Digital Character Development: Theory and Practice, Second EditionEvery animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for film and games using software-agnostic descriptions that apply to any animation application. It provides insight from a real production environment and the requirements that such an environment imposes. With rich illustrations and visual code examples throughout, this book provides a comprehensive roadmap to character development for both professionals and students. |
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Digital Character Development: Theory and Practice, Second Edition Robert O'Neill No preview available - 2015 |
Common terms and phrases
acter action actors algorithms anatomy animated characters animation systems articulation attributes avatar basic behavior blend shapes body build system character model character motion character rig character setup artist Character Technical Director character technology character’s complex Computer Graphics constraint create curve defined deformation system digital characters DreamWorks Animation dynamics elements emotional example face facial Figure film and games functionality game engines Gears of War human implemented industry intentionally left blank interface interpolation joints Ken Perlin layer look markers matrix mesh method module motion capture motion capture data motion system move muscle node object performance pipeline Pixar polygonal pose position procedural procedural animation production real-time result rigger rotation scene scripted shot simulation skin Sony Pictures Imageworks squash and stretch studios successful digital character surface techniques Tippett Studio Uncanny Valley vertex Video Game visemes visual weight