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Chapter 1, “Learning the Basics of Lip Sync,” introduces speech cycles and visimes.Chapter 2, “What the Eyes and Brows Tell Us,” defines and outlines the effect of the top of the face on your character. Chapter 3, “Facial Landmarking,” brings in broader effects such as tilts, wrinkles, and even the back of the head! Chapter 4, “Visimes and Lip Sync Technique,” delves deeply into how to model for effective sync and shows that building good sync is less work than you thought but harder than it seems. Chapter 5, “Constructing a Mouth and Nose,” attacks the detailed modeling you’ll need for a full range of speech shapes. Chapter 6, “Mouth Keys,” shows you a real-world system for building key sets—one that invests time in the right shapes early so you can later focus on artistry undistracted. Chapter 7, “Building Emotion: The Basics of the Eyes,” shows you which eye movements do and don’t have an emotional impact—and how years of watching cartoons have programmed us to expect certain impossible brow moves! Chapter 8, “Constructing Eyes and Brows,” guides you through building the eyeballs first, then the lids/sockets, and connecting all of that to a layout for the forehead and eventually shows you how to make a simple skull to attach everything else to. Chapter 9, “Eye and Brow Keys,” applies the key-set system from Chapter 6 to the top of the face, bringing in bump maps for texture and realism. Chapter 10, “Connecting the Features,” teaches you to take each piece of the head—eyes, brows, and mouth, plus new features such as the side of the face and the ears—pull all of it into a scene together, and attach them to each other cleanly. Chapter 11, “Skeletal Setup, Weighting, and Rigging,” focuses on rigging your head, including creating the necessary skeleton and weighting each of your shapes for the most flexibility in production. In this chapter, you’ll learn to use a system to control any eye object in any orientation, and how to zipper the lips. Chapter 12, “Interfaces for Your Faces,” demonstrates the benefit of arranging and automating your setup to make all your tools accessible and easy to use. There are ways to share interfaces as well as get very intricate shape relationships with very little work. Chapter 13, “Squash and Stretch and Squoosh,” takes all the concepts taught up to this point and turns them a little sideways. This chapter introduces a few key ideas and integrates them into everything you will know by this point, and as a result, you’ll see your characters really start to bend! Chapter 14, “A Shot in Production,” presents five different scenes through the complete facial animation process, taking you inside the mind of a master animator to see how and why every pose and move was made. Download free graphics design ebook: Stop Staring Facial Modeling and Animation Done Right (2nd Edition)
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Chapter 1, “Learning the Basics of Lip Sync,” introduces speech cycles and visimes.