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Computer AnimationTradigital 3ds Max: A CG Animator's Guide to Applying the Classical Principles of Animation cover
THE BOOKSHELF · English

Tradigital 3ds Max: A CG Animator's Guide to Applying the Classical Principles of Animation

By Arndt von Koenigsmarck
Chapter 1 Introduction to the Interface and Seeing Animation in a New Way, Richard Lapidus; Chapter 2 Working with Keys and the Dope Sheet, Richard Lapidus; Chapter 3 How Do Living Objects Really Move?, Richard Lapidus; Chapter 4 Deforming Objects on Motion and Relative to Other Objects, Richard Lapidus; Chapter 5 Straightforward Animation with a Bones IK Rig, Richard Lapidus; Chapter 6 Using Ragdoll with Biped, Richard Lapidus; Chapter 7 Use of Overlapping Action, Weight, and Drag, Richard Lapidus; Chapter 8 Indications of Speed and Directing Attention, Richard Lapidus; Chapter 9 Freeform Animation, Richard Lapidus; Chapter 10 Deforming Obje
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Chapter 1 Introduction to the Interface and Seeing Animation in a New Way, Richard Lapidus; Chapter 2 Working with Keys and the Dope Sheet, Richard Lapidus; Chapter 3 How Do Living Objects Really Move?, Richard Lapidus; Chapter 4 Deforming Objects on Motion and Relative to Other Objects, Richard Lapidus; Chapter 5 Straightforward Animation with a Bones IK Rig, Richard Lapidus; Chapter 6 Using Ragdoll with Biped, Richard Lapidus; Chapter 7 Use of Overlapping Action, Weight, and Drag, Richard Lapidus; Chapter 8 Indications of Speed and Directing Attention, Richard Lapidus; Chapter 9 Freeform Animation, Richard Lapidus; Chapter 10 Deforming Objects with BonesSkinning, Envelopes, and Vertex Weighting, Chris Tedin; Chapter 11 Camera as an Integral Part of the Scene, Richard Lapidus; Chapter 12 Head and Eye Animation, Chris Tedin; Chapter 13 Secondary Motion and Breaking Joints, Chris Tedin; Chapter 14 Animating with the Morph Modifier, Lapidus Richard; Chapter 15 Tricks for Automating Motion and Controlling Timing, Richard Lapidus; Chapter 16 Animated Visibility, Richard Lapidus;

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