Digital character development: theory and practice
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton, FL
CRC Press
[2016]
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Ausgabe: | Second edition |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xxvii, 304 Seiten Illustrationen |
ISBN: | 9781482250770 1482250780 |
Internformat
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250 | |a Second edition | ||
264 | 1 | |a Boca Raton, FL |b CRC Press |c [2016] | |
264 | 4 | |c © 2016 | |
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505 | 8 | |a Includes bibliographical references (pages 289-293) | |
650 | 4 | |a Computer animation | |
650 | 4 | |a Computer graphics | |
650 | 4 | |a Characters and characteristics / Computer simulation | |
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Datensatz im Suchindex
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adam_text | Contents
List of Figures, xv
List of Tables, xxi
Acknowledgments, xxiii
Introduction to the First Edition, xxv
Introduction to the Second Edition, xxvii
Section I An Introduction to Digital Characters
Chapter 1 ■ Overview____________________________________________3
1.1 OVERVIEW OF THIS BOOK 3
1.2 DEFINING DIGITAL CHARACTERS 4
1.3 ROLES IN THE CREATION OF DIGITAL CHARACTERS 6
1.4 CONCLUSION 6
FURTHER READING 6
Chapter 2 ■ Contemporary Issues Related to
____________Digital Characters__________________________________7
2.1 VIEWER PERCEPTION AND THE UNCANNY VALLEY 7
2.2 HOW DO STYLE AND USE DICTATE SETUP? 10
2.3 CASE STUDIES IN THE PSYCHOLOGY
OF DIGITAL CHARACTERS 12
2.4 EXERCISE 14
FURTHER READING 15
vii
viii ■ Contents
Chapter 3 ■ Interview: Josh Carey, Rigging Supervisor, Reel FX
_____________Creative Studio_______________________________________
3.1 BIO 17
3.2 Q A 18
Chapter 4 ■ History of Digital Characters 21
4.1 INTRODUCTION 21
4.2 THE EVOLUTION OF DIGITAL CHARACTERS 21
4.3 HISTORY OF DIGITAL CHARACTERS IN FILMS 23
4.4 OVERVIEW OF DIGITAL CHARACTERS IN INTERACTIVE MEDIA 31
FURTHER READING 38
Chapter 5 ■ Interview: Tim McLaughlin, Associate Professor and
Department Head, Department of Visualization, College
_____________of Architecture, Texas A M University_____________39
5.1 BIO 39
5.2 Q A 40
Chapter 6 ■ Character Technology and Code 43
6.1 COMMONALITIES BETWEEN SOFTWARE 43
6.2 PROGRAMMING AND SCRIPTING 44
6.3 PRESENTATION OF ALGORITHMS IN THIS BOOK 44
FURTHER READING 46
Chapter 7 ■ Interview: Daniel Dawson, Lead Character Technical
_____________Director, DreamWorks Animation____________________49
7.1 BIO 49
7.2 Q A 49
Section II Character Technology
Chapter 8 ■ Introduction to Character Technology___________________55
8.1 NOMENCLATURE 55
8.2 THE PIPELINE FOR DIGITAL CHARACTER CREATION
AND MAINTENANCE
56
Contents ■ ix
8.3 SURFACE TYPES OF GEOMETRIC MESHES 58
8.4 MODELING CONCERNS FOR ANIMATION 60
8.5 MODELING CONCERNS FOR VIDEO GAMES AND
REAL-TIME ENGINES 62
8.6 EXERCISE 64
FURTHER READING 65
Chapter 9 ■ Interview: Wade Ryer, Character Technical Director_67
9.1 BIO 67
9.2 Q A 68
Chapter 10 ■ Anatomy for Character Setup_______________________71
10.1 CHARACTER MOTION SYSTEMS AND ANATOMY 71
10.2 ANATOMICAL DIRECTION 71
10.3 ANATOMICAL TERMS OF MOTION 74
10.4 JOINT MECHANICS 76
10.5 COMPARATIVE ANATOMY 76
FURTHER READING 82
Chapter 11 ■ Interview: Lee Wolland, Character Technical Director,
_____________Consultant_________________________________83
11.1 BIO 83
11.2 Q A 84
Chapter 12 ■ Motion Systems____________________________________87
