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dc.contributor.author Lake, Matthew
dc.date.accessioned 2025-02-03T02:41:17Z
dc.date.available 2025-02-03T02:41:17Z
dc.date.issued 2023-12-11
dc.identifier.citation Lake, M. (2023). Technical Animation in Video Games (1st ed.). CRC Press. https://doi.org/10.1201/9781003263258 en_US
dc.identifier.isbn 9781003263258
dc.identifier.uri https://doi.org/10.1201/9781003263258
dc.identifier.uri https://repositori.aswara.edu.my/handle/123456789/89
dc.description.abstract 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. en_US
dc.language.iso en_US en_US
dc.publisher CRC Press en_US
dc.subject Arts en_US
dc.subject Animation en_US
dc.subject Video games en_US
dc.subject Video Games Design en_US
dc.subject Programming en_US
dc.title Technical Animation in Video Games en_US
dc.type Book en_US


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