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3-D Human Modeling and Animation, Second Edition PDF

343 Pages·2003·47 MB·English
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3-D HUMAN MODELING AND ANIMATION 2nd Edition 3-D HUMAN MODELING AND ANIMATION 2nd Edition I lustrations and Text by Peter Ratner CONTENTS Preface xiii About the CD-ROM xv Chapter 1: Beginning Modeling Techniques 1 MODELING SIMPLE OBJECTS WITH SPLINES/NURBS 2 MODELING A KNIFE 2 TROUBLESHOOTING 6 MODELING A SPOON 6 MODELING A SPATULA 8 MODELING A FRYING PAN 11 MODELING A PALETTE KNIFE 13 MODELING SIMPLE OBJECTS WITH SUBDIVISION SURFACES 16 MODELING A HAMMER 17 MODELING AN ARMCHAIR 21 Chapter 2: Intermediate Modeling Techniques 25 CREATING A CARTOON COW WITH SUBDIVISION MODELING 25 THE COW HEAD 27 THE COW BODY 33 CREATING A CARTOON CHICKEN WITH PATCH SPLINE/NURBS MODELING 41 MAKING THE 3-D TEMPLATE WITH BOX MODELING 42 PATCH MODELING THE CHICKEN 47 Chapter 3: Anatomy of the Human Figure 55 PROPORTION 55 THE SKELETON 58 THE SKULL 60 THE SKELETON OF THE TORSO 61 THE BONES OF THE ARM 65 THE BONES OF THE LEG 68 THE MUSCLES 70 THE MUSCLES OF THE HEAD 70 THE MUSCLES OF THE NECK 71 vii THE MUSCLES OF THE TORSO 73 THE MUSCLES OF THE ARM 76 THE MUSCLES OF THE LEG 77 Chapter 4: Advanced Modeling Techniques, Part 1 81 PATCH MODELING THE HEAD WITH SPLINES/NURBS 81 ADVANTAGES OF PATCH MODELING 81 RULES FOR PATCH MODELING 81 PREPARATION FOR MODELING 82 SPLINES/NURBS PATCH MODELING PROCEDURE 83 THE FEMALE HEAD 83 THE MALE HEAD 87 SUBDIVISION MODELING THE HEAD WITH POLYGONS 88 Chapter 5: Advanced Modeling Techniques, Part 2 97 MODELING THE TORSO WITH SPLINES/NURBS 97 THE FEMALE TORSO 97 THE MALE TORSO 102 SUBDIVISION MODELING THE TORSO WITH POLYGONS 106 HELPFUL HINTS FOR MODELING DETAILS 107 COMPLETING THE SUBDIVISION TORSO 109 Chapter 6: Advanced Modeling Techniques, Part 3 111 MODELING THE ARM AND HAND WITH SPLINES/NURBS 111 THE FEMALE ARM 111 THE HAND 114 THE MALE ARM 119 MODELING THE ARM AND HAND WITH SUBDIVISION SURFACE POLYGONS 124 Chapter 7: Advanced Modeling Techniques, Part 4 131 MODELING THE LEG WITH SPLINES/NURBS 131 THE FEMALE LEG 131 viii THE MALE LEG 139 CONVERTING A SPLINE/NURBS MODEL FOR SUBDIVISION SURFACE RENDERING 142 MODELING THE LEG WITH SUBDIVISION SURFACE POLYGONS 144 Chapter 8: Advanced Modeling Techniques, Part 5 151 THE EYE : 151 THE EYELASHES 154 THE EYEBROWS 155 THE INSIDE OF THE MOUTH 155 THE TEETH 157 THE GUMS 157 THE TONGUE 158 THE HAIR 159 METHOD 1: HELMET HAIR 160 METHOD 2: USING A HAIR GENERATOR 161 HAIR GENERATOR SETTINGS 171 SOFT-BODY DYNAMICS 179 SURFACE SETTINGS 179 Chapter 9: Setting Up the Human Model for Animation 183 SETTING UP A SKELETON 183 MAKING A SKELETON 183 ASSIGNING WEIGHT MAPS 187 ADJUSTING WEIGHT MAPS 189 SETTING UP AN INVERSE KINEMATICS SKELETON 189 SETTING UP FACIAL EXPRESSIONS 192 MUSCLE GROUPS OF THE FACE 192 EXPRESSING EMOTION 193 CREATING MORPH TARGETS FOR THE FACE 198 CHEEKS 198 EYEBROWS 200 EYES 202 JAW 204 ix MOUTH 205 NECK 210 NOSE 211 SPEECH 211 Chapter 10: Surfacing and Lighting Details 215 SURFACING DETAILS 215 VARIOUS IMAGE-MAPPING METHODS 215 PROCEDURAL TEXTURES 218 SURFACE FACTORS 219 SURFACING A HUMAN CHARACTER 221 TEXTURING THE EYES 222 THE CORNEA 222 THE EYEBALL 222 THE IRIS 223 THE LENS 224 TEXTURING THE BODY 225 TEXTURING THE FACE 226 METHOD 1: UV-MAPPING A FACE IN SECTIONS 227 METHOD 2: UV-MAPPING AN ENTIRE FACE 233 USING A TEXTURE GUIDE 234 WORKING WITH A 3-D PAINT PROGRAM 235 LIGHTING THE HUMAN MODEL 236 TYPES OF LIGHTS 237 AMBIENT 237 KEY LIGHT 239 FILL LIGHT 239 RIM OR BACK LIGHT 239 KICKER LIGHT 239 TOP LIGHT 240 SPECIAL LIGHTS 240 BOUNCE LIGHTS 240 CONTACT LIGHTS 240 GOBOS OR CUCALORIS LIGHTS 240 Chapter 11: Fundamentals of Human Animation 243 SOME ANIMATION POINTERS 243 X ANIMATING IN STAGES 246 DIALOGUE 248 DIALOGUE ESSENTIALS 248 WAYS OF MAKING THEM TALK 250 USING AN EXPOSURE SHEET 250 IMPORTING AUDIO INTO THE ANIMATION PROGRAM 251 IMPORTING VIDEO INTO THE ANIMATION PROGRAM 252 COMPLETING THE DIALOGUE 253 STORYBOARDING 253 ROTOSCOPING 255 THE GRAPH EDITOR 257 CLEANING UP AN ANIMATION WITH THE GRAPH EDITOR 258 ANIMATING WITHIN THE GRAPH EDITOR 260 USING THE GRAPH EDITOR FOR CYCLING ACTIONS 261 WALKING 261 RUNNING 267 Chapter 12: Human Animation Principles 271 THE 12 PRINCIPLES OF ANIMATION 271 1. SQUASH AND STRETCH (WEIGHT AND RECOIL) 272 METHODS FOR CREATING SQUASH AND STRETCH 274 METHOD 1: SOFT BODY DYNAMICS 274 METHOD 2: MANUAL ADJUSTMENTS 274 2. ANTICIPATION 274 3. STAGING 279 4. STRAIGHT-AHEAD VERSUS POSE-TO-POSE ACTION 281 