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.
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.
Matthew Lake is a technical animator working in the video games industry. He started his career producing short movies in the early days of YouTube, leading on to work with the online entertainment network Machinima. Matthew has spent over a decade working on content creation, and after finding a love for interactive storytelling Matthew pursued a career in video games development. After acquiring a Bachelor of arts degree in computer games animation, Matthew went on to work on the multiplayer game Destruction AllStars, a PlayStation 5 exclusive launch title, and most recently worked as the lead technical animator on Fort Solis, a single player narrative game also for the PlayStation 5.
Inhaltsangabe
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-The Skeleton Setup Chapter 12: Unreal-The Animation Blueprint Chapter 13: Unreal-The Control Rig Blueprint Chapter 14: Unreal-Physics Assets Chapter 15: Unreal-Sequencer Cinematics Chapter 16: Unreal-Cloth Dynamics Chapter 17: Unreal-The Optimisation Chapter 18: Evaluation