With this tutorial, we will take a software-independent look at some of the vital terminology that is required to build a solid foundation for learning how to animate 3D models. Software required: none.
With this tutorial, we will take a software-independent look at some of the vital terminology that is required to build a solid foundation for learning how to animate 3D models. The purpose of these standalone lessons is not to learn how to use any specific software, but rather to focus on learning fundamental terminology. It is recommended that you are familiar with all of the terminology that is discussed throughout these Visual Guide lessons before starting to follow along with any animation tutorials. Software required: none. Explore more with our free resource on A href="http://blog.digitaltutors.com/common-terminology-3d-animation/">Common Terminology for 3D Animation/A>
Introduction and Project Overview Hello, and welcome to the visual guide to animation, a digital-tutors education production. The visual guide series is a new type of curriculum, created by the team of artists and instructors here at digital-tutors, to help you understand fundamentally how different areas of the computer graphics industry work. Now these lessons are software independent and designed to develop a strong foundation for you to build upon in your specific software that you're using. Now this series of lessons are created for artists who are brand new to animation and want to get an overview of how animation works in computer graphics. We will be covering topics like transforming objects, understanding time, working with key frames, and how graph editors work. We will then dive into the difference between inverse and forward kinematics, as well as how rigging works. Finally, we'll round out our course with a look at morph shapes, nonlinear animation, motion capture, and those are just a few of the topics that we're going to cover. This is a curriculum that has taken the team here at digital-tutors years to produce. And we are proud to present the new visual guide to animation as a foundation course to help you understand animation terms, tools, and techniques. So with that, let's go ahead and get started by taking a look at the basics of computer animation.
Cg101: Animation <<MUSIC PLAYING>> In this lesson, we will learn about the basics of computer animation. To begin, we should learn a little about traditional animation techniques. Now before computers, animators had to hand draw every single picture, and then record them with a camera. The resulting film looked like a moving picture when played back. Now these images are called frames. And a frame is simply an image of a frozen moment in time. We also use frames in computer animation. Because they're the smallest visible unit of time in the animation. The traditional method of animating is time consuming, but hand drawing gives you precise control over every frame in your animation. The advent of computers introduced a faster way to animate with the computer generating each frame for us. Instead of drawing every frame, you create objects in an animation program, and animate them using computer assisted tools. This is faster because once you've created a character in the computer, you don't have to redraw it every frame. And because the computer does a lot of the work for you, complex animations are much easier to create. <<MUSIC PLAYING>> <<MUSIC PLAYING>>