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Rigging for Games

A Primer for Technical Artists Using Maya and Python

(Autor)

Buch | Softcover
392 Seiten
2015
Routledge (Verlag)
978-0-415-74305-1 (ISBN)
59,95 inkl. MwSt
Using the real world production of the animated short and video game Tin Girl as the foundation for learning, you will be shown how to create rigs for a 3D cinematic, and then how to modify those rigs to be ready for game production using popular video game engines.
Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video game Tin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a complete inside look at a single project.

You’ll explore new ways to write scripts and create modular rigs using Maya and Python, and automate and speed up the rigging process in your creative pipeline. Finally, you’ll learn the most efficient ways of exporting your rigs into the popular game engine Unity. This is the practical, start-to-finish rigging primer you’ve been waiting for!






Enhance your skillset by learning how to efficiently rig characters using techniques applicable to both games and cinematics



Keep up with all the action with behind-the-scenes images and code scripts



Refine your rigging skills with tutorials and project files available on the companion website

Eyal Assaf is a Technical Artist currently living and working in Toronto, Canada. A graduate from the Ontario College of Art and Design, Eyal has been involved in the animation, gaming and broadcast industries since the mid-90’s when digital dinosaurs began to roam the big screens. His wide range of experience led him to positions such as Visual Effects Supervisor on an award winning animated 3D television show, as well as other lead positions in a variety of commercials, broadcast, film and game projects. He is also an internationally published illustrator in various trade publications and teaches 3D and Design at a college level.

Acknowledgements

Introduction

Chapter 1 – The Creative Cycle

Chapter 2 – Concept Art and Modeling

Chapter 3 – Rigging Concepts

Chapter 4 – Scripting Mechanics

Chapter 5 - Rigging Mechanoids

Chapter 6 – Rigging Humanoids

Chapter 7 – The Control Rig

Chapter 8 – Game On! Exporting to Unity

Appendix

Index

Erscheint lt. Verlag 14.1.2016
Zusatzinfo 2 Tables, black and white; 4 Line drawings, black and white; 275 Illustrations, color
Verlagsort London
Sprache englisch
Maße 191 x 235 mm
Gewicht 730 g
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 0-415-74305-2 / 0415743052
ISBN-13 978-0-415-74305-1 / 9780415743051
Zustand Neuware
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