Drawing for Animation

esse quam videri
Revision as of 19:38, 18 April 2008 by abarbier (talk | contribs) (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

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.