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2D Animation: Tips and Tricks

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One way to learn animation is an all-in-one course, the kind you can find here in our library. The other path is on-the-job training, and involves picking up tips and tricks as you work. This course will give you that "on the job" experience in weekly doses. Every Tuesday, instructor Dermot O' Connor reveals a tip or trick that animation professionals use to save time and create more compelling characters. Learn to use delays, overshoots, and leading gestures to create looser, more realistic movement; draw different mouth shapes for male and female characters; create different styles of walks such as staggers; and more.

  • 000 - Welcome
  • 001 - Loosen the joints
  • 002 - Loosen the body
  • 003 - To twin or not to twin
  • 004 - Head articulation
  • 005 - Physics - Falling
  • 006 - Creating staggers
  • 007 - Cartoony male mouth shapes
  • 008 - Realistic male mouth shapes
  • 009 - Pose-to-pose wipes
  • 010 - Zipping off screen
  • 011 - Cartoony female mouth shapes
  • 012 - Realistic female mouth shapes
  • 013 - Bird beaks
  • 014 - Stylized mouth shapes
  • 015 - Elderly mouth shapes
  • 016 - Breakdown basics turns
  • 017 - Breakdown basics reactions
  • 018 - Breakdown intermediate
  • 019 - Breakdown advanced
  • 020 - Thunail basics
  • 021 - Thunail intermediate
  • 022 - Thunail advanced
  • 023 - Fabric creases
  • 024 - Drag basics
  • 025 - Capes - Basics
  • 026 - Capes - Intermediate
  • 027 - Capes - Advanced
  • 028 - Flags
  • 029 - Dresses
  • 030 - Flour sack
  • 031 - Pantomime
  • 032 - Pantomime advanced
  • 033 - Object design
  • 034 - Objects Moving
  • 035 - Hair Basics
  • 036 - Hair Intermediate
  • 037 - Hair Advanced
  • 038 - Ball bounce
  • 039 - Fast Bite
  • 040 - Wipes Blurs
  • 041 - Morphs
  • 042 - Change expression
  • 043 - Timing basic
  • 044 - Timing intermediate
  • 045 - Timing Advanced
  • 046 - Texture Basic
  • 047 - Texture - advanced
  • 048 - Technical
  • 049 - Traditional animation process
  • 050 - Torque
  • 051 - Realistic construction
  • 052 - Cartoony construction
  • 053 - Eyeballs - cartoony
  • 054 - Eyebrows - cartoony
  • 055 - Eyeblinks - cartoony
  • 056 - Pupils
  • 057 - Eyes - realistic
  • 058 - Center mass
  • 059 - Crowds
  • 060 - Overcoming fear
  • 061 - Overcoming mental blocks
  • 062 - Breakthroughs
  • 063 - Avoiding burnout
  • 064 - The mystery of appeal
  • 065 - The wheel of fortune
  • 066 - Relationships matter
  • 067 - Interpreting dreams
  • 068 - Animating tails
  • 069 - Cheating transforms
  • 070 - Model sheets
  • 071 - Moving Hold
  • 072 - Moving Hold Advanced
  • 073 - Jumping with a push
  • 074 - Push objects
  • 075 - Coughing
  • 076 - Snoring
  • 077 - Reaching
  • 078 - Old styles - 1920s rubber hose intro
  • 079 - Old styles - 1920s rubber hose scene
  • 080 - Old styles - 1920s rubber hose post
  • 081 - Loosen with a reversal
  • 082 - Opposing actions
  • 083 - Overlap
  • 084 - Follow through
  • 085 - Leading actions
  • 086 - Overlapping large characters
  • 087 - Drawings, frames, and exposures
  • 088 - From rough drawings to cleanup
  • 089 - Cell painting to DIP
  • 090 - Color model
  • 091 - Tremor
  • 092 - Shaky walk
  • 093 - Camera shots
  • 094 - Strobing
  • 095 - Aspect ratios
  • 096 - Looney Toons - Intro
  • 097 - Looney Toons - Technical
  • 098 - Looney Toons - Animation style
  • 099 - Looney Toons - Walks and runs
  • 100 - Looney Toons - Scene
  • 101 - Looney Toons - FX explosion
  • 102 - Bouncing ball
  • 103 - Opposing action - Basic
  • 104 - Opposing action - Intermediate
  • 105 - Opposing action - Advanced
  • 106 - Counterpose - Basic
  • 107 - Counterpose - Advanced
  • 108 - Overlap - Introduction
  • 109 - Overlap - Advanced
  • 110 - Perspective - Introduction
  • 111 - Perspective - Intermediate
  • 112 - Plotting arcs
  • 113 - Figure 8s
  • 114 - Types of shots
  • 115 - Camera moves
  • 116 - Shot transitions
  • 117 - Staging - Introduction
  • 118 - Staging - Advanced
