Stop Staring. Facial Modeling and Animation Done Right - 3rd Edition
#777 Год: 2010 Автор: Jason Osipa Жанр: Анимация, 3D графика, MAYA Издательство: Sybex ISBN: 978-0-470-60990-3 Язык: Английский Формат: PDF Качество: Отсканированные страницы+слой распознанного текста Интерактивное оглавление: Нет Количество страниц: 434 Описание: Animation has got to be the greatest job in the world. When you get started, you just want to do everything, all at once, but can’t decide on one thing to start with. You animate a walk, you animate a run, maybe even a skip or jump, and it’s all gratifying in a way people outside of animation may never be lucky enough to understand. After a while, though, when the novelty aspects of animation start to wear off, you turn deeper into the characters and find yourself wanting to learn not only how to move, but how to act. When you get to that place, you need more tools and ideas to fuel your explorations. Animation is clearly a full-body medium, and pantomime can take years to master. The face, and subtleties in acting such as the timing of a blink or where to point the eyes, can take even longer and be more difficult than conquering pantomime. Complex character, acting, and emotion are almost exclusively focused in the face and specifically in the eyes. When you look at another person, you look at their eyes; when you look at an animated character, you look at their eyes too. That’s almost always where the focus of your attention is whether you mean for it to be or not. We may remember the shots of the character singing and dancing or juggling while walking as amazing moments, but the characters we fall in love with on the screen, we fall in love with in close-ups. Stop Staring is different than what you may be used to in a computer animation book. This is not a glorified manual for software; this is about making decisions, really learning how to evaluate contextual emotional situations, and choosing the best acting approach. You’re not simply told to do A, B, and C; you’re told why you’re doing them, when you should do them, and then, how to make it all possible.
Part I ¦ Getting to Know the Face 1
Chapter 1 ¦ Learning the Basics of Lip Sync 3
The Essentials of Lip Sync 4
Speech Cycles 6
Starting with What’s Most Important: Visemes 8
The Simplest Lip Sync 15
Chapter 2 ¦ What the Eyes and Brows Tell Us 21
The Two Major Brow Movements 22
The Upper Lids’ Effect on Expression 24
The Lower Lids’ Effect on Expression 26
Eyelines: Perception vs. Reality 28
Distraction Is the Enemy of Performance 30
Chapter 3 ¦ Facial Landmarking 31
Introduction to Landmarking 32
Landmarking Mouth Creases 35
Landmarking Brow Creases 39
Landmarking the Tilt of the Head 42
Part I I ¦ Animating and Modeling the Mouth 45
Chapter 4 ¦ Visemes and Lip Sync Technique 47
Sync: Wide/Narrow Grows Up 48
The Best Order of Sync Operations 56
Sync Example 1: “What am I sayin’ in here?” 63
Sync Example 2: “Was it boys?” 69
Chapter 5 ¦ Constructing a Mouth and Nose 75
The Best Edge Flow 76
The Big Picture 78
Building the Lips 78
Building the Surrounding Mouth Area 81
Building the Nose 84
Continuing Toward the Jaw and Cheek 87
Building Teeth 88
Building the Tongue 92
The Mouth Wall 95
Chapter 6 ¦ Mouth Keys 97
Order of Operations 98
Preparing to Build a Key Set 99
Default Shapes, Additive Shapes, and Tapering 100
Building the Shapes 114
Part I I I ¦ Animating and Modeling the E yes and Brows 145
Chapter 7 ¦ Building Emotion: The Basics of the Eyes 147
Building an Upper Face for Practice 148
Using “Box Head” 158
Rules of the Game 159
Example Animations 164
Continuing and Practicing 177
Chapter 8 ¦ Constructing Eyes and Brows 179
Building Eyeballs 180
Building the Eye Sockets 183
Building the Brow and Forehead 189
Chapter 9 ¦ Eye and Brow Keys 197
Brow Shapes and Texture Maps 198
Building Realistic Brow Shapes 207
Tying Up Loose Ends 226
Part IV ¦ Bringing It Together 229
Chapter 10 ¦ Connecting the Features 231
Building the Ear 232
Assembling the Head Pieces 237
Chapter 11 ¦ Skeletal Setup, Weighting, and Rigging 245
Skeleton 246
Eyelid Rigs 254
Extra Eye Fun 265
Sticky Lips 270
Chapter 12 ¦ Interfaces for Your Faces 281
The Two Big Problems of Facial Control 282
Buffer Networks 283
Sliders 291
Skeletal Control 301
Layered Controls 304
Corrective, Contextual, XYZ, Half, and Dominant Shapes 308
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