| 
			  
			 
 
  by Peter Plantec
 
			October 20, 2003 
			from
			
			KurzweilAI Website 
			  
				
					
						| 
						Virtual Humans is 
						the first book with instructions on designing a 
						"V-human," or synthetic person. Using the programs on 
						the included CD, you can create animated computer 
						characters who can speak, dialogue intelligently, show 
						facial emotions, have a personality and life story, and 
						be used in real business projects. These excerpts 
						explain how to get started.To be published in Virtual Humans, AMACOM, November 
						2003.
 |  
			About 30% of building a virtual human is in the engine. A good 
			engine will make it easy for you to create a believable personality. 
			It provides functions that allow things like handling complex 
			sentences, bringing up the past and learning better responses if one 
			doesn't work. But in the end, it's your artistry that gives the 
			entity its charm.
 
 There are many natural language approaches that can handle the job. 
			Simple pattern matching engines are the least sophisticated and most 
			useful of them all. With the rash of recent interest, I'm not going 
			to pretend I know all the nuances of all the engines out there. 
			Instead, I'll concentrate on using simple software to build complex 
			personalities.
 
			  
			Together we will build a clever virtual 
			person using a mind engine kindly supplied by Yapanda Intelligence, 
			Inc. of Chickasha Oklahoma. I selected this one because it can drive 
			a real-time 3D head animation with lip-synch. Nevertheless, the 
			basic steps in creating a virtual personality are platform 
			independent.
 I've included some additional engines to play with. The most 
			powerful is ALICE. She's an implementation of Artificial 
			Intelligence Markup Language (AIML). Alice source code is available 
			to those of you who want to modify it and build your own Virtual 
			Human engine, adding your own special features. I've also included a 
			copy of Jacco Bikker's WinAlice for PC users. It demonstrates some 
			unique features such as the ability to bring up ancient history and 
			to learn new responses from you.
 
 I'll talk more about the actual engines in chapter three. But it's 
			important to realize that the software you use to build your virtual 
			human is just a tool for expressing your artistry.
 
 The most important and least understood part of virtual humans -- 
			their personalities is our focus. We are going to have some serious 
			fun. Let's look at some uses for virtual people.
 
			  
			  
			Good For 
			Business
 
 From a business perspective virtual humans with a personality are a 
			major boon. Imagine a person signing onto your web page. There's 
			already a cookie that contains significant information about them, 
			gathered by your virtual host on the guest's first visit.
 
			  
			The encounter might go a bit like this:
 
				
				Host "Hey, Joanne, Its nice to see 
				you again." <smile>
 Joanne: "You remember me?"
 
 Host "Of course I do. But it's been a while. I missed you." 
				<expression>
 
 Joanne "Sorry about that, I've been really busy."
 
 Host "So did you read 'The Age of Spiritual Machines?'
 
 Joanne "Yeah, it was really interesting. <beat> Are you one of 
				them?"
 
 Host "Not yet, I'm afraid, but I'm working on it.<beat> Before I 
				forget, you should know about Greg Stock' new book on how to 
				live to be 200 plus years old!"
 
 Joanne "I read his last book and liked it. Can you send me a 
				copy?"
 
 Host "Sure, we have it in stock <grin>. Same charge, same place?
 
 Joanne "Yup. Also, do you have any books on Freestyle Landscape 
				Quilting?
 
 Host "I'll check. <beat> Hold on a few more seconds. Okay, I 
				found two…..
 
 
			And so forth.  
			  
			You can see that Virtual humans bring 
			back that personal touch so sorely missing in commerce today. 
			Believe it or not, I've observed people from every level of 
			sophistication and background respond positively to personal 
			attention from a Virtual Human. It feels good. 
 Your marketing software can be made to generate marketing variables 
			that can be fed to your virtual human host: Joanne's buying 
			patterns, personal information like her date of birth etc.
 
			  
			Trust is a big issue, so such data must 
			be handled with respect for the client and used in clever ways. 
			Imagine when Joanne comes online within a week of her birthday and 
			Host sings happy birthday to her. Hokey? Yes. Appealing, you bet. 
			I've also discovered that many people tolerate hokey behavior from 
			V-people. It's a bit like the ways we tolerate…even appreciate the 
			squash and stretch exaggeration in animated film characters.  
			  
