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3-D Human Modeling and Animation

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ISBN-10: 047129229X

ISBN-13: 9780471292296

Edition: 1998

Authors: Peter Ratner

List price: $49.95
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Learning to render the human figure is essential to any art or deign education. This is the first book to focus specifically on the process of rendering the human figure on computer. It is non-software specific and illustrates each step in the process.
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Book details

List price: $49.95
Copyright year: 1998
Publisher: John Wiley & Sons, Incorporated
Publication date: 5/25/1998
Binding: Paperback
Pages: 320
Size: 7.36" wide x 9.29" long x 0.65" tall
Weight: 1.584
Language: English

Preface
About the CD-ROM
Beginning Modeling Techniques
Modeling Simple Objects with Splines/NURBS
Modeling a Knife
Troubleshooting
Modeling a Spoon
Modeling a Spatula
Modeling a Frying Pan
Modeling a Palette Knife
Modeling Simple Objects with Subdivision Surfaces
Modeling a Hammer
Modeling an Armchair
Intermediate Modeling Techniques
Creating a Cartoon Cow with Subdivision Modeling
The Cow Head
The Cow Body
Creating a Cartoon Chicken with Patch Spline/NURBS Modeling
Making the 3-D Template with Box Modeling
Patch Modeling the Chicken
Anatomy of the Human Figure
Proportion
The Skeleton
The Skull
The Skeleton of the Torso
The Bones of the Arm
The Bones of the Leg
The Muscles
The Muscles of the Head
The Muscles of the Neck
The Muscles of the Torso
The Muscles of the Arm
The Muscles of the Leg
Advanced Modeling Techniques, Part 1
Patch Modeling the Head with Splines/NURBS
Advantages of Patch Modeling
Rules for Patch Modeling
Preparation for Modeling
Splines/NURBS Patch Modeling Procedure
The Female Head
The Male Head
Subdivision Modeling the Head with Polygons
Advanced Modeling Techniques, Part 2
Modeling the Torso with Splines/NURBS
The Female Torso
The Male Torso
Subdivision Modeling the Torso with Polygons
Helpful Hints for Modeling Details
Completing the Subdivision Torso
Advanced Modeling Techniques, Part 3
Modeling the Arm and Hand with Splines/NURBS
The Female Arm
The Hand
The Male Arm
Modeling the Arm and Hand with Subdivision Surface Polygons
Advanced Modeling Techniques, Part 4
Modeling the Leg with Splines/NURBS
The Female Leg
The Male Leg
Converting a Spline/NURBS Model for Subdivision Surface Rendering
Modeling the Leg with Subdivision Surface Polygons
Advanced Modeling Techniques, Part 5
The Eye
The Eyelashes
The Eyebrows
The Inside of the Mouth
The Teeth
The Gums
The Tongue
The Hair
Helmet Hair
Using a Hair Generator
Hair Generator Settings
Soft-Body Dynamics
Surface Settings
Setting Up the Human Model for Animation
Setting Up a Skeleton
Making a Skeleton
Assigning Weight Maps
Adjusting Weight Maps
Setting Up an Inverse Kinematics Skeleton
Setting Up Facial Expressions
Muscle Groups of the Face
Expressing Emotion
Creating Morph Targets for the Face
Cheeks
Eyebrows
Eyes
Jaw
Mouth
Neck
Nose
Speech
Surfacing and Lighting Details
Surfacing Details
Various Image-Mapping Methods
Procedural Textures
Surface Factors
Surfacing a Human Character
Texturing the Eyes
The Cornea
The Eyeball
The Iris
The Lens
Texturing the Body
Texturing the Face
UV-Mapping a Face in Sections
UV-Mapping an Entire Face
Using a Texture Guide
Working with a 3-D Paint Program
Lighting the Human Model
Types of Lights
Ambient
Key Light
Fill Light
Rim or Back Light
Kicker Light
Top Light
Special Lights
Bounce Lights
Contact Lights
Gobos or Cucaloris Lights
Fundamentals of Human Animation
Some Animation Pointers
Animating in Stages
Dialogue
Dialogue Essentials
Ways of Making Them Talk
Using an Exposure Sheet
Importing Audio into the Animation Program
Importing Video into the Animation Program
Completing the Dialogue
Storyboarding
Rotoscoping
The Graph Editor
Cleaning Up an Animation with the Graph Editor
Animating Within the Graph Editor
Using the Graph Editor for Cycling Actions
Walking
Running
Human Animation Principles
The 12 Principles of Animation
Squash and Stretch (Weight and Recoil)
Methods for Creating Squash and Stretch
Soft Body Dynamics
Manual Adjustments
Anticipation
Staging
Straight-Ahead versus Pose-to-Pose Action
Follow-through and Overlapping action
Slow In and Slow Out
Arcs
Secondary Actions
Timing
Exaggeration
Solid Drawing
Appeal
The Elements of Animation
Pacing and Impact
Action Reaction
Rhythm and Lines of Action
Paths of Action
Spatial Relationships
Accents
Cycles
Postures
The Take
Emotions
Balance/Imbalance
Weight, Mass, and Gravity
Conclusion
Lesson Plans
Animation 1 Lesson Plans
Animation 2 Lesson Plans
Animation 3 Lesson Plans
Bibliography
Index
About the Author