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...

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Detalles Bibliográficos
Otros Autores: O'Neill, Rob, Prof., author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Boca Raton, FL : A K Peters/CRC Press, an imprint of Taylor and Francis 2015.
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.