A Walk Cycle Tutorial By Francis Jasmin -> http://www.fjasmin.net/walk_cycle_tutorial/index.html
Showing posts with label Tutorials. Show all posts
Showing posts with label Tutorials. Show all posts
Friday, December 10, 2010
Thursday, August 5, 2010
Norman Modification Workshop Tutorials - Updated
Learn tips and tricks about modifying the school's Norman Character that will help you mod faster and achieve more creative results, taught to the AAU Animation Club by Joshua Slice, in a live demonstration on campus,is now in SUPER EASY written tutorial format.
Thursday, July 29, 2010
Animation Reference Video for Animators (Ani Ref)
There is a ton of reference compiled on ->
http://www.vimeo.com/groups/aniref/videos
So check it out some ref, contribute some ref to.....
Monday, June 14, 2010
Storyboarding Video Tutorials
Sherm Cohen sharing some Nice Video tutorial on Story Boarding
http://storyboardsecrets.com/blog/category/storyboarding/
Storyboarding 01 - Establishing Shot
Storyboarding 02 - Panning
Storyboarding 03 - When To Cut
Storyboarding 04 - Staging and Design
Storyboarding 05 - The Close-Up
Storyboarding 06 - ThreeShot
Storyboarding 07 - Staging for Movement
Storyboarding 08 - Posing
Storyboarding 09 - More on Posing
Storyboarding 10 - Still More Poses
Next week he is going to have a Special Announcement about a new online storyboarding class ;)
http://storyboardsecrets.com/blog/category/storyboarding/
Storyboarding 01 - Establishing Shot
Storyboarding 02 - Panning
Storyboarding 03 - When To Cut
Storyboarding 04 - Staging and Design
Storyboarding 05 - The Close-Up
Storyboarding 06 - ThreeShot
Storyboarding 07 - Staging for Movement
Storyboarding 08 - Posing
Storyboarding 09 - More on Posing
Storyboarding 10 - Still More Poses
Next week he is going to have a Special Announcement about a new online storyboarding class ;)
Friday, June 11, 2010
Animation Goldmine!! "Carlos Baena's"educational posts
Animation Goldmine!! "Carlos Baena's"educational Blog posts
- > http://www.carlosbaena.com/2010/05/previous-blog-posts/
Friday, April 16, 2010
Tips & Tricks Webinar with Pixar Animators!
Animation Mentor will be hosting a webinar featuring none other than Pixar animators Victor Navone and Aaron Hartline The webinar will cover Timing and Spacing, with plenty of insider tips from these two talented animators.
The webinar will be hosted April 29 from 7-8 p.m. PDT. A replay of the webinar will be available Wednesday, May 5Did u Missed it REPLAY AVAILABLE NOW! ->
http://www.animationmentor.com/webinar/replay/2010-timing-and-spacing-in-animation-explained.html
Friday, March 19, 2010
Animation Insiders a Series of Books
Animation Insiders s a series of books dedicated to animation. Theses books are a compilation of know-how, experience and anecdotes from talented animators. Each book explore a new theme. Animation Insiders is aimed at people who are passionate about animation, those who are looking to surpass their limits and acquire new techniques. Animation Insiders is the perfect tool to learn from the best animators. For more information about Animation Insiders contact at [email]info@sstudiopress.com[/email]
Publisher:SStudiopress
Copyright:2010
ISBN:978-0-9865330-0-6
Pages:120
Price Per book: 29.99$ (US)
http://www.squeezestudio.com/SStudiopress/
PARTICIPANTS
.
Wednesday, February 24, 2010
Tuesday, February 16, 2010
Storyboarding & Drawing for Animation - Free Webinar with Robb Pratt
============================================================
Update: Did u miss it ?
You can Download it here -> http://www.jrawebinar.com/Robb_webinars/interview/
============================================================
Update: Did u miss it ?
You can Download it here -> http://www.jrawebinar.com/Robb_webinars/interview/
============================================================

Saturday, January 23, 2010
DigiCel FlipBook - Professional Animator Recommends
Wednesday, November 11, 2009
Eric GoldBerg: Animation Techniques Webinar - AM

Eric Goldberg and Animation Mentor CEO Bobby Beck as they discuss classic animation techniques. Goldberg, whose Hollywood credits include Looney Tunes, Fantasia/2000, Aladdin and the upcoming 2D feature The Princess & The Frog, will talk about his career in animation, topics from his book Character Animation Crash Course!,and share some tips for artists who want to learn animation.
Those who missed it ?
Watch out Repaly "Geek out with Eric Goldberg"
Monday, November 9, 2009
Norman Modification Workshop Tutorials - Updated
Learn tips and tricks about modifying the school's Norman Character that will help you mod faster and achieve more creative results, taught to the AAU Animation Club by Joshua Slice, in a live demonstration on campus,is now in SUPER EASY written tutorial format.
