Cover image for Maya 2008 Character Modeling and Animation : Principles and Practices.
Maya 2008 Character Modeling and Animation : Principles and Practices.
Title:
Maya 2008 Character Modeling and Animation : Principles and Practices.
Author:
Flaxman, Tereza.
ISBN:
9781584506089
Personal Author:
Physical Description:
1 online resource (465 pages)
Contents:
CONTENTS -- INTRODUCTION -- CHAPTER 1 THE ANIMATION PRODUCTION PROCESS -- Overview of Production -- Preproduction -- Production -- Postproduction -- Preproduction Process -- Story Concept and Development -- Character Design and Character Sketches -- Environments and Sets -- Cinematography -- Lighting -- Storyboarding -- The Animatic -- Sound Design -- Motion Studies -- Tutorial 1.1: Cameras and Cinematography -- Creating a Long Shot -- Creating a Medium Shot -- Creating a Close-Up Shot -- Tutorial 1.2: Three-Point Lighting -- Creating the Key Light -- Creating the Fill Light -- Creating the Back Light -- Summary -- Challenge Assignments -- 1. Character and Story Development -- 2. Cinematography and Lighting Design -- CHAPTER 2 FUNDAMENTALS OF COMPUTER ANIMATION -- The Art and Science of Animation -- Some Basic Principles of Animation -- Timing -- Conveying a Sense of Object Weight in Animation -- Newton's Laws: The Physics of Bodies in Motion -- Basics of Keyframe Animation -- The Graph Editor -- Breakdowns -- Tutorial 2.1: Light and Heavy Bouncing Ball Animation -- Animating the Translation of the Light Ball -- Animating the Rotation of the Light Ball -- Animating the Heavy Ball -- Animating the Translation of the Heavy Ball -- Animating the Rotation of the Heavy Ball -- Object Relationships -- Understanding Parenting -- Understanding Grouping -- Tutorial 2.2: Refining Keyframe Animation -- Squash and Stretch -- Light Ball with Squash and Stretch -- Rendering the Animation -- Summary -- Challenge Assignments -- 1. Squash and Stretch -- 2. Newton's Laws -- CHAPTER 3 MODELING AND TEXTURING A SIMPLE CHARACTER -- Modeling Using Polygons -- Exercise: Polygonal Modeling Starting from a Plane -- Exercise: Modeling Starting from a Polygon Primitive -- Exercise: Using Profile Curves for Polygonal Modeling -- Smoothing Polygons -- Modeling Strategies.

Working with Symmetry -- Using Image Planes to Bring in Reference Sketches or Imagery -- Block Modeling the Object or Character -- Keeping All Polygons Quads -- Polygon Shape and Size -- Advanced Modeling Techniques -- Lattice Deformer -- Sculpt Geometry Tool -- Understanding Construction History -- Polygon UV Coordinates and Texture Mapping -- Projecting Texture Coordinates -- Tutorial 3.1: Modeling a Sack -- Modeling the Sack -- Tutorial 3.2: UV Texturing the Sack -- Summary -- Challenge Assignments -- 1. Model a Cell Phone -- 2. Model a Piece of Furniture -- CHAPTER 4 RIGGING AND ANIMATING A SIMPLE CHARACTER -- Understanding Rigging -- Shot Storyboard -- Rigging Design -- Basic Rigging Process -- Creating a Skeleton -- Adding Kinematics -- Bind Skin -- Understanding Constraints -- Using Constraints to Develop Rigging Controls -- Tutorial 4.1: Rigging the Sack -- Creating the Spine -- Creating the Arms -- Creating the Legs -- Parenting the Arms and Legs to the Torso -- Creating the Rib Cage -- Creating the IK Handles for the Legs -- Creating the IK Handles for the Arms -- Creating the IK Spline Handle for the Spine -- Creating Cluster Handles -- Creating a Constraint for the Cluster Handles -- Creating a Pole Vector Constraint for the Arms -- Creating the Leg and Arm Controls -- Constraining the Controls to the Legs -- Constraining the Controls to the Arms -- Creating a Local Control -- Creating a Global Control -- Organizing the Rigging Nodes in the Hypergraph -- Hiding Objects -- Tutorial 4.2: Skinning the Sack -- Tutorial 4.3: Animating the Sack -- Creating the Sack's First Pose -- Creating the Sack's Second Pose -- Creating the Sack's Third Pose -- Summary -- Challenge Assignments -- 1. Draw the Sack Walking or Running -- 2. Draw the Sack Lifting and Throwing -- CHAPTER 5 NURBS MODELING AND PATH ANIMATION WITH DYNAMICS -- NURBS Curves.

