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DIGITAL CHARACTER ANIMATION 2

By: Material type: TextTextPublication details: NEW RIDERS PUBLISHINGEdition: VOLUMN 1ISBN:
  • 1562059300
Subject(s):
Holdings
Item type Current library Call number Status Date due Barcode
Standard Loan Thurles Library Main Collection 741.58 MAE (Browse shelf(Opens below)) Available R08361KRCT

Enhanced descriptions from Syndetics:

Providing the basics of traditional cell animation, this step-by-step color guide provides the necessary information to create convincing computer-generated characters in 3D. The cross-platform CD-ROM includes: multiple walk cycles on various 3D programs; lip sync examples; and more. It is useful for courses in Computer Graphics and Animation.

Table of contents provided by Syndetics

  • Volume I
  • 1 Basics of Design (p. 2)
  • Approaching Design as an Artist (p. 4)
  • Knowing Your Character (p. 4)
  • Making Decisions (p. 4)
  • Categories of Design (p. 6)
  • Realistic Designs (p. 6)
  • Stylized Designs (p. 7)
  • Designing a Character (p. 8)
  • Head and Body Proportions (p. 8)
  • Eyes (p. 9)
  • Feet (p. 10)
  • Hands (p. 11)
  • Clothing and Other Accessories (p. 12)
  • Designing Your Own Characters (p. 13)
  • Designing on Paper (p. 14)
  • Using Images as Reference (p. 15)
  • Designing in Clay (p. 15)
  • Getting Sculpture into the Computer (p. 17)
  • 2 Modeling Basics (p. 20)
  • Surface Types (p. 22)
  • Polygonal Surfaces (p. 22)
  • Patch Surfaces (p. 23)
  • NURBS Surfaces (p. 24)
  • Modeling Strategies (p. 25)
  • Keep It Light (p. 25)
  • Mixing and Matching Surface Types (p. 25)
  • Modeling Basics (p. 25)
  • Basics of Polygonal Modeling (p. 26)
  • Polygonal Modeling Techniques (p. 29)
  • Subdivision Surfaces (p. 30)
  • Booleans Are Evil (p. 33)
  • Basics of Patch Modeling (p. 34)
  • Creating Patches from Curves (p. 36)
  • Stitching Patches Together (p. 39)
  • Three-Sided Patches (p. 41)
  • Modeling with NURBS (p. 42)
  • Curves on Surface (p. 42)
  • Joining NURBS Surfaces (p. 43)
  • Metaballs (p. 44)
  • The Trouble with Metaballs (p. 46)
  • Animating Metaballs (p. 46)
  • Conclusion (p. 47)
  • 3 Modeling Bodies for Animation (p. 48)
  • The Structure of the Body (p. 50)
  • The Skeleton (p. 50)
  • Muscles (p. 54)
  • Construction Methods (p. 54)
  • Segmenting Bodies (p. 55)
  • Seamless Characters (p. 60)
  • Modeling a Seamless NURBS Body (p. 64)
  • Conclusion (p. 67)
  • 4 Modeling Hands for Animation (p. 68)
  • Examining the Hand's Structure (p. 70)
  • Flexibility of the Hand and Fingers (p. 71)
  • The Fingers (p. 71)
  • The Thumb (p. 72)
  • Modeling Methods for Hands (p. 74)
  • Modeling Segmented Hands (p. 74)
  • Modeling Hands from Polygons (p. 75)
  • Modeling a Hand with NURBS (p. 78)
  • Modeling Metaballs Hands (p. 83)
  • Adding Realism (p. 84)
  • Fingernails (p. 85)
  • Knuckles (p. 85)
  • Tendons (p. 86)
  • Skin Creasing (p. 87)
  • Webbing (p. 87)
  • Conclusion (p. 87)
  • 5 Modeling Heads for Animation (p. 88)
  • The Structure of the Head and Face (p. 90)
  • The Muscles of the Face (p. 90)
  • Basic Head Modeling Methods (p. 93)
  • Paste-On Features (p. 93)
  • A Face with Flexible Skin (p. 94)
  • Topology and Facial Modeling (p. 95)
  • The Pole at the Mouth (p. 97)
  • The Pole at the Ears (p. 98)
  • Which Topology to Use? (p. 99)
  • More Complex Heads (p. 102)
  • Modeling a Polygonal Head (p. 103)
  • Eyes (p. 106)
  • Internal (p. 106)
  • External (p. 107)
  • Asymmetrical Eyes (p. 110)
  • Eyebrows (p. 110)
  • Teeth (p. 111)
  • Tongues (p. 113)
  • Connecting a Head and a Body (p. 114)
  • Neck on the Body (p. 114)
  • Neck on the Head (p. 114)
  • Head, Neck, and Body as One Object (p. 115)
  • Conclusion (p. 115)
  • 6 Skeletons and Mesh Deformation (p. 116)
  • Hierarchies and Character Animation (p. 118)
  • Manipulating Hierarchies (p. 118)
