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.
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