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Foreword | |
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About This Book | |
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Who is This Book For? | |
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How to Use This Book | |
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The Models | |
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The Exercises | |
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Inverse Kinematics: Its Strengths and Weaknesses | |
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IK | |
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IK's Strengths | |
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IK's Weaknesses | |
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LightWave-Specific IK Weaknesses (at the time of this writing) | |
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Flipping | |
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IK Setup Basics | |
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IK Rules | |
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Prepping Your Character for Setup | |
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Where is He Going to Bend? | |
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Pre-bending to Help IK | |
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Boning Your Character | |
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Adding Bones to Your Character | |
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Spinal Controls | |
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Hand Controls | |
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Foot Controls | |
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Fingers | |
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IK System Skelegons | |
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Converting, Organizing, and Aligning | |
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Converting Skelegons to Bones | |
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Organizing the Schematic into Something Helpful | |
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Aligning the Spine, Pelvis, and Feet | |
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Bone Hierarchy | |
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Recording Pivot Rotations | |
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Recording Bone Rest Information | |
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Putting IK to Work | |
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Terminating IK Chains | |
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Creating Goal Objects | |
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Activating IK | |
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Activating Individual Controllers | |
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Deactivating Individual Manual Controls | |
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Point Weighting | |
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Point Weighting Basics | |
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Beginning the Point Weighting Process | |
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Swapping Models and Testing Weight Mappings | |
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The Use Weight Map Only Option | |
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Finding Stray Points | |
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Straightening the Feet for Animation | |
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Putting Him Through the Motions | |
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Tidying Up | |
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Using the Controls | |
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The Model Itself | |
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Root | |
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Pelvis | |
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Spinal Bones | |
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Head | |
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Hand Translation Controls | |
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Hand Rotation Controls | |
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Shoulder Controls | |
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Elbow Controls | |
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Foot Controls | |
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Toe Controls | |
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Knee Controls | |
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The Fingers and Thumb | |
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Notes on Modifying the Setup | |
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Life Drawing--The Next Logical Step | |
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The Standing Model | |
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The Seated Model | |
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The Reclining Model | |
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The Character and Weight | |
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The Timed Pose | |
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The "Cool Walk" | |
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Clickin' Them Heels | |
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Batter Up! | |
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Life Drawing | |
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Reviewing Animation Basics | |
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Timing | |
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Squash and Stretch | |
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Gesture and Line of Motion | |
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Anticipation | |
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Drag | |
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Follow-Through | |
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Easing In/Easing Out | |
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Moving Holds | |
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Advanced Animation Mechanics | |
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Silhouette | |
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Exaggeration ("Bad" Poses) | |
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Snappy Animation (Modified Timings) | |
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Circular Animation | |
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Successive Breaking of the Joints | |
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Overlapping Action | |
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Entertainment Value (Presentation) | |
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Acting, Not Action | |
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The Importance of Thumbnails (Planning Your Scene) | |
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Pacing | |
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Taking a Scene from Start to Finish | |
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Do Your Homework | |
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Talk with the Director | |
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Scene Planning | |
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Visualize | |
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Thumbnail | |
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Exposure Sheet | |
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Animate | |
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Examine | |
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Critique | |
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Revise | |
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Important Points for Every Scene | |
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Composition/Design | |
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Appealing Poses | |
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Anticipation, Drag, Follow-Through | |
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Weight/Timing | |
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Entertainment Value | |
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Characterization | |
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Character Evolution | |
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Storytelling/The Distillation of One Main Idea | |
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What's Best for the Production (Don't Grandstand) | |
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Additional Practice Scenes | |
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The Technique | |
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Life Drawing | |
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Scenes to Copy | |
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Scenes to Create | |
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Actions | |
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Walk Cycles | |
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Scenes | |
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Where to Go Next | |
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Digitigrade Characters | |
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Bones | |
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Plantigrade Modifications | |
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The Next Logical Step... | |
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Support | |
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Editing | |
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Watching Movies | |
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Other Studies | |
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Finding the Character | |
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Radiating Focus | |
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The Psychological Gesture | |
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Characterization | |
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Character | |
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The Animator's Trust | |
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In Conclusion | |
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Index | |