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Stop Staring: Facial Modeling and Animation Done Right
Jason Osipa Manufacturer: Sybex ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 0782141293 |
Amazon.com
Lips, brows, frown lines--they're all in motion in an expressive face. Stop Staring analyzes facial structures and movements and shows animators how to enliven the faces of their characters. The author, whose own handsome head (in modeled form) graces the cover, is an experienced animator currently working on The Sims.He writes with a dry wit and a confidence born from experience. The book is friendly but also loaded with content and precise in its directions. "I am by no means God's gift to animation, but I do pretty well at making a talking head look like a living one, not just a set of gums flapping." This is not a how-to manual, but a richly detailed guide to achieving the right movements for a given situation and emotion. The companion CD includes all the pieces readers will need in order to work along with the text: models (both realistic and stylized 'toon characters), lip-synching samples, finished Quicktime movies, and even a copy of Maya Personal LE. (More info and some movies can be found at jasonosipa.com.)
Readers move from "Getting to Know the Face," to synching audio, working on the mouth, eyes, and brows, and rigging. Osipa has created a methodology for facial animation that gets results and makes the process fun. The book can be used as a step-by-step guide for learning new skills or finessing techniques, or as a reference book for troubleshooting specific expressions (for example, "happy eyes," "frustration," and "sneers" are all in the index). Although the projects are presented using Maya, the concepts involved pertain to animation in general.
There are lots of production tips and, in Chapter 13, case studies using five scripted scenes. Readers can even begin with this last chapter, watching the movies (they're funny!) and enjoying Osipa's debates as he works through animating his face telling a lame bartender joke or a sassy `toon gal weighing the pros and cons of pink and blue bows. This hip writer knows what he's talking about, even when it's his own animated mug that's doing the talking! --Angelynn Grant
Book Description
"No other book to date presents facial animation concepts, theory, and practical application with the authority that Stop Staring does."Crafting believable facial animation is one of the most challenging, yet rewarding aspects of 3D graphics. Done right, this art breathes life into otherwise deadpan faces.
In this extraordinary book, professional animator Jason Osipa teaches you how to achieve realistic facial modeling and animation. Using detailed practical examples complemented with high-quality images and a touch of humor, Osipa leads you from design and modeling to rigging and animation. The CD and full-color insert demonstrate techniques you can use to fine-tune your facial animations.
Reviewed and approved by Alias|Wavefront, Stop Staring: Facial Modeling and Animation Done Right, uses the Academy Award(r) winning Maya(r) 3D animation and effects software as the focus for its examples, yet the principles and techniques are described in ways that will be helpful to anyone working on facial modeling and animation.
Mastering the Face
Start out by getting familiar with the range of possible facial expressions, then focus on animating and modeling the mouth, eyes and brows. When you're ready to bring it all together, you can generate a scene from concept to completion. Topics covered include:
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Customer Reviews:
A 'must' for any serious computer animation collection........2007-07-27
Also excellent for Blender users.......2007-07-08
Definitive for Facial Modeling.......2007-06-27
Chapter 13 worth $1,000,000 in warcraft gold.......2007-05-11
Good tips, annoying style.......2007-03-09
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Maya Character Modeling and Animation (Graphics Series)
Tereza Flaxman Manufacturer: Charles River Media ProductGroup: Book Binding: Paperback Similar Items:
Accessories:
ASIN: 1584504404 |
Book Description
Maya Character Modeling and Animation: Principles and Practice is for beginning- to intermediate-level designers and 3D artists who want to learn 3D character modeling and animation using Maya® 8. The book covers the theory and practice of modeling and animation from pre-production to final body and facial animation. It explains why things are done and not just which buttons to push. The text uses a series of projects to teach you how to model, rig, and animate your own characters. The focus is on how to create professional-quality, compelling animations. The companion CD-ROM contains all the files supporting the exercises in the book, including complete Maya projects, rendered QuickTime movies to illustrate concepts, and fully rigged NURBS and polygon character models. If you are ready to take on the challenge of animation, this is the book for you. You will find all the insights and techniques you need to start animating your own characters!Customer Reviews:
Cool book. .......2007-04-22
A top pick, especially for college-level art and computer libraries strong in Maya references........2007-02-04
For the Beginning to Intermediate User.......2006-11-16
Book Description
One of the challenges for computational intelligence and biometrics is to understand how people process and recognize faces and to develop automated and reliable face recognition systems. Biometrics has become the major component in the complex decision making process associated with security applications. The many challenges addressed for face detection and authentication include cluttered environments, occlusion and disguise, temporal changes, robust training and open set testing.
Reliable Face Recognition Methods seeks to comprehensively address the face recognition problem while gaining new insights from complementary fields of endeavor such as neurosciences, statistics, signal and image processing, computer vision, machine learning and data mining. This book examines the evolution of research surrounding the field to date, explores new directions, and offers specific guidance on the most promising venues for future research and development.
