| 000 | 03335cam a22004218i 4500 | ||
|---|---|---|---|
| 001 | 23324974 | ||
| 003 | US-DLC | ||
| 005 | 20251207074236.0 | ||
| 008 | 230921s2024 flu b 001 0 eng | ||
| 010 | _a 2023029887 | ||
| 020 |
_z9781032203409 _q(hardback) |
||
| 020 |
_a9781032203270 _q(paperback) |
||
| 020 |
_z9781003263258 _q(ebook) |
||
| 035 | _a23324974 | ||
| 040 |
_aau _beng _erda _cau _dDLC |
||
| 042 | _apcc | ||
| 049 | _aAlfaisal Main Library | ||
| 050 | 0 | 0 |
_aTR897.7 _b.L35 2024 |
| 100 | 1 |
_aLake, Matthew _c(Animator), _eauthor. |
|
| 245 | 1 | 0 |
_aTechnical animation in video games / _cMatthew Lake. |
| 250 | _a1st edition. | ||
| 260 | _c2024 | ||
| 263 | _a2311 | ||
| 264 | 1 |
_aBoca Raton : _bCRC Press, _c2024. |
|
| 300 | _a254 pages | ||
| 336 |
_atext _btxt _2rdacontent |
||
| 337 |
_aunmediated _bn _2rdamedia |
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| 338 |
_avolume _bnc _2rdacarrier |
||
| 504 | _aIncludes bibliographical references and index. | ||
| 505 | 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. | |
| 520 | _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"-- | ||
| 650 | 0 | _aComputer animation | |
| 650 | 0 |
_aVideo games _xDesign. |
|
| 650 | 0 |
_aVideo games _xProgramming. |
|
| 655 | 0 |
_aPrint books. _2local _94 |
|
| 776 | 0 | 8 |
_iOnline version: _aLake, Matthew (Animator). _tTechnical animation in video games _b1st edition. _dBoca Raton : CRC Press, 2024 _z9781003263258 _w(DLC) 2023029888 |
| 942 |
_2lcc _cBOOKS |
||
| 999 |
_c608117 _d608117 |
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