Thursday, May 12, 2011

Maya Deformers

MAYA DEFORMERS ENABLES YOU TO CHANGE THE SHAPE OF OBJECTS.

BLENDSHAPE DEFORMERS - It let you change the shape of one object into the shape of other objects.

LATTICE DEFORMERS - It enables you to deform objects with lattice.

JIGGLE DEFORMERS - It let you cause points on a surface or curve to shake as they move , speed up or slow down.

CLUSTER DEFORMERS - It enables you to control a set of an object point ( CV's , Vertices or Lattice points ) with varying amounts of influences.

BEND-NON-LINEAR DEFORMERS - It enables you to bend an object along an arc.

FLARE-NON-LINEAR DEFORMERS - It enables you to flare or taper an object about two axes.

SINE-NON-LINEAR DEFORMERS - It enables you to change to the shape of an object along a sine wave.

SQUASH-NON-LINEAR DEFORMERS - It enables you to squash and stretch objects.

TWIST-NON-LINEAR DEFORMERS - It enables you to twist objects.

WAVE-NON-LINEAR DEFORMERS - It enables you to deform objects with a circular sine wave and create ripple effects.

SCULP DEFORMERS - It enables you to deforn objects with a spherical influence object.

WIRE DEFORMERS - It enables you to deform objects with one or more nurbs curves.

WRINKLE DEFORMERS - It enables you to create detailed wrinkling effects by combining wire deformers with a cluster deformers.

WRAP DEFORMERS - It enables you to deform objects with nurbs surface , nurbs curves or poly surfaces.

28 PRINCIPLES OF ANIMATION

28 principles of animation including Disney 12 animation principles. these principles has been derived from Disney's 12 principles..

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1.    POSE AND MOOD

2.    SHAPE AND FORM

3.    ANATOMY

4.    MODEL OF CHARACTER

5.    WEIGHT

6.    LINE AND SILHOUETTE

7.    ACTION AND REACTION

8.    PERSPECTIVE

9.    DIRECTION

10.    TENSION

11.    PLANES

12.    SOLIDITY

13.    ARCS

14.    SQUASH AND STRETCH

15.    BEAT AND RYTHEM

16.    DEPTH AND VOLUME

17.    FOLLOW THROUGH AND OVERLAPPING ACTION

18.    TIMING

19.     WORKING FROM EXTREME TO EXTREME

20.     STRAIGHTS AND CURVES

21.    PRIMARY AND SECONDARY ACTION

22.    STAGING AND COMPOSITING

23.    ANTICIPATION

24.    CARICATURE

25.    DETAILS

26.    TEXTURE

27.    SIMPLIFICATION

28.    POSITIVE AND NEGATIVE SHAPES

" PRINCIPLES OF ANIMATION "

The twelve Basic principles of animation introduced by the Disney's animators Ollie Johnston & Frank Thomas in their 1981 book The illusion of life - Disney Animation.
  • SQUASH & STRETCH - Defining the rigidity and mass of an object by distorting its shape during an action.

  • TIMING - Spacing actions to define the weight and size of objects and the personality  of characters.

  • ANTICIPATION - The preparation of an action.

  • STAGING - Presenting an idea so that it is unmistakably clear.

  • FOLLOW THROUGH & OVERLAPPING ACTION - The termination of an action & establishing its relationship to the next action.

  • STRAIGHT AHEAD ACTION & POSE TO POSE ACTION - The two contrasting approaching to the creation of movement.

  • SLOW IN & SLOW OUT - The spacing of the in-between frames to achieve subtely of timing and movement.

  • ARCS - The visual path of action for natural movement

  • EXAGGERATION - Accentuating the essence of an idea via the design and the action.

  • SECONDARY ACTION - The action of an object resulting from another action.

  • APPEAL - Creating a design or an action that the audience enjoys watching.

  • SOLID DRAWING - Natural and Appealing , not stiff poses.

who is an animator?

An Animator is an artist who create multiple images called frames and keyframes that form an illusion of movement called animation when rapidly displayed.Animators can work in different fields including film, television, video games and the internet.

Layout Artist : Who design the BG , LIGHTS and CAMERA ANGLES

Storyboard Artist :  Who draw panels of the action from the script.

Background Artist : Who paints the scenery.