03236cam a22003858i 450000100090000000300070000900500170001600800410003301000170007402000300009102000310012102000270015203500130017904000260019204200080021805000230022610000400024924500560028925000170034526000090036226300090037126400360038030000150041633600260043133700280045733800270048550400510051250505140056352015110107765000230258865000250261165000300263665500240266677601600269023324974US-DLC20251207074236.0230921s2024 flu b 001 0 eng  a 2023029887 z9781032203409q(hardback) a9781032203270q(paperback) z9781003263258q(ebook) a23324974 aaubengerdacaudDLC apcc00aTR897.7b.L35 20241 aLake, Matthewc(Animator),eauthor.10aTechnical animation in video games /cMatthew Lake. a1st edition. c2024 a2311 1aBoca Raton :bCRC Press,c2024. a254 pages  atextbtxt2rdacontent aunmediatedbn2rdamedia avolumebnc2rdacarrier aIncludes bibliographical references and index.0 aTechnical 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. a"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"-- 0aComputer animation 0aVideo gamesxDesign. 0aVideo gamesxProgramming. 0aPrint books.2local08iOnline version:aLake, Matthew (Animator).tTechnical animation in video gamesb1st edition.dBoca Raton : CRC Press, 2024z9781003263258w(DLC) 2023029888