Description

Book Synopsis

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.

Addit

Table 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—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

Technical Animation in Video Games

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    A Paperback / softback by Matthew Lake

    £44.99

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    Order before 4pm today for delivery by Thu 12 Nov 2026.

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      Book details

      Publisher CRC Press
      Published 11 December 2023
      ISBN-13 9781032203270
      978-1032203270
      ISBN-10 1032203277

      Description

      Book Synopsis

      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.

      Addit

      Table 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—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

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