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Inside LightWave 7
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Inside LightWave 7

Inside LightWave 7

Daniel M. Ablan

1160 pages, parution le 07/02/2002

Résumé

Inside LightWave 7 is designed for the intermediate to advanced 3D artist/animator who is looking to improve his or her skills and efficiency using LightWave.

Inside LightWave 7 takes the reader beyond their basic knowledge of the features of LW to learn how to apply their knowledge to create professional-level scenes and animations. Inspirational graphics combined with real-world tutorials and insider tips make Inside LightWave 7 a must-have for every LightWave user.

Inside LightWave 7 is my best book yet. It's 1200 pages of LightWave knowledge - and then some. After hundreds of emails from readers of Inside LightWave 6, I've put together a very comprehensive tome of knowledge for any LightWave 7 user. Basic info as been updated and enhanced for version 7, and due to popular demand, we've kept Stu Aitken's head modeling tutorial, but updated and clarified it even more for 7. You'll find all new tutorials throughout the book covering architectural animation, expressions, broadcast design and animation, bones & skelegons, weights, inverse kinematics, radiosity, caustics, baking radiosity with uv's, two chapters dedicated to particles, motion mixer for nonlinear animation, motion designer for cloth, sasquatch lite for fur and grass, and much much more. Randy Sharp of Digital Domain and Jarrod Davis of Foundation Imaging have added some chapters and shared their expertise and hollywood knowledge. I specifically added a Macintosh G4 to our render farm to write this book - we wanted to make sure both Mac and PC users are in tune with the book's projects. Other benefits of this book include a 70 page plug-in list. Have you ever wondered what the SubDivLOD Tool did? Or how about the Router Tool? This chapter lists every Modeler and Layout plug-in, their locations, and a brief description of what they do. I've also added a chapter on Motion Capture. Programs like Life Forms from Credo Interactive make it very easy for you to generate motion capture files for LightWave. But where do you go from there? This chapter shows you how to take your favorite character and add it to an imported mocap scene. The CD that comes with the book is filled to the brim with textures from Marlin Studios, Demos from Curious Labs, as well as additional textures and compositing images. Every screen grab from the book is on the CD in full color. Add to that a full working demo of LightWave 7 for both the Mac and PC, and you're! ready to go.

Contents

I. GETTING STARTED WITH LIGHTWAVE.

1. Introducing LightWave 7.
A Brief Look at the History of LightWave. A Brief Look at Layout and Modeler. A Brief Look at the Architecture of LightWave. Notable Enhancements to Layout. LightWave 7 Groups in Layout. Notable Enhancements to Modeler. The Next Step.

2. LightWave 7 Surface Editor.
Using the Surface Editor. Applying Image Maps to Surfaces. The Next Step.

3. LightWave 7 Modeler.
Understanding Modeler 7. Modeling Methods. Notable Functions. The Next Step.

4. LightWave 7 Layout.
Understanding the Animation Environment. Understanding Keyframing. Constructing Scenes. Using the Scene Editor. Spreadsheet Scene Manager. The Next Step.

5. LightWave 7 Graph Editor.
Navigating the Graph Editor. Working with the Graph Editor. Navigating the Curve Window. Exploring Additional Commands in the Graph Editor. Using the Curves Tab. Editing Color Channels. The Next Step.

6. LightWave 7 Cameras.
Setting Up Cameras in LightWave. Camera Concepts. The Next Step.

II. A PROJECT-BASED APPROACH TO CREATING AND BUILDING 3D SCENES.

7. Lighting and Atmospheres.
Project Overview. Adding Lights. Global Illumination. Lens Flares. Volumetric Lights. ApplyingLights in LightWave. Area Lights. Adding Atmospheres. The Next Step.

8. Architectural Environments.
Project Overview. Building an Architectural Scene in Layout. The Next Step.

9. Realistic Lighting Environments.
Project Overview. Interior Daylight. Volumetric Lighting. Environmental Radiosity. Adding Caustics. The Next Step.

