51 min. 7 sec. | Released on August 25, 2009 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.
2 min. 39 sec. | Released on March 1, 2011 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.
1 min. 48 sec. | Released on February 1, 2011 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.
2 min. 2 sec. | Released on February 1, 2011 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.
1 min. 52 sec. | Released on February 1, 2011 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.
1 min. 37 sec. | Released on February 1, 2011 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.
2 min. 13 sec. | Released on February 1, 2011 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.
1 min. 41 sec. | Released on February 1, 2011 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.
1 min. 34 sec. | Released on February 1, 2011 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.
1 min. 46 sec. | Released on February 1, 2011 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.
1 min. 38 sec. | Released on February 1, 2011 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.
1 min. 38 sec. | Released on February 1, 2011 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.
1 min. 38 sec. | Released on January 3, 2011 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.
1 min. 44 sec. | Released on January 3, 2011 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.
2 min. 20 sec. | Released on January 3, 2011 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.
1 min. 40 sec. | Released on January 3, 2011 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.
2 min. 26 sec. | Released on December 1, 2010 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.
2 min. 26 sec. | Released on December 1, 2010 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.
2 min. 4 sec. | Released on December 1, 2010 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.
2 min. 7 sec. | Released on December 1, 2010 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.
2 min. 5 sec. | Released on December 1, 2010 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.
1 min. 36 sec. | Released on October 31, 2010 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.
1 min. 54 sec. | Released on October 31, 2010 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.
1 min. 9 sec. | Released on October 31, 2010 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.
1 min. 45 sec. | Released on October 31, 2010 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.
1 min. 45 sec. | Released on October 31, 2010 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.
1 min. 33 sec. | Released on October 31, 2010 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.
1 min. 51 sec. | Released on October 31, 2010 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.
2 min. 23 sec. | Released on October 31, 2010 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.
2 min. 9 sec. | Released on October 31, 2010 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.
2 min. 26 sec. | Released on October 31, 2010 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.
1 min. 23 sec. | Released on October 31, 2010 Required Software: n/a
When animating flexible objects or characters, it's important to show weight. In this lesson we will learn about the animation principle of Squash and Stretch and how it is used in animation.
2 min. 6 sec. | Released on October 31, 2010 Required Software: n/a
Getting lots of ideas down quickly can be very helpful in working on our projects. In this lesson we will learn about thumbnail sketches and how they are used to work out our ideas.
3 min. 10 sec. | Released on October 1, 2010 Required Software: n/a
When building models traditionally, it can often be difficult to get a high level of detail. In this lesson we will learn about 3D Sculpting and how it can allow artists to create models with very high levels of detail.
2 min. 30 sec. | Released on October 1, 2010 Required Software: n/a
In compositing, blending elements with background images is very important. In this lesson we will learn about light wrap and how it is used to help with that blending process.
1 min. 38 sec. | Released on October 1, 2010 Required Software: n/a
When setting up objects and character for animation, the number of attributes and controls to animate may be difficult to manage. In this lesson we will learn how control curves are used to simplify the process of animation.
2 min. 46 sec. | Released on October 1, 2010 Required Software: n/a
When working with color, light plays a vital role in what is seen. In this lesson we will learn about color temperature and how it affects our perception of color.
2 min. 39 sec. | Released on October 1, 2010 Required Software: n/a
Extremely sharp edges on our models are a sure sign that it is computer generated. In this lesson we will learn how beveling is used to add subtle, and not so subtle, detail to the edges of our 3d models.
2 min. 18 sec. | Released on October 1, 2010 Required Software: n/a
Normal maps and displacement maps are valuable for showing raised and lowered details on our models. In this lesson we will learn about the use of Vector Displacement Maps to reproduce more complex detail.
1 min. 46 sec. | Released on October 1, 2010 Required Software: n/a
When working with dynamically driven objects, it's often difficult to get the exact result you need. In this lesson we'll learn how simulations are baked in order gain more control over the animation.