Release date:2019, March 9

Author:Dermot O Connor

Skill level:Beginner

Language:English

Exercise files:Yes

Times have changed. The 12 principles of animation popularized by Disney are no longer sufficient for teaching animation in the digital age. Enter Dermot O’ Connor’s 21 foundations of animation: universal principles that can be used to create high-quality animation in any style or medium, including hand-drawn and digital animation. Explore how to create a solid, strong, and dynamic poses using the classical drawing rules perfected by golden age artists. Discover how to plan a scene using thumbnails, to have more control over the scene and reduce production time. Find out how to take a pose or expression that is adequate, and push it further. Dermot provides an in-depth review of the other 18 techniques, and then shows all 21 foundations in a single scene, working together.

Topics include:

Appeal

Strong design

Staging a scene

Acting and pantomime

Keys and breakdowns

Straight ahead and pose to pose

Thumbnails and planning

Timing, spacing, and easing

Squash and stretch

Arcs

Primary and secondary action

Silhouette

Lines of action and reversals

Anticipation, overshoot, and settle

Opposing action

Counterpose

Leading action

Breaking joints

Overlap and follow-through

Accents and dialog

Exaggeration

001 Getting started with animation 002 What you should know 003 What is appeal_ 004 Historical and modern appeal 005 Construction 006 Design 007 From roughs to final color 008 Staging a scene to tell a story 009 Shots and camera angles 010 Lighting and color 011 Flour sacks and body language 012 Attitude poses 013 How keys and breakdowns differ 014 Strengthening actions with breakdowns 015 Straight ahead vs. pose to pose 016 Animating hair and clothing straight ahead 017 Animating natural effects straight ahead 018 Thumbnails and planning 019 Advanced thumbnails 020 Timing vs. spacing 021 Easing and texture 022 Timing and materials 023 Squashing and stretching 024 Squashing anatomically 025 Bouncing ball 026 Plotting arcs 027 Animate and inanimate motion 028 Hair, fur, and clothing 029 Positive and negative spaces 030 Pushing the pose 031 Flexing the spine 032 Anticipating a reach 033 Overshoot and settle 034 Action and reaction 035 Opposing action in walks 036 Counterpose when standing 037 Counterpose in action 038 Leading gestures 039 Leading on walks 040 Breaking joints on gestures 041 Breaking joints on walks 042 Overlap gestures 043 Follow through and moving holds 044 Dialogue 045 Accenting dialogue actions 046 Plussing poses and faces 047 Plussing animation 048 Cartoon physics 049 Wizard and next steps 050 Additional resources

[Lynda] 21 Foundations of Animation_Subtitles.7z

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