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2D Animation: Tips and Tricks (Updated 02/09/2021)

Year of issue : 2016-2021
Vendor : LinkedIn Learning
Manufacturer’s site : 2D Animation: Tips and Tricks
Author : Dermot O ‘Connor
Duration : 17:36:00
Distribution Type : Video Tutorial
Language : English
Описание : 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, author 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.

Content
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 – Thumbnail basics
021 – Thumbnail intermediate
022 – Thumbnail 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 – Don’t pop 1: Line and color
218 – Don’t pop 2: Lighting
219 – Don’t pop 3: Camera angle
220 – Don’t pop 4: Composition
221 – Dos and don’ts
222 – Making poses read
223 – Making expressions read
224 – Timing charts vs. tweening
225 – Capes basic
226 – Capes intermediate
227 – Capes advanced
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