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Maya 游戏动画指南 (附光盘) The Game Animator's Guide to Maya

Maya 游戏动画指南 (附光盘) The Game Animator's Guide to Maya  点此进入淘宝搜索页搜索
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  分類: 图书,进口原版书,科学与技术 Science & Techology ,

作者: Michael McKinley 著

出 版 社: John Wiley & Sons

出版时间: 2007-8-1字数:版次: 1页数: 243印刷时间: 2006/12/01开本:印次:纸张: 胶版纸I S B N : 9780470038574包装: 平装编辑推荐

作者简介:Michael McKinley is a 3D Artist at Buzz Monkey Software and author of The Game Artist's Guide to Maya. His game projects have spanned a variety of platforms, from high-end PC games to console titles for the PlayStation 2 and Xbox to handheld games for the PlayStation Portable. Prior to Buzz Monkey, he taught Maya courses at Collins College in Tempe, Arizona.

内容简介

Game animation is a demanding art. Not only do you have to deliver realistic, beautiful animations, but you have to do so under strict real-time, video-game constraints. The Game Animator's Guide to Maya is your focused resource for using Maya to create professional-level game animations for console and PC games. Written by a game industry veteran and featuring interviews with professional animators and artists from around the country, this focused book features specific, detailed, real-world game animation techniques. It's the perfect reference and tutorial for those looking to develop or refine their game animation skills.

The enclosed CD features more than $3000 worth of exclusive content, including models, high-resolution textures, animations, concept art, and animation reference videos. It also includes the Maya Personal Learning Edition and project files so you can complete the hands-on tutorials.

The Game Animator's Guide to Maya gives you an insider's view of the animation business and teaches the skills necessary to animate everything from characters to vehicles to lip-synching audio. First, you'll get an introduction to the industry and typical game development pipelines, then learn rigging and animation basics before moving on to advanced techniques and the detailed tutorials. Inside, you'll find:

* Game Career Guide: Industry information, demo reel advice, job descriptions, game asset pipeline overview

* Animation Techniques: detailed explanation of animation terms, techniques, tools, concepts, and editors

* Rigging and Animation Setup: IK and FK, joint hierarchies, skeleton controls, constraints, selection handles, and more

* True Game Animation: real-world assignments that mimic the day-to-day jobs of professional game animators--walk cycles, run cycles, idle cycles, action sequences, lip-synching to audio, and more

目录

Introduction

Chapter 1 Careers in the Game Industry

Developers and Publishers

Artist Jobs in the Industry

Junior Artist

3D Artist

Concept Artist

Character/Environment Artist

FX Artist

Technical Artist

Senior Artist

Lead Artist

Art Director

Demo Reels

Art Tests

The Game Development Pipeline

Chapter 2 Animation

Animation Concepts

Timing

Emphasis

Secondary Motion

Anticipation

Follow-Through

Overlapping Action

Arcing Motion

Squash and Stretch

Settling and Resting

Straight-Ahead Animation

Pose-to-Pose Animation

3D Animation Terminology

Keyframes

Interpolation

Rigging

Binding

Articulation

Forward and Inverse Kinematics

Vertex Animation

Blend Shapes

Animation Cycles

Set Driven Key

Rigging Tools and Commands

Joint Tool

IK Handle Tool

IK Spline Handle Tool

Paint Skin Weights Tool

Clusters

Mirror Joint

Smooth Bind

Detach Skin

Go to Bind Pose

Animation Tools and Commands

Setting Keyframes

Set Driven Key

Blend Shapes

Graph Editor

Dope Sheet

Trax Editor

Animation User Interface

Time Slider

Range Slider

Playback Controls

Upcoming Lessons

Chapter 3 Project: Calamity Jane

Assignment Breakdown

Tutorial: Blend Shapes

Creating Blend Shape Targets

Assigning Blend Shapes

Setting Up Set Driven Key

Tutorial: Rigging Calamity Jane

Creating Leg and Feet Joints

Setting Up the Arm Skeleton

Mirroring Joints

Creating Specialized Joints

Setting Animation Controls

Binding the Skeleton

Painting Skin Weights

Tutorial: Walk Cycle

Establishing Arm Movement

Ensuring Smooth Cycling

Incorporating Secondary Animation

Tutorial: Action Sequence

Setting Pistol Constraints

Continuing the Animation

Chapter 4 Project: Dire Wolf

Assignment Breakdown

Tutorial: Rigging the Dire Wolf

Hind Legs

Front Legs

Remaining Joints

Animation Controls

Binding to the Skeleton

Painting Skin Weights

Tutorial: Run Cycle

Spine

Legs

Finishing Touches

Secondary Animation

Chapter 5 Project: Giant Kraken

Chapter 6 Project: Storm Tank

Chapter 7 Lip-Synching

Chapter 8 Other Animation Projects

Index

 
 
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