Digital Character Development


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