Timing for AnimationWritten by two internationally acclaimed animators, this classic text teaches you all you need to know about the art of timing and its importance in the animated film. This reissue includes a new foreword by John Lasseter, executive vice president of Pixar Animation Studios and director of 'Toy Story', 'Toy Story 2', 'A Bug's Life' and 'Monsters Inc.' He sets the wealth of information in this classic text in context with today's world of computer animation, showing how this is a must-have text if you want to succeed as a traditional drawn, or computer animator. Learn all the tips and tricks of the trade from the professionals. How should the drawings be arranged in relation to each other? How many are needed? How much space should be left between one group of drawings and the next? How long should each drawing, or group of drawings, remain on the screen to give the maximum dramatic effect? The art of timing is vital. Highly illustrated throughout, points made in the text are demonstrated with the help of numerous superb drawn examples. 'Timing for Animation' not only offers invaluable help to those who are learning the basis of animation techniques, but is also of great interest to anyone currently working in the field and is a vital source of reference for every animation studio. John Halas, known as the 'father of animation' and formerly of Halas and Batchelor Animation unit, produced over 2000 animations, including the legendary 'Animal Farm' and the award winning 'Dilemma'. He was also the founder and president of the ASIFA and former Chairman of the British Federation of Film Societies. Harold Whitaker is a professional animator and teacher. Many of his former students are now among some of the most outstanding animation artists of today. |
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Contents
General Principles of Timing | 1 |
The Storyboard | 5 |
Responsibility of the Director | 11 |
The Basic Unit of Time in Animation | 12 |
Timing for Television vs Timing for Feature Films | 14 |
Slugging | 15 |
Bar Sheets | 17 |
Exposure Charts or Exposure Sheets | 19 |
Timing CyclesHow Long a Repeat? | 80 |
Multiple Character Scenes | 82 |
Flames and Smoke | 84 |
Water | 86 |
Rain | 90 |
Snow | 91 |
Explosions | 93 |
Digital Effects | 94 |
Timing for an Overseas Production | 20 |
Timing for a 2D Digital Production | 21 |
Timing for an ActorBased Program Performance or Motion Capture | 23 |
Animation and Properties of Matter | 25 |
Movement and Caricature | 27 |
Cause and Effect | 28 |
Newtons Laws of Motion | 31 |
Objects Thrown Through the Air | 33 |
Timing of Inanimate Objects | 35 |
Rotating Objects | 37 |
Force Transmitted Through a Flexible Joint | 39 |
Force Transmitted Through Jointed Limbs | 41 |
Spacing of DrawingsGeneral Remarks | 42 |
Spacing of Drawings | 45 |
Timing a Slow Action | 47 |
Timing a Fast Action | 48 |
Getting Into and Out of Holds | 51 |
Single Frames or Double Frames? Ones or Twos? | 52 |
How Long to Hold? | 54 |
Anticipation | 56 |
Follow Through | 59 |
Overlapping Action | 61 |
Timing an Oscillating Movement | 62 |
Timing to Suggest Weight and Force1 | 64 |
Timing to Suggest Weight and Force2 | 66 |
Timing to Suggest Weight and Force3 | 68 |
Timing to Suggest Weight and Force4 | 71 |
Repeat Action | 73 |
Character Reactions and Takes | 75 |
Timing to Give a Feeling of Size | 76 |
The Effects of Friction Air Resistance and Wind | 79 |
Repeat Movements of Inanimate Objects | 97 |
Timing a Walk | 98 |
Types of Walk | 101 |
Spacing of Drawings in Perspective Animation | 102 |
Timing Animals Movements | 105 |
Other Quadrupeds | 107 |
Timing an Animals Gallop | 108 |
Bird Flight | 110 |
Drybrush Speed Lines and Motion Blur | 112 |
Accentuating a Movement | 115 |
Strobing | 117 |
Fast Run Cycles | 118 |
Characterization Acting | 120 |
The Use of Timing to Suggest Mood | 123 |
Synchronizing Animation to Speech | 125 |
LipSync1 | 126 |
LipSync2 | 129 |
LipSync3 | 130 |
Timing and Music | 133 |
Traditional Camera Movements | 135 |
3D Camera Moves | 137 |
Peg Movements in Traditional Animation | 138 |
Peg Movements in 3D Animation | 139 |
Editing Animation | 148 |
Editing for Television Episodes | 149 |
Editing for Internet Downloads | 150 |
Games | 151 |
Conclusion | 154 |
155 | |
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Common terms and phrases
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