Monday, October 19, 2009
Concepts and Cartoons - Free Illustration Class
Date: Monday, October 19,2009 Time:- 12:00PM CDT
It'll also be uploaded to VFXcast.com for those who missed it.
(later i will update links here)
It'll also be uploaded to VFXcast.com for those who missed it.
(later i will update links here)
Free training session by Ian Thompson we are covering Sketching Concepts and Cartoons. This is a 2+ hour free session.Ian will start off showing you how to learn the trade and illustrating that it is not about how talented you are but how good you are at techniques.
Then Ian will cover what software he uses to draw, from Paper to PSD he will cover several different techniques.Then we will move on to putting your ideas on paper, the what and hows of good sketching rules. From stick men to figures and characters Ian will help you visualize your ideas and realize your passion
The next part of this training covers speed sketching concepts and how this creative concept can help you push your work.The last part of the training covers Cartoon Character concepts from simplicity to speed - personality and expressions. In this section Ian will show you how to give your characters style, and personality.
Thursday, October 15, 2009
Norman Modification Workshop Tutorials
Learn tips and tricks about modifying the school's Norman Character that will help you mod faster and achieve more creative results, taught to the AAU Animation Club by Joshua Slice, in a live demonstration on campus,is now in SUPER EASY written tutorial format.
Labels:
Tutorials
Monday, October 12, 2009
Cloudy with a Chance of Meatballs by David Gibson
David Gibson Posted his reel and his explanations to how he approached his shots.
Cloudy animation now with more meatballs
Cloudy with a chance of eyeballs
Cloudy animation now with more meatballs
Cloudy with a chance of eyeballs
Friday, October 9, 2009
Ice Age3 Walkthrough Videos: Jeff Gabor
Check these videos by Blue Sky animator, Jeff Gabor on Ice Age 3.
3D Animation Masterclass: Kyle Balda
Breathe life into a complex multi-character shot with our two-part video masterclass,
recorded specially for 3D World by Toy Story 2 directing animator Kyle Balda.
Kyle Balda walking you through a shot. The magazine includes the all rigs.
Highly recommend picking up 3DWorld Magazine Issue 117 JUNE 2009...
recorded specially for 3D World by Toy Story 2 directing animator Kyle Balda.
Kyle Balda walking you through a shot. The magazine includes the all rigs.
Highly recommend picking up 3DWorld Magazine Issue 117 JUNE 2009...
http://www.myfavouritemagazines.co.uk
Final Animation (5.7MB) Video 1 (139.4MB),Video 2 (248.4MB),Video 3 (117.8MB),
Final Animation (5.7MB) Video 1 (139.4MB),Video 2 (248.4MB),Video 3 (117.8MB),
Video 4.1 (149MB),Video 4.2 (253.5MB),Video 4.3 (168.7MB),Video 4.4 (202.8MB),
Video 5 (189.5MB),Video 6 (143.5MB),Video 7.1 (94.1MB),Video 7.2 (45.1MB),
Video 8 (117.4MB),Video 9 (170.9MB),Video 10.1 (312.2MB),Video 10.2 (127.6MB).
Video 5 (189.5MB),Video 6 (143.5MB),Video 7.1 (94.1MB),Video 7.2 (45.1MB),
Video 8 (117.4MB),Video 9 (170.9MB),Video 10.1 (312.2MB),Video 10.2 (127.6MB).
Saturday, March 14, 2009
Friday, November 7, 2008
Update - Animating on 2's Keith Lango approach.

Very interesting read it.......
When I'm doing strong cartoon animation I'll work in mixed 1's and 2's.
I have developed a MEL script that allows me to work at 12 fps (2's) first.
I'll work there, usually on 2's, occasionally on 4's for longer holds.
Then I switch to 24 fps to give me the extra frames to work with where I can add extra drawings for when I need to work on 1's.
The MEL script switches the timing from 12 to 24 fps, but it doesn't allow the computer to create any additional inbetween 'drawings'.
So when the switch is made there are more frames, but each drawing is held for 2 frames.
I then can use the second frame of the hold as a place to add an additional drawing to inbetween down to 1's in spots. (note: it's a LOT easier to show than describe in text. And what I call a 'drawing' people in CG call a 'key').
Keith Lango
Post 1
Post 2
Thursday, November 6, 2008
Animating on 2's
Animate with in Maya on twos (every frame holds for 2 frames) then render out properly at 24 FPS without having to key every pose twice. I suppose one could animate at 24 fps and key every second frame twice.
