3-D human modeling and animation / illustrations and text by Peter Ratner
- Ratner, Peter
- Hoboken, N.J. : Wiley, 
- Copyright Date:
- 3rd ed.
- Physical Description:
- xi, 386 pages : illustrations (chiefly color) ; 24 cm + 1 DVD-ROM (4 3/4 in.)
- 1. Beginning modeling techniques : Creativity and animation ; Modeling simple objects with polygons ; The basic modeling tool set ; Modeling simple objects with splines or nurbs -- 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 -- 3. Anatomy of the human figure : Some anatomical considerations ; Proportion ; The muscles -- 4. Advanced modeling techniques, part 1 : The creative process of 3-D modeling and animation ; Modeling the head with polygons -- 5. Advanced modeling techniques, part 2: the torso : Modeling the female torso ; Modeling the male torso -- 6. Advanced modeling techniques, part 3: The arm and hand : Modeling the female arm ; Modeling the male arm ; Modeling the hand -- 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 -- 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 -- 9. Surfacing and lighting details : UV-mapping a human head ; UV-mapping an entire body -- 10. Setting up the human model for animation : The workflow ; Making 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 ; Binding the model to the rig ; Smooth binding a human model to the rig ; Using blend shapes to fix deformations ; Rigid binding a human model to the rig ; Conclusion -- 11. Fundamentals of human animation : Some animation pointers ; Animating in stages ; Using the graph editor to alter a clip ; Creating a walk cycle using character sets ; Making a clip of the handwave animation ; Conclusions -- 12. Human animation principles : Dialogue : Storyboarding ; Rotoscoping ; The 12 principles of animation ; The elements of animation ; Using cloth dynamics for follow-through and overlapping action ; Rendering ; Conclusion.
- 9780470396674 (pbk.)
- Bibliography Note:
- Includes bibliographical references (page 379) and index.
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