			Of course Host would not want to sing 
			happy birthday to every customer. She has to know how to tell which 
			is which. Later in the book will look into using unobtrusive 
			personality assessment to provide those cues. This is one of the 
			most important and most neglected tools you have. You'll see why 
			later. 
 An advantage of rule based approaches is that you can have multiple 
			sets of rules, each one with responses specifically honed to a 
			specific task or person or language. For example when Joanne logs 
			in, her cookie can initiate the uploading of a rule database 
			tailored specifically to her general personality and buying 
			patterns.
 
			  
			That means that when a rule triggers, it 
			will respond in a way likely to make Jonnie comfortable while 
			meeting her needs. Next a person from Korea logs on and the host 
			switches to a Korean intelligencebase, greeting the client in that 
			language. One well designed host can handle orders in more than 20 
			languages. This clearly presents opportunities for small companies 
			to expand internationally.
 Depending on your type of business or usage, Virtual Human needs 
			will vary. For example, voice-only virtual humans are already very 
			active in phone information and ordering systems. They don't have 
			much personality yet, but we're going to work on that. In fact there 
			are a number of different types of virtual humans and we'll be 
			building one up from the simplest to one of the more complex with a 
			3D animated talking head.
 
			  
			By taking it step by step you'll be 
			amazed at your own ability to master Virtual Human design.
 A good Virtual Human should be able to cope with language. Changing 
			language should be as easy as switching databases and voice engines. 
			Monica Lamb, a Native American scientist and V-person developer has 
			used Alice to build a V-person that teaches and speaks Mohawk.
 
 At a minimum, your V-person will be able to handle general 
			conversational input by voice or keyboard, parse that input to 
			arrive at appropriate behaviors, and output behavior as text or 
			speech, on-screen information, and/or machine commands to software 
			or external devices. It should also have a face display capable of 
			at least minimal emotional expression such as smile, frown and 
			neutral. I prefer a 3D face capable of complex emotional expression 
			that is part of the communication system. This is a tall order, but 
			I believe we can handle it. Here's and interesting example of how 
			one creative company has used this technology in a mechanical robot:
 
 Redgate Technologies is a company that thrives on invention. They 
			became interested in Natural Language Processing (NLP) early on. 
			They had invented a new chip technology to monitor and control 
			complex technical systems. NLP was useful for interpreting the 
			complex codes generated by their chips. Just for fun, they expanded 
			their NLP engine to represent several personalities.
 
			  
			They quickly discovered that a virtual 
			human hooked into their system became a super-capable assistant to a 
			human supervisor. Imagine one on a space station, keeping track of 
			all mechanical systems and keeping the inhabitants company with 
			casual conversation. For luck we won't name her HAL. 
 A wonderful example of this V-person species is Redgate's Sarha. 
			She's an innovative virtual human interface for industrial 
			monitoring and control. Sarha stands for "Smart Anthropomorphic 
			Robotic Hybrid Agent." Redgate has used NLP pattern matching to 
			monitor an entire industrial complex. The Virtual Human system they 
			devised sends out queries to specialized monitoring modules using 
			the special Redgate chips.
 
			  
			She then reads and interprets the 
			encoded feedback in spoken English, issuing warnings when conditions 
			warrant.  
			  
			She can also take emergency action on 
			her own, if necessary. Her supervisor communicates with her in 
			spoken English, asking her to start processes or check specific 
			conditions. In a demonstration of Sarha's application to home 
			security, she reported "Anthony, someone left the garage door open." 
			Anthony replied "Close it for me will you please, Sarha?" And of 
			course she does. 
 The thing I like most about Sarha is her personality. She makes 
			personal comments; even chides her operator, whom she knows by name. 
			As a demonstration, Sarha was installed into a fully robotic 
			interface that could move around, point to objects and complain 
			about and avoid objects in her path. She was linked by microwave to 
			a control computer she used to monitor her charges.
 
			  
			She even gave a brief talk on those 
			special chips Redgate designed to transmit monitoring data back to 
			her. She reached into a bowl, pulled out a chip, pointed at it with 
			a metal finger and started her spiel. Later she took questions. All 
			the while she was monitoring various systems. She even brought 
			on-line, a loud monster generator in another room during the 
			demonstration.
 Perhaps one of the most important applications for Virtual Human 
			technology is in teaching. I've found that young people have trust 
			issues with the educational system.
 
			  
			I can't blame them when administrators 
			waste millions on bad decisions but there aren't enough books to go 
			around. Virtual teacher's seem separated from all this. It's hard to 
			attribute ulterior motives to an animated character, even if she is 
			smart and talkative and knows you by name. Properly scripted, a 
			V-teacher can get to know a student on a personal basis.  
			  
