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3-D human modeling and animation / illustrations and text by Peter Ratner.

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LIBRA TR897.7 .R38 2003 1 v. + disc
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Format:
Book
Author/Creator:
Ratner, Peter.
Language:
English
Subjects (All):
Computer animation.
Computer simulation.
Human figure in art.
Three-dimensional display systems.
Physical Description:
xvii, 316 pages, 16 unnumbered pages of plates : illustrations (some color) ; 24 cm + 1 CD-ROM (4 3/4 in.)
Edition:
Second edition.
Other Title:
Three-D human modeling and animation
Place of Publication:
New York : J. Wiley, [2003]
System Details:
text file
Summary:
All the tools and know-how to create digital characters that can move, express emotions, and talk
3-D Human Modeling and Animation demonstrates how you can use your artistic skills in figure drawing, painting, and sculpture to create animated human figures using the latest computer technology. This easy-to-follow book guides you through all the necessary steps to create and animate digital humans. Students and professional 3-D artists will find this book to be an invaluable resource.
This Second Edition combines detailed, practical information about creating and animating 3-D human models. More than 400 images, interactive files, and exciting animations included on the CD-ROM detail the modeling and animation processes for both male and female figures. Chapter objectives and exercises are tied to the CD-ROM, which also provides color example images, sample models, modeling templates, textures, lesson plans, and relevant animation movies that allow you to start modeling and animating right away!
Contents:
Chapter 1 Beginning Modeling Techniques 1
Modeling Simple Objects with Splines/NURBS 2
Modeling a Knife 2
Troubleshooting 6
Modeling a Spoon 6
Modeling a Spatula 8
Modeling a Frying Pan 11
Modeling a Palette Knife 13
Modeling Simple Objects with Subdivision Surfaces 16
Modeling a Hammer 17
Modeling an Armchair 21
Chapter 2 Intermediate Modeling Techniques 25
Creating a Cartoon Cow with Subdivision Modeling 25
The Cow Head 27
The Cow Body 33
Creating a Cartoon Chicken with Patch Spline/NURBS Modeling 41
Making the 3-D Template with Box Modeling 42
Patch Modeling the Chicken 47
Chapter 3 Anatomy of the Human Figure 55
Proportion 55
The Skeleton 58
The Skull 60
The Skeleton of the Torso 61
The Bones of the Arm 65
The Bones of the Leg 68
The Muscles 70
The Muscles of the Head 70
The Muscles of the Neck 71
The Muscles of the Torso 73
The Muscles of the Arm 76
The Muscles of the Leg 77
Chapter 4 Advanced Modeling Techniques, Part 1 81
Patch Modeling the Head with Splines/NURBS 81
Advantages of Patch Modeling 81
Rules for Patch Modeling 81
Preparation for Modeling 82
Splines/NURBS Patch Modeling Procedure 83
The Female Head 83
The Male Head 87
Subdivision Modeling the Head with Polygons 88
Chapter 5 Advanced Modeling Techniques, Part 2 97
Modeling the Torso with Splines/NURBS 97
The Female Torso 97
The Male Torso 102
Subdivision Modeling the Torso with Polygons 106
Helpful Hints for Modeling Details 107
Completing the Subdivision Torso 109
Chapter 6 Advanced Modeling Techniques, Part 3 111
Modeling the Arm and Hand with Splines/NURBS 111
The Female Arm 111
The Hand 114
The Male Arm 119
Modeling the Arm and Hand with Subdivision Surface Polygons 124
Chapter 7 Advanced Modeling Techniques, Part 4 131
Modeling the Leg with Splines/NURBS 131
The Female Leg 131
The Male Leg 139
Converting a Spline/NURBS Model for Subdivision Surface Rendering 142
Modeling the Leg with Subdivision Surface Polygons 144
Chapter 8 Advanced Modeling Techniques, Part 5 151
The Eye 151
The Eyelashes 154
The Eyebrows 155
The Inside of the Mouth 155
The Teeth 157
The Gums 157
The Tongue 158
The Hair 159
Method 1 Helmet Hair 160
Method 2 Using a Hair Generator 161
Hair Generator Settings 171
Soft-Body Dynamics 179
Surface Settings 179
Chapter 9 Setting Up the Human Model for Animation 183
Setting Up a Skeleton 183
Making a Skeleton 183
Assigning Weight Maps 187
Adjusting Weight Maps 189
Setting Up an Inverse Kinematics Skeleton 189
Setting Up Facial Expressions 192
Muscle Groups of the Face 192
Expressing Emotion 193
Creating Morph Targets for the Face 198
Cheeks 198
Eyebrows 200
Eyes 202
Jaw 204
Mouth 205
Neck 210
Nose 211
Speech 211
Chapter 10 Surfacing and Lighting Details 215
Surfacing Details 215
Various Image-Mapping Methods 215
Procedural Textures 218
Surface Factors 219
Surfacing a Human Character 221
Texturing the Eyes 222
The Cornea 222
The Eyeball 222
The Iris 223
The Lens 224
Texturing the Body 225
Texturing the Face 226
Method 1 UV-Mapping a Face in Sections 227
Method 2 UV-Mapping an Entire Face 233
Using a Texture Guide 234
Working with a 3-D Paint Program 235
Lighting the Human Model 236
Types of Lights 237
Ambient 237
Key Light 239
Fill Light 239
Rim or Back Light 239
Kicker Light 239
Top Light 240
Special Lights 240
Bounce Lights 240
Contact Lights 240
Gobos or Cucaloris Lights 240
Chapter 11 Fundamentals of Human Animation 243
Some Animation Pointers 243
Animating in Stages 246
Dialogue 248
Dialogue Essentials 248
Ways of Making Them Talk 250
Using an Exposure Sheet 250
Importing Audio into the Animation Program 251
Importing Video into the Animation Program 252
Completing the Dialogue 253
Storyboarding 253
Rotoscoping 255
The Graph Editor 257
Cleaning Up an Animation with the Graph Editor 258
Animating Within the Graph Editor 260
Using the Graph Editor for Cycling Actions 261
Walking 261
Running 267
Chapter 12 Human Animation Principles 271
1. Squash and Stretch (Weight and Recoil) 272
Methods for Creating Squash and Stretch 274
Method 1 Soft Body Dynamics 274
Method 2 Manual Adjustments 274
2. Anticipation 274
2. Staging 279
4. Straight-Ahead versus Pose-to-Pose Action 281
5. Follow-through and Overlapping action 285
6. Slow In and Slow Out 289
7. Arcs 291
8. Secondary Actions 293
9. Timing 295
10. Exaggeration 297
11. Solid Drawing 299
12. Appeal 300
The Elements of Animation 302
1. Pacing and Impact 302
2. Action Reaction 302
3. Rhythm and Lines of Action 302
4. Paths of Action 303
5. Spatial Relationships 303
6. Accents 303
7. Cycles 304
8. Postures 304
9. The Take 304
10. Emotions 304
11. Balance/Imbalance 305
12. Weight, Mass, and Gravity 305.
Notes:
"CD-ROM contains 2-D and 3-D templates for modeling humans"--P. xv.
Includes bibliographical references (page 311) and index.
ISBN:
0471215481
OCLC:
50143272

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