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Technical Animation in Video Games

Matthew Lake
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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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Dane bibliograficzne / Bibliographic info
Rodzaj (nośnik) / Type of product książka / book
Dział / Department Książki i czasopisma / Books and periodicals
Autor / Author Matthew Lake
Tytuł / Title Technical Animation in Video Games
Język / Language angielski
Wydawca / Publisher CRC Press
Rok wydania / Published in year 2024
Rodzaj oprawy / Binding type Miękka
Wymiary / Size 17.0x24.0
Liczba stron / Number of pages 254
Ciężar / Weight 0,49 kg
   
ISBN 9781032203270 (9781032203270)
EAN/UPC 9781032203270
Stan produktu / Condition nowy / new - sprzedajemy wyłącznie nowe nieużywane produkty

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