000 02191nam a22002297a 4500
003 0
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008 241012b xxu||||| |||| 00| 0 eng d
020 _a9781032203270
050 _aTR 897.7
_b.L35 2024
100 _aLake, Matthew,
_eauthor.
245 _aTechnical animation in video games /
_cMatthew Lake.
250 _a1st ed.
260 _aBoca Raton :
_bCRC Press,
_c2024.
300 _axv, 254 p. :
_bill. ;
_c25 cm.
504 _aIncludes bibliographical references and index.
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"--Provided by publisher.
650 _aComputer animation.
650 _aVideo games
_vDesign.
650 _aVideo games
_vProgramming.
942 _2lcc
_cBK
999 _c366522
_d366522