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本书籍是关于3dsMax应用动画指南教程,共277页,作者:Richard Lapidus,教程使用软件:3dsmax,出版时间:2011年。

3D Studio Max,常简称为3ds Max或MAX,是Autodesk公司开发的基于PC系统的三维动画渲染和制作软件。其前身是基于DOS操作系统的3D Studio系列软件,最新版本是2012。在Windows NT出现以前,工业级的CG制作被SGI图形工作站所垄断。3D Studio Max + Windows NT组合的出现一下子降低了CG制作的门槛,首选开始运用在电脑游戏中的动画制作,后更进一步开始参与影视片的特效制作,例如X战警II,最后的武士等。

Key Features

Trusted 3ds Max authority, Richard Lapidus has 15 years of experience teaching this subject to Fortune 500 companies as a Certified Instructor, and entry-level students as a Tenured Professor.

The ''Tradigital'' promise of  offering specific tool-set instruction and connecting it with the classical principles of animation that all great animators need to know.

Faced with so many tools, students spend most of their time learning how to model, yet never actually learn what it means to breathe life into their work. This book shows how to enhance the process of animation using traditional techniques which have captivated viewers of animation for decades.

Animators will learn how to: make the camera an integral participant in the scene, use overlapping motion to create more realistic animation, use the graphic editors to examine timing and enhance the flow of your projects.

Several obstacle files will be provided with rr-sc.com practical solutions, so that animators can learn what NOT to do.

Ready-made models will be provided so that animators can practice techniques as they follow  the clear tutorials presented.

Companion web site offers: all tutorials/projects, plus camtasia created flash videos showing necessary click-throughs.

Related Links and Downloads

Description

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 web sites that include demonstrations, project files, links to further resources, available at www.tradigital3dsmax.com.

Readership

Beginner-Intermediate level computer graphic (CG) artists including students, animators, 3D artists, game designers, web artists.

书籍章节目录:Contents

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 renrensucai.com 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.

Author Information

By Richard Lapidus, 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. Outside of the classroom, Richard has produced numerous forensic and game animations allofcg.com through his company, VirtualONE, Inc.

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