			The real human teacher can feed her 
			personal tidbits she can bring up during a lesson: 
				
				"So Bill, is it true you threw the 
				winning touchdown in Saturday's game?"
 "Yeah, how'd you know about that?"
 
 "Hey, I keep on top of things. Congratulations. Now let's teach 
				you how to estimate the diameter of an oleic acid molecule.
 
			Young children can be fascinated by 
			virtual people.  
			  
			I got a call from a retired engineer 
			from rural New Mexico. He had spent a lot of time tweaking the voice 
			input on his V-person so that she would understand his very bright 3 
			year old grand daughter, and had a story to tell me. He'd been 
			remarkably successful and the little girl spent hours in happy 
			conversation with her virtual friend.  
			  
			One evening a few neighbors came by to 
			play Canasta.  
			  
			While they were playing, the little girl 
			came into the adjoining room and fired up her computer. In moments 
			an animated conversation ensued. One of the neighbors, a devout 
			fundamentalist Christian became terrified and insisted he smash the 
			girl's computer immediately. It was inhabited by the devil.  
			  
			He refused of course. He told me he'd 
			been using the virtual character to teach his grand daughter 
			everything from her ABCs to simple math. I gave him some unpublished 
			information on how to get her to record the granddaughter's 
			responses to questions, so he could check on them later.
 The point is, in creative hands virtual humans already have enormous 
			potential and the platforms are constantly improving.
 
 Blending art, technology and a little psychology allows us to take a 
			functional leap, decades ahead of pure artificial intelligence. 
			Although the simple VH software of today will eventually be replaced 
			by highly sophisticated neural nets or entirely new kinds of 
			computing, it will be a long time before they'll have unique human 
			like personalities…if ever. Meanwhile let's give the evolution of 
			technology a kick in the butt by building really smart, personable 
			virtual people today.
 
 Because creating a believable synthetic personality is more of an 
			art than science, it's important that we get a feel for how we 
			humans handle our conscious lives. It's part philosophy, part 
			psychology and believe it or not, part quantum physics. We'll start 
			by comparing people and computers, with out getting to 
			philosophically crazed.
 
			  
			Any discussion of the human mind must 
			consider consciousness. It's a danger zone and I already know the 
			discussions to follow will dump me smack into the boiling kettle. 
			I'll walk you through the important parts. Disagree and send me nice 
			email if you like.  
			  
			Coming up in chapter two we'll explore 
			the nature of consciousness and why it's an essential consideration 
			in virtual human design.  
			  
			  
 
			  
			  
			  
			  
			Synthespians - 
			Virtual Acting 
			(Chapter 13)
 with Ed Hooks
 
			  
				
					
						| 
						Ed Hooks, author of Acting 
						for Animators (Heinemann, Revised Second Edition 2003), 
						has been a theatre professional for three decades and 
						has taught acting to both animators and actors for PDI, 
						Lucas Learning, Microsoft, Disney Animation, and other 
						leading companies. |  
			Virtual people have to convince us they have wheels spinning inside.
 
			  
			They do, of course, have electrons 
			spinning in service of the plot, but if they don't show it on their 
			faces, we just don't buy it. We're used to seeing people think. It's 
			true; thought is conveyed through action. Although I'm remarkably 
			opinionated about acting in animation, I'm not a certified expert on 
			the subject--Ed Hooks is.  
			  
			He teaches acting classes for animators 
			internationally, and has held workshops for companies such as, 
				
					
					
					Disney Animation (Sydney)
					
					Tippett Studio (Berkeley)
					
					Microsoft (Redmond, Washington)
					
					Electronic Arts (Los Angeles)
					
					BioWare (Edmonton, Canada)
					
					PDI (Redwood City, California) 
			Among his five books, 
			
			Acting for Animators: The Complete Guide to 
			Performance Animation, Heinemann, Revised edition 
			(September 2003) has been a major hit.
 
			  
			The Seven 
			Essential Concepts in Face Acting
 
			The following concepts are interpretations of Ed Hooks' "Seven 
			Essential Acting Concepts."
 
			  
			We've adapted them here to focus on the 
			V-people and their faces. 
				
					
					
					The face expresses thoughts 
					beneath. The brain, real or artificial, is the most alive 
					part of us. Thinking, awareness, and reasoning are active 
					processes that affect what's on our face.    
					Emotion happens as a result of 
					thinking. Because these characters don't have a natural link 
					between thinking and facial expression, your job as animator 
					is to create those links. In effect, you want your synthetic 
					brain to emulate recognizable human cognition on the face, 
					which leads to the illusion of real and appropriate 
					emotions.
 
