This book examines the human body and provides deeper knowledge of the various body parts and how they all work together. Author: "when we see a CG figure who hasn't been well rendered, we can be harsh in our critique" this book will help you in your quest for a solid understanding of human anatomy.
This book examines the human body and provides deeper knowledge of the various body parts and how they all work together. Author: "when we see a CG figure who hasn't been well rendered, we can be harsh in our critique" this book will help you in your quest for a solid understanding of human anatomy.
Direitos autorais:
Attribution Non-Commercial (BY-NC)
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Baixe no formato PDF, TXT ou leia online no Scribd
This book examines the human body and provides deeper knowledge of the various body parts and how they all work together. Author: "when we see a CG figure who hasn't been well rendered, we can be harsh in our critique" this book will help you in your quest for a solid understanding of human anatomy.
Direitos autorais:
Attribution Non-Commercial (BY-NC)
Formatos disponíveis
Baixe no formato PDF, TXT ou leia online no Scribd
About this Book
As computer graphics have become increasingly sophisticated, so have
‘our expectations for rvalism, This is true for the computer games that we play,
the animations that we watch, and the digital art that we enjoy: Inthe early
1980s, when Pac Man was at the height ofits popularity, we were content to
watch litle creatures, whose circular bodies we only ever saw in profile, gobble
‘each other up. Now, we want to see Onimusha’s bulging muscles flex as he
fiercely battles with his formidable opponents.
‘The trouble is, of course, that on a superficial level we are all exceedingly
familiar with the human body—both its form as well as its potential for action.
Whether you realize itor not, you have been studying the human body your
hole life—when you brush your teeth in the morning, when you absent
rmindedly see other people walking down the street, when you watch your
favorite music star perform on stage. Most of us don’t ever think about it, but in
ur everyday lives we see many different kinds of people performing every
Imaginable action. Consequently, when we see a CG figure who hasn't been well
rendered—perhaps the hair looks funny or the motion is awkward or the lip-
synch is off—we can be harsh in our critique.
"This poses a real challenge for all digital creators. Not only do we need to
be fluent in whatever 2D or 3D software programs we are using—whether itis,
lustrator, Photoshop, LightWave 3D, 3D Studio Max, or any other of the many
excellent programs that are available for digital artists—but we also need to
have an extremely high level of skil in the foundations of our arts. And for many
of us, this includes having a solid understanding of human anatomy.
‘This book will help you in your quest. It examines the human body and
provides deeper knowledge of the various body parts and how they all work
together, both in stop-motion as well asin action, Part I: Structure presents the
human form. This begins with complete diagrams of the human bone and
‘musculature structures, and then continues, body part by body part, with a
‘thorough examination of the entire body. Part 2: Action analyzes a number of
{ypical movements. [lustrated by sequences of freeze-frame images, each of
these activities is presented in great detail, with attention given to common
trouble spots.
All ofthe chapters are connected to each other, so there's no need to
read it linearly. Instead, start with any section that interests you and continue
from there. We hope that this book answers all of your questions about the
‘human body—and inspires you to create truly animated! digital art
"The EditorsContents
6 | The Human Form 8 | The Moving Body 10 The Flow of Mover
14| Understanding the Body's yg _ Examining
12) Personality in Action
y Bone Structure the Human Museul
92 Structure
Exploring the Construction of Human Body Parts
s, rat Legd
n ;
ty Al
24 30 36 42 48 54
Hands Arms Back & Waist Head Mouth
60 66. 72 78 84
Nose & Ears Skin & Hair Face Figure Shapes of Act
90 96 102 108 114ACTION ANATOMY
For Gamers, Animators, and Digital Artist
120 Action
Exploring the Mechanisms of Body Movements
Getting up Sitting down Walking ee Running
122 128 134 140 146
Jumping Throwing Standing Looking back
a
152 158 164 170
173 | Afterword 174 | Index