레퍼런스 $ j i g g l e b o n e , T h e Va l v e D e v e l o p e r C o m m u n i t y Character Pipeline Advances for Next-Gen Games, Christopher Evans, Hanno Hagedorn [ G D C 2 0 0 7 ] Concepts in Animating Sam Fisher & friends, Eric Bibeau, Gilles Monteil [GDC2005] Creating a Character in Uncharted:Drake’s Fortune, Christian Gyrling [GDC2008] E u p h o r i a , N a t u r a l M o t i o n , h t t p : / / w w w. n a t u r a l m o t i o n . c o m / e u p h o r i a . h t m Helper Joints:Advanced Deformations on RunTime Characters, Jason Parks [GDC2005] HumanIK, Autodesk, http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=9491249 Taming the Mob : Creating Believable Crowds, Sylvain Bernard, James Therien [GDC2008] Uncharted Animation:An In-depth Look at the Character Animation Workflow and Pipeline, J e r e m y L a i - Ya t e s , J u d d S i m a n t o v [ G D C 2 0 0 8 ] 게으른 아티스트의 캐릭터 파이프라인 개발 경험담, 김충효 [NDC2008] 차세대 게임 개발을 위한 실시간 비주얼 그래프 편집, 김성익 [NDC2008]