Cover image for 3-D Human Modeling and Animation.
3-D Human Modeling and Animation.
Title:
3-D Human Modeling and Animation.
Author:
Ratner, Peter.
ISBN:
9781118399873
Personal Author:
Edition:
3rd ed.
Physical Description:
1 online resource (402 pages)
Contents:
3-D Human Modeling and Animation -- Contents -- Preface -- About The DVD -- Chapter 1: Beginning Modeling Techniques -- Creativity and Animation -- Modeling Simple Objects with Polygons -- The Basic Modeling Tool Set -- Modeling a Hammer -- Modeling an Easy Chair -- Modeling a Sofa -- Modeling a Bookshelf -- Modeling a Cabinet on Wheels -- Modeling Simple Objects with Splines or NURBS -- Modeling a NURBS Floor Lamp -- Modeling a NURBS End Table -- Modeling a NURBS Office Chair -- Chapter 2: Intermediate Modeling Techniques -- Creativity and Animation -- NURBS Patch Modeling: a Simple Exercise -- Intermediate NURBS Modeling: Creating a Cartoon Chicken -- Intermediate Polygon Modeling: Creating a Cartoon Chicken -- Creating a Cartoon Cow with Polygons -- Intermediate Level Polygon Modeling 2: Creating a Cartoon Person -- Chapter 3: Anatomy Of the Human Figure -- Some Anatomical Considerations -- Proportion -- The Skeleton -- The Skull -- The Skeleton of the Torso -- The Bones of the Arm -- The Bones of the Leg -- The Muscles -- The Muscles of the Head -- The Muscles of the Neck -- The Muscles of the Torso -- The Muscles of the Arm -- The Muscles of the Leg -- Chapter 4: Advanced Modeling Techniques, Part 1 -- The Creative Process of 3-D Modeling and Animation -- Modeling the Head with Polygons -- Topology Considerations -- Preparation for Modeling -- Getting Started -- Adding a Few Edges to the Male Head -- Summary -- Chapter 5: Advanced Modeling Techniques, Part 2: The Torso -- Modeling the Female Torso -- Modeling the Male Torso -- Chapter 6: Advanced Modeling Techniques, Part 3: The Arm and Hand -- Modeling the Female Arm -- Modeling the Male Arm -- Modeling the Hand -- Chapter 7: Advanced Modeling Techniques, Part 4: The Leg and Foot -- Animation and Confidence -- Modeling the Female Leg -- Modeling the Male Leg.

Modeling the Female and Male Foot -- Conclusion -- Chapter 8: Advanced Modeling Techniques, Part 5: Final Parts -- Directed Imagination -- The Final Parts of the 3-D Human -- Modeling and Texturing the Eyeball -- Modeling Eyelashes -- Modeling Teeth, Gums, and a Tongue -- Polygon Hair Vs. Hair Generator System -- Modeling and Texturing Polygon Hair -- Using a Dynamic Hair System -- Lofting the Curves -- Creating the Remaining Hair Curves -- Mirroring Hair -- Creating Stray Hairs -- Making a Ponytail Section -- Randomizing Points on the Wig -- Converting NURBS Curves to Hair Systems -- Turning off Hair Dynamics -- Setting the Hair Attributes -- Clump and Hair Shape -- Dynamics -- Conclusion -- Chapter 9: Surfacing and Lighting Details -- UV-Mapping a Human Head -- Important Shaded UV View Alternative To the Wireframe UV Snapshot -- Creating the Textures in an Image Editing Program -- Applying the Textures in Maya -- Using the Mental Ray Fast Skin Shader -- Adjusting the Image Maps -- UV-Mapping an Entire Body -- Vertex Painting: an Alternative To UV Mapping -- Adding the Misss_Fast_Skin_Maya Subsurface Scattering Mental Ray Node -- Lighting Characters and Scenes -- Light Types -- Lighting Arrangements -- Mood Lighting -- Chapter 10: Setting Up the Human Model for Animation -- The Workflow -- Making Blend Shapes for Facial Expressions -- Creating the Blend Shapes for the Brows, Eyelids, Nose, and Cheeks -- Part 1: Working with an FBIK RIG -- Part 2: Setting up Your Own FBIK RIG -- Parenting the Teeth, Tongue, and Eyeballs to the Head Joint -- Controlling the Movement of the Eyes -- Creating and Editing Eyelash Cluster Weights -- Using Blend Shapes To Drive the Rotation of the Teeth and Tongue -- Binding the Model to the Rig -- Smooth Binding a Human Model to the Rig -- Smooth Binding the Mesh -- Using the Paint Skin Weights Tool.

