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Stop Staring: Facial Modeling and Animation Done Right 2nd edition [Pehme köide]

  • Formaat: Paperback / softback, 432 pages, kõrgus x laius x paksus: 234x188x20 mm, kaal: 916 g, Screen captures: 300 B&W, 16 Color
  • Ilmumisaeg: 08-Oct-2010
  • Kirjastus: Sybex Inc.,U.S.
  • ISBN-10: 0470609907
  • ISBN-13: 9780470609903
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  • Formaat: Paperback / softback, 432 pages, kõrgus x laius x paksus: 234x188x20 mm, kaal: 916 g, Screen captures: 300 B&W, 16 Color
  • Ilmumisaeg: 08-Oct-2010
  • Kirjastus: Sybex Inc.,U.S.
  • ISBN-10: 0470609907
  • ISBN-13: 9780470609903
Teised raamatud teemal:
"The de facto official source on facial animation--now updated! If you want to do character facial modeling and animation at the high levels achieved in today's films and games, Stop Staring: Facial Modeling and Animation Done Right, Third Edition, is for you. While thoroughly covering the basics such as squash and stretch, lip syncs, and much more, this new edition has been thoroughly updated to capture the very newest professional design techniques, as well as changes in software, including using Python to automate tasks. Shows you how to create facial animation for movies, games, and more. Provides in-depth techniques and tips for everyone from students and beginners to high-level professional animators and directors currently in the field. Features the author's valuable insights from his own extensive experience in the field. Covers the basics such as squash and stretch, color and shading, and lip syncs, as well as how to automate processes using Python. Includes a CD with sample projects from the book, models, and textures. Breathe life into your creations with this important book, considered by many studio 3D artists to be the quintessential reference on facial animation."--

Provided by publisher.

The de facto official source on facial animation—now updated!

If you want to do character facial modeling and animation at the high levels achieved in today’s films and games, Stop Staring: Facial Modeling and Animation Done Right, Third Edition, is for you. While thoroughly covering the basics such as squash and stretch, lip syncs, and much more, this new edition has been thoroughly updated to capture the very newest professional design techniques, as well as changes in software, including using Python to automate tasks.

  • Shows you how to create facial animation for movies, games, and more
  • Provides in-depth techniques and tips for everyone from students and beginners to high-level professional animators and directors currently in the field
  • Features the author’s valuable insights from his own extensive experience in the field
  • Covers the basics such as squash and stretch, color and shading, and lip syncs, as well as how to automate processes using Python

Breathe life into your creations with this important book, considered by many studio 3D artists to be the quintessential reference on facial animation.

Introduction xv
PART I GETTING TO KNOW THE FACE
1(44)
Chapter 1 Learning the Basics of Lip Sync
3(18)
The Essentials of Lip Sync
4(2)
Speech Cycles
6(2)
Starting with What's Most Important: Visemes
8(7)
The Simplest Lip Sync
15(6)
Chapter 2 What the Eyes and Brows Tell Us
21(10)
The Two Major Brow Movements
22(2)
The Upper Lids' Effect on Expression
24(2)
The Lower Lids' Effect on Expression
26(2)
Eyelines: Perception vs. Reality
28(2)
Distraction Is the Enemy of Performance
30(1)
Chapter 3 A Facial Landmarking
31(14)
Introduction to Landmarking
32(3)
Landmarking Mouth Creases
35(4)
Landmarking Brow Creases
39(3)
Landmarking the Tilt of the Head
42(3)
PART II ANIMATING AND MODELING THE MOUTH
45(100)
Chapter 4 Visemes and Lip Sync Technique
47(28)
Sync: Wide/Narrow Grows Up
48(8)
The Best Order of Sync Operations
56(7)
Sync Example 1 "What am I sayin' in here?"
63(6)
Sync Example 2 "Was it boys?"
69(6)
Chapter 5 Construction a Mouth and Nose
75(22)
The Best Edge Flow
76(2)
The Big Picture
78(1)
Building the Lips
78(3)
Building the Surrounding Mouth Area
81(3)
Building the Nose
84(3)
Continuing Toward the Jaw and Cheek
87(1)
Building Teeth
88(4)
Building the Tongue
92(3)
The Mouth Wall
95(2)
Chapter 6 Mouth Keys
97(48)
Order of Operations
98(1)
Preparing to Build a Key Set
99(1)
Default Shapes, Additive Shapes, and Tapering
100(14)
Building the Shapes
114(31)
PART III ANIMATING AND MODELING THE EYES AND BROWS
145(84)
Chapter 7 Building Emotion: The Basics of the Eyes
147(32)
Building an Upper Face for Practice
148(10)
Using "Box Head"
158(1)
Rules of the Game
159(5)
Example Animations
164(13)
Continuing and Practicing
177(2)
Chapter 8 Constructing Eyes and Brows
179(18)
Building Eyeballs
180(3)
Building the Eye Sockets
183(6)
Building the Brow and Forehead
189(8)
Chapter 9 Eye and Brow Keys
197(32)
Brow Shapes and Texture Maps
198(9)
Building Realistic Brow Shapes
207(19)
Tying Up Loose Ends
226(3)
PART IV BRINGING IT TOGETHER
229(154)
Chapter 10 Connecting the Features
231(14)
Building the Ear
232(5)
Assembling the Head Pieces
237(8)
Chapter 11 Skeletal Setup, Weighting, and Rigging
245(36)
Skeleton
246(8)
Eyelid Rigs
254(11)
Extra Eye Fun
265(5)
Sticky Lips
270(11)
Chapter 12 Interfaces for Your Faces
281(40)
The Two Big Problems of Facial Control
282(1)
Buffer Networks
283(8)
Sliders
291(10)
Skeletal Control
301(3)
Layered Controls
304(4)
Corrective, Contextual, XYZ, Half, and Dominant Shapes
308(11)
Just Interface Me
319(2)
Chapter 13 Squash, Stretch, and Secondaries
321(26)
Local Rigs
322(4)
Global Rigs
326(4)
The "Real" Character Has No Rig!
330(1)
Not Using Wraps Changes a Few Things
331(1)
Tutorial: Rigging Squoosh
332(7)
Goichas
339(2)
Secondaries
341(6)
Chapter 14 A Shot in Production
347(36)
Scene 1 Bartender
348(5)
Scene 2 Lack of Dialogue
353(10)
Scene 3 Dunce Cap
363(4)
Scene 4 Salty Old Sea Captain
367(3)
Scene 5 Pink or Blue?
370(9)
Scene 6 Great Life
379(2)
That's All, Folks!
381(2)
Index 383
ABOUT THE AUTHOR Jason Osipa has been working in 3D since 1997, holding titles in all levels of animation, rigging, and directing in real-time and rendered 3D. He is currently running Osipa Entertainment, which offers contracting, consulting, and classes for games, TV, Direct-to-Video, and film. Prior to opening his own company, he worked at gaming industry giants LucasArts and EA, among others. He is the author of both previous editions of Stop Staring: Facial Modeling and Animation Done Right.