By Tereza Flaxman
Are you prepared to tackle the problem of animating sensible and compelling characters utilizing the newest model of Maya, the robust 3D pix and modeling software program? "Maya 2008 personality Modeling and Animation: rules and Practices" exhibits newbie to intermediate animation scholars and lovers the way to create professional-quality characters, explaining the total personality animation procedure from pre-production to ultimate complete physique and facial animation. each one bankruptcy starts through exploring the "why" at the back of the concepts being awarded, by means of step by step tutorials to use your new wisdom. Following a sequence of hands-on initiatives you are going to the way to version, rig, and animate, development a accomplished skill-set as you progress steadily via every one chapter.You'll learn how to grasp Maya's functions on either a technical and creative point as you create marvelous lively characters jam-packed with emotion and expression.
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Extra resources for Maya 2008 Character Modeling & Animation: Principles and Practices
If you are working within the context of a class, be prepared to give this as a presentation to your classmates. If you are an independent learner, round up some friends and have them role-play studio executives (cigars optional). Imagine that your audience has a very short attention span. Keep in mind the following points and be prepared to act out key portions such as your story’s climax. Do not talk about why you chose to create the animation or about its techniques, camera shot decisions, or any other extraneous information during the initial story pitch.
Again, try to create a final composition where the line of action proceeds across the screen, ending about two-thirds of the way across the frame and avoiding symmetry. This shot goes from frames 250 to 400 (five seconds). 1. Select Create > Cameras > Camera and Aim. 2. Repeat steps 3 to 8 in the preceding section to rename the camera parts. Change camera1_group to mediumShotGroup, camera1 to mediumShotCamera, and camera1_aim to mediumShotAim. Chapter 1 The Animation Production Process 29 3. Select the mediumShotCamera and, in the Channel Box, type Translate X = 64, Translate Y = 12, and Translate Z = 44.
When the foot is passing, you set a breakdown key for the passing foot. You will learn how to set a breakdown later in this chapter. 1: LIGHT AND HEAVY BOUNCING BALL ANIMATION Now that you have a set of physical principles and a set of animation techniques, you can combine the two to create a simple animation. Your animation will feature two balls, both starting out dropping from a similar position. One of the balls is large and heavy; the other smaller and 50 Maya 2008 Character Modeling and Animation: Principles and Practices lighter.