Technical animation in video games / (Record no. 608117)

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
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Home library Current library Shelving location Date acquired Total Checkouts Full call number Barcode Date last seen Cost, replacement price Price effective from Koha item type
    Library of Congress Classification     Alfaisal University Alfaisal University On Shelf 2025-12-07   TR897.7 .L35 2024 AU00000000020992 2025-12-07 430.00 2025-12-07 BOOKS

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