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
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