ABSTRACT

Achieving believable motion in animation requires an understanding of physics that most of us missed out on in art school. Although animators often break the laws of physics for comedic or dramatic effect, you need to know which laws you’re breaking in order to make it work. And while large studios might be able to spend a lot of time and money testing different approaches or hiring a physics consultant, smaller studios and independent animators have no such luxury. This book takes the mystery out of physics tasks like character motion, light and shadow placement, explosions, ocean movement, and outer space scenes, making it easy to apply realistic physics to your work.

  • Physics concepts are explained in animator’s terms, relating concepts specifically to animation movement and appearance.
  • Complex mathematical concepts are broken down into clear steps you can follow to solve animation problems quickly and effectively.
  • Bonus companion website at www.physicsforanimators.com offers additional resources, including examples in movies and games, links to resources, and tips on using physics in your work.

Uniting theory and practice, author Michele Bousquet teaches animators how to swiftly and efficiently create scientifically accurate scenes and fix problem spots, and how and when to break the laws of physics. Ideal for everything from classical 2D animation to advanced CG special effects, this book provides animators with solutions that are simple, quick, and powerful.

chapter |4 pages

Introduction

part 1|155 pages

Classical Physics

chapter 1|9 pages

Matter and Masses

chapter 2|40 pages

Motion and Timing

chapter 3|57 pages

Forces

chapter 4|45 pages

Light and Color

part 2|62 pages

Character Design and Animation

chapter 5|25 pages

Character Design

chapter 6|34 pages

Character Animation

part 3|107 pages

Visual Effects

chapter 7|24 pages

Environment

chapter 8|17 pages

Fire and Explosions

chapter 9|24 pages

Liquid Effects

chapter 10|39 pages

Earth and Outer Space