Digital character development theory and practice
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 pract...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Boca Raton, FL :
A K Peters/CRC Press, an imprint of Taylor and Francis
2015.
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Edición: | Second edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630191606719 |
Tabla de Contenidos:
- 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.