1st Edition

Tradigital Maya
A CG Animator's Guide to Applying the Classical Principles of Animation

ISBN 9780123852229
Published November 1, 2011 by Routledge
568 Pages 450 Color Illustrations

USD $56.95

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Book Description

Explore Disney's 12 principles of animation, while learning how to animate in Maya. You can develop your own leading digital techniques rooted to traditional workflows. From squash and stretch to timing and appeal, you will enhance your creative toolset with strong classics training and cutting edge techniques. Trusted Maya Authority, Lee Montgomery offers the only artistic guide to applying the principles of traditional animation with Maya's tools, which are used in production by the best animators and VFX artists today. Add another webpage to your favourites and expand your digital workflow to include the practical resources of the Tradigital Maya with the robust companion web site that include demonstrations, project files, links to further resources, available at www.tradigitalmaya.com.

Table of Contents

Tradigital Maya
Introduction - Traditional to Digital
Chapter 1 - Arcs - organic movement / natural motion
Chapter 2 - Anticipation - building the action
Chapter 3 - Animation Editing - Timing
Chapter 4 - Animation Editing - Ease in & Ease Out
Chapter 5 - Staging - framing the action and setting the mood
Chapter 6 - Follow Through and Overlapping Action
Chapter 7 - Secondary Action - Enhancing the shot
Chapter 8 - Straight Ahead Action and Pose to Pose
Chapter 9- Solid Drawing & Design - Form meets function
Chapter 10.1- Appeal- Design for Production
Chapter 10.2- Appeal- Character performance
Chapter 11- Squash and Stretch
Chapter 12- Exaggeration
Chapter 13- Conclusion

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Lee has worked professionally within the 3D Animation and VFX industry for over 9 years. Prior to joining Autodesk he worked as a Senior Animator and Artist on a number of high-profile AAA video game titles for well known studios. Notable titles he's contributed to the hugely successful Grand Theft Auto and Manhunt Video Game series for Rockstar North. His background in production also includes experience in setting up mo-cap pipelines for game cinematics from shoot to edit and in-game implementation utilizing Vicon/MotionBuilder/3ds Max/Maya.

Support Material

Companion Website

Please visit our companion website for additional support materials.