Technical Animation in Video Games
暫譯: 電子遊戲中的技術動畫
Lake, Matthew
- 出版商: CRC
- 出版日期: 2026-10-20
- 售價: $2,660
- 貴賓價: 9.5 折 $2,527
- 語言: 英文
- 頁數: 338
- 裝訂: Quality Paper - also called trade paper
- ISBN: 1041116578
- ISBN-13: 9781041116578
-
相關分類:
遊戲引擎 Game-engine、3D建模 3D-modeling、Unreal
尚未上市,無法訂購
商品描述
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.
商品描述(中文翻譯)
本書全面介紹電子遊戲技術動畫(technical animation),涵蓋業界開發者用來製作遊戲的次世代製作管線。本書完整說明從頭到尾的技術動畫工作流程,探討軟體與硬體,以及所有技術動畫師都必須了解的業界標準流程。
本書旨在成為易於理解的技術動畫資源,將淺顯易懂的原理,與如何結合書中所介紹的原理和工具之教育性實例融為一體。書中提供範例測試腳本、動畫檔案和綁定(rig)資產,作為具體實例;讀者可以修改並拆解這些內容,以加深理解。本書涵蓋技術動畫的端對端製作管線:從在 Autodesk 的 Maya 中放置關節、讓靜態角色栩栩如生的最初步驟開始,經過工具與自動化功能的開發,直到整合 Unreal Engine 5 並進行最佳化。全新第二版新增了「額外角色動畫」章節,並全面更新軟體版本資訊,以反映最新一代的軟體。
本書的 GitHub 儲存庫提供額外資源。讀者可以在其中找到 Maya 範例檔案與 Python 腳本,協助進行自己的工作,以及完成書中介紹的示範。
本書是遊戲技術動畫師職涯初期不可或缺的讀物,也適合正在修習遊戲動畫課程的學生。此外,本書也將受到電影產業技術動畫師的歡迎。
作者簡介
Matthew Lake is an author and video game developer specialising in technical animation. Matthew began his career producing short movies in the early days of YouTube, which led to a collaboration with the online entertainment network Machinima. With over a decade spent working on content creation, he discovered a love for interactive storytelling and transitioned to a career in video game development.
After earning a Bachelor of Arts degree in Computer Games Animation, Matthew went on to work as a technical animator on video games such as the multiplayer PlayStation 5 launch title Destruction AllStars, as well as the single-player narrative title Fort Solis in which he was the lead technical animator. He has shared his expertise through technical presentations at international conferences, such as the Game Developers Conference (GDC) and Epic Games' Unreal Fest.
Matthew is also the author of a published technical book focused on Technical Animation in Video Games, offering insights into the discipline for aspiring and professional developers alike.
作者簡介(中文翻譯)
Matthew Lake 是一位作家與電子遊戲開發者,專精於技術動畫(technical animation)。Matthew 早期在 YouTube 剛起步的年代製作短片,展開了他的職業生涯,並因此與線上娛樂網路 Machinima 展開合作。在投入內容創作工作超過十年後,他發現自己熱愛互動式敘事,於是轉而投身電子遊戲開發。
取得 Computer Games Animation 文學士學位後,Matthew 擔任電子遊戲的技術動畫師,參與過多人遊戲 PlayStation 5 首發作品《Destruction AllStars》,以及單人敘事遊戲《Fort Solis》;在《Fort Solis》中,他擔任首席技術動畫師。他也曾在 Game Developers Conference(GDC)與 Epic Games 的 Unreal Fest 等國際會議上進行技術簡報,分享自身專業經驗。
Matthew 同時也是已出版技術書籍《Technical Animation in Video Games》的作者,為有志成為遊戲開發者的讀者及專業開發者,提供技術動畫領域的深入見解。