ABSTRACT

This book is intended to provide an introductory overview of the theory and practice of digital character development, often called character rigging, from a software agnostic point of view. As a starting-off point for more complicated mathematical discussions and more artistic exploration, this text straddles the line between the arts and sciences that are required for the creation of compelling digital characters. In the course of this discussion, digital characters created for both games and films are addressed. As this subject is a moving target, updates, errata, and additional resources are compiled at https://www.charactertechnology.com.