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3-D human modeling and animation / illustrations and text by Peter Ratner.
LIBRA TR897.7 .R38 2003 1 v. + disc
Available from offsite location
- 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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