Technical Animation in Video Games
-
GET 10% OFF
- Publisher's listprice GBP 54.99
-
24 827 Ft (23 645 Ft + 5% VAT)
The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.
- Discount 10% (cc. 2 482 Ft off)
- Discounted price 22 345 Ft (21 281 Ft + 5% VAT)
22 345 Ft
Availability
Not yet published.
Why don't you give exact delivery time?
Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.
Product details:
- Edition number 2
- Publisher CRC Press
- Date of Publication 20 October 2026
- ISBN 9781041116578
- Binding Paperback
- No. of pages358 pages
- Size 246x174 mm
- Language English
- Illustrations 32 Illustrations, black & white; 289 Illustrations, color; 29 Halftones, black & white; 284 Halftones, color; 3 Line drawings, black & white; 5 Line drawings, color; 4 Tables, black & white 700
Categories
Short description:
This provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the full technical animation workflow, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know.
MoreLong description:
This book provides a comprehensive overview of video game technical animation, covering the next-generation pipelines that industry developers utilise 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, this 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 tools and automation development, all the way to Unreal Engine 5 integration and optimisation. This new second edition contains a new chapter on additional character animation, as well as fully updated version references for the latest generation of software.
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.
This book is essential reading for early career game technical animators as well as those studying game animation courses. It will also appeal to technical animators working in the film industry.
Praise for the first edition:
“Of all the rigging advice I’ve seen over the years, the detailed rigging chapters in this book are so solid and it gives me joy to see a good resource in print.” – Brad Clark, co-founder of Rigging Dojo.
“This book is not only valuable for someone more junior, looking to start a career in technical animation, but anyone that works alongside or relies upon technical animation. It does a great job of breaking down, from start to finish, what is needed to establish a technical animation foundation for a game.” – Mike Jungbluth is an animation director and game developer who has been working in games since 2006.
MoreTable of Contents:
Chapter 1 - Technical Animator
Chapter 2 - Introduction to Software
Chapter 3 - Introduction to Motion Capture Technology
Chapter 4 - A Technical Understanding
Chapter 5 - Introduction to Maya
Chapter 6 - Introduction to Python
Chapter 7 - Python for Maya
Chapter 8 - Maya – Building A Skeleton
Chapter 9 - Maya – Building A Control Rig
Chapter 10 - Introduction to Unreal Engine 5
Chapter 11 - Unreal – Skeleton Setup
Chapter 12 - Unreal – The Animation Blueprint
Chapter 13 - Unreal – The Control Rig Blueprint
Chapter 14 - Unreal – Additional Character Animation
Chapter 15 - Unreal – Physics Assets
Chapter 16 - Unreal – Sequencer Cinematics
Chapter 17 - Unreal – Cloth Dynamics
Chapter 18 - Unreal – Optimisation
Chapter 19 – Evaluation
Bibliography
Index
More