Customer Reviews:
much more work needed.......2006-12-29
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Animating Facial Features & Expressions, Second Edition (Graphics Series)
David Kalwick Manufacturer: Charles River Media ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1584504749 |
Book Description
This completely updated edition is written to teach 3D artists, designers, and animators how to add realism to their character's expressions. It begins by covering the anatomy of the human head, facial features, and facial muscles and progresses to cover recreating the human face and muscle structure in 3D and making it move in a realistic, believable fashion. It is filled with detailed instruction for lip synching and creating visual expressions for speech and sound under a variety of conditions (sad, happy, stuttering, etc.). It provides visual reference charts of morph targets for weighted human expressions, typical human phonemes, cartoon expressions, facial expressions, and just-for-fun cartoon expressions. This edition includes two new chapters covering 3ds Max and Maya. All of these techniques can also be applied to your own aliens, animals, creatures, and other animated creations. If you want your characters to have truly realistic facial expressions, you'll learn everything you need to know in this indispensable resource.Customer Reviews:
Developers are assured of the latest techniques and tricks.......2006-08-05
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Animating Facial Features & Expressions
Bill Fleming , and Darris Dobbs Manufacturer: Charles River Media ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1886801819 |
Amazon.com
The challenges of modeling and animating realistic faces and emotions with computer software are confronted and easily worked through in Animating Facial Features & Expressions. If you have any interest in computer-based character animation, this book will be a valuable addition to your reference shelf. The book starts with an exploration of the anatomy of the head, including underlying facial muscles and proportions; continues with examples of displaying different emotions; and ends with a series of appendices that list different expressions and emotions for human faces, cartoon faces, and nonhuman (monster) faces.Of all the material, the most important section discusses speech/lip sync animation. Imagine the difficulties not only in creating a realistic sculpture but animating it as well. While you will encounter the normal problems of modeling everything within proper proportions, you must also constantly alter the facial features and mouth shapes with very specific timing to achieve realistic-looking movement. If either the timing or proportions stray from the given norm, the illusion is shattered.
The author starts with an explanation of phonemes (defined as "the sounds we hear in speech patterns"), how they sound, and how they look (in terms of mouth/lips/tongue shapes). A timing chart is then created, also known as reading a sound track, where the specific frame numbers are noted for each phoneme. With this in hand, it then becomes a simple matter of producing the proper shapes at the proper times to create a talking character.
Good facial expression and lip-sync animation remain anything but "a simple matter." A practiced ear is required for reading a soundtrack, and a trained eye for creating the facial features that match those shapes. However, this book is an excellent way to start tackling the problems involved.
One more note: the book is completely nonsoftware-specific, to the point where not one software package is mentioned. This may keep the book generic and focused on important issues, but it also places the burden of properly modeling and manipulating any faces or heads (not to mention software) in the hands of the reader. If you are new to 3D character animation, you might want to better learn the features of the software application you will be using before tackling the complexities of facial animation. --Mike Caputo
Book Description
Creating realistic animated characters and creatures is a major challenge for computer artists, but getting the facial features and expressions right is probably the most difficult aspect. In this one-of-a-kind book, readers will find an in-depth resource to guide them through the entire process from the history of facial animation and anatomical structures, to expressing emotions and speech visually. An indispensable tool for animators of all levels.It features comprehensive character studies showing detailed examples of 38 human and cartoon facial expressions through timing charts and side-by-side comparisons. It also includes detailed instruction on how to recreate these expressions using weighted morph targets, providing the actual target percentages to achieve the expressions. A reference guide shows you how the weighted morph targets should appear so you are guaranteed perfect facial expression morphs. On the CD are front and side templates of each expression so you can recreate them with your characters.
The book also covers comprehensive instruction on lip-synch technology and the products available. It explains how to create visual expressions for speech and sound under various conditions (e.g. excited, sad, stuttering). It goes deeper into lip synch phonemes than ever before. You'll discover the real power of phonetic speech and how it can be used for flawless lip synch every time, with out the need of relentless tweaking to resolve mouth movement errors!
Bill covers his own techniques for determining proper facial expressions to use in your scenes to guarantee the viewers are absorbed in your animation. He also reveals the truth behind the relationship between the eyes and mouth in facial expression.
If this wasn't enough, the book also covers an extensive look at the human head, illustrating precise techniques for ensuring the proper proportions and placement of details. In addition, it reveals little know facts about the proper movement of the jaw and facial tissue during expression. Bill covers many elements of proper skeletal and tissue movement so your characters skin appears to be moving over the skeletal structure beneath, rather than the actual bones moving, which is a common problem with 3D facial animation.
Customer Reviews:
best book out there.......2002-03-17
another fleming classic.......2001-03-10
Poor modeling.......2001-02-08
essential for serious animators.......2000-06-21
This is true, however, pictures are what you need for a book on this subject! It illustrates over 40 facial expressions for realistic and cartoon humans, 40 more for cartoonish expressions (like getting wacked in the face with a pan), and illustrates each of the 16 visual phenomes (tongue and jaw included!) for real and cartoon humans. Furthermore, each of the expressions is described by moving 25 weighted morph targets through 4 essential regions. Because it describes, in detail, how much weight should be given to each morph target to yield a given expression, tutorials, in the traditional "step 1, step 2..." method, are not needed! All you need to do is get down the weighted morph targets, and it gives a thorough explaination as to how to get that done.
