Principles of Animation Tricks to Animating Characters with a Computer用计算机动画角色的动画技巧原则.pdfVIP
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Principles of Animation: Tricks to Animating Characters with a Computer
Tricks to Animating Characters with a Computer
John Lasseter
Pixar
Reference: These notes come from Course 1 at SIGGRAPH 94, Animation Tricks.
Abstract
Keyframes
2-D VS. 3-D
WEIGHT SIZE
THE THINKING CHARACTER
MOVING HOLDS
EMOTION
READABILITY OF ACTIONS
A STORY TRICK
ASK WHY
REFERENCES
Animation Notes from Ollie Johnston
ABSTRACT
When I presented the first animation I had created with a computer, The Aventures of André
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Principles of Animation: Tricks to Animating Characters with a Computer
and Wally B., at Siggraph ‘84, a number of people asked me what cool new software I had
used to achieve such believable characters. I explained to them that the software was a
keyframe animation system, not much different in theory than other systems that were around
then. What was different was that I was using basic animation principles that I had learned as
a traditional animator. It was not the software that gave life to the characters, it was these
principles of animation, these tricks of the trade that animators had developed over fifty years
ago. I was surprised at how few people in the computer animation community were aware of
these principles.
Traditional animation is basically one trick after another. Whatever it takes to get it working
right on the screen is fair game. It should be the same in computer animation. At Pixar, we
constantly use tricks, old and new, to get what we need on the screen. In this talk, I will give
away a few trade secrets that will be useful to anyone attemping to animate characters with
computers, regardless of the software they are using.
Top
KEYFRAMES
Most commercially available computer animation
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