Contents

Acknowledgments

About the Authors

About the Website

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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