5. FOLLOW-THROUGH AND OVERLAPPING ACTION 285 6. SLOW IN AND SLOW OUT 289 7. ARCS 291 8. SECONDARY ACTIONS 293 9. TIMING 295 10. EXAGGERATION 297 11. SOLID DRAWING 299 12. APPEAL 300 THE ELEMENTS OF ANIMATION 302 1. PACING AND IMPACT 302 xi 2. ACTION REACTION 302 3. RHYTHM AND LINES OF ACTION 302 4. PATHS OF ACTION 303 5. SPATIAL RELATIONSHIPS 303 6. ACCENTS 303 7. CYCLES 304 8. POSTURES 304 9. THE TAKE 304 10. EMOTIONS 304 11. BALANCE/IMBALANCE 305 12. WEIGHT, MASS, AND GRAVITY 305 CONCLUSION 306 Lesson Plans 307 ANIMATION 1 LESSON PLANS 308 ANIMATION 2 LESSON PLANS 309 ANIMATION 3 LESSON PLANS 310 Bibliography 311 Index 313 About the Author 317 xii PREFACE S ince most of us are used to seeing other hu- presence of lifelike textures elicit reactions of awe. mans more often than anything else, it be- Artists are encouraged to rush headlong toward the comes quite a challenge to create digital ones goal of greater realism. realistically. At the time of this writing no one has Interesting as it may seem to make a flawless replica been able to make computer graphics humans that of humans with digital media, one can easily fail to have been mistaken for real ones in movies and pho- observe that the closer a character becomes to an every- tos when viewed at close range. Until technology day human, the more ordinary it will appear. This may evolves to the point that this becomes possible, creat- work fine for practical commercial uses such as digital ing an artistic representation of a human is still a stunt performers, crowd scenes, or game characters, but worthwhile goal. it falls short as an expression of the artistic ideal. Throughout history artists have depicted human Synthetic humans most often lack personality. subjects in a great variety of styles. No matter how Computer characters that try to mimic human move- skillful the artist, the materials determined the final ment through unedited motion capture techniques appearance of the human subjects. Take a look at the generally look like puppets or store mannequins that incredible sculptures of Bernini—perhaps the greatest have come to life. Subtleties of human behavior are marble sculptor. One can marvel at the awesome often lost when a computer artist slavishly tries to detail, expression, and faithful representation of the emulate them. As contradictory as it sounds, when human form. As remarkable as his sculptures are, they animators exaggerate the movements and expressions can never be mistaken for real humans. This does not of their characters, they appear more lifelike and real- lessen their value but makes them even more unique istic. This fact was discovered years ago by Disney since it elevates them beyond the mundane everyday animators when the art of animation was still in its experience. infancy. Art has more often been about man's quest to find This book can be used as a guide for learning how order in the visible and invisible world. Imagination to model and animate a variety of characters. It does was the instrument for expressing the ideal. A specific not encourage any particular style of expression but is style often emerged that artists and the public found intended to direct the aspiring 3-D artist by teaching so satisfying that it often lasted for centuries. What fundamentals of modeling and animation. The lessons started out as a unique form of expression became an start with simple modeling, which then evolve into autocratic system, which was later overthrown by a intermediate techniques for creating characters. Be- handful of adventurous artists. Thus, they gave birth fore embarking on the challenging task of modeling to a new style of art. humans, a brief overview of human anatomy is pre- Today, in computer graphics, a number of artists sented in order to teach the basic principles of propor- cherish the belief that the more realistic they can tion and structure. The sections on modeling humans make their characters, the greater their worth. Anima- are broken up according to various body parts. After tions that depict the realistic movement of hair or the completing the human model, texturing and lighting, xiii

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All the tools and know-how to create digital characters that can move, express emotions, and talk 3-D Human Modeling and Animation demonstrates how you can use your artistic skills in figure drawing, painting, and sculpture to create animated human figures using the latest computer technology. This
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