AMY&PINK

THEORY AND PRACTICE

 

About “Digital Character Development: Theory and Practice”

Learn the Theory and Practice behind the development of digital characters for film and games. Digital Character Development bridges the gap between rigging concepts, algorithms, and techniques via software-agnostic descriptions that apply to any animation applications. Presenting the anatomical considerations for rigging a character along side the expectations of an animator, a road map for character development is carefully laid out through rich illustrations and visual code examples.

* Covers the theoretical issues, foundational algorithms and research that go into the development of digital characters for game and film.
* Provides an overview of the anatomical considerations, control structure, motion systems, deformation systems, face setup and other aspects of digital character creation and animation.
* Includes exercises for professors and students.


Reviews of “Digital Character Development”

“Digital Character Development: Theory and Practice – is exactly that.  Rob has managed to put together for the first time an in-depth history of the life of the digital character.  His explanation of anatomy and its relationship to the modern Character TD is indispensible for anyone wanting to create convincing digital characters.  In addition, his pipeline and methodology share some of the best-kept secrets used currently in character intensive productions.  This book isn’t a how manual, it’s a why manual.  I could only wish I had this earlier in my career.  It would have saved many hours of mistakes and research.  That being said, there is something here for everyone, even the most seasoned Character TD may learn something.”
 
Tony Barbieri, Lead TD, Psyop Inc.
 
 
“Computer animation is a field that blends the highly technical with the highly artistic.  Digital Character Development covers topics that are incredibly valuable to professionals across the entire spectrum.  Subjects are always discussed through the prism of a real production environment and the requirements that such an environment imposes.  Although computer animation is a relatively young industry, it benefits from the wealth of knowledge and study that exists in related fields.  No other text presents this information and does it in a way that is approachable by programmers and artists alike.  Digital Character Development is important for those just starting out in the industry, as well as established professionals interested in a deeper understanding of character technology.  Modelers, character technical directors and artists from many related disciplines will benefit from this book.”

Daniel Dawson, Character Technology, Kickstand
 
 
This book is great and goes in depth into areas of theory. It goes well beyond the simple “here’s-the-button approach” and talks about the actual theory and the “why’s.” Knowing this content will help you to create your own robust rigs regardless of your software and move away from tutorials into full understanding of just how things work. Rob has managed to make a volume worthy of textbook status.”
 
TJ Galda, Maya Master & CG Supervisor, Electronic Arts
 
 


About the Author:

Rob O’Neill is an artist, programmer, and researcher working at the intersection of art and science. He holds an undergraduate degree in anthropology from Brooklyn College of the City University of New York where he focused on anatomy and biological anthropology. Rob holds an MFA from Parsons School of Design in Design and Technology with a focus on animation and visualization.

Currently Acting Director and Research Associate in the Pratt Institute Digital Arts Research Lab, Rob is also collaborating and developing technology for various anthropology and paleontology projects at the American Museum of Natural History. Rob’s work has been shown in collaboration with Kidrobot at Visionaire Gallery, the Exit Art “Studio Visit” Exhibit, the New York Hall of Science, and the New York Academy of Sciences, Eyebeam, and internationally as part of Intersculpt in Nancy, France and Mutamorphisis in Prague, Czech Republic.  He continues to create work for both screen and gallery settings and is actively publishing, speaking, and producing work in the realms of character technology, animation production, and developing new tools for creative expression.  He is also a founding partner of the animation research and development firm Kickstand.

Previous professional experience includes: Researcher in Cultural Resources in the Division of Anthropology at the American Museum of Natural History; Production Fellow at Eyebeam; Character Technical Director at PDI/Dreamworks on “Shrek 4D”, “Shrek 2”, and “Madagascar”; Character and Research Technical Director at Charlex/Launch; and Studio Technical Director at Eyebeam.