2nd Edition

Digital Character Development Theory and Practice, Second Edition

By Rob O'Neill Copyright 2016
    332 Pages 140 B/W Illustrations
    by A K Peters/CRC Press

    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.

    Digital Character Development: Theory and Practice, Second Edition covers the following key topics that are valuable to professionals across a wide spectrum of disciplines:

    • Evolution and history of digital characters, which is critical to understanding the theory and techniques behind how characters are developed
    • Contemporary issues, such as the "Uncanny Valley" phenomenon, that affect character design decisions
    • Process of building characters: anatomical considerations, character motion systems, deformation (muscle and skin) systems, facial setup, and rig synthesis and construction
    • Animation technology: keyframe strategies, curve interpolation, motion capture, procedural animation, artificial intelligence, crowd simulations, and interactive characters
    • Future of digital characters, including research questions that remain outstanding and the challenges for work beyond them

    The second edition of this book has been significantly updated to reflect the latest trends and innovations in digital character development. It includes interviews with 15 leading character development professionals that provide unique insights into the challenges and ingredients for success in this field. With rich illustrations and visual code examples throughout, this book provides a comprehensive roadmap to character development for both professionals and students.

    AN INTRODUCTION TO DIGITAL CHARACTERS

    Overview
    Overview of This Book
    Defining Digital Characters
    Roles in the Creation of Digital Characters
    Conclusion
    Further Reading

    Contemporary Issues Related to Digital Characters
    Viewer Perception and the "Uncanny Valley"
    How do Style and Use Dictate Setup?
    Case Studies in the Psychology of Digital Characters
    Exercise
    Further Reading

    Interview: Josh Carey, Rigging Supervisor, Reel FX Creative Studio
    Bio
    Q&A

    History of Digital Characters
    Introduction
    The Evolution of Digital Characters
    History of Digital Characters in Films
    Overview of Digital Characters in Interactive Media
    Further Reading

    Interview: Tim McLaughlin, Associate Professor and Department Head, Department of Visualization, College of Architecture, Texas A&M University
    Bio
    Q&A

    Character Technology and Code
    Commonalities between Software
    Programming and Scripting
    Presentation of Algorithms in This Book
    Further Reading

    Interview: Daniel Dawson, Lead Character Technical Director, DreamWorks Animation
    Bio
    Q&A

    CHARACTER TECHNOLOGY

    Introduction to Character Technology
    Nomenclature
    The Pipeline for Digital Character Creation and Maintenance
    Surface Types of Geometric Meshes
    Modeling Concerns for Animation
    Modeling Concerns for Video Games and Real-Time Engines
    Exercise
    Further Reading

    Interview: Wade Ryer, Character Technical Director
    Bio
    Q&A

    Anatomy for Character Setup
    Character Motion Systems and Anatomy
    Anatomical Direction
    Anatomical Terms of Motion
    Joint Mechanics
    Comparative Anatomy
    Further Reading

    Interview: Lee Wolland, Character Technical Director, Consultant
    Bio
    Q&A

    Motion Systems
    Matrices and Joints
    Joint Rotations
    Rotation Order
    Euler versus Quaternions
    Joint Naming and Placement
    Joint Hierarchies
    Anatomically Influences Hierarchies
    Constraints and High-Level Control
    Forward and Inverse Kinematics
    Dynamics and Simulation
    User Interface and Visualizing the Motion System
    Real-Time Engine Concerns
    Conclusion
    Exercise
    Further Reading

    Interview: Cara Malek, Character Technology Body Lead, DreamWorks Animation
    Bio
    Q&A

    Deformation Systems
    Physiology of Muscles
    The Polygonal Model as Skin
    Deformation
    Skinning and Enveloping
    The Deformation Rig and Pipeline
    Deformers
    Layered Deformation Methods
    Shape Interpolation
    Dynamics and Simulation
    Spring Mesh and Relaxation Deformation Methods
    Deformation Order
    Real-Time Engine Concerns
    Conclusion
    Exercise
    Further Reading

    Interview: Robert Helms, Lead Character Technical Director, DreamWorks Animation
    Bio
    Q&A

    Face Setup
    Introduction
    Anatomy
    Psychology behind Facial Expressions
    Face Shape Library
    Emotions through Face Shapes
    Visemes and Lip Syncing
    Eyes
    Interfaces for Facial Animation
    Dynamics and Simulation
    Real-Time Engine Concerns
    Conclusion
    Exercise
    Further Reading

    Interview: Nico Scapel, Creative Director, Faceshift
    Bio
    Q&A

    Rig Synthesis
    Introduction
    The Rig in a Scene
    Motion System Inventory
    Deformation System Inventory
    Face System Inventory
    Documentation
    Real-Time Engine Concerns
    Conclusion
    Exercise
    Further Reading

    Interview: Stephen Mann, CG Supervisor, Shade VFX
    Bio
    Q&A

    Rig Construction
    Introduction
    Rig Building Blocks
    Referencing
    Build Systems
    Example Build System: The Arm Module
    Constructing Deformations
    Animation Data Transfer
    Variation Systems
    Rig Publishing
    Conclusion
    Exercise
    Further Reading

    ANIMATION TECHNOLOGY

    Introduction to Animation Technology
    Definitions of Animation
    Integration of Animation Techniques
    Interfaces for Animation
    Further Reading

    Interview: Javier Solsona, Senior Character Technical Director, Sony Imageworks
    Bio
    Q&A

    Traditional Animation Techniques
    Classic Principles of Animation
    Curves and Interpolation
    Driving Versus Driven Motion
    Clip-Based Animation
    Sound
    Real-Time Engine Concerns
    Exercise
    Further Reading

    Interview: Stephen Candell, Lead Character Technical Director, DreamWorks Animation
    Bio
    Q&A

    Motion Capture
    Marker-Based Motion Capture
    Motion Capture Data Cleanup
    Skeletal Solvers
    Pipelines for Motion Capture
    Motion Retargeting
    Marker-Less Motion Capture
    Exercise
    Further Reading

    Interview: Brad Clark, Character Technical Director, Consultant
    Bio
    Q&A

    Procedural Animation
    Functions to Control Movement
    Scripted Animation and Procedural Actors
    Using Physics to Control Movement
    Behavioral Animation
    Artificial Intelligence
    Crowds and Variation Systems
    Hair and Clothing
    Exercise
    Further Reading

    Interview: Terran Boylan, Lead Character Technical Director, DreamWorks Animation
    Bio
    Q&A

    Case Studies in Character Interactivity
    "Alphawolf" (2001) By the Synthetic Characters Group at the MIT Media Lab
    "Tartarus" (2006) By Alan Price
    "Moviesandbox" (On Going) By Friedrich Kirschner
    Further Reading

    Interview: David Hunt-Bosch, Rigging Tech Art Lead, Bungie
    Bio
    Q&A

    CONCLUSIONS

    The Frontiers of Digital Character Development
    Further Reading

    Interview: Ken Perlin, Professor, Media Research Laboratory, Courant Institute of Mathematical Sciences, New York University
    Bio
    Q&A

    Biography

    Rob O’Neill is a Character Technical Director Supervisor at DreamWorks Animation. Prior to joining DreamWorks, he was an Assistant Professor at Pratt Institute where he was Director of the Digital Arts Research Lab, and a founding partner of Kickstand Animation.