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  • Technical Animation in Video Games

    Technical Animation in Video Games by Lake, Matthew;

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    A beszerzés időigényét az eddigi tapasztalatokra alapozva adjuk meg. Azért becsült, mert a terméket külföldről hozzuk be, így a kiadó kiszolgálásának pillanatnyi gyorsaságától is függ. A megadottnál gyorsabb és lassabb szállítás is elképzelhető, de mindent megteszünk, hogy Ön a lehető leghamarabb jusson hozzá a termékhez.

    A termék adatai:

    • Kiadás sorszáma 2
    • Kiadó CRC Press
    • Megjelenés dátuma 2026. október 20.

    • ISBN 9781041116615
    • Kötéstípus Keménykötés
    • Terjedelem358 oldal
    • Méret 246x174 mm
    • Nyelv angol
    • Illusztrációk 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

    Kategóriák

    Rövid leírás:

    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.

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    Hosszú leírás:

    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.

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    Tartalomjegyzék:

    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

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