Stop staring facial modeling and animation done right

Breathe life into your creations With detailed examples, high-quality professional images, and a touch of humor, this is the fully revised and updated second edition of Jason Osipa's best-selling book on facial animation. You'll learn the basics of design, modeling, rigging, and animation-...

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Detalles Bibliográficos
Autor principal: Osipa, Jason (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Indianapolis, Ind. : Wiley c2007.
Edición:2nd ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627423506719
Tabla de Contenidos:
  • Stop Staring: Facial Modeling and Animation Done Right, Second Edition; Acknowledgments; About the Author; Contents at a Glance; Contents; Introduction; Why This Book; Who Should Read This Book; How Sto Staring Is Organized; Part I: Getting to Know the Face; Chapter 1: Learning the Basics of Lip Sync; The Essentials of Lip Sync; Speech Cycles; Starting with What's Most Important: Visimes; The Simplest Lip Sync; Chapter 2: What the Eyes and Brows Tell Us; The Two Major Brow Movements; The Upper Lids' Effect on Expression; The Lower Lids' Effect on Expression; Eyelines: Perception vs. Reality
  • Distraction Is the Enemy of PerformanceChapter 3: Facial Landmarking; Introduction to Landmarking; Landmarking Mouth Creases; Landmarking Brow Creases; Landmarking the Tilt of the Head; Part II: Animating and Modeling the Mouth; Chapter 4: Visimes and Lip Sync Technique; Sync: Wide/Narrow Grows Up; The Best Order of Sync Operations; Sync Example 1: "What am I sayin' in here?"; Sync Example 2: ""Was it boys?"; Chapter 5: Constructing a Mouth and Nose; The Best Edge Flow; The Big Picture; Building the Lips; Building the Surrounding Mouth Area; Building the Nose; Connecting the Nose and Mouth
  • Building TeethBuilding the Tongue; The Mouth Wall; Chapter 6: Mouth Keys; Order of Operations; Preparing to Build a Key Set; Default Shapes, Additive Shapes, and; Building the Shapes; Part III: Animating and Modeling the Eyes and Brows; Chapter 7: Building Emotion: The Basics of the Eyes; Building an Upper Face for Practice; Using "Box Head"; Rules of the Game; Example Animations; Continuing and Practicing; Chapter 8: Constructing Eyes and Brows; Building Eyeballs; Building the Eye Sockets; Building the Forehead; Detailing the Inside of the Lid; Chapter 9: Eye and Brow Keys
  • Brow Shapes and Texture MapsBuilding Realistic Brow Shapes; Building Stylized Brow Shapes; Tying Up Loose Ends; Part VI: Bringing It Together; Chapter 10: Connecting the Features; Building the Ear; Assembling the Head Pieces; Chapter 11: Skeletal Setup, Weighting, and Rigging; Weighting the Head; The SS2 Eye Rig; Zipper Lips; Chapter 12: Interfaces for Your Faces; Using Expressions to Animate; Interface Concepts; Prep Work for Your Own Setup; Sharing Control Schemes; The "Just Do This" Part; Chapter 13: Squash and Stretch and Squoosh; Local Rigs; Global Rigs; The "Real" Character Has; Rig!
  • Using Wraps Changes a Few ThingsTutorial: Rigging Squoosh; Gotchas; Chapter 14: A Shot in Production; Scene 1: Bartender; Scene 2: Lack of Dialogue; Scene 3: Dunce Cap; Scene 4: Salty Old Sea Captain; Scene 5: Pink or Blue?; That's All, Folks!; Gallery: Stop Staring in Color; Index