Preface |
|
xv | |
Additional Legal Notices |
|
xvii | |
Acknowledgments |
|
xix | |
Author |
|
xxi | |
Chapter 1 The Video Game Animator |
|
1 | (10) |
|
What It Means to Be a Video Game Animator |
|
|
1 | (3) |
|
|
1 | (1) |
|
|
2 | (1) |
|
|
2 | (1) |
|
|
3 | (1) |
|
Accepting the Nature of the Medium |
|
|
3 | (1) |
|
|
3 | (1) |
|
Different Areas of Game Animation |
|
|
4 | (4) |
|
Player Character Animation |
|
|
4 | (1) |
|
|
5 | (1) |
|
|
5 | (1) |
|
|
6 | (1) |
|
|
6 | (1) |
|
|
6 | (1) |
|
Environmental & Prop Animation |
|
|
7 | (1) |
|
Required Software & Equipment |
|
|
8 | (3) |
|
Digital Content Creation (DCC) Software |
|
|
8 | (1) |
|
|
8 | (1) |
|
|
9 | (1) |
|
|
9 | (1) |
|
|
10 | (1) |
Chapter 2 The Game Development Environment |
|
11 | (16) |
|
|
11 | (3) |
|
|
11 | (1) |
|
|
12 | (1) |
|
|
12 | (1) |
|
|
13 | (1) |
|
|
13 | (1) |
|
|
14 | (2) |
|
|
14 | (1) |
|
|
14 | (1) |
|
|
14 | (1) |
|
|
15 | (1) |
|
|
15 | (1) |
|
|
16 | (1) |
|
Animation Technical Director |
|
|
16 | (1) |
|
Other Game Development Disciplines |
|
|
16 | (4) |
|
|
17 | (1) |
|
|
17 | (1) |
|
|
18 | (1) |
|
|
19 | (1) |
|
|
19 | (1) |
|
|
19 | (1) |
|
Public Relations & Marketing |
|
|
20 | (1) |
|
A Video Game Project Overview |
|
|
20 | (7) |
|
|
20 | (3) |
|
|
23 | (1) |
|
|
24 | (1) |
|
|
25 | (1) |
|
|
26 | (1) |
Chapter 3 The 12 Animation Principles |
|
27 | (14) |
|
Principle 1: Squash & Stretch |
|
|
28 | (1) |
|
|
29 | (1) |
|
Principle 3: Anticipation |
|
|
30 | (1) |
|
Principle 4: Straight Ahead & Pose to Pose |
|
|
31 | (1) |
|
Principle 5: Follow-Through & Overlapping Action |
|
|
32 | (1) |
|
Principle 6: Slow In & Slow Out |
|
|
33 | (2) |
|
|
35 | (1) |
|
Principle 8: Secondary Action |
|
|
36 | (1) |
|
|
37 | (1) |
|
|
38 | (1) |
|
Principle 11: Exaggeration |
|
|
39 | (1) |
|
Principle 12: Solid Drawings |
|
|
40 | (1) |
Chapter 4 The Five Fundamentals of Game Animation |
|
41 | (16) |
|
|
41 | (3) |
|
|
42 | (1) |
|
|
42 | (1) |
|
|
43 | (1) |
|
|
44 | (3) |
|
|
44 | (2) |
|
|
46 | (1) |
|
|
46 | (1) |
|
|
47 | (3) |
|
|
47 | (2) |
|
|
49 | (1) |
|
Collision & Center of Mass/Balance |
|
|
49 | (1) |
|
|
50 | (2) |
|
Distinction vs Homogeneity |
|
|
50 | (1) |
|
|
51 | (1) |
|
|
52 | (1) |
|
|
52 | (5) |
|
|
53 | (1) |
|
|
54 | (1) |
|
Sharing & Standardization |
|
|
54 | (3) |
Chapter 5 What You Need to Know |
|
57 | (26) |
|
Basic Game Animation Concepts |