  • 119 - Line of action
  • 120 - Breaking a single joint
  • 121 - Breaking joints in a walk cycle
  • 122 - Plotting arcs and timing in a walk
  • 123 - Exaggerating the face
  • 124 - Exaggerating the body
  • 125 - Exaggerating acting
  • 126 - Anticipate and overshoot the head
  • 127 - Primary, secondary, and tertiary actions
  • 128 - Create personality with leading actions
  • 129 - Squashing the face for chewiness
  • 130 - Squashing bodies for animal runs
  • 131 - Reversing the line of action
  • 132 - A stretchy jump
  • 133 - Introduction to anticipation
  • 134 - Plotting character arcs
  • 135 - Leading actions on walks
  • 136 - Fast transitions
  • 137 - Breaking down a turn
  • 138 - Introduction to accents
  • 139 - Advanced stagger
  • 140 - Squash and stretch
  • 141 - Examples of counterpose
  • 142 - Straight-ahead animation
  • 143 - Pose-to-pose animation
  • 144 - Different accents
  • 145 - Correcting arcs and spacing
  • 146 - Frame rates and logistics
  • 147 - Wheeled robot
  • 148 - Animating walks on beats
  • 149 - Animating candles
  • 150 - Giant robot
  • 151 - Tails and reversed curves
  • 152 - Animating hair and clothing
  • 153 - Fixing hair and clothing
  • 154 - Plussing hair and clothing
  • 155 - Tripod walk
  • 156 - Dividing in thirds and fifths
  • 157 - Lighting a scene
  • 158 - The mushroom cloud
  • 159 - Ocean waves
  • 160 - Ocean waves - Advanced
  • 161 - Drawing budget
  • 162 - Sweatbox notes
  • 163 - Layout poses
  • 164 - Concise naming conventions
  • 165 - Cheating camera orbits
  • 166 - When to start a pan
  • 167 - Sixties TV intro and style
  • 168 - Sixties TV Structure
  • 169 - Sixties TV assembly
  • 170 - Sixties TV post-production
  • 171 - Cheating depth with color and tone
  • 172 - Cheating depth of field with blurs
  • 173 - Cheating depth with motion
  • 174 - Extreme walks
  • 175 - Acting with clothing and hair
  • 176 - Basic smoke poof
  • 177 - Advanced smoke poof
  • 178 - Animating a splash
  • 179 - Constructing animal snouts
  • 180 - Animating a dress
  • 181 - Fixing a dress animation
  • 182 - Animating puppet dialog
  • 183 - Planning side-scroller game animation
  • 184 - Creating the artwork and designs
  • 185 - Zero poses and idle animations
  • 186 - Walks and hookups
  • 187 - Jogs, runs, and hookups
  • 188 - Picking up objects
  • 189 - Jumping and crouching
  • 190 - Firing a weapon
  • 191 - Breaking an animation into pieces
  • 192 - Hit reacts
  • 193 - Dies
  • 194 - Flipping horizontally
  • 195 - Wins and levels up
  • 196 - Construction
  • 197 - Hands
  • 198 - Advanced hands
  • 199 - Texture in design
  • 200 - Straights and curves
  • 201 - Designing feet
  • 202 - Dimensional forms
  • 203 - Using color for story
  • 204 - Styles
  • 205 - Simple run
  • 206 - Weight and mass
  • 207 - Weight and mass in motion
  • 208 - The foundations of animation
  • 209 - Easy vs. hard scenes
  • 210 - ABC scenes
  • 211 - Puppets and gestures
  • 212 - Puppets and arcs
  • 213 - Boiling a line
  • 214 - Odd timing on twos
  • 215 - AA cycles
  • 216 - ABA cycles
  • 217 - Dont pop 1 - Line and color
  • 218 - Dont pop 2 - Lighting
  • 219 - Dont pop 3 - Camera angle
  • 220 - Dont pop 4 - Composition
  • 221 - Dos and donts
  • 222 - Making poses read
  • 223 - Making expressions read
  • 224 - Timing charts vs. tweening
  • 225 - Capes basic
  • 226 - Capes intermediate
  • 227 - Capes advanced
  • 228 - Hair basic
  • 229 - Hair intermediate
  • 230 - Hair advanced
  • 231 - Flags
  • 232 - Fine-tuning flags
  • 233 - Punchy dialog
  • 234 - 1980s TV animation history
  • 235 - 1980s TV animation techniques
  • 236 - 1980s TV animation scene
  • 237 - 1980s TV animation post production
  • 238 - Color vs. pencil test
  • 239 - Popping on and off screen
  • 240 - Foreshortening scene
  • 241 - Isometric game intro
  • 242 - Isometric game acting and dialog
  • 243 - Isometric game turning around
  • 244 - Isometric game walking
  • 245 - Bluth-style intro
  • 246 - Bluth-style design
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