Using the Component Editor to Fix Weights -- Adding Weights and Subtracting Weights in the Component Editor -- Conclusion -- Using Blend Shapes To Fix Deformations -- Creating In-Between Blend Shapes -- Making Muscle Deformations with Set Driven Keys Driving Cluster Deformers -- Adjusting the Controller -- Rigid Binding a Human Model to the Rig -- Adding Flexors -- Hip and Shoulder Problems -- Paint Set Membership -- Conclusion -- Chapter 11: Fundamentals of Human Animation -- Some Animation Pointers -- Animating In Stages -- Using the Graph Editor to Alter a Clip -- Animating a Ball through the Graph Editor -- Using the Graph Editor to Aalter a Digital Human'S Motion -- Animating the Arm -- Altering the Hand Wave in the Graph Editor -- Creating a Walk Cycle Using Character Sets -- Creating a Walk Animation -- Using the Trax Editor to Repeat the Walk Cycle -- Redirecting a Walk Animation -- Making a Clip of the Handwave Animation -- Adding the Handwave and Head Turn Clips to the Walk Cycle Animation -- Entering the Graph Editor from Trax to Alter a Clip -- Conclusion -- Chapter 12: Human Animation Principles -- Dialogue -- Dialogue Essentials -- Ways of Making Them Talk -- Using an Exposure Sheet -- Working with Dialogue and Sound Clips In the Trax Editor -- Storyboarding -- Rotoscoping -- The 12 Principles of Animation -- 1. Squash and Stretch (Weight and Recoil) -- 2. Anticipation -- 3. Staging -- 4. Straight-Ahead Versus Pose-To-Pose Action -- 5. Follow-Through and Overlapping Action -- 6. Slow In and Slow Out -- 7. Arcs -- 8. Secondary Actions -- 9. Timing -- 10. Exaggeration -- 11. Solid Drawing -- 12. Appeal -- The Elements of Animation -- 1. Pacing and Impact -- 2. Action Reaction -- 3. Rhythm and Lines of Action -- 4. Paths of Action -- 5. Spatial Relationships -- 6. Accents -- 7. Cycles -- 8. Postures -- 9. The Take -- 10. Emotions.

11. Balance/Imbalance -- 12. Weight, Mass, and Gravity -- Using Cloth Dynamics for Follow-Through and Overlapping Action -- Modeling the Clothes -- Converting the Dress Into an nCloth Object -- Creating a Collision or Passive Object -- Constraining Clothes to Move Along With a Character -- Rendering -- Terminal Window Rendering -- Mac Os X Instructions -- Windows Instructions -- Conclusion -- Bibliography -- Index.
Abstract:
3-D Human Modeling and Animation Third Edition All the tools and techniques you need to bring human figures to 3-D life Thanks to today's remarkable technology, artists can create and animate realistic, three-dimensional human figures that were not possible just a few years ago. This easy-to-follow book guides you through all the necessary steps to adapt your own artistic skill in figure drawing, painting, and sculpture to this exciting digital canvas. 3-D Human Modeling and Animation, Third Edition starts you off with simple modeling, then prepares you for more advanced techniques for creating human characters. After a brief overview of human anatomy, you'll delve into the basic principles of proportion and structure, along with the different body parts. Exploring human modeling, texturing, rigging, and lighting leads you to more advanced techniques for digital figure animation. Filled with?detailed, practical information about creating and animating 3-D human models, this updated Third Edition now features more than 500 full-color images that detail, step by step, the modeling and animation processes for both male and female figures. Most helpful of all, the included DVD features QuickTime tutorials tied to the modeling chapters and provides detailed color images from the chapters so you can get a quick start in bringing your visions to fruition!.
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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