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CG学院 CG Academy Animation Fundamentals 1: The Core Principles 3.45GB

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 楼主| admin 发表于 2011-12-17 21:52:29 | 只看该作者 回帖奖励 |正序浏览 |阅读模式
影视动画视频教程
模块: 动画 
软件: 3ds Max 3ds Max 
讲解: 英文+无字幕
播放时长: 7小时47分钟
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CG Academy Animation Fundamentals 1: The Core Principles 3.45GB
CG学院动画基础1:核心原则



Instructor: Simon Thistlethwaite
讲师:西蒙Thistlethwaite

Level: Advanced
级别:高级

Running time: 7h 47min
运行时间:7小时47分钟

Recorded on: 3ds Max 9
使用软件:3ds Max 9

Description:
详细说明:

This DVD forms part one of a two part series that will introduce you to thefundamentals of animation in 3dsmax. In this first DVD, Simon, our instructor,will focus on the core principles of animation. He will teach you about suchtopics as timing and spacing, mass and weight, overlapping action,anticipation, follow-through and much more. This DVD sets the foundation forthis series, and in DVD2 our focus will move on to character animationprinciples and skills necessary to bring a fully believable animated characterto life. (CGDreamTipThis is Google Translate
DVD的组成部分,两部分的系列文章将向您介绍在3dsmax动画基本面。在这第一张DVD,西蒙,我们的教练,将重点放在动画的核心原则。他会教你时机和间距,质量和重量等主题,重叠的行动,预期,后续等等。本DVD设置这一系列的基础,并在DVD2我们的重点将转移到人物动画的原则和必要的技能,使生命完全可信的动画人物。

This DVD is aimed at a user that is comfortable in navigating in 3dsmax and whohas an understanding of its core features and toolset. This DVD will howeverteach you any animation specific user interfaces and features used, such as theTrackview/Curve Editor, the Timeline and so on. (CGDreamTipThis is Google Translate
DVD是针对用户在3DSMAX导航,舒适和了解其核心功能和工具。然而,这个DVD将教你任何动画特定的用户界面和功能,如Trackview /曲线编辑器使用,时间轴等。

Topics Covered:
内容包括:

CH01: What Is Animation?
Simon starts with an introduction to what animation is, the phenomena behindit, the basic structure of how we will tackle our animation and so on. (CGDreamTipThis is Google Translate
CH01:什么是动画?
西蒙介绍动画是什么启动,它背后的现象,我们将如何解决我们的动画等基本结构。

CH02: The Bouncing Ball - Timing and Spacing
We make a start on our first practical tutorial by looking at Timing and Spacing.Here we lay down the “back-bone” of our bouncing ball animation. (CGDreamTipThis is Google Translate
CH02:反弹球 - 定时和间距
我们一开始我们的第一个实用教程定时和间距。在这里,我们放下我们的弹跳球动画回骨

CH03: Trackview - The Curve editor
As we now need to use the Curve Editor to take fine control of our animation,we take an in-depth look at the Trackview/Curve Editor. (CGDreamTipThis is Google Translate
CH03Trackview - 曲线编辑器
我们现在需要使用曲线编辑器,来参加我们的动画的精细控制,我们采取Trackview /曲线编辑器的深入了解。

CH04: TBB - Adding Mass and Weight
Now we understand the Curve Editor better, we can start working into ourbouncing ball animation, altering the Spacing to create a feeling of Mass andWeight in our ball. (CGDreamTipThis is Google Translate
CH04TBB - 添加质量和重量
现在我们更好地理解曲线编辑器,我们就可以开始工作到我们的弹跳球动画,改变间距,创建我们的球的质量和重量感觉。

CH05: TBB - Refining the Animation
We wrap up this tutorial by taking another sweep over the animation, refiningthe balls bouncing motion. At the close of this chapter, we have our firstcomplete animation. (CGDreamTipThis is Google Translate
CH05TBB - 炼油动画
我们把本教程由接管动画再扫,炼球弹跳的议案。在本章结束时,我们有我们的第一个完整的动画。

CH06: FK and IK Setup
For our next tutorial on overlapping action, we need to understand thedifferences between Inverse and Forward Kinematics. Simon runs us through thosedifferences here. (CGDreamTipThis is Google Translate
CH06FKIK设置
对于我们在下一个教程中重叠的行动,我们需要了解逆和正向运动学之间的差异。西蒙运行通过这些差异,我们在这里。

CH07: Animating a Tentacle - Overlapping Action
Now, using Forward Kinematics we animate a simple bone chain, and we offseteach bones rotation in time to create the effect of overlapping action. (CGDreamTipThis is Google Translate
CH07:动画触手 - 重叠行动
现在,我们使用正向运动学动画一个简单的骨骼链,和我们每个骨骼的旋转抵消时间创建重叠的行动的效果。

CH08: Floppy - Character and Animation Rig
Now we have the principle of overlapping action under our belts, we will starta new pair of tutorials that will apply all we have learnt so far. Here Simonintroduces us to the character we will be using to do so, “Floppy”. And thecharacter rig we will use to control him. (CGDreamTipThis is Google Translate
CH08:软驱 - 字符和动画钻机
现在我们有重叠根据我们的安全带行动的原则,我们将启动一个新的教程,将适用于所有我们已经学到迄今对。在这里,西蒙介绍我们这样做,软盘,我们将使用的字符。字符钻机,我们将使用控制他。

