Cover image for 3-D human modeling and animation
Title:
3-D human modeling and animation
Personal Author:
Edition:
2nd ed.
Publication Information:
Hoboken, N.J. : John Wiley & Sons, 2003
Physical Description:
1 CD-ROM ; 12 cm
ISBN:
9780471215486
General Note:
Accompanies text with the same title : (TR897.7 R37 2003)

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30000010037488 CP 2821 Computer File Accompanies Open Access Book Compact Disc Accompanies Open Access Book
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Summary

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!


Author Notes

Peter Ratner is a professor of 3-D computer animation in the School of Art and Art History at James Madison University. He is the founder of the computer animation program at the university and started the first animation concentration in the state of Virginia. Besides teaching and writing books, he has exhibited his oil paintings, animations, and computer graphics in numerous national and international juried exhibitions


Reviews 1

Library Journal Review

This how-to art book covers the basics and theory of 3-D modeling and animation. It is not a book about using any particular application. Ratner explains general design approaches for complete figure building, from seamless models and body construction to preparation for animation and creating human motion. Liberal graphics include 40 full-color illustrations of models. This book will have a wide audience and a long shelf life; a first choice along with Callihan. (c) Copyright 2010. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.


Table of Contents

Prefacep. xiii
About the CD-ROMp. xv
Chapter 1 Beginning Modeling Techniquesp. 1
Modeling Simple Objects with Splines/NURBSp. 2
Modeling a Knifep. 2
Troubleshootingp. 6
Modeling a Spoonp. 6
Modeling a Spatulap. 8
Modeling a Frying Panp. 11
Modeling a Palette Knifep. 13
Modeling Simple Objects with Subdivision Surfacesp. 16
Modeling a Hammerp. 17
Modeling an Armchairp. 21
Chapter 2 Intermediate Modeling Techniquesp. 25
Creating a Cartoon Cow with Subdivision Modelingp. 25
The Cow Headp. 27
The Cow Bodyp. 33
Creating a Cartoon Chicken with Patch Spline/NURBS Modelingp. 41
Making the 3-D Template with Box Modelingp. 42
Patch Modeling the Chickenp. 47
Chapter 3 Anatomy of the Human Figurep. 55
Proportionp. 55
The Skeletonp. 58
The Skullp. 60
The Skeleton of the Torsop. 61
The Bones of the Armp. 65
The Bones of the Legp. 68
The Musclesp. 70
The Muscles of the Headp. 70
The Muscles of the Neckp. 71
The Muscles of the Torsop. 73
The Muscles of the Armp. 76
The Muscles of the Legp. 77
Chapter 4 Advanced Modeling Techniques, Part 1p. 81
Patch Modeling the Head with Splines/NURBSp. 81
Advantages of Patch Modelingp. 81
Rules for Patch Modelingp. 81
Preparation for Modelingp. 82
Splines/NURBS Patch Modeling Procedurep. 83
The Female Headp. 83
The Male Headp. 87
Subdivision Modeling the Head with Polygonsp. 88
Chapter 5 Advanced Modeling Techniques, Part 2p. 97
Modeling the Torso with Splines/NURBSp. 97
The Female Torsop. 97
The Male Torsop. 102
Subdivision Modeling the Torso with Polygonsp. 106
Helpful Hints for Modeling Detailsp. 107
Completing the Subdivision Torsop. 109
Chapter 6 Advanced Modeling Techniques, Part 3p. 111
Modeling the Arm and Hand with Splines/NURBSp. 111
The Female Armp. 111
The Handp. 114
The Male Armp. 119
Modeling the Arm and Hand with Subdivision Surface Polygonsp. 124
