Technical animation in video games / Matthew Lake.
Publisher: Boca Raton : CRC Press, 2024Edition: 1st editionDescription: 254 pagesContent type:- text
- unmediated
- volume
- 9781032203270
- TR897.7 .L35 2024
BOOKS
| Current library | Home library | Call number | Status | Barcode | |
|---|---|---|---|---|---|
| Alfaisal University On Shelf | Alfaisal University On Shelf | TR897.7 .L35 2024 (Browse shelf(Opens below)) | Available | AU00000000020992 |
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| TR897.7 .C66 2019 Game Anim : | TR897.7 .C76 2016 Motion graphics : | TR897.7 .K55 2022 Making the cut at Pixar : | TR897.7 .L35 2024 Technical animation in video games / | TR897.7 .M398 2015 Cinema 4d apprentice : | TR897.7 .S3885 2015 Design for motion : | TR897.72 .A335 2023 Adobe After Effects : |
Includes bibliographical references and index.
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.
"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"--