					
					Acting is reacting. Every facial 
					expression is a reaction to something. Even the slightest 
					head and hand movement in reaction to what's happening can 
					be most convincing. If the character tilts its head as you 
					begin to speak to it, or nods on occasion in agreement, you 
					get the distinct feeling of a living person paying 
					attention.    
					A double take shows surprise. 
					Because you have very few body parts to work with, you have 
					a superb challenge in front of you.
 
					
					Know your character's objective. 
					Your character is never static. He is always moving, even if 
					the movement is the occasional twitch, a shift of the eye, 
					or a blink. Your objective is to endow your character with 
					the illusion of life. As such, it is wise to follow 
					Shakespeare's advice, "Hold the mirror up to nature" 
					(Hamlet, III. ii.17-21). Notice that when a person listens, 
					she may tilt her head to the side or glance off in the 
					distance as she contemplates and integrates new information.
					   
					When she smiles and says nice 
					things to you, her objective is to please. Always know what 
					your character's objective is because it is the roadmap 
					linking behaviors to their goals.    
					Knowing her personality and 
					history are essential here.
 
					
					Your character moves 
					continuously from action to action. Your character is doing 
					something 100 percent of the time. There must always be 
					life! Even if she appears to be waiting, things are going on 
					mentally. Make a list of boredom behaviors and use them. 
					When people talk, a good emotion extraction engine will feed 
					her cues on how to react to what's being said. Her actions 
					expressing emotional responses are fluid.    
					They flow into each other 
					forming a face story. You should be able to tell from the 
					character's expression how she's reacting to what you're 
					saying. Say she takes a deep breath and you see the cords on 
					her neck tighten. They then relax. Her body slumps a bit and 
					perhaps she nods.    
					Always in motion, she maintains 
					the illusion of life.
 
					
					All action begins with movement. 
					You can't even do math without your face moving, exposing 
					wheels spinning beneath. Your eyes twitch. You glance at the 
					ceiling, pondering. Your brow furrows as you struggle with 
					the solution. Try this experiment: Ask a friend to lie as 
					still as possible on the floor. No movement at all. 
					   
					Then, when he is absolutely 
					stone still, ask him to multiply 36 by 38. Pay close 
					attention to his eyes. You will note that they immediately 
					begin to shift and move. It is impossible to carry out a 
					mental calculation without the eyes moving. Sometimes 
					movement on the screen needs to be a bit more overt than in 
					real life. That's okay, even essential. It nails down the 
					emotion.    
					Done right, people won't notice 
					the exaggeration, but will get the point.
 
					
					Empathy is audience glue. The 
					main transaction between humans and Virtual humans has to be 
					emotion, not words. Words alone will lose them. You will 
					catch a viewer's attention if your character appears to be 
					thinking, but you will engage your viewer emotionally if 
					your character appears to be feeling.    
					You must get across how this 
					V-person feels about what's going on. If you do it 
					successfully, the audience will care about (empathize with) 
					those feelings. I promise you it can be done. A great 
					autonomous character can addict an audience in ways a static 
					animation cannot. The transaction between audience and 
					character is in real-time and directly motivated, much as it 
					is on stage. This is a unique acting medium, which is part 
					live performance and part animation.    
					It's an opportunity for you to 
					push things--experiment with building empathy pathways.
 
					
					Interaction requires 
					negotiation. You want a little theatrical heat in any 
					discourse with a V-person. To accomplish this, remember that 
					your character always has choices. We all do, in every 
					waking moment. The character has to decide when and whether 
					to answer or initiate a topic. If your character is simply 
					mouthing words, your audience response will be boredom.
					   
					Whether they know it or not, 
					people want to be entertained by your character. Artonin 
					Artaud famously observed that "actors are athletes of the 
					heart." Dead talk is not entertaining. There must be 
					emotion.    
					Recognize that you're working 
					with a theatrical situation and that the viewer will crave 
					more than a static picture. 
			Sure, there are loads more acting 
			concepts we could talk about, but these seven are the hard-rock core 
			of it.  
			  
			You're faced with a unique acting 
			challenge because you have an animated character that is essentially 
			alive. If that character is a cartoon or anime design and 
			personality, you'll have to read Preston Blair, for example, to 
			learn the principles of exaggerated cartoon acting, and then 
			incorporate these squash and stretch type actions into your 
			character's personality.  
			  