|
|
57 | (13) |
|
Common Types of Game Animation |
|
|
57 | (2) |
|
|
57 | (1) |
|
|
58 | (1) |
|
|
58 | (1) |
|
Skeletons, Rigs, & Exporting to Game |
|
|
59 | (3) |
|
|
62 | (4) |
|
|
66 | (3) |
|
Forward vs Inverse Kinematics |
|
|
69 | (1) |
|
Intermediate Game Animation Concepts |
|
|
70 | (6) |
|
|
70 | (1) |
|
|
71 | (1) |
|
|
72 | (1) |
|
|
73 | (1) |
|
Physics, Dynamics, & Ragdoll |
|
|
74 | (2) |
|
Advanced Game Animation Concepts |
|
|
76 | (7) |
|
Procedural Motion & Systems |
|
|
76 | (1) |
|
|
77 | (1) |
|
|
77 | (1) |
|
|
78 | (1) |
|
|
79 | (1) |
|
Animated Textures/Shaders |
|
|
79 | (1) |
|
|
80 | (12) |
|
|
80 | (1) |
|
|
80 | (3) |
Chapter 6 The Game Animation Workflow |
|
83 | (12) |
|
|
83 | (2) |
|
|
85 | (1) |
|
Animate Pose to Pose over Straight Ahead |
|
|
86 | (1) |
|
|
86 | (1) |
|
|
87 | (1) |
|
Iteration Is the Key to Quality |
|
|
87 | (1) |
|
Blocking from Inside to Out |
|
|
88 | (1) |
|
|
89 | (1) |
|
|
90 | (1) |
|
|
91 | (1) |
|
|
92 | (3) |
|
|
92 | (1) |
|
|
92 | (1) |
|
|
93 | (1) |
|
|
93 | (2) |
Chapter 7 Our Project: Preproduction |
|
95 | (12) |
|
|
96 | (1) |
|
|
97 | (1) |
|
|
97 | (1) |
|
|
97 | (1) |
|
|
98 | (1) |
|
|
98 | (3) |
|
|
98 | (2) |
|
|
100 | (1) |
|
|
101 | (2) |
|
|
103 | (4) |
Chapter 8 Our Project: Technical Animation |
|
107 | (22) |
|
|
107 | (7) |
|
|
108 | (2) |
|
|
110 | (1) |
|
|
111 | (2) |
|
|
113 | (1) |
|
|
114 | (4) |
|
|
114 | (1) |
|
|
115 | (2) |
|
|
117 | (1) |
|
|
118 | (3) |
|
|
119 | (1) |
|
|
120 | (1) |
|
Animation Memory & Compression |
|
|
120 | (1) |
|
|
120 | (1) |
|
|
121 | (4) |
|
|
121 | (2) |
|
|
123 | (1) |
|
|
123 | (1) |
|
|
124 | (1) |
|
|
125 | (1) |
|
Digital Content Creation Animation Tools |
|
|
125 | (4) |
Chapter 9 Our Project: Gameplay Animation |
|
129 | (30) |
|
|
129 | (1) |
|
|
130 | (3) |
|
|
130 | (2) |
|
|
132 | (1) |
|
|
133 | (10) |
|
The All-Important Idle Animation |
|
|
133 | (1) |
|
Seamlessly Looping Walk/Run Cycles |
|
|
134 | (3) |
|
Animating Forward vs In Place |
|
|
137 | (1) |
|
Inclines, Turning, & Exponential Growth |
|
|
138 | (1) |
|
|
139 | (1) |
|
Starts, Stops, & Other Transitions |
|
|
140 | (2) |
|
Ten Common Walk/Run Cycle Mistakes |
|
|
142 | (1) |
|
|
143 | (3) |
|
|
144 | (1) |
|
|
145 | (1) |
|
|
145 | (1) |
|
|
146 | (2) |
|
Height Variations & Metrics |
|
|
146 | (1) |
|
|
147 | (1) |
|
|
147 | (1) |
|
|
