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Digital character development : theory and practice / by Rob O'Neill.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
O'Neill, Rob, author
Language:
English
Subjects (All):
Video games--Design.
Video games.
Video games--Programming.
Physical Description:
1 online resource (324 pages) : illustrations, tables
Edition:
2nd edition.
Distribution:
London : Bloomsbury Publishing (UK), 2023.
Place of Publication:
Boca Raton : CRC Press, 2015.
System Details:
text file
Summary:
Digital characters are a driving force in the entertainment industry today. Every 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.
Contents:
part I An Introduction to Digital Characters
chapter 1 Overview
chapter 2 Contemporary Issues Related to Digital Characters
chapter 3 Interview: Josh Carey, Rigging Supervisor, Reel FX Creative Studio
chapter 4 History of Digital Characters
chapter 5 Interview: Tim McLaughlin, Associate Professor and Department Head, Department of Visualization, College of Architecture, Texas A&M University
chapter 6 Character Technology and Code
chapter 7 Interview: Daniel Dawson, Lead Character Technical Director, DreamWorks Animation
part II Character Technology
chapter 8 Introduction to Character Technology
chapter 9 Interview: Wade Ryer, Character Technical Director
chapter 10 Anatomy for Character Setup
chapter 11 Interview: Lee Wolland, Character Technical Director, Consultant
chapter 12 Motion Systems
chapter 13 Interview: Cara Malek, Character Technology Supervisor, DreamWorks Animation
chapter 14 Deformation Systems
chapter 15 Interview: Robert Helms, Lead Character Technical Director, DreamWorks Animation
chapter 16 Face Setup
chapter 17 Interview: Nico Scapel, Creative Director, Faceshift
chapter 18 Rig Synthesis
chapter 19 Interview: Stephen Mann, CG Supervisor, Shade VFX
chapter 20 Rig Construction
part III Animation Technology
chapter 21 Introduction to Animation Technology
chapter 22 Interview: Javier Solsona, Senior Character Technical Director, Sony Imageworks
chapter 23 Traditional Animation Techniques
chapter 24 Interview: Stephen Candell, Lead Character Technical Director, DreamWorks Animation
chapter 25 Motion Capture
chapter 26 Interview: Brad Clark, Character Technical Director, Consultant
chapter 27 Procedural Animation
chapter 28 Interview: Terran Boylan, Lead Character Technical Director, DreamWorks Animation
chapter 29 Case Studies in Character Interactivity
chapter 30 Interview: David Hunt-Bosch, Rigging Tech Art Lead, Bungie
part IV Conclusions
chapter 31 The Frontiers of Digital Character Development
chapter 32 Interview: Ken Perlin, Professor, Media Research Laboratory, Courant Institute of Mathematical Sciences, New York University
chapter 33 Conclusions.
Notes:
"An A K Peters Book."
Includes bibliographical references.
ISBN:
9781040073742
1040073743
9780429160127
0429160127
9781482250787
1482250780
9781482250770
1482250772
OCLC:
930260314

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