Tradigital 3ds Max: A CG Animator's Guide to Applying the Classic Principles of Animation / Edition 1

Tradigital 3ds Max: A CG Animator's Guide to Applying the Classic Principles of Animation / Edition 1

by Richard Lapidus
ISBN-10:
0240817303
ISBN-13:
9780240817309
Pub. Date:
10/17/2011
Publisher:
Taylor & Francis
ISBN-10:
0240817303
ISBN-13:
9780240817309
Pub. Date:
10/17/2011
Publisher:
Taylor & Francis
Tradigital 3ds Max: A CG Animator's Guide to Applying the Classic Principles of Animation / Edition 1

Tradigital 3ds Max: A CG Animator's Guide to Applying the Classic Principles of Animation / Edition 1

by Richard Lapidus

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Overview

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. 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. Features a robust companion website that includes demonstrations, project files, links to further resources, available at https://routledgetextbooks.com/textbooks/_author/lapidus-9780240817309/resources.php


Product Details

ISBN-13: 9780240817309
Publisher: Taylor & Francis
Publication date: 10/17/2011
Edition description: New Edition
Pages: 304
Product dimensions: 7.40(w) x 9.60(h) x 0.80(d)

About the Author

Richard is a Tenured Associate Professor and Lead Animation Instructor with Moraine Valley Community College. Since 2005, he has worked as an Authorized Autodesk Certified Instructor for 3ds max. Richard has worked at Art Institute in Ft. Lauderdale, Keiser College, Palm Beach Community College and started the SE Florida 3ds Max User's group. Outside of the classroom, Richard has produced numerous forensic and game animations through his company, VirtualONE, Inc. In addition to his professional and academic experiences, Richard is a frequent presenter at SIGGRAPH.

Table of Contents

Chapter 1 Introduction to the Interface and Seeing Animation in a New Way, Richard Lapidus; Chapter 2 Working with Keys and the Dope Sheet, Richard Lapidus; Chapter 3 How Do Living Objects Really Move?, Richard Lapidus; Chapter 4 Deforming Objects on Motion and Relative to Other Objects, Richard Lapidus; Chapter 5 Straightforward Animation with a Bones IK Rig, Richard Lapidus; Chapter 6 Using Ragdoll with Biped, Richard Lapidus; Chapter 7 Use of Overlapping Action, Weight, and Drag, Richard Lapidus; Chapter 8 Indications of Speed and Directing Attention, Richard Lapidus; Chapter 9 Freeform Animation, Richard Lapidus; Chapter 10 Deforming Objects with Bones—Skinning, Envelopes, and Vertex Weighting, Chris Tedin; Chapter 11 Camera as an Integral Part of the Scene, Richard Lapidus; Chapter 12 Head and Eye Animation, Chris Tedin; Chapter 13 Secondary Motion and Breaking Joints, Chris Tedin; Chapter 14 Animating with the Morph Modifier, Lapidus Richard; Chapter 15 Tricks for Automating Motion and Controlling Timing, Richard Lapidus; Chapter 16 Animated Visibility, Richard Lapidus;
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