136 lessons in 1 courses & 113 individual lessons
course
Visual Guide to Animation
51 min. 7 sec. | Released on August 25, 2009
Required Software: n/a
Required Software: n/a
The 'Visual Guide to Animation' is a software independent course that provides a step-by-step approach to building a solid foundation to understanding and learning the basics of computer animation and covers fundamental animation terms and definitions as well as a variety of essential animation tips, tools, and techniques.
Key topics and popular highlights for 'Visual Guide to Animation' include: basics of computer animation, 3D space, transforming 3D objects, time in animation, keyframes, Animation Editors: Dopesheet, Animation Editors: Graph Editor, tangent handles, interpolation types and ghosting, repeating animation using cycling, camera animation and motion paths, rigging, constraints, deformers, bones and skinning, hierarchies and forward kinematics, inverse kinematics, expressions, character animation, morph shapes, non-linear animation, motion capture, and additional information developed for artists learning the fundamentals of animation.
Visual Guide to UVs
2 min. 39 sec. | Released on March 1, 2011
Required Software: n/a
Required Software: n/a
When adding texture maps to polygon models, the software must be told how to apply those textures. In this lesson we will learn about UVs and how they are manipulated to prepare models for texturing and other applications.
Visual Guide to 180 Rule
1 min. 48 sec. | Released on February 1, 2011
Required Software: n/a
Required Software: n/a
When shooting characters interacting with one another, it's important to keep a well-defined visual relationship between the characters on screen. In this lesson we will learn about the 180 rule and how it can be used to guide the placement of a camera when filming characters.
Visual Guide to Interpolation
2 min. 2 sec. | Released on February 1, 2011
Required Software: n/a
Required Software: n/a
Creating believable animation comes not only from the placement of key frames, but from how those key frames transition to one another. In this lesson we will learn about interpolation and how it can be used to change the way our animation transitions from key frame to key frame.
Visual Guide to Breakdown and In-between Keys
1 min. 52 sec. | Released on February 1, 2011
Required Software: n/a
Required Software: n/a
Although key poses and timing are extremely important parts of the animation process, creating the poses and motion between those frames is also important. In this lesson we will learn about breakdown and in-between keys and how they can be used to refine our animation.
Visual Guide to Headroom / Noseroom
1 min. 37 sec. | Released on February 1, 2011
Required Software: n/a
Required Software: n/a
When creating 3d renders or shooting photos of characters, there are a few rules to think about that will help create more appealing shots. In this lesson we will learn about head room and nose room and how they relate to the images we create.
Visual Guide to Chroma Subsampling
2 min. 13 sec. | Released on February 1, 2011
Required Software: n/a
Required Software: n/a
The digital images we produce can contain a lot of data in order to show all of the color and detail within. In this lesson we will learn about chrominance sub-sampling and how it is used to aid in video compression.
Visual Guide to Rendering
1 min. 41 sec. | Released on February 1, 2011
Required Software: n/a
Required Software: n/a
In order for the 3d scenes we create to be finished and presented, computers must calculate the final image based on the models, materials, and lighting. In this lesson we will learn about this rendering process and how it is used to created finished 2d images from 3d scenes.
Visual Guide to Reflections
1 min. 34 sec. | Released on February 1, 2011
Required Software: n/a
Required Software: n/a
The way light interacts with objects in our 3d scenes goes a long way in helping to create believable objects. In this lesson we will learn about reflections and how they are used in computer graphics to get more realistic results.
Visual Guide to Reflective Properties
1 min. 46 sec. | Released on February 1, 2011
Required Software: n/a
Required Software: n/a
In the real world, the reflectivity of objects changes in relation to the type of surface that is reflecting the light. In this lesson we will learn about reflective properties and how they can be changed on reflective 3d models to get different results.
Visual Guide to Metering
1 min. 38 sec. | Released on February 1, 2011
Required Software: n/a
Required Software: n/a
In order to take correctly exposed photographs, our cameras must sample the available light in the shot. In this lesson we will learn about this metering process and how it is used to optimize our camera settings for the lighting conditions.
Visual Guide to Rule of Thirds
1 min. 38 sec. | Released on February 1, 2011
Required Software: n/a
Required Software: n/a
When shooting a photograph, filming a movie, or painting a portrait, there are certain rules of composition that can help get a better result. In this lesson we will learn about the rule of thirds and how it can be used to create more appealing compositions.
Visual Guide to Edges
1 min. 45 sec. | Released on January 3, 2011
Required Software: n/a
Required Software: n/a
Polygon models consist of several types of basic components. In this lesson, we will learn about edges.
Visual Guide to Faces
1 min. 28 sec. | Released on January 3, 2011
Required Software: n/a
Required Software: n/a
Polygon models consist of several types of basic components. In this lesson, we will learn about faces.
Visual Guide to Edge Flow
1 min. 34 sec. | Released on January 3, 2011
Required Software: n/a
Required Software: n/a
In this lesson we will learn about Edge Flow. The Edge flow not only helps us shape our model, but also defines how well our model will deform.
Visual Guide to Loft
1 min. 38 sec. | Released on January 3, 2011
Required Software: n/a
Required Software: n/a
When creating 3d geometry curves can be a powerful tool. In this lesson we will learn how geometry can be created based on multiple curves using a Loft.
