Digital Character Development: Theory and Practice (2016) .. by Rob O’Neill
Contents
List of Figures
List of Tables
Acknowledgements
Introduction to the First Edition
Introduction to the Second Edition
Section I: An Introduction To Digital Characters
Chapter 1: Overview
Overview of This Book
Defining Digital Characters
Roles in the Creation of Digital Characters
Conclusion
Further Reading
Chapter 2: Contemporary Issues Related to Digital Characters
Viewer Perception and the “Uncanny Valley”
How do Style and Use Dictate Setup?
Case Studies in the Psychology of Digital Characters
Exercise
Further Reading
Chapter 3: Interview: Josh Carey, Rigging Supervisor, Reel FX Creative Studio
Bio
Q&A
Chapter 4: History of Digital Characters
Introduction
The Evolution of Digital Characters
History of Digital Characters in Films
Overview of Digital Characters in Interactive Media
Further Reading
Chapter 5: Interview: Tim McLaughlin, Associate Professor and Department Head, Department of Visualization, College of Architecture, Texas A&M University
Bio
Q&A
Chapter 6: Character Technology and Code
Commonalities between Software
Programming and Scripting
Presentation of Algorithms in This Book
Further Reading
Chapter 7: Interview: Daniel Dawson, Lead Character Technical Director, DreamWorks Animation
Bio
Q&A
Section II: Character Technology
Chapter 8: Introduction to Character Technology
Nomenclature
The Pipeline for Digital Character Creation and Maintenance
Surface Types of Geometric Meshes
Modeling Concerns for Animation
Modeling Concerns for Video Games and Real-Time Engines
Exercise
Further Reading
Chapter 9: Interview: Wade Ryer, Character Technical Director
Bio
Q&A
Chapter 10: Anatomy for Character Setup
Character Motion Systems and Anatomy
Anatomical Direction
Anatomical Terms of Motion
Joint Mechanics
Comparative Anatomy
Further Reading
Chapter 11: Interview: Lee Wolland, Character Technical Director, Consultant
Bio
Q&A
Chapter 12: Motion Systems
Matrices and Joints
Joint Rotations
Rotation Order
Euler versus Quaternions
Joint Naming and Placement
Joint Hierarchies
Anatomically Influences Hierarchies
Constraints and High-Level Control
Forward and Inverse Kinematics
Dynamics and Simulation
User Interface and Visualizing the Motion System
Real-Time Engine Concerns
Conclusion
Exercise
Further Reading
Chapter 13: Interview: Cara Malek, Character Technology Body Lead, DreamWorks Animation
Bio
Q&A
Chapter 14: Deformation Systems
Physiology of Muscles
The Polygonal Model as Skin
Deformation
Skinning and Enveloping
The Deformation Rig and Pipeline
Deformers
Layered Deformation Methods
Shape Interpolation
Dynamics and Simulation
Spring Mesh and Relaxation Deformation Methods
Deformation Order
Real-Time Engine Concerns
Conclusion
Exercise
Further Reading
Chapter 15: Interview: Robert Helms, Lead Character Technical Director, DreamWorks Animation
Bio
Q&A
Chapter 16: Face Setup
Introduction
Anatomy
Psychology behind Facial Expressions
Face Shape Library
Emotions through Face Shapes
Visemes and Lip Syncing
Eyes
Interfaces for Facial Animation
Dynamics and Simulation
Real-Time Engine Concerns
Conclusion
Exercise
Further Reading
Chapter 17: Interview: Nico Scapel, Creative Director, Faceshift
Bio
Q&A
Chapter 18: Rig Synthesis
Introduction
The Rig in a Scene
Motion System Inventory
Deformation System Inventory
Face System Inventory
Documentation
Real-Time Engine Concerns
Conclusion
Exercise
Further Reading
Chapter 19: Interview: Stephen Mann, CG Supervisor, Shade VFX
Bio
Q&A
Chapter 20: Rig Construction
Introduction
Rig Building Blocks
Referencing
Build Systems
Example Build System: The Arm Module
Constructing Deformations
Animation Data Transfer
Variation Systems
Rig Publishing
Conclusion
Exercise
Further Reading
Section III: Animation Technology
Chapter 21: Introduction to Animation Technology
Definitions of Animation
Integration of Animation Techniques
Interfaces for Animation
Further Reading
Chapter 22: Interview: Javier Solsona, Senior Character Technical Director, Sony Imageworks
Bio
Q&A
Chapter 23: Traditional Animation Techniques
Classic Principles of Animation
Curves and Interpolation
Driving Versus Driven Motion
Clip-Based Animation
Sound
Real-Time Engine Concerns
Exercise
Further Reading
Chapter 24: Interview: Stephen Candell, Lead Character Technical Director, DreamWorks Animation
Bio
Q&A
Chapter 25: Motion Capture
Marker-Based Motion Capture
Motion Capture Data Cleanup
Skeletal Solvers
Pipelines for Motion Capture
Motion Retargeting
Marker-Less Motion Capture
Exercise
Further Reading
Chapter 26: Interview: Brad Clark, Character Technical Director, Consultant
Bio
Q&A
Chapter 27: Procedural Animation
Functions to Control Movement
Scripted Animation and Procedural Actors
Using Physics to Control Movement
Behavioral Animation
Artificial Intelligence
Crowds and Variation Systems
Hair and Clothing
Exercise
Further Reading
Chapter 28: Interview: Terran Boylan, Lead Character Technical Director, DreamWorks Animation
Bio
Q&A
Chapter 29: Case Studies in Character Interactivity
“Alphawolf” (2001) By the Synthetic Characters Group at the MIT Media Lab
“Tartarus” (2006) By Alan Price
“Moviesandbox” (On Going) By Friedrich Kirschner
Further Reading
Chapter 30: Interview: David Hunt-Bosch, Rigging Tech Art Lead, Bungie
Bio
Q&A
Section IV: Conclusions
Chapter 31: The Frontiers of Digital Character Development
Further Reading
Chapter 32: Interview: Ken Perlin, Professor, Media Research Laboratory, Courant Institute of Mathematical Sciences, New York University
Bio
Q&A
Chapter 33: Conclusions
Further Reading
References
Index