motions onto a biped using Motion Mixer
Add and edit clips
Create transitions
Mix motion down onto a biped
Chapter 9: Freeform Animation
Create freeform motion with a biped while using a variety of anchors
Animate a character to navigate one or more obstacles
Incorporate motion inherent adjusting weight
Chapter 10: Deforming Objects with Bones—Skinning, Envelopes, and Vertex Weighting
Place bones into mesh models appropriately for deformation
Set envelopes with Skin Modifier and adjust falloff
Adjust individual vertex weights using the Weight Editor
Use more advanced deformers to create creases and bulges
Chapter 11: Camera as an Integral Part of the Scene
Smoothly move a camera in your scene with path constraints
Use depth of field for more realism
Consider the line of action when using multiple cameras
Use a background image
Chapter 12: Head and Eye Animation
Animate the head and eyes in a natural manner
Interpret meaning in eye movements
Be able to animate eyelids in a naturalistic way
Express emotion by animating the head, eyes, eyelids, and eyebrows
Chapter 13: Secondary Motion and Breaking Joints
Tail Wag
Cloth
Spring Constraints
Chapter 14: Animating with the Morph Modifier
Use the three states of animation: anticipation, action and reaction
Add weight to a character
Animate 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
Animating an object out of view with the step-key tangent
Animating parametric slicing
Animating Slice Modifier
Growing an object over time with an animated extrude
Animating a gradient ramp
Gallery
Index
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Copyright
Tradigital 3ds Max
A CG Animator’s Guide to Applying the Classic Principles of Animation
Richard Lapidus
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