CH09: Floppy’s Jump Cycle – Blocking
So, we start once again by setting up the back-bone of our animation. We laydown key poses for Floppy in our blocking stage of the animation. Here we aregoing to create a hop cycle. (CGDreamTipThis is Google Translate
CH09:软盘的跳周期 - 封锁
因此,我们再次开始设立我们的动画回骨。我们放下软盘构成关键在我们的动画封锁阶段。在这里,我们要创建一个跳周期。

CH10: FJC - Posing Floppy
Having worked out our basic timing, Simon works into the key poses of Floppy togive a better feeling of Mass and Weight. (CGDreamTipThis is Google Translate
CH10FJC - 造像软盘
经过了我们的基本定时,西蒙工程进入关键的软盘构成给予更好的质量和重量的感觉。

CH11: FJC - Adding Secondary Animation
Now we have our core animation in place, we can introduce a new principle,Secondary Animation. We add new motion to Floppy’s ears based on his coreanimation. (CGDreamTipThis is Google Translate
CH11FJC - 添加辅助动画
现在我们已经在我们的核心动画,我们可以引入一个新的原则,中学的动画。我们添加新的议案,根据他的核心动画软盘的耳朵。

CH12: FJC - Refining and Finishing Off
And once again we finish off our animation by running through it once more andrefining elements of the motion here and there. (CGDreamTipThis is Google Translate
CH12FJC - 提炼和整理过
我们再次完成我们的动画,通过它再一次运行和提炼的议案的元素在这里和那里。

CH13: Floppy’s Hop - Goals and Structure
We start a new tutorial with Simon explaining what our goals are, and how weare going to structure our work to achieve them. (CGDreamTipThis is Google Translate
CH13:软盘的合 - 目标和结构
我们开始一个新的教程与西蒙解释我们的目标是什么,以及我们如何去结构我们的工作,以实现这些目标。

CH14: Floppy’s Hop - Creating the Two Hops
We take the previously completed Floppy hop cycle and we cut it down to twocomplete hops. Starting on the ground, Floppy hops into the air, bounces, arcsinto the air and lands. (CGDreamTipThis is Google Translate
CH14:软盘的合 - 创建两跳
我们以前完成的软盘跳周期和我们剪下来两个完整的啤酒花。软盘跳在地面上开始,到空气中,反弹,到空气和土地的弧。

CH15: Floppy’s Hop - Adding Anticipation
But our animation is missing something… Floppy instantly leaps into the air,without gathering energy to do so. And when he lands and stops, he stops dead.So we start addressing these issues by adding a new principle here,Anticipation.CGDreamTipThis is Google Translate
CH15:软盘的合 - 添加预测
但是,我们的动画是失去了一些东西... ...软盘即刻跨越​​到空气中,没有聚集能量,这样做。他的土地和停止时,他停止死亡。因此,我们开始解决这些问题,通过增加一个新的原则,期待。

CH16: Floppy’s Hop - Adding Follow Through
Having given Floppy some build up into his hops, we add a winding down in hisenergy here by adding another principle, Follow-Though.(CGDreamTipThis is Google Translate
CH16:软盘的合 - 添加循
软盘的一些建设成为他的啤酒花,我们添加了缠绕在他的能量在这里加入另一个原则,虽然后续。

CH17: Floppy’s Hop - Refining the Animation
And once again we follow our animation structure to refine our animation atthis point. Simon works out some issues here and there, and the result is ourfirst full animation!CGDreamTipThis is Google Translate
CH17:软盘的合 - 炼油动画
我们再次跟随我们的动画结构,完善在这一点上我们的动画。西蒙的作品在这里和那里的一些问题,其结果是我们的第一个完整的动画!!(织梦网提示:本文为谷歌翻译)


CG Academy - Animation Fundamentals 1 The Core Principles.rar

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49#
roach 发表于 2013-10-30 12:47:51 | 只看该作者
好教程,谢谢分享
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48#
少年穷zyf 发表于 2013-10-7 09:21:30 | 只看该作者
好东西,不怕老
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47#
starry 发表于 2013-7-19 11:37:03 | 只看该作者
支持 主题将同步到QQ空间和腾讯微博,您的好
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46#
jimmyshmil 发表于 2013-5-23 21:26:43 | 只看该作者
找的好辛苦啊
45#
momo唯 发表于 2013-4-6 00:33:06 | 只看该作者
O(∩_∩)O谢谢分享~多谢楼主
44#
robin_cheng53 发表于 2013-2-19 16:06:35 | 只看该作者
多谢了,看看。
43#
一眼 发表于 2012-11-20 09:36:19 | 只看该作者
貌似没下载到!
42#
一眼 发表于 2012-11-20 09:23:31 | 只看该作者
谢谢楼主分享!
41#
qjz1000 发表于 2012-11-20 08:59:13 | 只看该作者
感谢分享················
40#
hack 发表于 2012-11-13 14:50:31 | 只看该作者
CG Academy Animation Fundamentals 1:  The Core Principles
39#
huangsr2012 发表于 2012-11-13 14:37:14 | 只看该作者
能不能多点图啊
38#
brucect812 发表于 2012-9-8 18:02:29 | 只看该作者
好东西呀!!!!!!!!!!!!!!!!
37#
zyrlj5025 发表于 2012-4-26 17:56:19 | 只看该作者
谢谢,正找呢。
36#
josong 发表于 2012-4-4 02:12:33 | 只看该作者
好好~ 谢谢LZ~!
35#
nahui026 发表于 2012-4-2 13:42:31 | 只看该作者
感谢分享!!!
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