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Understanding the concepts you
are working will allow you to build a compelling puppet instead
of a static statue. Computers have limitless
problems and a limited number of things they can accomplish.
For right now, it's still relatively easy to bring a machine "to its knees"
and turn itself off.
You're going to have to know a little
bit about blood and guts to avoid this. Not just the anatomy of
muscles, sinew and fat...but also the internals of your machine.
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How does a matrix work?
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How do you animate a rolling cube?
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The difference between a hierarchy and a constraint?
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Why is order of execution important?
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How do you use texture space efficiently?
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What is the renderer actually doing?
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Why are expressions useful and how do they work?
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Why shouldn't you put a million points on that line?
Becoming a character engineer
This type of nuts and bolts knowledge will make you
more efficient as a character engineer. And the
more efficient you are, the more ambitious you can be with your character.
Spend all your polygons in a place where
they won't be useful and you won't get to make those sexy
tear ducts you always wanted.
The best advice I can give you is to get
really intimate with whatever software you use.
Understand what is actually going on when
you move that point. After you've learned a few packages,
you'll begin to realize that under the hood most pieces of 3D software
are doing the same types of things--only their
workflow concepts, interface and design are different.
Learning such fundamentals will
help you avoid pitfalls and become a better character engineer. |
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