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- 2008045565 contributor B11125954.
- 2008045565 created "c2009.".
- 2008045565 date "2009".
- 2008045565 date "c2009.".
- 2008045565 dateCopyrighted "c2009.".
- 2008045565 description "1. Beginning modeling techniques : Creativity and animation ; Modeling simple objects with polygons ; The basic modeling tool set ; Modeling simple objects with splines or nurbs -- 2. Intermediate modeling techniques : Creativity and animation ; Nurbs patch modeling: a simple exercise ; Intermediate nurbs modeling: creating a cartoon chicken ; Intermediate polygon modeling: creating a cartoon chicken ; Creating a cartoon cow with polygons ; Intermediate level polygon modeling 2: creating a cartoon person -- 3. Anatomy of the human figure : Some anatomical considerations ; Proportion ; The muscles -- 4. Advanced modeling techniques, part 1 : The creative process of 3-D modeling and animation ; Modeling the head with polygons -- 5. Advanced modeling techniques, part 2: the torso : Modeling the female torso ; Modeling the male torso -- 6. Advanced modeling techniques, part 3: The arm and hand : Modeling the female arm ; Modeling the male arm ; Modeling the hand -- 7. Advanced modeling techniques, part 4: The leg and foot : Animation and confidence ; Modeling the female leg ; Modeling the male leg ; Modeling the female and male foot ; Conclusion -- 8. Advanced modeling techniques, part 5: final parts : Directed imagination ; The final parts of the 3-D human ; Modeling and texturing the eyeball ; Modeling eyelashes ; Modeling teeth, gums, and a tongue ; Polygon hair vs. hair generator system -- 9. Surfacing and lighting details : UV-mapping a human head ; UV-mapping an entire body -- 10. Setting up the human model for animation : The workflow ; Making blend shapes for the brows, eyelids, nose, and cheeks ; Part 1. Working with an FBIK rig ; Part 2. Setting up your own FBIK rig ; Parenting the teeth, tongue, and eyeballs to the head joint ; Binding the model to the rig ; Smooth binding a human model to the rig ; Using blend shapes to fix deformations ; Rigid binding a human model to the rig ; Conclusion -- 11. Fundamentals of human animation : Some animation pointers ; Animating in stages ; Using the graph editor to alter a clip ; Creating a walk cycle using character sets ; Making a clip of the handwave animation ; Conclusions -- 12. Human animation principles : Dialogue : Storyboarding ; Rotoscoping ; The 12 principles of animation ; The elements of animation ; Using cloth dynamics for follow-through and overlapping action ; Rendering ; Conclusion.".
- 2008045565 description "Includes bibliographical references (p. 379) and index.".
- 2008045565 extent "xi, 386 p. :".
- 2008045565 identifier "0470396679 (pbk.)".
- 2008045565 identifier "9780470396674 (pbk.)".
- 2008045565 issued "2009".
- 2008045565 issued "c2009.".
- 2008045565 language "eng".
- 2008045565 publisher "Hoboken, N.J. : Wiley,".
- 2008045565 subject "006.6/96 22".
- 2008045565 subject "Computer animation.".
- 2008045565 subject "Computer simulation.".
- 2008045565 subject "Human figure in art.".
- 2008045565 subject "TR897.7 .R38 2009".
- 2008045565 subject "Three-dimensional display systems.".
- 2008045565 tableOfContents "1. Beginning modeling techniques : Creativity and animation ; Modeling simple objects with polygons ; The basic modeling tool set ; Modeling simple objects with splines or nurbs -- 2. Intermediate modeling techniques : Creativity and animation ; Nurbs patch modeling: a simple exercise ; Intermediate nurbs modeling: creating a cartoon chicken ; Intermediate polygon modeling: creating a cartoon chicken ; Creating a cartoon cow with polygons ; Intermediate level polygon modeling 2: creating a cartoon person -- 3. Anatomy of the human figure : Some anatomical considerations ; Proportion ; The muscles -- 4. Advanced modeling techniques, part 1 : The creative process of 3-D modeling and animation ; Modeling the head with polygons -- 5. Advanced modeling techniques, part 2: the torso : Modeling the female torso ; Modeling the male torso -- 6. Advanced modeling techniques, part 3: The arm and hand : Modeling the female arm ; Modeling the male arm ; Modeling the hand -- 7. Advanced modeling techniques, part 4: The leg and foot : Animation and confidence ; Modeling the female leg ; Modeling the male leg ; Modeling the female and male foot ; Conclusion -- 8. Advanced modeling techniques, part 5: final parts : Directed imagination ; The final parts of the 3-D human ; Modeling and texturing the eyeball ; Modeling eyelashes ; Modeling teeth, gums, and a tongue ; Polygon hair vs. hair generator system -- 9. Surfacing and lighting details : UV-mapping a human head ; UV-mapping an entire body -- 10. Setting up the human model for animation : The workflow ; Making blend shapes for the brows, eyelids, nose, and cheeks ; Part 1. Working with an FBIK rig ; Part 2. Setting up your own FBIK rig ; Parenting the teeth, tongue, and eyeballs to the head joint ; Binding the model to the rig ; Smooth binding a human model to the rig ; Using blend shapes to fix deformations ; Rigid binding a human model to the rig ; Conclusion -- 11. Fundamentals of human animation : Some animation pointers ; Animating in stages ; Using the graph editor to alter a clip ; Creating a walk cycle using character sets ; Making a clip of the handwave animation ; Conclusions -- 12. Human animation principles : Dialogue : Storyboarding ; Rotoscoping ; The 12 principles of animation ; The elements of animation ; Using cloth dynamics for follow-through and overlapping action ; Rendering ; Conclusion.".
- 2008045565 title "3-D human modeling and animation / illustrations and text by Peter Ratner.".
- 2008045565 type "text".