12.1 MATRICES AND JOINTS 87
12.2 JOINT ROTATIONS 88
12.3 ROTATION ORDER 90
12.4 EULER VERSUS QUATERNIONS 90
12.5 JOINT PLACEMENT AND NAMING 92
12.6 JOINT HIERARCHIES 95
12.7 ANATOMICALLY INFLUENCED HIERARCHIES 96
12.8 CONSTRAINTS AND HIGH-LEVEL CONTROL 96
x ■ Contents
12.9 FORWARD AND INVERSE KINEMATICS 101
12.10 DYNAMICS AND SIMULATION 104
12.11 USER INTERFACE AND VISUALIZING THE MOTION SYSTEM 105
12.12 REAL-TIME ENGINE CONCERNS 107
12.13 CONCLUSION 108
12.14 EXERCISE 108
FURTHER READING 108
Chapter 13 ■ Interview: Cara Malek, Character Technology
Supervisor, DreamWorks Animation 111
13.1 BIO 111
13.2 Q A 112
Chapter 14 ■ Deformation Systems 115
14.1 PHYSIOLOGY OF MUSCLES 115
14.2 THE POLYGONAL MODEL AS SKIN 117
14.3 DEFORMATION 119
14.4 SKINNING AND ENVELOPING 120
14.5 THE DEFORMATION RIG AND PIPELINE 124
14.6 DEFORMERS 126
14.7 LAYERED DEFORMATION METHODS 127
14.8 SHAPE INTERPOLATION 130
14.9 DYNAMICS AND SIMULATION 131
14.10 SPRING MESH AND RELAXATION DEFORMATION METHODS 133
14.11 DEFORMATION ORDER 134
14.12 REAL-TIME ENGINE CONCERNS 135
14.13 CONCLUSION 135
14.14 EXERCISE 136
FURTHER READING 136
Chapter 15 ■ Interview: Robert Helms, Lead Character Technical
_____________Director, DreamWorks Animation_______________139
15.1 BIO 139
15.2 Q A 139
Contents ■ xi
Chapter 16 ■ Face Setup___________________________________________143
16.1 INTRODUCTION 143
16.2 ANATOMY 143
16.3 PSYCHOLOGY BEHIND FACIAL EXPRESSIONS 145
16.4 FACE SHAPE LIBRARY 146
16.5 EMOTIONS THROUGH FACE SHAPES 146
16.6 VISEMES AND UP-SYNCING 151
16.7 EYES 152
16.8 INTERFACES FOR FACIAL ANIMATION 156
16.9 DYNAMICS AND SIMULATION 158
16.10 REAL-TIME ENGINE CONCERNS 158
16.11 CONCLUSION 158
16.12 EXERCISE 159
FURTHER READING 160
Chapter 17 ■ Interview: Nico Scapel, Creative Director, Faceshift 161
17.1 BIO 161
17.2 Q A 162
Chapter 18 ■ Rig Synthesis 167
18.1 INTRODUCTION 167
18.2 THE RIG IN A SCENE 167
18.3 MOTION SYSTEM INVENTORY 169
18.4 DEFORMATION SYSTEM INVENTORY 171
18.5 FACE SYSTEM INVENTORY 173
18.6 DOCUMENTATION 174
18.7 REAL-TIME ENGINE CONCERNS 175
18.8 CONCLUSION 176
18.9 EXERCISE 176
FURTHER READING 177
Chapter 19 ■ Interview: Stephen Mann, CC Supervisor, Shade VFX____179
19.1 BIO 179
19.2 Q A 179
xii ■ Contents
Chapter 20 ■ Rig Construction 183
20.1 INTRODUCTION 183
20.2 RIG BUILDING BLOCKS 184
20.3 REFERENCING 186
20.4 BUILD SYSTEMS 187
20.5 EXAMPLE BUILD SYSTEM: THE ARM MODULE 190
20.6 CONSTRUCTING DEFORMATIONS 192
20.7 ANIMATION DATA TRANSFER 193
20.8 VARIATION SYSTEMS 193
20.9 RIG PUBLISHING 194
20.10 CONCLUSION 195
20.11 EXERCISE 195
FURTHER READING 195
Section III Animation Technology
Chapter 21 ■ Introduction to Animation Technology 199
21.1 DEFINITIONS OF ANIMATION 199
21.2 INTEGRATION OF ANIMATION TECHNIQUES 200
21.3 INTERFACES FOR ANIMATION 201
FURTHER READING 202
Chapter 22 ■ Interview: Javier Solsona, Senior Character Technical
_____________Director, Sony Imageworks_____________________203
22.1 BIO 203
22.2 Q A 204
Chapter 23 ■ Traditional Animation Techniques___________________207
23.1 CLASSIC PRINCIPLES OF ANIMATION 207
23.2 CURVES AND INTERPOLATION 210
23.3 DRIVING VERSUS DRIVEN MOTION 212
23.4 CLIP-BASED ANIMATION 212
Contents ■ xiii
23.5 SOUND 213
23.6 REAL-TIME ENGINE CONCERNS 214
23.7 EXERCISE 215
FURTHER READING 215
Chapter 24 ■ Interview: Stephen Candell, Lead Character Technical
______________Director, DreamWorks Animation_______________217
24.1 Bio 217
24.2 Q A 217
Chapter 25 ■ Motion Capture______________________________________221
