The Game Animator's Guide to Maya (Paperback)
暫譯: 遊戲動畫師的Maya指南 (平裝本)
Michael McKinley
- 出版商: Sybex
- 出版日期: 2006-07-04
- 售價: $1,620
- 貴賓價: 9.5 折 $1,539
- 語言: 英文
- 頁數: 251
- 裝訂: Paperback
- ISBN: 0470038578
- ISBN-13: 9780470038574
-
相關分類:
3D建模 3D-modeling
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商品描述
The Ultimate Resource for Professional Game Animators
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
Table of Contents
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.
Assignment Breakdown.
Tutorial: Rigging the Giant Kraken.
Continuing the Skeleton.
Applying Animation Controls.
Binding to the Skeleton.
Painting the Weights.
Tutorial: Idle Cycle.
Beginning the Animation.
Smoothing the Cycle’s Repeat.
Creating the Head Movement.
Tutorial: Attack Animation.
Finishing the Sequence.
Tutorial: Death Animation.
Chapter 6 Project: Storm Tank.
Assignment Breakdown.
Tutorial: Rigging the Storm Tank.
Parenting to the Skeleton.
Creating Animation Controls.
Tutorial: Walk Cycle.
Setting Back Leg Movement.
Creating Middle Leg Movement.
Creating Body Movement.
Establishing Gun Bounce.
Tutorial: Action Sequence.
Creating Body Movement.
Making Recoil Brace Animation.
Continuing the Sequence.
Chapter 7 Lip-Synching.
Acting in Video Games.
Using Audio in Maya.
Tutorial: Lip-Synching.
Phoneme Shapes.
Matching the Mouth.
Tutorial: Conversation Animation.
Creating Eye Movement.
Adding the Details.
Animating the Body.
Arming the Animation.
Adding Secondary Animation.
Chapter 8 Other Animation Projects.
Assignments Breakdown.
Tutorial: Taking Flight.
Tutorial: Oozing Blob.
Oozing Down the Street.
Getting Mean.
Stretching Out 225
Tutorial: Getting Ready to Drive.
Final Thoughts.
Glossary.
Index.
商品描述(中文翻譯)
**描述**
**專業遊戲動畫師的終極資源**
遊戲動畫是一門要求極高的藝術。不僅需要提供真實且美麗的動畫,還必須在嚴格的即時視頻遊戲限制下完成。《遊戲動畫師的 Maya 指南》是您專注於使用 Maya 創建專業級遊戲動畫的資源,適用於主機和 PC 遊戲。本書由遊戲產業的資深人士撰寫,並包含來自全國專業動畫師和藝術家的訪談,提供具體、詳細的現實世界遊戲動畫技術。這是希望發展或精進其遊戲動畫技能的讀者的完美參考和教程。
隨書附贈的 CD 包含超過 3000 美元的獨家內容,包括模型、高解析度紋理、動畫、概念藝術和動畫參考視頻。它還包括 **Maya Personal Learning Edition** 和項目檔案,以便您完成實作教程。
**《遊戲動畫師的 Maya 指南》** 讓您深入了解動畫業務,並教授從角色到交通工具再到口型同步音頻所需的技能。首先,您將獲得對行業和典型遊戲開發流程的介紹,然後學習綁定和動畫基礎,接著進入高級技術和詳細教程。在書中,您將找到:
- **遊戲職業指南:** 行業資訊、演示片建議、職位描述、遊戲資產流程概述
- **動畫技術:** 動畫術語、技術、工具、概念和編輯器的詳細解釋
- **綁定和動畫設置:** IK 和 FK、關節層級、骨架控制、約束、選擇手柄等
- **真實遊戲動畫:** 模擬專業遊戲動畫師日常工作的現實任務——行走循環、跑步循環、靜止循環、動作序列、口型同步音頻等
---
**目錄**
**引言**
**第 1 章 遊戲產業的職業**
- 開發者和發行商
- 行業中的藝術家職位
- 初級藝術家
- 3D 藝術家
- 概念藝術家
- 角色/環境藝術家
- 特效藝術家
- 技術藝術家
- 高級藝術家
- 領導藝術家
- 藝術總監
- 演示片
- 藝術測試
- 遊戲開發流程
**第 2 章 動畫**
- 動畫概念
- 時間
- 強調
- 次要運動
- 預期
- 跟進
- 重疊動作
- 弧形運動
- 壓縮與拉伸
- 定位與靜止
- 直線動畫
- 姿勢到姿勢動畫
- 3D 動畫術語
- 關鍵幀
- 插值
- 綁定
- 關節運動
- 前向和反向運動學
- 頂點動畫
- 混合形狀
- 動畫循環
- 設定驅動鍵
- 綁定工具和命令
- 關節工具
- IK 手柄工具
- IK 曲線手柄工具
- 繪製皮膚權重工具
- 群組
- 鏡像關節
- 平滑綁定
- 脫離皮膚
- 返回綁定姿勢
- 動畫工具和命令
- 設定關鍵幀
- 設定驅動鍵
- 混合形狀
- 圖形編輯器
- 動畫表
- Trax 編輯器
- 動畫用戶界面
- 時間滑塊
- 範圍滑塊
- 播放控制
- 即將到來的課程
**第 3 章 專案:災難珍**
- 任務分解
- 教程:混合形狀
- 創建混合形狀目標
- 指派混合形狀
- 設定驅動鍵
- 教程:綁定災難珍
- 創建腿部和腳部關節
- 設定手臂骨架
- 鏡像關節
- 創建專用關節
- 設定動畫控制
- 綁定骨架
- 繪製皮膚權重
- 教程:行走循環
- 確立手臂運動
- 確保平滑循環
- 融入次要動畫
- 教程:動作序列
- 設定手槍約束
- 繼續動畫
**第 4 章 專案:恐狼**
- 任務分解
- 教程:綁定恐狼
- 後腿
- 前腿
- 其餘關節
- 動畫控制
- 綁定到骨架
- 繪製皮膚權重
- 教程:跑步循環
- 脊椎
- 腿部
- 最後潤飾
- 次要動畫
**第 5 章 專案:巨型克拉肯**
- 任務分解
- 教程:綁定巨型克拉肯
- 繼續骨架
- 應用動畫控制
- 綁定到骨架
- 繪製權重
- 教程:靜止循環
- 開始動畫
- 平滑循環重複
- 創建頭部運動
- 教程:攻擊動畫
- 完成序列
- 教程:死亡動畫
**第 6 章 專案:風暴坦克**
- 任務分解
- 教程:綁定風暴坦克
- 父子關係到骨架
- 創建動畫控制
- 教程:行走循環
- 設定後腿運動
- 創建中腿運動
- 創建身體運動
- 確立槍的彈跳
- 教程:動作序列
- 創建身體運動
- 製作後座力動畫
- 繼續序列
**第 7 章 口型同步**
- 在視頻遊戲中的表演
- 在 Maya 中使用音頻
- 教程:口型同步
- 音素形狀
- 匹配嘴部
- 教程:對話動畫
- 創建眼部運動
- 添加細節
- 動畫身體
- 武裝動畫
- 添加次要動畫
**第 8 章 其他動畫專案**
- 任務分解
- 教程:起飛
- 教程:流動的膠狀物
- 沿街流動
- 變得兇狠
- 拉伸
- 教程:準備駕駛
- 最後的想法
**術語表**
**索引**