NURBS Terminology -- NURBS Display Preferences -- NURBS Curve Tools -- Attach Curves -- NURBS Modeling Tools -- Understanding the Birail Tool -- Understanding the Boundary Tool -- Motion Path Animation -- Setting Motion Path Markers -- Changing the Marker Time -- Hair Curves as Deformers -- Tutorial 5.1: Fish Modeling -- Creating the Fish Body -- Detaching a Surface -- Shaping the Fish's Head -- Tutorial 5.2: Creating the Fish Skeleton -- Creating the Spine -- Creating the Joints for the Fins -- Tutorial 5.3: Animating the Fish on a Path -- Creating the Motion Path Curve -- Stopping the Fish from Flipping -- Summary -- Challenge Assignments -- 1. Research Fish Species -- 2. Create Fish -- 3. Create a Fish Environment -- CHAPTER 6 MODELING A BIPED CHARACTER -- Human Anatomy for Modelers -- Body Proportions -- Tools and Methods -- The Merge Tool -- The Append to Polygon Tool -- The Bridge Tool -- Tutorial 6.1: Modeling the Simple Guy Character -- Modeling the Simple Guy Character: Set Up -- Modeling the Simple Guy Character: Creating the Head -- Modeling the Simple Guy Character: Creating the Body -- Modeling the Simple Guy Character: Creating the Leg -- Modeling the Simple Guy Character: Creating the Foot -- Modeling the Simple Guy Character: Creating the Arm -- Modeling the Simple Guy Character: Creating the Hand -- Modeling the Simple Guy Character: Combining the Head with the Body -- Summary -- Challenge Assignment -- Create and Model a Character -- CHAPTER 7 RIGGING A BIPED CHARACTER -- The Skeleton -- Maya Full Body IK -- Joint Placement -- Driven Keys -- The Connection Editor -- Tutorial 7.1: Creating a Biped Skeleton -- Lower Body -- Creating and Rigging the Spine -- The Upper Body -- Creating and Rigging an Advanced Spine -- Visualizing the Line of Action -- Stretchiness -- Twist Interpolation -- Summary -- Challenge Assignment -- Biped Model.

CHAPTER 8 THE ART AND SCIENCE OF ANIMATION -- Muybridge's Observations of Motion -- The Process of Walking -- Hip and Shoulder Rotation -- Arm Movement -- The Spine and Head -- Tutorial 8.1: A Normal Walk Cycle -- Animating the Legs at the Right Contact Position -- Animating the Legs at the Passing Position -- Setting Driven Keys for the Ball Rotation -- Animating the Left and Right Ball Rotation -- Animating the Hips and Shoulders -- Animating the Hips Up and Down -- Animating the Spine Up and Down -- Animating the Arms -- Animating the Head -- Adding Emotion and Character to Your Walk Cycles -- The Jump -- Character Exerting Mostly Horizontal Force -- Character Exerting Vertical Force: Lifting a Heavy Object -- Summary -- Challenge Assignment -- Walk Cycles -- CHAPTER 9 FACIAL EXPRESSION -- The Anatomy of the Face (Physiognomy) -- Universal Human Emotions and Their Physical Expression -- Happiness -- Sadness -- Anger -- Disgust -- Surprise -- Fear -- Mixed Emotions -- Other Aspects of Head and Facial Animation -- Speech and Sync -- Technical Approaches to Facial Animation -- Tutorial 9.1: Blend Shapes -- Creating Blend Shapes -- Setting Driven Keys for the Eyebrows -- Overall Workflows for Facial Animation -- Summary -- Challenge Assignment -- Expressions -- APPENDIX A: MAYA BOOT CAMP: CREATING YOUR FIRST MAYA SCENE -- An Overview of the Maya Interface -- Manipulating the Views -- Working Modes -- Working Units -- Creating a Project -- Creating a Scene -- Creating a NURBS Primitive -- Moving, Rotating, and Scaling Objects -- Manipulator Keyboard Shortcut Keys -- Moving an Object -- Scaling an Object -- Rotating an Object -- Manipulating an Object Using the Universal Manipulator Tool -- Creating a Polygon Primitive -- Previewing a Scene -- Saving a Scene -- Framing a Scene -- Texturing an Object -- Creating Materials and Choosing Color.

Assigning Materials -- Lighting a Scene -- Moving and Rotating a Light -- Rendering a Test Frame -- Layers -- Snapping Tool -- Summary -- APPENDIX B: SAMPLE SYLLABI -- INDEX -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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