Principles of traditional animation applied to 3D computer animation
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A sketching interface for articulated figure animation
ACM SIGGRAPH 2007 courses
Phase-based gesture motion parametrization and transitions for conversational agents with MPML3D
Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment
Three-dimensional proxies for hand-drawn characters
ACM Transactions on Graphics (TOG)
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When I presented the first animation I had created with a computer, The Adventures of André and Wally B., at SIGGRAPH 84, a number of people asked me what cool new software I had used to achieve such believable characters. I explained to them that the software was a keyframe animation system, not much different in theory than other systems that were around then. What was different was that I was using basic animation principles that I had learned as a traditional animator. It was not the software that gave life to the characters, it was these principles of animation, these tricks of the trade that animators had developed over 50 years ago. I was surprised at how few people in the computer animation community were aware of these principles.Traditional animation is basically one trick after another. Whatever it takes to get it working right on the screen is fair game. It should be the same in computer animation. At Pixar, we constantly use tricks, old and new, to get what we need on the screen. In this talk, I will give away a few trade secrets that will be useful to anyone attempting to animate characters with computers, regardless of the software they are using.