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Index
Cover Half Title Title Page Copyright Page Table of Contents Foreword Preface to the 3rd edition Preface to the 1st edition Acknowledgments Introduction Timing for Broadcast Media
Timing for Full Animation Timing in General
What Is Good Timing? The Storyboard Traditional Storyboards Digital Storyboarding
2D Storyboarding 3D Storyboarding—Pre-Visualization
Additional Storyboard Effects Responsibility of the Director Directing for Interactive Games The Basic Unit of Time in Animation Timing for Television, Web-Based Programming vs. Timing for Features Slugging Bar Sheets Timing for a Hand-Drawn Film: Exposure Charts or Exposure Sheets Timing for an Overseas Production Timing for a 2D Digital Production Timing for a 3D Digital Production Timing for an Actor-Based Program (Performance or Motion Capture) Animation and Properties of Matter Movement and Caricature Cause and Effect Newton’s Laws of Motion Objects Thrown Through the Air Timing of Inanimate Objects Rotating Objects
Irregular Inanimate Objects Animate Objects—Characters
Force Transmitted Through a Flexible Joint Force Transmitted Through Jointed Limbs Spacing of Drawings—General Remarks Spacing of Drawings Timing a Slow Action Timing a Fast Action Getting Into and Out of Holds Single Frames or Double Frames? Ones or Twos? How Long to Hold? Anticipation Follow Through Overlapping Action Timing an Oscillating Movement Timing to Suggest Weight and Force—1 Timing to Suggest Weight and Force—2 Timing to Suggest Weight and Force—3 Timing to Suggest Weight and Force—4 Timing to Suggest Force: Repeat Action Character Reactions and “Takes” Timing to Give a Feeling of Size The Effects of Friction, Air Resistance, and Wind Timing Cycles—How Long a Repeat?
A Waving Flag
Scenes with Multiple Characters Digital Crowds (Massive) Effects Animation: Flames and Smoke Water Rain
Water Drops
Snow Explosions
3D Digital Effects
Repeat Movements of Inanimate Objects Timing a Walk Types of Walk Spacing of Drawings in Perspective Animation Timing Animals’ Movements: Horses Timing Animals’ Movements: Other Quadrupeds Timing an Animal’s Gallop Bird Flight Drybrush (Speed Lines) and Motion Blur Accentuating a Movement Strobing Fast Run Cycles Characterization (Acting) The Use of Timing to Suggest Mood Synchronizing Animation to Speech Lip-Sync—1 Lip-Sync—2 Lip-Sync—3 Timing and Music Animating for Interactive Games Traditional Camera Movements 3D Camera Moves Peg Movements in Traditional Animation Peg Movements in 3D Animation Editing Animation Editing for Feature Films
Editing for Television Episodes
Editing for Children’s Programming Editing for Internet Programs Conclusion Index
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