Zeman | Character Rigging for Game Engines | Buch | 978-1-138-03260-6 | www.sack.de

Buch, Englisch, 336 Seiten, Format (B × H): 156 mm x 234 mm

Zeman

Character Rigging for Game Engines


1. Auflage 2023
ISBN: 978-1-138-03260-6
Verlag: Taylor & Francis Ltd

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.

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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


Nicholas Zeman is a 16 year veteran of the game industry, first at Red Zone intneractive inn 1998, which was purchased by SCEA shortly after, where he worked on several top-selling NFL titles pioneering rigginng methods and facial animation in real-time environnmentns. His next career move took him to TakeTwo interactive where he continued his work as a character rigger and face animation specialist until he left the industry to teach full time at Northern Kentucky University and pass on his knowledge by buidling a curriculum for aspiring game developers everywhere. He continues to develop interactive titles and push forward creatively through his indie studio at RHZ Development technqiues. His interests focus on nlighting and renderingn, he currently manages the lighting challenges on the CGSociety Forums.



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