I decided to animate in Maya at 12 fps and set the render settings to render out twice as many frames, each keyframe duplicated. All done at render time. And here's how to do it.
1. In your preferences set the maya scene to 12 FPS.
2. In your globals set the 'by frame' to 0.5 - this will render sub frames inbetween (twice as many) i.e. frame 1, 1.5, 2, 2.5 .Maya will name the sequence properly.
3. For the subframes to be duplicates of the keys, they need to be the same values as the keys before them. Every frame needs a keyframe and every curve has to be stepped. This means we have to bake the animation curves and set them all to stepped before rendering.
4. Handy little MEL script to do that?....yes (the first part selects all objects that are animated)
Put this script in your scripts directory.
SCRIPT TO BAKE JUST SELECTED OBJECTS WITHIN MAYA:
5. Additional advanced trick...one wouldn't want to bake all the channels, render, then find mistakes on your saved file - all of your curves will be littered with keyframes which would be hell to fix. You could save out baked files but that's not efficient. There is a way to run this MEL at rendertime only. In render settings under common/render options you will see a Pre render MEL slot.
Slot this little command in there and it will run the bake script at render time ....
*remember to remove it when test rendering in Maya or you will bake while working on the file.
Bamm, work within Maya at 12 FPS (twos playback) and render out at 24 FPS with doubled frames.
Need some frames on ones? Well you can hack them out in editing like we did back in the old linetesting days.
OR
set your preferences to 24 FPS (all of your single keys will now take up 2 frames) and put your desired frame on ones. Look fine at 24 FPS? Switch back to 12 FPS and your one will now be on a subframe, thus you'll render key1 and the next subframe will not be a duplicate, it'll be your 'one'. Basically switching to 24 FPS gives you access to control your subframes at 12 FPS.
Toggle 24FPS Mel paste this as a button-->
Toggle 12FPS MEL paste this as a button-->
found this info from Cronin Blog :)
Post 1 & Post 2
I decided to animate in Maya at 12 fps and set the render settings to render out twice as many frames, each keyframe duplicated. All done at render time. And here's how to do it.
1. In your preferences set the maya scene to 12 FPS.
2. In your globals set the 'by frame' to 0.5 - this will render sub frames inbetween (twice as many) i.e. frame 1, 1.5, 2, 2.5 .Maya will name the sequence properly.
3. For the subframes to be duplicates of the keys, they need to be the same values as the keys before them. Every frame needs a keyframe and every curve has to be stepped. This means we have to bake the animation curves and set them all to stepped before rendering.
4. Handy little MEL script to do that?....yes (the first part selects all objects that are animated)
Put this script in your scripts directory.
global proc bake() {
select -cl;
$sel = `ls`;
for( $s in $sel ) {
float $info[] = `keyframe -time ":" -query -timeChange $s`;
$si = size($info);
if ($si>0) {
$nt= `nodeType $s`;
if ($nt!="objectSet" && $nt!="animCurveTU" && $nt!="animCurveTA" && $nt!="animCurveTL")
select -tgl $s;
}
}{bakeResults -sampleBy 1 -preserveOutsideKeys 0 -sparseAnimCurveBake 0; keyTangent -e -ott step;}
};
SCRIPT TO BAKE JUST SELECTED OBJECTS WITHIN MAYA:
global proc bakeselected(){
bakeResults -sampleBy 1 -preserveOutsideKeys 0 -sparseAnimCurveBake 0;
keyTangent -e -ott step;}
5. Additional advanced trick...one wouldn't want to bake all the channels, render, then find mistakes on your saved file - all of your curves will be littered with keyframes which would be hell to fix. You could save out baked files but that's not efficient. There is a way to run this MEL at rendertime only. In render settings under common/render options you will see a Pre render MEL slot.
Slot this little command in there and it will run the bake script at render time ....
*remember to remove it when test rendering in Maya or you will bake while working on the file.
source bake; bake()
Bamm, work within Maya at 12 FPS (twos playback) and render out at 24 FPS with doubled frames.
Need some frames on ones? Well you can hack them out in editing like we did back in the old linetesting days.
OR
set your preferences to 24 FPS (all of your single keys will now take up 2 frames) and put your desired frame on ones. Look fine at 24 FPS? Switch back to 12 FPS and your one will now be on a subframe, thus you'll render key1 and the next subframe will not be a duplicate, it'll be your 'one'. Basically switching to 24 FPS gives you access to control your subframes at 12 FPS.
Toggle 24FPS Mel paste this as a button-->
currentUnit -time film; //24 fps
Toggle 12FPS MEL paste this as a button-->
currentUnit -time film; //12 fps
found this info from Cronin Blog :)
Post 1 & Post 2
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