			If you take the easier road and use a 
			photorealistic human actor, you still must make their actions a bit 
			larger than life, but not as magnified as cartoons demand.
 The stage you set will depend on the Virtual actor's intention. If 
			he's there to guide a person around a no-nonsense corporate Web 
			site, you'll need to think hard about how much entertainment to 
			inject. Certainly you need some.
 
			  
			Intelligent Virtual actors in games 
			situations--especially full-bodied ones--present marvelous 
			opportunities to expand this new field of acting. You'll know their 
			intentions. Let them lead you to design their actions. Embellish 
			their personalities, embroider their souls, and decorate their 
			actions.  
			  
			Making them bigger than life will 
			generally satisfy. 
			  
			  
			Synthespians - 
			The Early Years
 
 Next I want to tell you about the clever term "Synthespian," which 
			unfortunately I didn't coin. I do believe it should become a part of 
			our language.
 
 Diana Walczak and Jeff Kleiser produced some early 
			experimental films featuring excellent solo performances by digital 
			human characters. For example, Nestor Sextone for President 
			premiered at SIGGRAPH in 1988.
 
			  
			About a year later, Kleiser and Walczak 
			presented the female Synthespian, Dozo, in a music video: 
				
				"Don't Touch Me."  
			These were not intelligent agents, but 
			they were good actors.  
				
				"It was while we were writing 
				Nestor's speech to an assembled group of 'synthetic thespians' 
				that we coined the term 'Synthespian,'" explains Jeff Kleiser.
				 
			Nestor Sextone had to be animated from 
			digitized models sculpted by Diana Walczak.
 As history will note, the field of digital animation is a close, 
			almost incestuous one. Larry Weinberg, the fellow who later created 
			Poser, worked out some neat software that allowed Jeff and Diana to 
			link together digitized facial expressions created from multiple 
			maquettes she'd sculpted to define visemes. That same software 
			allowed them to animate Nestor's emotional expression.
 
			  
			I've put a copy of this wonderful 
			classic bit of animation on the CD-ROM, with their blessing.
 Note that this viseme-linking was an early part of the development 
			chain leading to the morph targets you see in Poser and all the 
			high-end animation suites today. Getting your digitized character to 
			act was difficult in those days before bones, articulated joints, 
			and morphing skin made movement realistic. Nestor was made up of 
			interpenetrating parts that had to be cleverly animated to look like 
			a gestalt character without any obvious cracks or breaks or parts 
			sticking out.
 
 In most cases, V-people don't have a full body to work with, just a 
			face, and perhaps hands. Body language is such an effective 
			communications tool, but when we just don't have it we end up 
			putting twice as much effort into face and upper body acting.
 
			  
			Fortunately a properly animated face can 
			be wonderfully expressive, as shown in Figure 13-1. 
			 
			Figure 13-1 
			Virtual 
			actors can really show emotion 
			
 
			  
			Synthespians All Have 
			a Purpose
 A Synthespian playing a living person is probably the trickiest 
			circumstance you'll encounter. Depending on the situation, you want 
			to emulate that person's real personality closely, or exaggerate it 
			for comedic impact or political statement. If you exaggerate 
			features and behavior heavily you've entered a new art form: 
			interactive caricature or parody.
 
 Let's say we've built a synthetic Secretary of Defense Donald 
			Rumsfeld. The interactive theatrical situation is that we are 
			interrupting him while he is hectically planning an attack somewhere 
			in the world. He might be impatient and have an attitude regarding 
			our utter stupidity and lack of patriotism for bothering him at a 
			time like this.
 
			  
			His listening skills might be shallow. 
			He might continually give off the dynamic that he has better things 
			to do. By thus exaggerating his personality, we create interest and 
			humor. As a user, you want to interact because you feel something 
			interesting is happening. There is comic relief, and all the while 
			this character is making a political statement.  
			  
			I suspect Rumsfeld would get a kick out 
			of such a representation, as long as it's done in good taste.
 Action conveys personality, and you can't set up a virtual actor 
			without knowing the character well. For example, Kermit the Frog has 
			a definite psychology behind him. As a Web host, he is just very 
			happy to be there. He enjoys being in the spotlight, and his 
			behavior strongly implies he doesn't want to be any place else.
 
			  
			He's happy to show you around his Web 
			site, and he might even break out in song along the way. 
			Occasionally he'll complain about Miss Piggy's lack of attention or 
			the disadvantages of his verdant complexion.
 Think first about your intention and then the character's intention. 
			Mae West and Will Rogers wanted to make 'em laugh. No matter what 
			your purpose for a Synthespian, you want it to entertain. Sometimes 
			it may be understated. Remember that cleverness is always in style. 
			Notice the look people get on their faces when they think they're 
			being clever. It's usually an understated cockiness that shows 
			around the eyes.
 