25.1 MARKER-BASED MOTION CAPTURE 221
25.2 MOTION CAPTURE DATA CLEANUP 223
25.3 SKELETAL SOLVERS 224
25.4 PIPELINES FOR MOTION CAPTURE 226
25.5 MOTION RETARGETING 227
25.6 MARKER-LESS MOTION CAPTURE 228
25.7 EXERCISE 230
FURTHER READING 230
Chapter 26 ■ Interview: Brad Clark, Character Technical Director,
______________Consultant___________________________________231
26.1 BIO 231
26.2 Q A 232
Chapter 27 ■ Procedural Animation________________________________237
27.1 FUNCTIONS TO CONTROL MOVEMENT 237
27.2 SCRIPTED ANIMATION AND PROCEDURAL ACTORS 238
27.3 USING PHYSICS TO CONTROL MOVEMENT 241
27.4 BEHAVIORAL ANIMATION 242
27.5 ARTIFICIAL INTELLIGENCE 244
27.6 CROWDS AND VARIATION SYSTEMS 245
27.7 HAIR AND CLOTHING 248
27.8 EXERCISE 249
249
FURTHER READING
xiv ■ Contents
Chapter 28 ■ Interview: Terran Boylan, Lead Character Technical
_______________Director,, DreamWorks Animation________________251
28.1 BIO 251
28.2 Q A 252
Chapter 29 ■ Case Studies in Character Interactivity________________255
29.1 ALPHAWOLF (2001) BY THE SYNTHETIC CHARACTERS GROUP
AT THE MIT MEDIA LAB 258
29.2 TARTARUS (2006) BY ALAN PRICE 260
29.3 MOVIESANDBOX (ON GOING) BY FRIEDRICH KIRSCHNER 262
FURTHER READING 264
Chapter 30 ■ Interview: David Hunt-Bosch, Rigging Tech Art Lead,
Bungie 267
30.1 BIO 267
30.2 Q A 268
Section IV Conclusions
CHAPTER 31 ■ The Frontiers of Digital Character Development_________273
FURTHER READING 279
CHAPTER 32 ■ Interview: Ken Perlin, Professor, Media Research
Laboratory, Courant Institute of Mathematical Sciences,
New York University 281
32.1 BIO 281
32.2 Q A 282
Chapter 33 ■ Conclusions____________________________________________285
FURTHER READING 287
References, 289
Index, 295
|
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isbn | 9781482250770 1482250780 |
language | English |
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spelling | O'Neill, Robert Verfasser (DE-588)1075216192 aut Digital character development theory and practice Rob O'Neill Second edition Boca Raton, FL CRC Press [2016] © 2016 xxvii, 304 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references (pages 289-293) Computer animation Computer graphics Characters and characteristics / Computer simulation Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028825607&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | O'Neill, Robert Digital character development theory and practice Includes bibliographical references (pages 289-293) Computer animation Computer graphics Characters and characteristics / Computer simulation |
title | Digital character development theory and practice |
title_auth | Digital character development theory and practice |
title_exact_search | Digital character development theory and practice |
title_full | Digital character development theory and practice Rob O'Neill |
title_fullStr | Digital character development theory and practice Rob O'Neill |
title_full_unstemmed | Digital character development theory and practice Rob O'Neill |
title_short | Digital character development |
title_sort | digital character development theory and practice |
title_sub | theory and practice |
topic | Computer animation Computer graphics Characters and characteristics / Computer simulation |
topic_facet | Computer animation Computer graphics Characters and characteristics / Computer simulation |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028825607&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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