10. Organic Modeling.
Project Overview. Using SubPatch Surfaces to Model the Head. Building the Eyes. Building the Eye Area. Building the Mouth. Building the Jaw. Building the Nose. Completing the Face. Building the Rest of the Head. Finishing Touches. Modeling Summary. Rendering the Head. Surfacing and Lighting the Model. Post Processing: Finishing Touches. Rendering Summary. Further Reading. The Next Step.

11. Character Construction.
Project Overview. Bones. Bone Weights. Skelegons. Bone Up Tags. The Next Step.

III. A PROJECT-BASED APPROACH TO ANIMATING SCENES.

12. Deformations and Movement.
Project Overview. Preparing for Facial Animation. Endomorphs in Layout. Endomorphs and the Graph Editor. Additional Lip-Sync Tools. Using SockMonkey. Setting Up Skelegons for Facial Deformation. Animating a Bat with Bones. The Next Step.

13. Inverse Kinematics.
Understanding Kinematics. Basic IK Usage. Introduction to Character Setup. Rigging a Real Character for Full Inverse Kinematics. Configuring the IK Chains. The Next Step.

14. Expression Applications.
An Introduction to Expressions. The Next Step.

15. Animation with Expressions.
Using Expressions to Enhance and Simplify Animation. The Next Step.

16. Nonlinear Animation.
Project Overview. Motion Mixer. The Next Step.

17. Broadcast-Style Animation.
Project Overview. Broadcast-Style Graphics. Lighting Broadcast Animations. Movement and Timing. Rendering for Broadcast. The Next Step.

IV. ANIMATION POST AND EFFECTS.

18. Compositing and Rendering.
Understanding Compositing. Rendering. The Next Step.

19. Particle and Fur Animation.
Project Overview. Particles in LightWave. The Next Step.

20. Advanced Particle Animation.
Project Overview. Particles for Animation Control. Multiple Objects Using FX_Linker. The Next Step.

21. Motion Designer Creations.
Project Overview. Motion Designer. The Next Step.

V. APPENDIXES.

Appendix A. Motion Capture and LightWave.
Overview. Motion Capture Technology. Using Motion Capture in LightWave.

Appendix B. LightWave 7 Plug-in, Tool, and Technical List.
Overview. LightWave Plug-ins. The Complete Plug-in List. Reference Charts.

Appendix C. Reference Materials and Tools.
Third-Party Plug-ins. Internet Resources.

Appendix D. What's on the CD.
System Requirements. Loading the CD Files. Exercise Files. Third-Party Materials.

Index.

L'auteur - Daniel M. Ablan

Dan's love of 3D Animation sprang from a job as a corporate video producer for a franchising corporation. Along the way, Dan discovered 3D animation and within a year, had formed his own part-time animation business out of his one-bedroom apartment. Dan Ablan is now president of AGA Digital Studios, Inc., a 3D animation and visual effects company in the Chicago area. AGA Digital has produced 3D visuals for broadcast, corporate, and architectural clients since 1994, as well as post-production services in conjunction with Post Meridian, LLC. Dan has created 3D animations for (most recently) United Airlines, NASA, and Northrup Grumman. In between animation jobs, Dan writes books on the subject. He is the author of 8 best selling international books on 3D animation. Dan is also the founder of 3D Garage.com (www.3dgarage.com), a website dedicated to 3D learning. He has written columns and articles for multiple magazines and has been teaching seminars since 1995 both across the country and at AGA Digital Studios, Inc. Some of the companies Dan has trained include Fox Television, ABC-TV New York City, CBS-TV Indianapolis, WTTW-TV PBS Chicago, and Lockheed Martin. In addition to his daily duties at AGA Digital Studios, Inc., Dan Ablan is also Editor-in-Chief of HDRI 3D Magazine. HDRI 3D is a magazine dedicated to animation and digital imaging.

Caractéristiques techniques

  PAPIER
Éditeur(s) New Riders
Auteur(s) Daniel M. Ablan
Parution 07/02/2002
Nb. de pages 1160
Format 18,5 x 23,2
Couverture Broché
Poids 1962g
Intérieur Noir et Blanc
EAN13 9780735711341
ISBN13 978-0-7357-1134-1

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