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: $6,240
- 貴賓價: 9.5 折 $5,928
- 語言: 英文
- 頁數: 338
- 裝訂: Hardcover - also called cloth, retail trade, or trade
- ISBN: 1041116616
- ISBN-13: 9781041116615
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相關分類:
遊戲引擎 Game-engine、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。內容涵蓋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教學案例結合,說明如何整合書中介紹的原理與工具。書中提供範例測試腳本、動畫檔案與綁定資產(rig assets)作為具體範例,讀者可以修改並拆解這些資源,以加深理解。內容涵蓋技術動畫的端到端製作管線:從在 Autodesk Maya 中放置關節、讓靜態角色獲得生命開始,經過工具與自動化功能的開發,一直到 Unreal Engine 5 的整合與最佳化。本書第二版新增「其他角色動畫」章節,並全面更新軟體版本資訊,以對應最新一代的軟體。
更多資源可在本書的 GitHub 儲存庫中取得。該資源包含 Maya 範例檔案與 Python 腳本,可協助讀者進行自己的工作,以及實作本書各處介紹的示範。
本書是初入行的遊戲技術動畫師,以及正在修習遊戲動畫課程的學生不可或缺的讀物;同時也適合在電影產業工作的技術動畫師。
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 剛起步的時代,便開始製作短片,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,他逐漸發現自己對互動式敘事的熱愛,並轉而投身電子遊戲開發。
取得 Computer Games Animation 的 Bachelor of Arts 學位後,Matthew 擔任多款電子遊戲的技術動畫師,包括 PlayStation 5 首發多人遊戲《Destruction AllStars》,以及單人敘事遊戲《Fort Solis》;在《Fort Solis》中,他更擔任首席技術動畫師。他曾在 Game Developers Conference(GDC)與 Epic Games 的 Unreal Fest 等國際會議上進行技術演講,分享自己的專業知識。
Matthew 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人士與專業開發者提供此一專業領域的深入見解。