Rob O'Neill

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Writing

Books
Digital Character Development: Theory and Practice (11/2008)

Published by Morgan Kaufmann (Elsevier), the textbook is a theoretical overview of character technology for animation and video 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 alongside the expectations of an animator, a road map for character development is carefully laid out through rich illustrations and visual code examples illuminating the development of digital characters for film and games.
Companion Site * Buy * BibTex

Articles


Building the Perfect Production Pipeline (9/2009) Animation students face many challenges as they prepare to enter the workforce-one of the most obvious is the lack of experience working in a studio production pipeline. For studios juggling tight deadlines and even tighter budgets, this issue can oftentimes be a deal breaker when it comes to landing the job. Time spent training an artist or an animator is essentially money left on the table, and in these trying economic times, few studios are willing to make the sacrifice. However, an underground, open-source project, which began in 2006 and has been consistently gaining momentum over the years, is providing students with the tools they need to work in a production pipeline long before they ever set foot in a studio.
Article at CGW

openPipeline: Teaching and Implementing Animation Production Pipelines in an Academic Setting (8/2007) (With: Paris Mavroidis and Meng-Han Ho)

Abstract: Organization and collaboration are key components to creating a successful animated film. Every studio implements a pipeline for how they will complete their film both from the point of view of planning and scheduling, and how they will manage their data across the length of production and across artists. The openPipeline project is an attempt to create a production pipeline framework specification and tool set to both educate and empower student and independent animated film production. Students often overlook issues such as production trees, automatic file naming, revision control, collaborative notes, and scene population. These ideas are all critical components to commercial production studios and valuable to the student and independent production.
BibTex

Emerging Congruence between Animation and Anatomy (4/2007)

Abstract: The worlds of animation and anatomy have a long-standing connection based on both direct and indirect collaboration. The author surveys a number of projects in which anatomists have consulted on animation projects or animation techniques have been used for data gathering and analysis. The author describes his own work in light of this connection.
PDF * BibTex
© 2001 - Rob O'Neill
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