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Timing for Animation 2011 Edition at Meripustak

Timing for Animation 2011 Edition by John Halas, Harold Whitaker, Tom Sito , Taylor & Francis

Books from same Author: John Halas, Harold Whitaker, Tom Sito

Books from same Publisher: Taylor & Francis

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  • General Information  
    Author(s)John Halas, Harold Whitaker, Tom Sito
    PublisherTaylor & Francis
    ISBN9780240521602
    Pages174
    BindingPaperback
    LanguageEnglish
    Publish YearJune 2011

    Description

    Taylor & Francis Timing for Animation 2011 Edition by John Halas, Harold Whitaker, Tom Sito

    A classic of animation education since it first published in 1981. For more than 25 years, copies of Timing for Animation have been sitting dog-eared and spine-split on desks and workstations around the world wherever animation is produced. All you need to breathe life into your animation is at your fingertips.All the vital techniques employed by animators worldwide are explained using dozens of clear illustrations and simple, straightforward directions. Learn how animations 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. Fully revised and updated, the second edition includes timing for digital production, digital storyboarding in 2D, digital storyboarding in 3D, the use of After Effects and much, much more!Timing shows weight, mood, and power and can make or break an animation - get it right the first time with these tried and tested techniquesGet straight to the good stuff with simple, no-nonsense instruction on the key techniques like stretch and squash, animated cycles, overlapping, and anticipation Table of contents :- Foreword by John Lasseter Chapter 1 Preface to 1981 edition Chapter 2 What is good timing? Chapter 3 The storyboard Chapter 4 Traditional hand drawn storyboardsChapter 5 Digital storyboarding in 2dChapter 6 Digital storyboarding in 3dChapter 7 The use of After-effectsChapter 8 The Responsibility of the director Chapter 9 The basic unit of time in animation Chapter 10 Timing for hand-drawn filmChapter 11 Timing for overseas productionChapter 12 Timing for digital productionChapter 13 Motion or Performance CaptureChapter 14 Animation and properties of matter Chapter 15 Movement and Caricature Chapter 16 Cause and effect Chapter 17 Newton's laws of motion Chapter 18 Object's thrown through the air Chapter 19 Timing of inanimate objects Chapter 20 Force transmitted through a flexible joint Chapter 21 Force transmitted through jointed limbs Chapter 22 Spacing of drawings Chapter 23 Timing a slow action Chapter 24 Timing fast action Chapter 25 getting into and out of holds Chapter 26 Single frames or double frames? Chapter 27 How long to hold? Chapter 28 Anticipation Chapter 29 Follow through Chapter 30 Overlapping action Chapter 31 Timing an oscillating movement Chapter 32 Timing to suggest weight and force Chapter 33 Timing to suggest force: repeat action Chapter 34 Character reaction and takes Chapter 35 Timing to give feeling of size Chapter 36 The effects of friction, air resistance and wind Chapter 37 Timing cyclesChapter 38 Scenes with multiple characterChapter 39 A word about Massive Chapter 40 Effects animation:Chapter 41 2D Hand drawn effects: flames and smoke Chapter 42 Water Chapter 43 Rain Chapter 44 Snow Chapter 45 Explosions Chapter 46 3D Digital EffectsChapter 47 repeat movements of inanimate objects Chapter 48 Timing a walk Chapter 49 Types of walk Chapter 50 Spacing of drawings in perspective animation Chapter 51 Timing animals' movements Chapter 52 Bird flight Chapter 53 Speed lines, and motion blur Chapter 54 Snap Principle: Accentuating movement, Chapter 55 Strobing fast run cycles Chapter 56 Characterization Chapter 57 The use of timing to suggest mood Chapter 58 Synchronizing animation to speech Chapter 59 Lip-sync Chapter 60 Timing and music Chapter 61 Camera movements: TraditionalChapter 62 Camera Movements: Digital Chapter 63 Editing for different animated mediaChapter 64 Feature filmsChapter 65 TelevisionChapter 66 Downloads and short form media gamesChapter 67 Traditional skills and Future technological development.



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