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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
Preface | p. xiii |
About the CD-ROM | p. xv |
Chapter 1 Beginning Modeling Techniques | p. 1 |
Modeling Simple Objects with Splines/NURBS | p. 2 |
Modeling a Knife | p. 2 |
Troubleshooting | p. 6 |
Modeling a Spoon | p. 6 |
Modeling a Spatula | p. 8 |
Modeling a Frying Pan | p. 11 |
Modeling a Palette Knife | p. 13 |
Modeling Simple Objects with Subdivision Surfaces | p. 16 |
Modeling a Hammer | p. 17 |
Modeling an Armchair | p. 21 |
Chapter 2 Intermediate Modeling Techniques | p. 25 |
Creating a Cartoon Cow with Subdivision Modeling | p. 25 |
The Cow Head | p. 27 |
The Cow Body | p. 33 |
Creating a Cartoon Chicken with Patch Spline/NURBS Modeling | p. 41 |
Making the 3-D Template with Box Modeling | p. 42 |
Patch Modeling the Chicken | p. 47 |
Chapter 3 Anatomy of the Human Figure | p. 55 |
Proportion | p. 55 |
The Skeleton | p. 58 |
The Skull | p. 60 |
The Skeleton of the Torso | p. 61 |
The Bones of the Arm | p. 65 |
The Bones of the Leg | p. 68 |
The Muscles | p. 70 |
The Muscles of the Head | p. 70 |
The Muscles of the Neck | p. 71 |
The Muscles of the Torso | p. 73 |
The Muscles of the Arm | p. 76 |
The Muscles of the Leg | p. 77 |
Chapter 4 Advanced Modeling Techniques, Part 1 | p. 81 |
Patch Modeling the Head with Splines/NURBS | p. 81 |
Advantages of Patch Modeling | p. 81 |
Rules for Patch Modeling | p. 81 |
Preparation for Modeling | p. 82 |
Splines/NURBS Patch Modeling Procedure | p. 83 |
The Female Head | p. 83 |
The Male Head | p. 87 |
Subdivision Modeling the Head with Polygons | p. 88 |
Chapter 5 Advanced Modeling Techniques, Part 2 | p. 97 |
Modeling the Torso with Splines/NURBS | p. 97 |
The Female Torso | p. 97 |
The Male Torso | p. 102 |
Subdivision Modeling the Torso with Polygons | p. 106 |
Helpful Hints for Modeling Details | p. 107 |
Completing the Subdivision Torso | p. 109 |
Chapter 6 Advanced Modeling Techniques, Part 3 | p. 111 |
Modeling the Arm and Hand with Splines/NURBS | p. 111 |
The Female Arm | p. 111 |
The Hand | p. 114 |
The Male Arm | p. 119 |
Modeling the Arm and Hand with Subdivision Surface Polygons | p. 124 |
Chapter 7 Advanced Modeling Techniques, Part 4 | p. 131 |
Modeling the Leg with Splines/NURBS | p. 131 |
The Female Leg | p. 131 |
The Male Leg | p. 139 |
Converting a Spline/NURBS Model for Subdivision Surface Rendering | p. 142 |
Modeling the Leg with Subdivision Surface Polygons | p. 144 |
Chapter 8 Advanced Modeling Techniques, Part 5 | p. 151 |
The Eye | p. 151 |
The Eyelashes | p. 154 |
The Eyebrows | p. 155 |
The Inside of the Mouth | p. 155 |
The Teeth | p. 157 |
The Gums | p. 157 |
The Tongue | p. 158 |
The Hair | p. 159 |
Method 1 Helmet Hair | p. 160 |
Method 2 Using a Hair Generator | p. 161 |
Hair Generator Settings | p. 171 |
Soft-Body Dynamics | p. 179 |
Surface Settings | p. 179 |
Chapter 9 Setting Up the Human Model for Animation | p. 183 |
Setting Up a Skeleton | p. 183 |
Making a Skeleton | p. 183 |
Assigning Weight Maps | p. 187 |
Adjusting Weight Maps | p. 189 |
