begin process at 2012 02 15 12:57:46
  Trouver un code source :
 
dans
 


Inside LightWave 7


Inside LightWave 7

Prix public : 69,47 €

Commander
Prix exceptionnel Eyrolles :
66€


Auteur(s) :
D. ablan

Editeur : New Riders
Date de parution : 07/02/2002
ISBN : 0-7357-1134-8
EAN : 9780735711341

Synopsis

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.

Commander ce livre au prix de 69,47 € 66 €

Classé sous : Project, Overview, Animation, Motion, Lightwave



Commentaires des membres à propos du livre :
Inside LightWave 7

Aucun commentaire pour le moment.

Donnez votre avis sur ce livre

  Vous avez lu ce livre ? votre avis nous interresse :



Nos sponsors


Sondage...

CalendriCode

Février 2012
LMMJVSD
  12345
6789101112
13141516171819
20212223242526
272829    

Consulter la suite du CalendriCode

 
Développement réalisé par Nicolas SOREL (Nix) avec l'aide de : Cyril DURAND et Emmanuel (EBArtSoft), Merci à Vincent pour ses précieux conseils.
CodeS-SourceS.com© Toute reproduction même partielle est interdite sauf accord écrit du Webmaster
CodeS-SourceS.com© est une marque déposée tous droits réservés

Google Coop CodeS-SourceS Google Coop CodeS-SourceS
Temps d'éxécution de la page : 0,343 sec (4)

Nous contacter | Annoncer sur CodeS-SourceS | Mentions légales