000 03248nam a22003255a 4500
001 15691833
003 OSt
005 20150220143225.0
008 090408s2009 mau 000 0 eng
010 _a 2009926204
020 _a9780240521602 [paperback]
040 _aDLC
_cDLC
100 1 _aWhitaker, Harold
245 1 0 _aTiming for animation /
_cHarold Whitaker, John Halas
250 _aSecond edition
260 _aAmsterdam :
_bElsevier,
_cc2009
263 _a0909
300 _axv, 157 pages :
_billustrations
336 _2rdacontent
_atext
337 _2rdamedia
_aunmediated
338 _2rdacarrier
_avolume
505 _aContents: Introduction: General principles of timing -- The storyboard -- Responsibility of the director -- The basic unit of time in animation -- Timing for television vs. Timing for feature films -- Slugging -- Bar sheets -- Timing for traditional animation: 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 of objects -- Rotating objects -- 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 -- The effects of friction, air resistance and wind -- Timing cycles- How long a repeat? -- Multiple character scenes -- Digital crowd scenes -- Effects animation: flames and smoke -- Water -- Rain -- Snow -- Explosions -- Digital effects -- Repeat movements of inanimate objects -- Timing of walk -- Types of walk -- Spacing of drawings in perspective animation -- Timing animal's 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 -- 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 downloads -- Games -- Conclusion -- Index
546 _aEnglish
906 _a0
_bibc
_corignew
_d2
_eepcn
_f20
_gy-gencatlg
942 _2ddc
_cREF
998 _cdarwin [new]
_d11/04/14
999 _c2191
_d2191