Muutke küpsiste eelistusi

Animating Facial Features & Expressions 2nd Revised edition [Multiple-component retail product]

  • Formaat: Multiple-component retail product, 390 pages, kõrgus x laius x paksus: 233x185x27 mm, kaal: 976 g, Contains 1 Paperback / softback and 1 CD-ROM
  • Ilmumisaeg: 03-May-2006
  • Kirjastus: Charles River Media
  • ISBN-10: 1584504749
  • ISBN-13: 9781584504740
Teised raamatud teemal:
  • Multiple-component retail product
  • Hind: 105,84 €*
  • * saadame teile pakkumise kasutatud raamatule, mille hind võib erineda kodulehel olevast hinnast
  • See raamat on trükist otsas, kuid me saadame teile pakkumise kasutatud raamatule.
  • Kogus:
  • Lisa ostukorvi
  • Tasuta tarne
  • Lisa soovinimekirja
  • Formaat: Multiple-component retail product, 390 pages, kõrgus x laius x paksus: 233x185x27 mm, kaal: 976 g, Contains 1 Paperback / softback and 1 CD-ROM
  • Ilmumisaeg: 03-May-2006
  • Kirjastus: Charles River Media
  • ISBN-10: 1584504749
  • ISBN-13: 9781584504740
Teised raamatud teemal:
This guide teaches beginning to intermediate 3D artists, designers, and animators how to create realistic facial expressions. It opens with an overview of the anatomy of the human head and facial muscles. Other topics include (for example) the lip-synch process and weighted morphing. The second edition features two new chapters on using 3ds Max and Maya for animating facial expressions. Contained on the CD-ROM are color versions of all of the figures from the book, as well as sample animations, and expression and phoneme templates in JPEG format. Annotation ©2006 Book News, Inc., Portland, OR (booknews.com)

This completely updated edition is written to teach 3D artists, designers, and animators how to add realism to their character's expressions. It begins by covering the anatomy of the human head, facial features, and facial muscles and progresses to cover recreating the human face and muscle structure in 3D and making it move in a realistic, believable fashion. It is filled with detailed instruction for lip synching and creating visual expressions for speech and sound under a variety of conditions (sad, happy, stuttering, etc.). It provides visual reference charts of morph targets for weighted human expressions, typical human phonemes, cartoon expressions, facial expressions, and just-for-fun cartoon expressions. This edition includes two new chapters covering 3ds Max and Maya. All of these techniques can also be applied to your own aliens, animals, creatures, and other animated creations. If you want your characters to have truly realistic facial expressions, you'll learn everything you need to know in this indispensable resource.

up to date with today s tools and techniques. Written to teach 3D artists, designers, and animators how to add realism to their character s expressions, this is a one-of-a-kind reference you ll want to add to your collection. The book begins by teaching you about the anatomy of the human head, facial features, and facial muscles. From there it teaches you how to recreate the human face and muscle structure in 3D and then how to make it move in realistic, believable fashion. The book is filled with detailed instruction for lyp synching and creating visual expressions for speech and sound under a variety of conditions (sad, happy, stuttering, etc.). It provides visual reference charts of morph targets for weighted human expressions, typical human phonemes, cartoon expressions, facial expressions, and just-for-fun cartoon expressions. In this edition there are also two new chapters that teach you how to use 3ds Max and Maya for animating facial expressions. All of these techniques can also be applied to your own aliens, animals, creatures, and other animated creations. If you want your characters to have truly realistic facial expressions, you ll learn everything you need to know in this indispensable resource.

Arvustused

PART 1 THE HUMAN HEAD Chapter 1 Anatomy of the Head Chapter 2 Proportions of the Head Chapter 3 Facial Muscles PART 2 EXPRESSIONS Chapter 4 Facial Features and Expressions PART 3 ANIMATION Chapter 5 Speech/Lip Synch Chapter 6 Weighted Morphing Animation Chapter 7 Animating Facial Expressions Using 3ds Max Chapter 8 Facial Animation with Maya Appendix A Typical Human Expression Weighted Morph Targets Appendix B Typical Visual Phonemes Appendix C Typical Cartoon Expression Weighted Morph Targets Appendix D Typical Cartoon Visual Phonemes Appendix E Facial Expression Examples Appendix F Just for Fun-Cartoon Expressions Appendix G About the CD-ROM Index

