000 05223nam a22002777a 4500
005 20230310110644.0
008 221022b ||||| |||| 00| 0 eng d
020 _a9780367527754
040 _cAL
041 _aEnglish
082 _223
_a001.6443
_bWHIT
100 _aHarold Whitaker and others
_974921
245 _aTiming for Animation:40th anniversary edition
250 _a3
260 _aLondon
_bCRC Press
_c2021
300 _axvii,166 p.
_bPB
_c25x17 cm.
365 _a4938
_b₹3274.00
_c£42.99
_d₹4092.00
_e20%
_f17-10-2022
520 _aTiming 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.
521 _aTable 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
650 _aAnimation
_960230
650 _aDigital production
_960231
700 _aWHITAKER (Harold)
_960232
700 _aHALAS (John)
_960233
700 _aSITO (Tom)
_960234
942 _2ddc
_cBK
999 _c224912
_d224912