Preface |
About the CD-ROM |
Beginning Modeling Techniques / Chapter 1: |
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 / Chapter 2: |
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 / Chapter 3: |
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 / Chapter 4: |
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 / Chapter 5: |
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 / Chapter 6: |
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 / Chapter 7: |
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 / Chapter 8: |
The Eye |
The Eyelashes |
The Eyebrows |
The Inside of the Mouth |
The Teeth |
The Gums |
The Tongue |
The Hair |
Helmet Hair / Method 1: |
Using a Hair Generator / Method 2: |
Hair Generator Settings |
Soft-Body Dynamics |
Surface Settings |
Setting Up the Human Model for Animation / Chapter 9: |
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 / Chapter 10: |
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 / Chapter 11: |
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 / Chapter 12: |
The 12 Principles of Animation |
Squash and Stretch (Weight and Recoil) / 1.: |
Methods for Creating Squash and Stretch |
Soft Body Dynamics |
Manual Adjustments |
Anticipation / 2.: |
Staging |
Straight-Ahead versus Pose-to-Pose Action / 4.: |
Follow-through and Overlapping action / 5.: |
Slow In and Slow Out / 6.: |
Arcs / 7.: |
Secondary Actions / 8.: |
Timing / 9.: |
Exaggeration / 10.: |
Solid Drawing / 11.: |
Appeal / 12.: |
The Elements of Animation |
Pacing and Impact |
Action Reaction |
Rhythm and Lines of Action / 3.: |
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 |
Preface |
About the CD-ROM |
Beginning Modeling Techniques / Chapter 1: |
Modeling Simple Objects with Splines/NURBS |
Modeling a Knife |
Troubleshooting |