Introduction xi
Part 1 The Human Head
1(64)
Anatomy of the Head
3(18)
Cranial Substructures
6(11)
Frontal Bone
6(1)
Temporal Ridge
7(1)
Parietal Bone
7(1)
Nasion
7(1)
Supraorbital Margin
7(2)
Nasal Bone
9(1)
Orbital Cavity
10(1)
Infraorbital Margin
10(2)
Zygomatic Bone
12(1)
Maxilla
12(1)
Mandible
13(3)
Mental Protuberance
16(1)
Skull Proportions
17(1)
Skull Shape
18(2)
Conclusion
20(1)
Proportions of the Head
21(30)
Cranial Components
23(1)
Cranial Mass
23(1)
Supraorbital Margin
23(1)
Zygomatic Muscle Attachments
23(1)
Mandible
23(1)
Cranial Mass Depth
23(1)
Superciliary Arch
24(1)
Canines
24(1)
Head Construction
24(4)
External Facial Features
28(22)
Proportional Units
29(1)
The Brow Ridge
29(1)
The Eyes
30(5)
The Nose
35(1)
The Cheekbone
36(2)
The Mouth
38(6)
The Chin
44(1)
The Lower Jaw
45(1)
The Ears
46(4)
Conclusion
50(1)
Facial Muscles
51(14)
The Facial Muscles
52(11)
Jaw Muscles
53(1)
Mouth Muscles
54(5)
Eye Muscles
59(4)
Sample Expression---Crying
63(1)
Conclusion
64(1)
Part 2 Expressions
65(20)
Facial Features and Expressions
67(18)
Question Expressions
68(2)
Common Question Expressions
70(1)
Statement Expressions
70(2)
Answer Expressions
72(2)
Expression Features
74(7)
The Foundation---The Mouth
74(2)
The Eyes as a Modifier
76(3)
The Brows as a Modifier
79(2)
Animating Facial Expressions
81(3)
The Rules of Facial Animation
82(2)
Conclusion
84(1)
Part 3 Animation
85(100)
Speech/Lip Synch
87(26)
Phonemes and Lip Synching
88(3)
Visual Phonemes
91(3)
Phoneme Classification
94(1)
Point of Articulation
94(1)
Manner of Articulation
95(1)
Consonant Constriction
95(1)
Voicing
96(1)
Phoneme Vowels
97(1)
Unitary Sounds
97(1)
Diphthong
98(1)
Glide
98(1)
Liquids
98(1)
Record the Dialogue First
99(1)
Animate Phonemes Based on Their Articulation
99(1)
Vowels---Unitary Vowels
99(1)
Consonants
99(3)
Nasal Consonants
99(1)
Fricative Consonants
100(1)
Plosives
100(1)
Affricatives
100(1)
Never Animate Behind Synch
100(1)
Don't Exaggerate
101(1)
Keep a Mirror on Your Desk
101(1)
Animate Phonetically
101(1)
The Lip-Synch Process
102(1)
The Steps to Animating Lip Synch
102(6)
Step 1: Record the Dialogue
103(1)
Step 2: Transcribe Dialogue to Phonetic Speech
103(2)
Step 3: Identify the Visual Phonemes
105(2)
Step 4: Setting the Keyframes
107(1)
Step 5: Adding Articulation---Transitional Poses
108(1)
Phoneme Dropping Guidelines
108(3)
Never Drop Beginning Phonemes
109(1)
Drop Nasal Phonemes
109(2)
Conclusion
111(2)
Weighted Morphing Animation
113(18)
Weighted Morphing
114(1)
Segmented Morphing
115(1)
Animating the Jaw with Segmented Morphing
116(1)
Creating a Library of Segmented Morph Targets
117(1)
Creating an Expression with Segmented Targets
117(7)
Creating the Brow Targets
118(1)
Creating the Mouth Targets
119(1)
Creating the Jaw Targets
120(3)
Combining the Segmented Targets
123(1)
Adjusting the Sliders
123(1)
Creating Visual Phonemes for Segmented Morphing
124(2)
The Five Basic Tongue Positions
124(2)
Creating a Facial Animation with Segmented Morphing
126(3)
The Jaw Movement
127(1)
Keyframing the Segmented Morph Animation
127(1)
Adding Animated Expressions
128(1)
Conclusion
129(2)
Animating Facial Expressions Using 3ds Max
131(30)
Using 3ds Max Morph Targets
132(6)
A Basic Morph
132(1)
Introducing the Morpher Modifier
133(1)
Creating Morph Targets
134(1)
Applying the Morpher Modifier
135(1)
The Actual Morph
136(2)
Using Linked XForms for Facial Animation
138(5)
The Linked XForm Control Object
138(5)
Using Physique for Facial Animation
143(8)
The Physique Control Structure
143(2)
Converting the Spline
145(2)
Adding the Control Spline to the Physique Modifier
147(1)
Manipulating Envelopes
147(3)
Manipulating the Mesh with Physique
150(1)
Animating the Tongue with Spline IK
151(5)
Simple Is Best
151(1)
Create the Spline
151(1)
Create the Bones
152(1)
Add the Spline IK Solver to the Bone Chain
152(3)
Apply the Skin Modifier to the Tongue
155(1)
Lip Synching to a Voiceover Track in 3ds Max
156(3)
Importing a Sound
157(2)
Conclusion
159(2)
Facial Animation with Maya
161(24)
Picking the Controls You Wish to Create
162(1)
Using Blend Shapes for Morphing
162(11)
Adding More Control with More Blend Shapes
164(3)
Corrective Blend Shapes
167(3)
Progressive Blend Shapes
170(3)
Working with Joints for Facial Animation
173(2)
Using Clusters for Modifying Shapes
175(1)
Using Lattices for Facial Deformation
176(2)
Using Lattices for Secondary Animation
178(1)
Tongue Control with Spline IK
178(3)
Working with Audio in Maya
181(3)
Adjusting the Height of the Timeline
183(1)
Deleting Audio
184(1)
Conclusion
184(1)
Appendix A Typical Human Expression Weighted Morph Targets 185(26)
Appendix B Typical Visual Phonemes 211(18)
Appendix C Typical Cartoon Expression Weighted Morph Targets 229(24)
Appendix D Typical Cartoon Visual Phonemes 253(6)
Appendix E Facial Expression Examples 259(82)
Appendix F Just for Fun---Cartoon Expressions 341(34)
Appendix G About the CD-ROM 375(2)
Index 377


David Kalwick (Encinitas, CA) is a Discreet Certified Instructor. He has written several books on 3ds max, and has taught thousands of 3D artists through corporate training seminars and personal instruction. He teaches at the Art Institute of California, San Diego and the University of California, San Diego Extension. In addition, he is the founder of Absolute Zero, a presentation graphics company that specializes in forensic animation and interactive trial presentations. His animations have supported numerous trial teams, and have been used in technical and medical applications throughout the world (www.abszero.com).