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Stop Staring: Facial Modeling and Animation Done Right, 3rd Edition

ISBN: 978-0-470-60990-3
416 pages
October 2010
Stop Staring: Facial Modeling and Animation Done Right, 3rd Edition (0470609907) cover image

Description

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.

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Table of Contents

Introduction xv

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 II 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 III ANIMATING AND MODELING THE EYES 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

Just Interface Me 319

Chapter 13 Squash, Stretch, and Secondaries 321

Local Rigs 322

Global Rigs 326

The “Real” Character Has No Rig! 330

Not Using W t raps Changes a Few Things 331

Tutorial: Rigging Squoosh 332

Gotchas 339

Secondaries 341

Chapter 14 A Shot in Production 347

Scene 1: Bartender 348

Scene 2: Lack of Dialogue 353

Scene 3: Dunce Cap 363

Scene 4: Salty Old Sea Captain 367

Scene 5: Pink or Blue? 370

Scene 6: Great Life 379

That’s All, Folks! 381

Index 383

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Author Information

ABOUT THE AUTHOR 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.

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Downloads

Download TitleSizeDownload
Read Me 372 bytes Click to Download
Chapter_1 2.32 MB Click to Download
Chapter_4 708.39 KB Click to Download
Chapter_6 2.23 MB Click to Download
Chapter_7 12.28 MB Click to Download
Chapter_12 5.70 MB Click to Download
Chapter_13 20.69 MB Click to Download
Chapter_14 24.12 MB Click to Download
Extras 25.85 MB Click to Download
Resources 4.61 MB Click to Download
Bug-fix for ss3Utls.getWeights
wasn't always handling blank/missing blendShape aliases properly
17.14 KB Click to Download
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Errata

Do you think you've discovered an error in this book? Please check the list of errata below to see if we've already addressed the error. If not, please submit the error via our Errata Form. We will attempt to verify your error; if you're right, we will post a correction below.

ChapterPageDetailsDatePrint Run
3 33 Reversed images in Figures 3.1 and 3.2
The image labeled Figure 3.1 should be Figure 3.2, and vice versa. The captions and the references to the images on page 32 are correct.
6/1/11 1st
3 41 Reversed images in Figures 3.13 and 3.14
The image labeled Figure 3.13 should be Figure 3.14 and vice versa.
6/1/11 1st
3 41 Reversed images in Figures 3.15 and 3.16; Figure 3.16 mis-numbered
The last figure on the page, numbered 3.14, should be Figure 3.16.

Assuming corrected numbering per the above, the image in Figure 3.15 should be Figure 3.16 and vice versa.
6/1/11 1st
6 123 Reversed images in Figure 6.43
The image on the right side of Figure 6.43 should be on the left, and vice versa.
6/1/11 1st
7 153 Text correction: Rigging the face control by utility nodes
In the first paragraph, the 7th sentence, which begins "Select outputX...", contains an error. Change the sentence to read:

"Select outputX, and then on the right-hand side, expand the rotation the same way you did the output on the left."
6/1/11 1st
7 158 Text correction: Incorrect syntax in attribute
First paragraph, continued from page 157, last line:
"...connect the outputX to MouthShape.OpenClosed." should read:
"...connect the outputX to MouthShapes.OpenClosed."
6/1/11 1st
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