Focal Press, 2011. — 568 p. — ISBN: 978-0-12-385222-9.
Explore Disney’s 12 principles of animation, while learning how to animate in Maya. You can develop your own leading digital techniques rooted to traditional workflows. From squash and stretch to timing and appeal, you will enhance your creative toolset with strong classics training and cutting edge techniques. Trusted Maya Authority, Lee Montgomery offers the only artistic guide to applying the principles of traditional animation with Maya’s tools, which are used in production by the best animators and VFX artists today. Add another webpage to your favourites and expand your digital workflow to include the practical resources of the Tradigital Maya with the robust companion web site that include demonstrations, project files, links to further resources, available at www.tradigitalmaya.com.
Arcs - Organic Movement/Natutal MotionArcs in object motion
Localized Arcs - Human Motion
Animation Test - Bouncing Ball
F16 Fighter Flight Path
Character IK Arm Swing
Character - Run Rhythm
Anticipation - Building the ActionF16 Fighter - Takeoff and Flight Sequence
Head Turn Animation/Animation Appeal
Dynamics Rocket Smash
Character Animation
Baseball Pitcher Throw
nParticle - Rocket Launch
Animation Edition - Timing & SpacingTiming & Spacing - Anticipation to Follow Through and Overlap
Timing & Spacing - Appeal - Mood and Characterization
Timing & Spacing - Framing the Action - Camera Cuts and Action
Timing & Spacing — Analysis
Re-timing Action - Character Baseball Swing
Animation Editing - Ease In & Ease OutEase In & Ease Out - Character Baseball Swing
Ease In & Ease Out - Head Turn
Staging - Framing the Action and Setting the MoodStoryboarding
Animatics
Framing the Action
Thumb-Nailing
Thumb-Nails and Storyboards
Camera - Advanced Settings
Follow-Through and Overlapping ActionFollow-Through and Overlap - Object Animation? simulation? and Dynamics
Baseball Pitcher Throw Pt.2 - Follow-Through
nCloth - Cape Follow-Through
Prop Follow-Through and Overlap - Character Baseball Swing
Secondary Action - Enhancing the ShotnCloth Simulation/nDynamics
Layered Animation and Supporting Action
Detail Animation
Hand Animation Rig Setup
Straight Ahead Action and Pose to PosePose to Pose - Walk and Run Cycles and Video Game
Stright Ahead Action and Combining Both Methodologies
Pose-to-Pose Run Cycle
Dynamics Rocket Smash
Dynamics - Scene Setup and Elements
Solid Drawing and Design - Form Meets FunctionThumbnailing, Draughting, and Traditional Modeling
Dynamic Posing
Twinning
Character Rigging
Dynamic Posing
AppealAppeal in Character Design and Animation
Production Design - Lighting
Performance Appeal
Production Design - Character
Lighting and Mood
Character Performance
Squash and StretchManual Squash and Stretch and Deformation
Character Posing
and Squash and Stretch
Facial Animation - Blend Shapes Setup
Dynamics
Dynamics - Maya Muscle
Animation Test - Flour-Sack
Character - Hero Jump
ExaggerationBaseball Batter Animation
Walk Cycle Animation
VFX Dynamics
Exaggeration - Character Baseball Swing
Exaggeration - HumanIK Retarget and Edit
Exaggeration - Dynamics Explosion
Recap - The Principles and Application
Industry Trends Moving Forward
Selected Reading and Additional Reference