Chapter 7 Advanced Modeling Techniques, Part 4p. 131
Modeling the Leg with Splines/NURBSp. 131
The Female Legp. 131
The Male Legp. 139
Converting a Spline/NURBS Model for Subdivision Surface Renderingp. 142
Modeling the Leg with Subdivision Surface Polygonsp. 144
Chapter 8 Advanced Modeling Techniques, Part 5p. 151
The Eyep. 151
The Eyelashesp. 154
The Eyebrowsp. 155
The Inside of the Mouthp. 155
The Teethp. 157
The Gumsp. 157
The Tonguep. 158
The Hairp. 159
Method 1 Helmet Hairp. 160
Method 2 Using a Hair Generatorp. 161
Hair Generator Settingsp. 171
Soft-Body Dynamicsp. 179
Surface Settingsp. 179
Chapter 9 Setting Up the Human Model for Animationp. 183
Setting Up a Skeletonp. 183
Making a Skeletonp. 183
Assigning Weight Mapsp. 187
Adjusting Weight Mapsp. 189
Setting Up an Inverse Kinematics Skeletonp. 189
Setting Up Facial Expressionsp. 192
Muscle Groups of the Facep. 192
Expressing Emotionp. 193
Creating Morph Targets for the Facep. 198
Cheeksp. 198
Eyebrowsp. 200
Eyesp. 202
Jawp. 204
Mouthp. 205
Neckp. 210
Nosep. 211
Speechp. 211
Chapter 10 Surfacing and Lighting Detailsp. 215
Surfacing Detailsp. 215
Various Image-Mapping Methodsp. 215
Procedural Texturesp. 218
Surface Factorsp. 219
Surfacing a Human Characterp. 221
Texturing the Eyesp. 222
The Corneap. 222
The Eyeballp. 222
The Irisp. 223
The Lensp. 224
Texturing the Bodyp. 225
Texturing the Facep. 226
Method 1 UV-Mapping a Face in Sectionsp. 227
Method 2 UV-Mapping an Entire Facep. 233
Using a Texture Guidep. 234
Working with a 3-D Paint Programp. 235
Lighting the Human Modelp. 236
Types of Lightsp. 237
Ambientp. 237
Key Lightp. 239
Fill Lightp. 239
Rim or Back Lightp. 239
Kicker Lightp. 239
Top Lightp. 240
Special Lightsp. 240
Bounce Lightsp. 240
Contact Lightsp. 240
Gobos or Cucaloris Lightsp. 240
Chapter 11 Fundamentals of Human Animationp. 243
Some Animation Pointersp. 243
Animating in Stagesp. 246
Dialoguep. 248
Dialogue Essentialsp. 248
Ways of Making Them Talkp. 250
Using an Exposure Sheetp. 250
Importing Audio into the Animation Programp. 251
Importing Video into the Animation Programp. 252
Completing the Dialoguep. 253
Storyboardingp. 253
Rotoscopingp. 255
The Graph Editorp. 257
Cleaning Up an Animation with the Graph Editorp. 258
Animating Within the Graph Editorp. 260
Using the Graph Editor for Cycling Actionsp. 261
Walkingp. 261
Runningp. 267
Chapter 12 Human Animation Principlesp. 271
The 12 Principles of Animationp. 271
1. Squash and Stretch (Weight and Recoil)p. 272
Methods for Creating Squash and Stretchp. 274
Method 1 Soft Body Dynamicsp. 274
Method 2 Manual Adjustmentsp. 274
2. Anticipationp. 274
2. Stagingp. 279
4. Straight-Ahead versus Pose-to-Pose Actionp. 281
5. Follow-through and Overlapping actionp. 285
6. Slow In and Slow Outp. 289
7. Arcsp. 291
8. Secondary Actionsp. 293
9. Timingp. 295
10. Exaggerationp. 297
11. Solid Drawingp. 299
12. Appealp. 300
The Elements of Animationp. 302
1. Pacing and Impactp. 302
2. Action Reactionp. 302
3. Rhythm and Lines of Actionp. 302
4. Paths of Actionp. 303
5. Spatial Relationshipsp. 303
6. Accentsp. 303
7. Cyclesp. 304
8. Posturesp. 304
9. The Takep. 304
10. Emotionsp. 304
11. Balance/Imbalancep. 305
12. Weight, Mass, and Gravityp. 305
Conclusionp. 306
Lesson Plansp. 307
Animation 1 Lesson Plansp. 308
Animation 2 Lesson Plansp. 309
Animation 3 Lesson Plansp. 310
Bibliographyp. 311
Indexp. 313
About the Authorp. 317