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Concepts
 
 
  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.    
  
  • How does a matrix work?   
  • How do you animate a rolling cube?
  • The difference between a hierarchy and a constraint?   
  • Why is order of execution important?     
  • How do you use texture space efficiently?   
  • What is the renderer actually doing?      
  • Why are expressions useful and how do they work?   
  • Why shouldn't you put a million points on that line?   

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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.