Visual Guide to Pivot Point
1 min. 44 sec. | Released on January 3, 2011
Required Software: n/a
Required Software: n/a
When scaling, rotating, or moving our models, we need to be aware of the point from which they will transform. In this lesson we will learn about this pivot point and how it is used in the transformation of our models.
Visual Guide to Visual Hierarchy
2 min. 20 sec. | Released on January 3, 2011
Required Software: n/a
Required Software: n/a
It is the role of a designer to ensure that the information they have to communicate is received by their target audience in a consistent and easy to understand manner. In this lesson we will learn how a Visual Hierarchy can help achieve this goal.
Visual Guide to Polypainting
1 min. 40 sec. | Released on January 3, 2011
Required Software: n/a
Required Software: n/a
When texturing 3d models, flat 2d textures must normally be created. In this lesson we will learn about a ZBrush alternative to this method called polypainting.
Visual Guide to Color Depth
2 min. 35 sec. | Released on January 3, 2011
Required Software: n/a
Required Software: n/a
In this lesson we will learn about Color Depth, also referred to as bit depth or pixel depth, in digital images.
Visual Guide to Virtual Sets
2 min. 26 sec. | Released on December 1, 2010
Required Software: n/a
Required Software: n/a
Placing live performers in computer generated environments is common in film and broadcast. In this lesson we will learn about virtual sets and how they are used to integrate cg and live action.
Visual Guide to Vertex
2 min. 28 sec. | Released on December 1, 2010
Required Software: n/a
Required Software: n/a
Polygon models consist of several types of basic components. In this lesson, we will learn about the vertex.
Visual Guide to Knockouts
2 min. 26 sec. | Released on December 1, 2010
Required Software: n/a
Required Software: n/a
When printing with multiple colors, steps must be taken to eliminate overlapping colors. In this lesson we will learn about one method of doing this called knockouts.
Visual Guide to Histogram
2 min. 4 sec. | Released on December 1, 2010
Required Software: n/a
Required Software: n/a
The ability to view exposure information about the digital images we work with is important in getting great results. In this lesson we will learn about viewing our exposure data using the Histogram.
Visual Guide to Ease In Ease Out
2 min. 7 sec. | Released on December 1, 2010
Required Software: n/a
Required Software: n/a
In animation, organic motion is rarely linear. In this lesson we will learn about the animation principle of Ease in and Ease out, and how it can be used to cushion our animation.
Visual Guide to Appeal
2 min. 5 sec. | Released on December 1, 2010
Required Software: n/a
Required Software: n/a
Creating art that people enjoy watching can be very rewarding. In this lesson we will learn about the animation principle of Appeal and how it's used to make our projects fun to watch.
Visual Guide to Normals
1 min. 36 sec. | Released on October 31, 2010
Required Software: n/a
Required Software: n/a
When creating 3d models, the computer needs to know which side of our polygons are facing out. In this lesson we will learn about Normals and how they relate to the display of our models.
Visual Guide to Anticipation
1 min. 54 sec. | Released on October 31, 2010
Required Software: n/a
Required Software: n/a
When creating animations, gestures and actions that happen quickly can be difficult to read. In this lesson we will learn about the animation principle of Anticipation and how it is used to clarify our animation.
Visual Guide to Arcs
1 min. 9 sec. | Released on October 31, 2010
Required Software: n/a
Required Software: n/a
Organic motion rarely occurs along straight lines, but rather along curves. In this lesson we will learn about the animation principle called Arcs and how it is used to create more realistic motion.
Visual Guide to Animatics
1 min. 45 sec. | Released on October 31, 2010
Required Software: n/a
Required Software: n/a
To create good visual stories, it's a good idea to have a plan. In this lesson we will learn about animatics and how they are used to plan out the timing of our filmed and animated projects.
Visual Guide to Box Modeling
1 min. 45 sec. | Released on October 31, 2010
Required Software: n/a
Required Software: n/a
When modeling with polygons, there are a few different approaches we can take. In this lesson we will learn about one of the most basic methods, box modeling.
Visual Guide to Caching
1 min. 33 sec. | Released on October 31, 2010
Required Software: n/a
Required Software: n/a
When creating complex simulations, the calculations required can take some time. In this lesson we will learn about caching and how we can use it to speed up the display of our simulations.
Visual Guide to Premultiply
1 min. 51 sec. | Released on October 31, 2010
Required Software: n/a
Required Software: n/a
When color correcting images with alphas, some problems may occur. In this lesson we will learn about pre-multiplying and what we need to think about when working with these images.
Visual Guide to Orthographic Drawings
2 min. 23 sec. | Released on October 31, 2010
Required Software: n/a
Required Software: n/a
When working with reference in 3D, it's often important to use images without perspective distortion. In this lesson we will learn about orthographic drawings and how they can be used to aid in creating models.
Visual Guide to Linear Perspective
2 min. 9 sec. | Released on October 31, 2010
Required Software: n/a
Required Software: n/a
Creating a good drawing can depend a lot on using perspective correctly. In this lesson we will learn about Linear Perspective and how it is used to create convincing images.
Visual Guide to Timing and Spacing
2 min. 26 sec. | Released on October 31, 2010
Required Software: n/a
Required Software: n/a
When creating an animation, the timing of the poses and actions is critical. In this lesson we will learn about the animation principle of Timing and Spacing.