  • Pivots and Joint Rotation (p. 119)
  • Skeletons and Hierarchies (p. 122)
  • Manipulating Hierarchies (p. 123)
  • Forward Kinematics (p. 124)
  • Inverse Kinematics (p. 124)
  • Which Kinematics to Use? (p. 128)
  • Building Skeletons (p. 128)
  • Building a Body Skeleton (p. 129)
  • Hand Skeleton (p. 132)
  • Mesh Deformation (p. 133)
  • Direct Assignment (p. 133)
  • Weighted Assignment/Envelopes (p. 134)
  • Advanced Deformation Tools (p. 136)
  • Deformation and Surface Type (p. 137)
  • Skeletons and Segmented Characters (p. 140)
  • Other Deformation Methods (p. 140)
  • Lattices (p. 140)
  • Clusters (p. 141)
  • Spline Deformation (p. 141)
  • Conclusion (p. 143)
  • 7 Posing Characters (p. 144)
  • Posing (p. 146)
  • Animating with Poses (p. 146)
  • Pose-to-Pose Animation (p. 146)
  • Straight-Ahead Animation (p. 147)
  • Combining the Two Methods (p. 147)
  • Posing a Flour Sack (p. 148)
  • Setting Up a Flour Sack (p. 149)
  • Posing the Sack (p. 149)
  • Posing Characters (p. 150)
  • Balance (p. 150)
  • Symmetry (p. 152)
  • Weight (p. 153)
  • Staging (p. 153)
  • Creating Strong Silhouettes (p. 154)
  • Line of Action (p. 155)
  • Staging Multiple Characters (p. 157)
  • Staging and Camera Placement (p. 159)
  • Moving the Camera (p. 159)
  • Conclusion (p. 162)
  • 8 The Basics of Character Animation (p. 164)
  • The Importance of Timing (p. 166)
  • The Process of Timing (p. 166)
  • How Much Time? (p. 168)
  • One Thing at a Time (p. 169)
  • Developing Good Timing (p. 169)
  • Timing and Software (p. 170)
  • Curves (p. 170)
  • Dope Sheets (p. 175)
  • Paths/Trajectory (p. 176)
  • Using Timing to Suggest Weight (p. 177)
  • The Language of Movement (p. 179)
  • Arcs (p. 180)
  • Slow-ins and Slow-outs (p. 181)
  • Force and Drag (p. 182)
  • Squash and Stretch (p. 185)
  • How to Squash and Stretch a Character (p. 187)
  • Anticipation (p. 190)
  • Overshoot (p. 193)
  • Secondary Action (p. 194)
  • Overlap and Follow-Through (p. 195)
  • Cycles (p. 198)
  • Moving Holds (p. 199)
  • Putting It All Together (p. 200)
  • Conclusion (p. 203)
  • 9 Walking and Locomotion (p. 204)
  • Understanding the Mechanics of Walking (p. 206)
  • Feet and Legs (p. 206)
  • The Hips, Spine, and Shoulders (p. 207)
  • The Arms (p. 209)
  • The Head and Spine from the Side (p. 209)
  • Animating a Walk (p. 210)
  • Timing the Walk (p. 210)
  • Keeping Your Feet on the Ground (p. 210)
  • To Cycle or Not to Cycle? (p. 213)
  • Beyond Walking (p. 229)
  • The Run (p. 229)
  • The Skip (p. 231)
  • The Sneak (p. 232)
  • Animating Four-Legged Walks (p. 233)
  • Conclusion (p. 235)
  • 10 Facial Animation and Dialogue (p. 236)
  • Methods for Animating the Face (p. 238)
  • Morphing (p. 238)
  • Single-Target Morphing (p. 238)
  • Multiple-Target Morphing (p. 239)
  • Modeling Morph Targets for Animation (p. 239)
  • Lower-Face Poses (p. 240)
  • Upper-Face Poses (p. 242)
  • Upper-Face Poses for Stylized Characters (p. 243)
  • Other Facial Poses (p. 243)
  • Assigning Targets (p. 244)
  • Manipulating the Face (p. 244)
  • Creating Facial Expression (p. 246)
  • Basic Expressions (p. 246)
  • The Brows and Expression (p. 248)
  • Symmetry and Expression (p. 248)
  • Complex Expressions (p. 249)
  • Animating the Head and Face (p. 251)
  • Animating the Head (p. 251)
  • Eye Direction (p. 251)
  • Blinks (p. 253)
  • Overlap in Facial Animation (p. 256)
  • Animating Lip-Sync (p. 256)
  • Recording Dialogue (p. 257)
  • The Eight Basic Mouth Positions (p. 258)
  • Reading the Track (p. 260)
  • Animating Dialogue (p. 262)
  • Mouth or Body First? (p. 262)
  • Animating the Mouth (p. 263)
  • Eyes and Dialogue (p. 264)
  • Head Motion and Dialogue (p. 264)
  • Body Language and Dialogue (p. 265)
  • Conclusion (p. 267)
  • A Suggested Readings (p. 268)
  • Index (p. 272)

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