ABSTRACT

Written by two internationally acclaimed animators, this classic text teaches you all you need to know about the art of timing and its importance in the animated film. This reissue includes a new foreword by John Lasseter, executive vice president of Pixar Animation Studios and director of 'Toy Story', 'Toy Story 2', 'A Bug's Life' and 'Monsters Inc.' He sets the wealth of information in this classic text in context with today's world of computer animation, showing how this is a must-have text if you want to succeed as a traditional drawn, or computer animator.


Learn all the tips and tricks of the trade from the professionals. How should the drawings be arranged in relation to each other? How many are needed? How much space should be left between one group of drawings and the next? How long should each drawing, or group of drawings, remain on the screen to give the maximum dramatic effect? The art of timing is vital.

Highly illustrated throughout, points made in the text are demonstrated with the help of numerous superb drawn examples. 'Timing for Animation' not only offers invaluable help to those who are learning the basis of animation techniques, but is also of great interest to anyone currently working in the field and is a vital source of reference for every animation studio.

John Halas, known as the 'father of animation' and formerly of Halas and Batchelor Animation unit, produced over 2000 animations, including the legendary 'Animal Farm' and the award winning 'Dilemma'. He was also the founder and president of the ASIFA and former Chairman of the British Federation of Film Societies.

Harold Whitaker is a professional animator and teacher. Many of his former students are now among some of the most outstanding animation artists of today.

chapter |6 pages

T he Storyboard

chapter |1 pages

Responsibility of the Director

chapter |2 pages

T he Basic Unit of Time in Animation

chapter |2 pages

Slugging

chapter |2 pages

Bar Sheets

chapter |1 pages

T iming for an Overseas Production

chapter |2 pages

T iming for a 2D Digital Production

chapter |2 pages

Animation and Properties of Matter

chapter |1 pages

Movement and Caricature

chapter |3 pages

Cause and Eff ect

chapter |2 pages

Newton’s Laws of Motion

chapter |2 pages

Objects Thrown Through the Air

chapter |2 pages

T iming of Inanimate Objects

chapter |2 pages

Rotating Objects

Irregular Inanimate Objects

chapter |1 pages

Force Transmitted Through Jointed Limbs

chapter |3 pages

Spacing of Drawings — General Remarks

chapter |2 pages

Spacing of Drawings

chapter |1 pages

Timing a Slow Action

chapter |3 pages

Timing a Fast Action

chapter |1 pages

Getting Into and Out of Holds

chapter |2 pages

How Long to Hold?

chapter |3 pages

Anticipation

chapter |2 pages

Follow Through

chapter |1 pages

Overlapping Action

chapter |2 pages

Timing an Oscillating Movement

chapter |2 pages

Timing to Suggest Force: Repeat Action

chapter |1 pages

Character Reactions and ‘ Takes ’

chapter |3 pages

Timing to Give a Feeling of Size

chapter |2 pages

Timing Cycles — How Long a Repeat?

chapter |2 pages

Multiple Character Scenes

chapter |2 pages

Eff ects Animation: Flames and Smoke

chapter |4 pages

Water

chapter |3 pages

Rain

chapter |1 pages

Explosions

chapter |3 pages

Digital Eff ects

chapter |1 pages

Repeat Movements of Inanimate Objects

chapter |3 pages

Timing a Walk

chapter |1 pages

Types of Walk

chapter |2 pages

Timing Animals ’ Movements

Horses

chapter |1 pages

Other Quadrupeds

chapter |2 pages

Timing an Animal’s Gallop

chapter |2 pages

Bird Flight

chapter |5 pages

Drybrush (Speed Lines) and Motion Blur

chapter |1 pages

Strobing

chapter |2 pages

Fast Run Cycles

chapter |6 pages

Characterization (Acting)

chapter |3 pages

Lip -Sync — 1

chapter |1 pages

Lip -Sync — 2

chapter |3 pages

Lip -Sync — 3

chapter |2 pages

Timing and Music

chapter |2 pages

Traditional Camera Movements

chapter |1 pages

3D Camera Moves

chapter |1 pages

Peg Movements in Traditional Animation

chapter |9 pages

Peg Movements in 3D Animation

chapter |1 pages

Editing Animation

chapter |1 pages

Editing for Television Episodes

chapter |1 pages

Editing for Internet Downloads

chapter |3 pages

Games

chapter |1 pages

Conclusion