MARC details
| 000 -LEADER |
| fixed length control field |
03335cam a22004218i 4500 |
| 001 - CONTROL NUMBER |
| control field |
23324974 |
| 003 - CONTROL NUMBER IDENTIFIER |
| control field |
US-DLC |
| 005 - DATE AND TIME OF LATEST TRANSACTION |
| control field |
20251207074236.0 |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
| fixed length control field |
230921s2024 flu b 001 0 eng |
| 010 ## - LIBRARY OF CONGRESS CONTROL NUMBER |
| LC control number |
2023029887 |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| Cancelled/invalid ISBN |
9781032203409 |
| Qualifying information |
(hardback) |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| International Standard Book Number |
9781032203270 |
| Qualifying information |
(paperback) |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| Cancelled/invalid ISBN |
9781003263258 |
| Qualifying information |
(ebook) |
| 035 ## - SYSTEM CONTROL NUMBER |
| System control number |
23324974 |
| 040 ## - CATALOGING SOURCE |
| Original cataloging agency |
au |
| Language of cataloging |
eng |
| Description conventions |
rda |
| Transcribing agency |
au |
| Modifying agency |
DLC |
| 042 ## - AUTHENTICATION CODE |
| Authentication code |
pcc |
| 049 ## - LOCAL HOLDINGS (OCLC) |
| Holding library |
Alfaisal Main Library |
| 050 00 - LIBRARY OF CONGRESS CALL NUMBER |
| Classification number |
TR897.7 |
| Item number |
.L35 2024 |
| 100 1# - MAIN ENTRY--PERSONAL NAME |
| Personal name |
Lake, Matthew |
| Titles and other words associated with a name |
(Animator), |
| Relator term |
author. |
| 245 10 - TITLE STATEMENT |
| Title |
Technical animation in video games / |
| Statement of responsibility, etc |
Matthew Lake. |
| 250 ## - EDITION STATEMENT |
| Edition statement |
1st edition. |
| 260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
| Date of publication, distribution, etc |
2024 |
| 263 ## - PROJECTED PUBLICATION DATE |
| Projected publication date |
2311 |
| 264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE STATEMENTS |
| Place of production, publication, distribution, manufacture |
Boca Raton : |
| Name of producer, publisher, distributor, manufacturer |
CRC Press, |
| Date of production, publication, distribution, manufacture |
2024. |
| 300 ## - PHYSICAL DESCRIPTION |
| Extent |
254 pages |
| 336 ## - CONTENT TYPE |
| Content Type Term |
text |
| Content Type Code |
txt |
| Source |
rdacontent |
| 337 ## - MEDIA TYPE |
| Media Type Term |
unmediated |
| Media Type Code |
n |
| Source |
rdamedia |
| 338 ## - CARRIER TYPE |
| Carrier Type Term |
volume |
| Carrier Type Code |
nc |
| Source |
rdacarrier |
| 504 ## - BIBLIOGRAPHY, ETC. NOTE |
| Bibliography, etc |
Includes bibliographical references and index. |
| 505 0# - FORMATTED CONTENTS NOTE |
| Formatted contents note |
Technical animator -- Introduction to software -- Introduction to motion capture technology -- A technical understanding -- Introduction to Maya -- Introduction to Python -- Python for Maya -- Maya building a skeleton -- Maya building a control rig -- Introduction to Unreal Engine -- Unreal : skeleton setup -- Unreal : the animation blueprint -- Unreal : the control rig blueprint -- Unreal : physics assets -- Unreal : sequencer cinematics -- Unreal : cloth dynamics -- Unreal : optimisation -- Evaluation. |
| 520 ## - SUMMARY, ETC. |
| Summary, etc |
"This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilize to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know. Written to be an accessible technical animation resource, the book combines easy-to-understand principles with educational use cases on how to combine the principles and tools taught within. Example test scripts, animation files, and rig assets are provided as tangible examples that can be modified and taken apart to deepen your understanding. It covers the end-to-end pipeline of technical animation, from the very first steps of placing joints in Autodesk's Maya to breathe life into your static characters, through to tools and automation development, all the way to Unreal Engine 5 integration and optimisation. Additional resources are available on the book's GitHub repository. From this resource, you will find example files for Maya and Python scripts that will help with your own work and demonstrations featured throughout this book. Find the repository at: https://github.com/MattLakeTA/TechnicalAnimationInVideoGames This book will be essential reading for early-career game technical animators as well as those studying on games animation courses. It will also appeal to technical animators working within the film industry"-- |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Computer animation |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Video games |
| General subdivision |
Design. |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Video games |
| General subdivision |
Programming. |
| 655 #0 - INDEX TERM--GENRE/FORM |
| Genre/form data or focus term |
Print books. |
| Source of term |
local |
| 9 (RLIN) |
4 |
| 776 08 - ADDITIONAL PHYSICAL FORM ENTRY |
| Display text |
Online version: |
| Main entry heading |
Lake, Matthew (Animator). |
| Title |
Technical animation in video games |
| Edition |
1st edition. |
| Place, publisher, and date of publication |
Boca Raton : CRC Press, 2024 |
| International Standard Book Number |
9781003263258 |
| Record control number |
(DLC) 2023029888 |
| 942 ## - ADDED ENTRY ELEMENTS (KOHA) |
| Source of classification or shelving scheme |
Library of Congress Classification |
| Koha item type |
BOOKS |