This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilize 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.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
"Of all the rigging advice I've seen over the years, the detailed rigging chapters in this book are so solid and it gives me joy to see a good resource in print."
Brad Clark, co-founder of Rigging Dojo.
"This book is not only valuable for someone more junior, looking to start a career in technical animation, but anyone that works alongside or relies upon technical animation. It does a great job of breaking down, from start to finish, what is needed to establish a technical animation foundation for a game."
Mike Jungbluth is an animation director and game developer who has been working in games since 2006.
Brad Clark, co-founder of Rigging Dojo.
"This book is not only valuable for someone more junior, looking to start a career in technical animation, but anyone that works alongside or relies upon technical animation. It does a great job of breaking down, from start to finish, what is needed to establish a technical animation foundation for a game."
Mike Jungbluth is an animation director and game developer who has been working in games since 2006.