Buch, Englisch, 336 Seiten, Format (B × H): 156 mm x 234 mm
Buch, Englisch, 336 Seiten, Format (B × H): 156 mm x 234 mm
ISBN: 978-1-138-03260-6
Verlag: Taylor & Francis Ltd
This book will assume that the reader has prior rigging knowledge. It will focus on advanced and practical application nof many professsional techniques which are used in high-level character rigging, pipelinen worldwide. The book will focus on advanced animation rig and deformation rig techniques, facial rigging and setup, and popular game engines like Unity3D and Unreal Engine 4, providing a turnkey solution to getting any rig from concept to gameplay in short order. Video tutorials are available on the author website.
Key Features
- This book is designed to approach the setup and rigging nof a character for game engines like Unity3D and Unreal Engine 4 from almost any software, which allows flexibility to the reader for use in nany commonly used pipeline.
- Has invaluable professional secrets and pipelines structures, with techniques that are not widely available to the general user.
- This book is perfect for Kickstarter or Bootstrap game developers who want to be able to turn custom unique characters aroundn for Unity or Unreal game projects but aren't sure where to begin.
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Weitere Infos & Material
PAR 1: Practical Rigging for Professionals. Ch 1 Advanced Edit Rigs. Ch 2 Advanced Deformation Rigs. Ch 3 Rigging Pipeline Theory. PART 2: Rigging for Game Engines. Ch 4 FBX Format. Ch 5 Unity Rigging. Ch 6 Unnreal Enginen Riggingn. PART 3 Facial Rigging. Ch 7 Skeletal Structure. Ch 8 Skin nWeights. CH 9 Eyes and Eyelids. Ch 10 Face Rig Controls. Ch 11 Blend Shapes. Ch 12 Scalable Facial Rigging. PART 4 Motion Capture Data. Ch 13 Understandingn Motion Capture Data. Ch 14 Editing Motion Capture Data. Ch 15 Human IK




