Southville International School and Colleges

Technical animation in video games / (Record no. 366522)

000 -LEADER
fixed length control field 02191nam a22002297a 4500
003 - CONTROL NUMBER IDENTIFIER
control field 0
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20241012091600.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 241012b xxu||||| |||| 00| 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781032203270
050 ## - LIBRARY OF CONGRESS CALL NUMBER
Classification number TR 897.7
Item number .L35 2024
100 ## - MAIN ENTRY--PERSONAL NAME
Personal name Lake, Matthew,
Relator term author.
245 ## - TITLE STATEMENT
Title Technical animation in video games /
Statement of responsibility, etc Matthew Lake.
250 ## - EDITION STATEMENT
Edition statement 1st ed.
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc Boca Raton :
Name of publisher, distributor, etc CRC Press,
Date of publication, distribution, etc 2024.
300 ## - PHYSICAL DESCRIPTION
Extent xv, 254 p. :
Other physical details ill. ;
Dimensions 25 cm.
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc Includes bibliographical references and index.
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"--Provided by publisher.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer animation.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games
Form subdivision Design.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games
Form subdivision Programming.
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Koha item type Books
Holdings
Shelving location Date last seen Full call number Date acquired Withdrawn status Koha item type Permanent Location Current Location Source of classification or shelving scheme Damaged status Sub Shelving location Price effective from Barcode Source of acquisition Lost status
Reserve Section2024-10-12TR 897.7 .L35 20242024-10-12 BooksCollege LibraryCollege Library   2024-10-12C23790Library Fund 
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