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Animating Real-Time Game Characters
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Animating Real-Time Game Characters

Animating Real-Time Game Characters

Paul Steed

410 pages, parution le 02/04/2003

Résumé

Learn the basics of what makes a great character model and gain new insights to the many issues facing the character animator. Using the tried and proven methods found in Animating Real-Time Game Characters, you'll quickly bring your character animation to the next level. Find detailed coverage on modeling, rigging, and weighting real-time game characters using 3ds max and character studio. Explore effective keyframing techniques that focus on dramatic poses and proper timing. Discover how to work with and adjust motion capture data as well as what to look for when working with mocap studios. Get an inside glimpse at the process of taking a real-time game character from concept to export into a game technology.

With the popularity of games like Quake III: Arena, Unreal Tournament, and Warcraft III, real-time gaming is here to stay. Whether you're a working professional or an eager novice, Animating Real-Time Game Characters will absolutely help you improve your character animation skills using 3ds max and character studio.

HIGHLIGHTS

  • Step-by-step instruction with hundreds of clear illustrations
  • Complete game character models and animation sets
  • Detailed info on keyframing and using motion capture data
  • Find dozens of ideas and notes on using the most popular game character creation and animation tools, including 3ds max and character studio
  • Thousands of frames of animation ready to be plugged into your own game character

ON THE CD-ROM
All models, images, and motion capture files are included for use with the tutorials, as well as a fun-filled game demo for the new online-only action game sensation, Betty Bad!

Contents

  1. Built to Move
  2. Rigging Your Characters with Biped
  3. Weighting a Character Using Manual Vertex Assignment
  4. Weighting a Character Using Envelopes
  5. Things to Consider Before you Animate
  6. Keyframe Animation: Part I
  7. Keyframe Animation: Part II
  8. Using Motion Capture
  9. Putting It All Together
  10. About the CD-ROM

L'auteur - Paul Steed

For the past eleven years, Paul Steed has been modeling and animating for hugely successful games such as the Wing Commander and Quake series. He is a regular speaker at the Game Developers Conference and serves on the Game Developer magazine advisory board. He is also the author of the best-selling Modeling a Character in 3ds max.

Caractéristiques techniques

  PAPIER
Éditeur(s) Charles River Media
Auteur(s) Paul Steed
Parution 02/04/2003
Nb. de pages 410
Format 18,7 x 23,3
Couverture Broché
Poids 980g
Intérieur Noir et Blanc
EAN13 9781584502708
ISBN13 978-1-58450-270-8

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