3D Animation: From Models to Movies by Adam Watkins

By Adam Watkins

Realizing the electronic 3D international is step one to turning into a true 3D animator and as soon as you've got mastered 3D version production, you can be able to make your types come alive. Written for designers simply starting in animation, yet with a few historical past in 3D, this publication presents the basics on 3D layout in order that studying animation could be a soft, relaxing trip. no matter if you've been engaged on your personal for your time, are in an introductory animation path, or simply have to hone your 3D and animation abilities, this is often the correct source for you.

With the hands-on instruments supplied the following, you are going to study every thing from figuring out 3D to modeling, rendering, texturing, lighting fixtures, and animation. Written by means of an teacher of introductory to complex point animation, this e-book presents functional insights, suggestions, and ideas. perform tutorials and routines are integrated all through the e-book that will help you construct your individual creations as you're employed in the course of the exact details supplied. And if you end up all performed, there's details on getting a role within the undefined, getting ready demo reels, and getting began as a certified 3D animator.

Features:

-- specializes in 3 best instruments: Cinema 4D XL, Lightwave, and Strata Studio seasoned. additionally covers, AfterEffects, most appropriate, ultimate lower, picture store, and different top photos courses

--Discusses (Windows and Mac) and software program matters

--Teaches 3D modeling and animation from the start to the ultimate minimize

--Written by means of an animation teacher

-- better half CD comprises demos of the goods lined, the educational documents from in the publication, and different invaluable instruments to make your creations sizzle (Windows/Mac)

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Additional info for 3D Animation: From Models to Movies

Sample text

Once you have mapped out how the timing works, you need to start putting time into your project. Animation is sometimes called 4D, with time as the forth dimension. How you time your animations and how you design the movement is what gives animations personalities, what makes them interesting, and what makes them art. Since the last half of this book is devoted to animation, I’ll leave this discussion until then. The key is to remember that animation is also a means to a finished project, and will obviously undergo revision after it is rendered.

Because of the immense power that emerges from using a variety of modeling techniques, it becomes necessary to assemble the different segments of your model into one coherent shape. To do this, you must understand how to move, manipulate, and organize shapes within digital space. T OOLS Before we jump into digital space again, it would be prudent to discuss the idea of tools. As we work in 3D, we have a mouse that roams about the screen, scurrying hither and yon carrying out our orders. The orders carried 21 22 3D ANIMATION out by this mouse are largely dependent on what type of tools we are using.

These stock shapes, whether polygon or NURBS based, are called primitives. 9). Now, although these shapes are the most basic of the three-dimensional shapes available, don’t underestimate the power of them. Primitives render quickly and are usually optimized as far as poly-count goes. If you can relay your design using primitives, that is a good idea. 11 were both created entirely with primitives. 13 are some great examples by talented artists of primitive-based shapes that end up creating not-so-primitive models and scenes.

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