Physics for Animators

Regular price €58.99
A01=Michele Bousquet
Angled Push
Author_Michele Bousquet
Beaufort Scale
Blast Front
Capillary Waves
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character rigging
Cirrocumulus Clouds
Cirrostratus Cloud
Cirrus Clouds
class
Class Lever
classical
Convection Rain
Cumulonimbus
Cumulonimbus Cloud
diff
ect
ects
eff
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Fi Reball
Fireball
force simulation
God Rays
High Viscosity Liquid
Honey Dipper
lever
light rendering
motion dynamics
Mushroom Clouds
Nimbostratus Cloud
Nimbus Clouds
Odd Rule
Rain Clouds
realistic movement in animation
Refl Ection Coeffi Cient
Revolute Joints
rotational
Star Dust
timing principles
visual
visual effects techniques
Water Falling

Product details

  • ISBN 9780415842976
  • Weight: 754g
  • Dimensions: 191 x 235mm
  • Publication Date: 18 Dec 2015
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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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.

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.

Michele Bousquet is a longtime animator and instructor, and the author of more than 20 books on computer animation. Her freelance animation work has served clients like Autodesk and the Australian Broadcasting Corporation, and she has taught university-level animation classes at countless locations, including several art institutes. After years of answering questions about physics from animation students, Michele took on the task of formulating the answers into this book. Michele holds a Bachelor’s degree in Mathematics and Computer Science from McGill University.