			  
			The intention is to be clever, the words 
			are smart, but remember to add that subtle touch of smugness or 
			self-satisfaction around the eyes and the corners of the mouth.
 
			Note: There is a new 
			book titled Emotions Revealed: Recognizing Faces and Feelings to 
			Improve Communication and Emotional Life, by Paul Ekman (Times 
			Books, 2003), which is well worth your time to read. Ekman, who is 
			professor of psychology in the department of psychiatry at the 
			University of California Medical School, San Francisco, is one of 
			the world's great geniuses on the subject of the expression of 
			emotion in the human face. His new book has more than one hundred 
			photographs of nuanced facial expression, complete with explanations 
			for the variances.
 
 
			As an aside, I used to train counter-terrorist agents in 
			psychological survival.
 
			  
			One way to spot a terrorist in a crowd 
			is that they often have facial expressions that are inappropriate to 
			the situation. I used Ekman's work as a reference to help my agents 
			recognize when facial expression and body language don't match up, 
			an indication often exhibited by potential terrorists.  
			  
			You can use Ekman's work to make sure 
			your V-human agents have appropriate expressions for the situation.
 
			  
			  
			You Are the Character
 When you've done your homework, you'll know your character like you 
			know yourself. You'll identify with the character so intensely you 
			will have the sensation of being that character. Stage actors learn 
			to create characters by shifting from the third person to the first 
			person reference.
 
			  
			Instead of saying,  
				
				"My character would be afraid in 
				this situation," a stage actor might say, while portraying the 
				character, "I feel afraid."  
			In your case, you are creating a 
			second-party character, but you're empathizing personality with the 
			emotions of your own creation. There is an identity between the two 
			of you that will be both fun and compelling.
 Designing animation elements for the character requires feeling 
			them. I remember watching my daughter as she animated a baby dragon 
			early in her career. Her natural instinct was to get inside that 
			baby dragon and be it. I smiled as I watched her body and face 
			contort as she acted out each part of the sequence.
 
			  
			Her instruction had not come from me…it 
			was intuitive. At Disney, I've watched animators making faces in 
			little round mirrors dangling from extension arms above their desks. 
			They glance in the mirror, make a face and then look at the cel and 
			try to capture what they've seen. That part hasn't changed. For us 
			it's glance at the mirror, glance at the screen, and then tweak a 
			spline or morph setting.  
			  
			You won't be able to do all this with 
			the simple animation tools I've given you for free. Those are just 
			to get you hooked. If you intend to learn this stuff, get ready to 
			invest heavily in time and commitment and a fair amount in coin as 
			well.  
			  
			A small investment considering the 
			return. 
			  
			  
			If You Want to 
			Go Further
 
 There are great animation schools, and this continent has some of 
			the best. My favorite is at Sheridan College in Oakville, Ontario. 
			But there are many good schools here in the United States as well.
 
			  
			A few years ago, most of them were a 
			waste of money. But things have improved. Do some Web research and 
			find which school can best help you meet your goals. There is a 
			long-term need for talented, well-trained character animators, and 
			in general the pay for the talented is phenomenal.
 If you're a developer, you have to be familiar with all this stuff 
			to manage it effectively. You're responsible for the final product. 
			If you have animators working for you, believe in them, give them 
			freedom, but guide them toward your vision as well. The best 
			animated characters reflect the wisdom, vision, and artistry of 
			their prime artists and the producers behind them.
 
			  
			A great producer is an artist, a 
			business person, and a technician. It's not easy to get there, and 
			too may producers only have the business end down. As a producer, 
			you have to understand the artistry of production. You have to feel 
			the emotion of good animation. How else will you know what to 
			approve and not approve. So learn it and you'll be way above the 
			crowd.
 I want to thank Ed Hooks for contributing his wisdom to this 
			chapter. Remember, what you've read here is just a taste of what you 
			need to learn. If you're lucky, you'll find a way to take a live 
			class with Ed, who now lives in the Chicago area. It will change 
			your perspective forever.
 
 In the chapter upcoming, I'm going to kick it up a notch with ways 
			to give your character true awareness of his surroundings. Imagine 
			your well-developed character, now able not only to listen and talk, 
			but actually to see you, look you in the eyes, and recognize you 
			without asking.
 
			  
			You don't want to miss this one.
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