Difference between revisions of "Drawing for Animation"

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(New page: 26-2025 Drawing for Animation While the principles of bouncing, timing, spacing, overlapping action, weight, anticipation, etc. are important in classical animation, and useful in animat...)
 
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26-2025  Drawing for Animation
 
26-2025  Drawing for Animation
  
While the principles of bouncing, timing, spacing, overlapping action, weight, anticipation, etc. are important in classical animation, and useful in animation for games, they can be taught using a computer, and should be for students in game animation.  The education of a game animator, and education in any medium, does not necessarily need to follow the historical progression of the field. Issues specific to game animation are not addressed in this class as it currently exists.
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While the principles of bouncing, timing, spacing, overlapping action, weight, anticipation, etc. are important in classical animation, and useful in animation for games, they can be taught using a computer, and should be for students in game animation.  The education of a game animator, and education in any medium, does not necessarily need to follow the historical progression of the field. Issues specific to game animation are not addressed in this class as it currently exists, and it would be eliminated from the Game Art curriculum.

Revision as of 22:20, 23 April 2008

26-2025 Drawing for Animation

While the principles of bouncing, timing, spacing, overlapping action, weight, anticipation, etc. are important in classical animation, and useful in animation for games, they can be taught using a computer, and should be for students in game animation. The education of a game animator, and education in any medium, does not necessarily need to follow the historical progression of the field. Issues specific to game animation are not addressed in this class as it currently exists, and it would be eliminated from the Game Art curriculum.