The de facto official source on facial animation—now
updated!
If you want to do character facial modeling and animation at the
high levels achieved in today’s films and games, Stop Staring:
Facial Modeling and Animation Done Right, Third Edition, is for
you. While thoroughly covering the basics such as squash and
stretch, lip syncs, and much more, this new edition has been
thoroughly updated to capture the very newest professional design
techniques, as well as changes in software, including using Python
to automate tasks.
Shows you how to create facial animation for movies, games, and
more
Provides in-depth techniques and tips for everyone from
students and beginners to high-level professional animators and
directors currently in the field
Features the author’s valuable insights from his own extensive
experience in the field
Covers the basics such as squash and stretch, color and
shading, and lip syncs, as well as how to automate processes using
Python
Breathe life into your creations with this important book,
considered by many studio 3D artists to be the quintessential
reference on facial animation.
關於作者:
Jason Osipa has been working in 3D since 1997, holding titles in
all levels of animation, rigging, and directing in real-time and
rendered 3D. He is currently running Osipa Entertainment, which
offers contracting, consulting, and classes for games, TV,
Direct-to-Video, and film. Prior to opening his own company, he
worked at gaming industry giants LucasArts and EA, among others. He
is the author of both previous editions of Stop Staring: Facial
Modeling and Animation Done Right.
目錄:
Part I: Getting to Know
the Face.
1 Learning the Basics of Lip Sync.
2 What the Eyes and Brows Tell Us.
3 Facial Landmarking.
Part II: Animating and Modeling the Mouth.
4 Visimes and Lip Sync Technique.
5 Constructing a Mouth and Nose.
6 Mouth Keys.
Part III: Eyes and Brows.
7 Building Emotion: The Basics of the Eyes.
8 Constructing Eyes and Brows.
9 Eye and Brow Keys.
Part IV: Bringing It Together.
10 Connecting the Features.
11 Skeletal Setup, Weighting, and Rigging.
12 Interfaces for Your Faces.
13 Squash, Stretch, and Secondaries.
14 A Shot in Production.