Harold Whitaker and others

Timing for Animation:40th anniversary edition - 3 - London CRC Press 2021 - xvii,166 p. PB 25x17 cm.

Timing for Animation has been one of the pillars of animation since it was first published in 1981. Now this 40th anniversary edition captures the focus of the original and enhances this new edition with fresh images, techniques, and advice from world-renowned animators. Not only does the text explore timing in traditional animation, but also timing in digital works.
Vibrant illustrations and clear directions line the pages to help depict the various methods and procedures to bring your animation to life. Examples include timing for digital production, digital storyboarding in 2D, digital storyboarding in 3D, and the use of After Effects, as well as interactive games, television, animals, and more. Learn how animated scenes should be arranged in relation to each other, how much space should be used, and how long each drawing should be shown for maximum dramatic effect.
All you need to breathe life into your animation is at your fingertips with Timing for Animation.
Key Features:
Fully revised and updated with modern examples and techniques
Explores the fundamentals of timing, physics, and animation
Perfect for the animation novice and the expert
Get straight to the good stuff with simple, no-nonsense instruction on the key techniques like stretch and squash, animated cycles, overlapping, and anticipation.
Trying to time weight, mood, and power can make or break an animation—get it right the first time with these tried and tested techniques.



Table of Contents

Timing for Broadcast Media
Timing for Full Animation .
Timing in General
What Is Good Timing?
The Storyboard . .
Traditional Storyboards .
Digital Storyboarding . . .
2D Storyboarding . .
3D Storyboarding—Pre-Visualization . .
Additional Storyboard Effects . . . .
Responsibility of the Director . . .
Directing for Interactive Games . . . .
The Basic Unit of Time in Animation . .
Timing for Television, Web-Based Programming
Timing for Features . . . . . . .
Slugging . . . .
Bar Sheets . .
Timing for a Hand-Drawn Film: Exposure Charts
or Exposure Sheets . . .
Timing for an Overseas Production .
Timing for a 2D Digital Production . .
Timing for a 3D Digital Production . . .
Timing for an Actor-Based Program (Performance
or Motion Capture) . . .
Animation and Properties of Matter . .
Movement and Caricature .
Cause and Effect . . . . .
Newton’s Laws of Motion .
Objects Thrown Through the Air .
Timing of Inanimate Objects .
Rotating Objects . . .
Irregular Inanimate Objects
Animate Objects—Characters
Force Transmitted Through a Flexible Joint
Force Transmitted Through Jointed Limbs
Spacing of Drawings—General Remarks .
Spacing of Drawings .
Timing a Slow Action .
Timing a Fast Action .
Getting Into and Out of Holds .
Single Frames or Double Frames? Ones or Twos? .
How Long to Hold? . . .
Anticipation . .
Follow Through . . .
Overlapping Action . . . . . . .
Timing an Oscillating Movement . . . . . . .
Timing to Suggest Weight and Force—1 .
Timing to Suggest Weight and Force—2 .
Timing to Suggest Weight and Force—3 .
Timing to Suggest Weight and Force—4 .
Timing to Suggest Force: Repeat Action . .
Character Reactions and “Takes” .
Timing to Give a Feeling of Size .

Timing Cycles—How Long a Repeat? . .A Waving Flag . .Scenes with Multiple Characters .
Effects Animation: Flames and Smoke . . .
Water .
Rain .
Water Drops .
Snow . .
Explosions . . .
3D Digital Effects .Repeat Movements of Inanimate Objects .
Timing a Walk . .
Types of Walk . .
Spacing of Drawings in Perspective Animation .
Timing Animals’ Movements: Horses . .
Timing Animals’ Movements: Other Quadrupeds . .
Timing an Animal’s Gallop . . .
Bird Flight . .
Drybrush (Speed Lines) and Motion Blur .
Accentuating a Movement . .
Strobing . . . .
Fast Run Cycles . . . . .
Characterization (Acting) . .
The Use of Timing to Suggest Mood . .
Synchronizing Animation to Speech .
Lip-Sync—1 .
Lip-Sync—2 . .
Lip-Sync—3 . . .
Timing and Music . .
Animating for Interactive Games .
Traditional Camera Movements
3D Camera Moves .
Peg Movements in Traditional Animation .
Peg Movements in 3D Animation .
Editing Animation . . .
Editing for Feature Films .
Editing for Television Episodes .
Editing for Children’s Programming .
Editing for Internet Programs
Conclusion . 163
Index . 164

9780367527754


Animation
Digital production

001.6443 / WHIT

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