With all of these amazing illustrations, the price of the book is worth it, but the commentary he offers (you could probably read all the words of the whole 380 page book in 2-3 hours, even much less) gives valuable advice as to how to further make your animations more realistic.
This book offers a complete library of many facial expressions, AND, most importantly, how to get them!
Too many pictures too little tutorials.......2000-04-30
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Data-Driven 3D Facial Animation
Manufacturer: Springer ProductGroup: Book Binding: Paperback ASIN: 1846289068 |
Book Description
“Data-Driven 3D Facial Animation” systematically describes the important techniques developed over the last ten years or so. Although 3D facial animation is used more and more in the entertainment industries, to date there have been very few books that address the techniques involved.
Comprehensive in scope, the book covers not only traditional lip-sync (speech animation), but also expressive facial motion, facial gestures, facial modeling, editing and sketching, and facial animation transferring. It provides an up-to-date reference source for academic research and for professionals working in the facial animation field. An edited volume, the book brings together contributions from leading researchers and practitioners working in both academia and in the leading animation studios.
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Modelling and Motion Capture Techniques for Virtual Environments: International Workshop, CAPTECH'98, Geneva, Switzerland, November 26-27, 1998, Proceedings ... / Lecture Notes in Artificial Intelligence)
Manufacturer: Springer ProductGroup: Book Binding: Paperback ASIN: 3540653538 |
Book Description
This book constitutes the refereed proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments, CAPTECH'98, held in Geneva, Switzerland, in November 1998.The 21 revised full papers presented in the book were carefully reviewed and selected for inclusion in the book. The book documents research in data capture and interpretation. The papers are organized in sections on human motion analysis, human motion capture and manipulation, image and video manipulation, motion control, human body and objects 3D reconstruction, and image/video based facial animation.
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MPEG-4 Facial Animation: The Standard, Implementation and Applications
Manufacturer: Wiley ProductGroup: Book Binding: Hardcover ASIN: 0470844655 |
Book Description
This book concentrates on the animation of faces. The Editors put the MPEG-4 FA standard against the historical background of research on facial animation and model-based coding, and provide a brief history of the development of the standard itself. In part 2 there is a comprehensive overview of the FA specification with the goal of helping the reader understand how the standard really works. Part 3, forms the bulk of the book and covers the implementations of the standard on both encoding and decoding side. Several face animation techniques for MPEG-4 FA decoders are presented. While the standard itself actually specifies only the decoder, for applications it is interesting to look at the wide range of technologies for producing and encoding the FA contents. These include video analysis, speech analysis and synthesis, as well as keyframe animation. The last part of the book provides several examples of applications using the MPEG-4 FA standard.Download Description
"One of the more revolutionary parts of the MPEG-4 International Standard is the Face and Body Animation, or FBA: the specification for efficient coding of shape and animation of human faces and bodies. This specification is a result of collaboration of experts with different backgrounds ranging from image coding and compression to video analysis, computer graphics, as well as speech analysis and synthesis, all sharing a common interest in computer simulation of humans. This book concentrates on the animation of faces. Features include: Sets the MPEG-4 FA specification against the historical background of research on facial animation and model-based coding and provides a brief history of the development of the standard itself. Comprehensive overview of the FA specification with the goal of helping the reader understand how the standard works, what the thinking is behind it, and how it is intended be used. Covers the implementation of the standard on both the encoding and decoding side. Presents several face animation techniques for MPEG-4 FA decoders, as well as architectures for building applications based on the standard. Brings together a collection of applications using the MPEG-4 FA specification. Includes a standard benchmark method for assessing the quality of MPEG-4 FA decoders. The MPEG-4 FA specification is suitable for a wide range of applications not only in telecommunications and multimedia, but also in fields like computer animation and human-computer interfaces. This book will be a valuable companion for practitioners implementing applications based on the MPEG-4 FA specification and those who wish to understand the standard and its implications."
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Multimedia Content Analysis and Mining: International Workshop, MCAM 2007, Weihai, China, June 30-July 1, 2007, Proceedings (Lecture Notes in Computer Science)
Manufacturer: Springer ProductGroup: Book Binding: Paperback ASIN: 3540734163 |
Book Description
This book constitutes the refereed proceedings of the International Workshop on Multimedia Content Analysis and Mining, MCAM 2007, held in Weihai, China in June/July 2007.
The 46 revised papers presented together with 13 invited papers were carefully reviewed and selected from 139 submissions. The papers cover a wide range of topics, including all aspects of multimedia in entertainment, commerce, science, medicine, and public safety. Fields addressed are multimedia analysis and applications, multimedia search and mining, p2p streaming, and security.
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FORNIX/LIPSINC TO DEVELOP 3D FACIAL ANIMATION WITH TTS.: An article from: Multimedia Publisher
Manufacturer: Worldwide Videotex ProductGroup: Book Binding: Digital ASIN: B0008IFCTI Release Date: 2005-07-28 |
Book Description
This digital document is an article from Multimedia Publisher, published by Worldwide Videotex on December 1, 2001. The length of the article is 808 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.Books:
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