Technical Animation in Video Games
eBook - ePub

Technical Animation in Video Games

  1. 252 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Technical Animation in Video Games

About this book

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.

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.

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Yes, you can access Technical Animation in Video Games by Matthew Lake in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.

Information

Table of contents

  1. Cover Page
  2. Half-Title Page
  3. Title Page
  4. Copyright Page
  5. Dedication Page
  6. Contents
  7. About the Author
  8. 1. Technical Animator
  9. 2. Introduction to Software
  10. 3. Introduction to Motion Capture Technology
  11. 4. A Technical Understanding
  12. 5. Introduction to Maya
  13. 6. Introduction to Python
  14. 7. Python for Maya
  15. 8. Maya—Building a Skeleton
  16. 9. Maya—Building a Control Rig
  17. 10. Introduction to Unreal Engine 5
  18. 11. Unreal—The Skeleton Setup
  19. 12. Unreal—The Animation Blueprint
  20. 13. Unreal—The Control Rig Blueprint
  21. 14. Unreal—Physics Assets
  22. 15. Unreal—Sequencer Cinematics
  23. 16. Unreal—Cloth Dynamics
  24. 17. Unreal—The Optimisation
  25. 18. Evaluation
  26. References
  27. Index