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Tradigital 3ds Max : = a CG animator...
~
Lapidus, Richard.
Tradigital 3ds Max : = a CG animator's guide to applying the classic principles of animation /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Tradigital 3ds Max :/ Richard Lapidus.
Reminder of title:
a CG animator's guide to applying the classic principles of animation /
Author:
Lapidus, Richard.
Published:
Amsterdam :Focal Press, : c2012.,
Description:
xiii, 277 p. :ill. (chiefly col.) ; : 25 cm.;
Notes:
Includes index.
Subject:
Computer animation. -
ISBN:
9780240817309 (pbk.) :
Tradigital 3ds Max : = a CG animator's guide to applying the classic principles of animation /
Lapidus, Richard.
Tradigital 3ds Max :
a CG animator's guide to applying the classic principles of animation /Richard Lapidus. - Amsterdam :Focal Press,c2012. - xiii, 277 p. :ill. (chiefly col.) ;25 cm.
Includes index.
Machine generated contents note: Chapter 1 Seeing motion in a new way. Chapter 2 How do living objects really move?, Rule: Weight in Motion, Rule: Timing Chapter 3 Animated Modifiers (Morphing Teapot), Rule: Squash and Stretch, Rule: Anticipation, Rule: Staging Chapter 4 Deforming objects based on motion and relative to other objects Chapter 5 Straight forward animation with a Bones IK Rig, Rule: Straight Ahead Action and Pose to Pose, Rule: Exaggeration Chapter 6 Creating and animating a biped Chapter 7 The use of Overlapping Action, Weight and Drag. Rule: Staging, Rule: Timing, Rule: Exaggeration Chapter 8 Indications of speed and directing attention Rule: Timing, Rule: Overlapping motion, 2ndary animation Chapter 9 Skinning a Character Rule: Appeal Chapter 10 Rule: Arcs and 2ndary Animation Chapter 11 Reactor Real world and Exaggerated Effects Rule: Arcs and 2ndary Animation Chapter 12 The Camera as the integral part of a scene Rule: Staging Chapter 13 Timing for animation Chapter 14 Getting objects to move the way you want. Chapter 15 Does it move the way it should? Chapter 16 Tricks for automating motion and controlling timing. Chapter 17 Special effects for presence: Animating Visibility.
"Applying the 12 basic principles of animation introduced by animation legends Ollie Johnston and Frank Thomas is now easier than ever. With great relevance for today's digital workflows, Richard Lapidus presents innovative 3ds Max controls to the classical principles of animation like squash and stretch, anticipation, staging and more. Move beyond these fundamental techniques and explore both the emotion and technical sides of animation with character appeal and rigging. Finally bridge the gap between software-specific instruction and the world of classical animation with this easy to utilize, one-of-a-kind reference guide, perfect for professionals and beginners alike"--
ISBN: 9780240817309 (pbk.) :NT1629
LCCN: 2011032054Subjects--Uniform Titles:
3ds max (Computer file)
Subjects--Topical Terms:
562532
Computer animation.
LC Class. No.: TR897.7 / .L376 2011
Dewey Class. No.: 777/.7
Tradigital 3ds Max : = a CG animator's guide to applying the classic principles of animation /
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a CG animator's guide to applying the classic principles of animation /
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xiii, 277 p. :
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Includes index.
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Machine generated contents note: Chapter 1 Seeing motion in a new way. Chapter 2 How do living objects really move?, Rule: Weight in Motion, Rule: Timing Chapter 3 Animated Modifiers (Morphing Teapot), Rule: Squash and Stretch, Rule: Anticipation, Rule: Staging Chapter 4 Deforming objects based on motion and relative to other objects Chapter 5 Straight forward animation with a Bones IK Rig, Rule: Straight Ahead Action and Pose to Pose, Rule: Exaggeration Chapter 6 Creating and animating a biped Chapter 7 The use of Overlapping Action, Weight and Drag. Rule: Staging, Rule: Timing, Rule: Exaggeration Chapter 8 Indications of speed and directing attention Rule: Timing, Rule: Overlapping motion, 2ndary animation Chapter 9 Skinning a Character Rule: Appeal Chapter 10 Rule: Arcs and 2ndary Animation Chapter 11 Reactor Real world and Exaggerated Effects Rule: Arcs and 2ndary Animation Chapter 12 The Camera as the integral part of a scene Rule: Staging Chapter 13 Timing for animation Chapter 14 Getting objects to move the way you want. Chapter 15 Does it move the way it should? Chapter 16 Tricks for automating motion and controlling timing. Chapter 17 Special effects for presence: Animating Visibility.
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"Applying the 12 basic principles of animation introduced by animation legends Ollie Johnston and Frank Thomas is now easier than ever. With great relevance for today's digital workflows, Richard Lapidus presents innovative 3ds Max controls to the classical principles of animation like squash and stretch, anticipation, staging and more. Move beyond these fundamental techniques and explore both the emotion and technical sides of animation with character appeal and rigging. Finally bridge the gap between software-specific instruction and the world of classical animation with this easy to utilize, one-of-a-kind reference guide, perfect for professionals and beginners alike"--
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562532
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