[Book] -McGraw.Hill.TAB.Electronics.Digital.Animation.Bible.Creating.Professional.Animation.with..pdf
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Digital
Animation
Bible
Creating Professional
Animation with
3ds max, LightWave,
and Maya
George Avgerakis
McGraw-Hill
New York Chicago San Francisco Lisbon
London Madrid Mexico City Milan New Delhi
San Juan Seoul Singapore Sydney Toronto
For more information about this title, click here.
CONTENTS
Preface
xiii
Acknowledgments
xvii
Glossary from 3ds max Point of View
xix
Chapter 1
Your First Day on the Job
1
The Passion 2
The Pay 3
Your Own Animation Studio 6
Selling Your Talent 12
Categories of Animation Business 13
Your First Job: What’s It Like? 17
Small Corporate Shop 17
A Midsize Disney Subcontractor 19
A Major-League Hollywood Studio 20
How This Book Works 22
Boldface Type 23
Fictitious Names 23
The Most Popular Software 23
The Workflow Process 24
Pitching the Project 25
Contracting and Billing 27
Storyboard 28
Objects, Scenes, and Characters 28
Motions 33
Testing 34
Rendering 35
Getting Paid 35
Getting Your First Job in Animation 37
The Issue of Schooling 37
No Catch-22—Yet 40
The Intern 41
Six Steps to Getting Your Foot in the Door 41
Step 3: Attend a Job Interview 50
Step 4: Once You Start Work as an Intern, Work Your Tail Off 51
Step 5: Be Alert to Opportunities
53
Step 6: Once You’ve Established Your Value to the
Workplace, Ask for a Letter of Recommendation
53
Copyright 2004 by The McGraw-Hill Companies, Inc. Click Here for Terms of Use.
viii
Contents
Chapter 2
From Concept to Screen: The Workflow Process
57
Conceptualizing the Animation
58
The Storyboard
59
The Client Presentation
64
Timing the Board
66
Break Down the Board
68
Allow Time to Render
69
The Rendering Farm
70
The Animators’ Tasks
70
Dividing up the Work
71
Writing and Approving the Script
71
The Element Breakdown
73
Milestones
75
Design the Exterior Scene
76
Design the Interior Hall
77
Acquire the Client Art
79
Design the Characters
80
Acquiring Music, Sound Effects, and Voice Talent
84
Choreographing the Egyptian and the Professor
90
Building a Render Farm
95
Lip-Synching Characters
98
Rendering a Test Pass in SD Resolution
100
Recording and Mixing the Track
102
HD Conformation to D-5
103
Recording Your Results
104
Internet Distribution
105
Chapter 3
Investing in the Necessary Equipment
107
Equipment and Software Obsolescence
108
The Cost of Cash
110
Burn Rate
112
Just Enough Equipment
113
The Basic Animation Computer
113
A Note on Brands That Appear in This Book
114
Research Methods You Can Use
116
Building a Mission-Critical Workstation
117
Power Supply
118
Hard Drive Protection
119
Contents
ix
Software Risks
127
Peripheral Devices
128
Choosing a Computer
128
Operating Systems (OSs)
128
Choosing the Hardware
134
Building Your Own Computer
135
Good Brands
137
Computer Workstations
138
Let’s Consider Laptops
142
Cutting Corners
143
The Fastest Iron on Earth?
144
Video Display Cards
145
Scanners and Printers
147
Audio Capabilities
148
Sound-Editing Software
151
Amplifier and Speakers
152
Electronic Pen Devices
153
Optional Tools
154
Audio Creation
155
Stock Music
157
The Recording Booth
158
The Audio Mixer
159
Microphone
160
Headphones
161
Looping Tools
161
Sound Booth Monitor
162
ADR Software
163
Cabling
165
The Role of Video in an Animation Studio
165
Video Acquisition
166
Video Capture Cards
166
The VCR
169
Video Monitor
171
Summary
171
Chapter 4
The Mechanics of Three Leading Animation Programs 173
Three Leading Animation Programs
174
Which is Best?
174
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