Setting Up an Inverse Kinematics Skeleton | p. 189 |
Setting Up Facial Expressions | p. 192 |
Muscle Groups of the Face | p. 192 |
Expressing Emotion | p. 193 |
Creating Morph Targets for the Face | p. 198 |
Cheeks | p. 198 |
Eyebrows | p. 200 |
Eyes | p. 202 |
Jaw | p. 204 |
Mouth | p. 205 |
Neck | p. 210 |
Nose | p. 211 |
Speech | p. 211 |
Chapter 10 Surfacing and Lighting Details | p. 215 |
Surfacing Details | p. 215 |
Various Image-Mapping Methods | p. 215 |
Procedural Textures | p. 218 |
Surface Factors | p. 219 |
Surfacing a Human Character | p. 221 |
Texturing the Eyes | p. 222 |
The Cornea | p. 222 |
The Eyeball | p. 222 |
The Iris | p. 223 |
The Lens | p. 224 |
Texturing the Body | p. 225 |
Texturing the Face | p. 226 |
Method 1 UV-Mapping a Face in Sections | p. 227 |
Method 2 UV-Mapping an Entire Face | p. 233 |
Using a Texture Guide | p. 234 |
Working with a 3-D Paint Program | p. 235 |
Lighting the Human Model | p. 236 |
Types of Lights | p. 237 |
Ambient | p. 237 |
Key Light | p. 239 |
Fill Light | p. 239 |
Rim or Back Light | p. 239 |
Kicker Light | p. 239 |
Top Light | p. 240 |
Special Lights | p. 240 |
Bounce Lights | p. 240 |
Contact Lights | p. 240 |
Gobos or Cucaloris Lights | p. 240 |
Chapter 11 Fundamentals of Human Animation | p. 243 |
Some Animation Pointers | p. 243 |
Animating in Stages | p. 246 |
Dialogue | p. 248 |
Dialogue Essentials | p. 248 |
Ways of Making Them Talk | p. 250 |
Using an Exposure Sheet | p. 250 |
Importing Audio into the Animation Program | p. 251 |
Importing Video into the Animation Program | p. 252 |
Completing the Dialogue | p. 253 |
Storyboarding | p. 253 |
Rotoscoping | p. 255 |
The Graph Editor | p. 257 |
Cleaning Up an Animation with the Graph Editor | p. 258 |
Animating Within the Graph Editor | p. 260 |
Using the Graph Editor for Cycling Actions | p. 261 |
Walking | p. 261 |
Running | p. 267 |
Chapter 12 Human Animation Principles | p. 271 |
The 12 Principles of Animation | p. 271 |
1. Squash and Stretch (Weight and Recoil) | p. 272 |
Methods for Creating Squash and Stretch | p. 274 |
Method 1 Soft Body Dynamics | p. 274 |
Method 2 Manual Adjustments | p. 274 |
2. Anticipation | p. 274 |
2. Staging | p. 279 |
4. Straight-Ahead versus Pose-to-Pose Action | p. 281 |
5. Follow-through and Overlapping action | p. 285 |
6. Slow In and Slow Out | p. 289 |
7. Arcs | p. 291 |
8. Secondary Actions | p. 293 |
9. Timing | p. 295 |
10. Exaggeration | p. 297 |
11. Solid Drawing | p. 299 |
12. Appeal | p. 300 |
The Elements of Animation | p. 302 |
1. Pacing and Impact | p. 302 |
2. Action Reaction | p. 302 |
3. Rhythm and Lines of Action | p. 302 |
4. Paths of Action | p. 303 |
5. Spatial Relationships | p. 303 |
6. Accents | p. 303 |
7. Cycles | p. 304 |
8. Postures | p. 304 |
9. The Take | p. 304 |
10. Emotions | p. 304 |
11. Balance/Imbalance | p. 305 |
12. Weight, Mass, and Gravity | p. 305 |
Conclusion | p. 306 |
Lesson Plans | p. 307 |
Animation 1 Lesson Plans | p. 308 |
Animation 2 Lesson Plans | p. 309 |
Animation 3 Lesson Plans | p. 310 |
Bibliography | p. 311 |
Index | p. 313 |
About the Author | p. 317 |