147 | (1) |
|
|
148 | (5) |
|
|
149 | (1) |
|
|
150 | (1) |
|
|
150 | (1) |
|
Follow-Through & Overlapping Limbs |
|
|
150 | (2) |
|
|
152 | (1) |
|
Readability of Swipes over Stabs |
|
|
153 | (1) |
|
|
153 | (6) |
|
Directional & Body Part Damage |
|
|
153 | (1) |
|
|
154 | (1) |
|
|
154 | (1) |
|
Recovery Timing & Distances |
|
|
155 | (1) |
|
|
156 | (3) |
Chapter 10 Our Project: Cinematics & Facial |
|
159 | (24) |
|
|
160 | (3) |
|
|
160 | (1) |
|
|
161 | (1) |
|
|
162 | (1) |
|
The Five Cs of Cinematography |
|
|
163 | (1) |
|
|
163 | (5) |
|
|
164 | (1) |
|
|
164 | (1) |
|
Straddle Cuts with Camera Motion |
|
|
164 | (1) |
|
Trigger Cutscenes on a Player Action |
|
|
164 | (1) |
|
Avoid Player in Opening Shot |
|
|
165 | (1) |
|
|
165 | (1) |
|
End Cutscenes Facing the Next Goal |
|
|
165 | (1) |
|
Avoid Overlapping Game-Critical Information |
|
|
165 | (1) |
|
|
165 | (1) |
|
Allow Interaction Whenever Possible |
|
|
166 | (1) |
|
Avoid Full-Shot Ease-Ins/Outs |
|
|
166 | (1) |
|
|
167 | (1) |
|
|
167 | (1) |
|
Place Save Points after Cutscenes |
|
|
167 | (1) |
|
|
168 | (3) |
|
|
168 | (1) |
|
Cutscene Previsualization |
|
|
168 | (2) |
|
|
170 | (1) |
|
|
170 | (1) |
|
|
171 | (1) |
|
|
171 | (4) |
|
|
172 | (1) |
|
|
173 | (1) |
|
|
174 | (1) |
|
|
174 | (1) |
|
|
175 | (1) |
|
|
175 | (8) |
|
|
175 | (1) |
|
|
176 | (1) |
|
Facial Action Coding System |
|
|
176 | (2) |
|
|
178 | (1) |
|
Creating Quantities of Facial Animation |
|
|
178 | (1) |
|
|
179 | (4) |
Chapter 11 Our Project: Motion Capture |
|
183 | (26) |
|
|
184 | (1) |
|
|
185 | (3) |
|
|
185 | (2) |
|
|
185 | (1) |
|
|
185 | (1) |
|
|
186 | (1) |
|
|
186 | (1) |
|
The Typical Mocap Pipeline |
|
|
187 | (1) |
|
|
188 | (1) |
|
|
188 | (2) |
|
|
188 | (1) |
|
Ordering/Grouping Your Shots |
|
|
189 | (1) |
|
|
190 | (1) |
|
|
190 | (1) |
|
|
190 | (3) |
|
|
191 | (1) |
|
|
192 | (1) |
|
|
193 | (4) |
|
|
194 | (1) |
|
|
195 | (2) |
|
|
197 | (1) |
|
|
197 | (2) |
|
|
199 | (10) |
|
|
199 | (1) |
|
|
200 | (1) |
|
|
201 | (1) |
|
Hiding Offset Pose Deltas |
|
|
202 | (1) |
|
|
203 | (6) |
Chapter 12 Our Project: Animation Team Management |
|
209 | (12) |
|
|
209 | (5) |
|
|
209 | (1) |
|
|
209 | (1) |
|
|
210 | (1) |
|
Predicting Cuts & Changes |
|
|
211 | (1) |
|
|
211 | (1) |
|
|
212 | (1) |
|
|
213 | (1) |
|
|
214 | (7) |
|
|
214 | (1) |
|
|
215 | (1) |
|
|
216 | (1) |
|
|
217 | (1) |
|
|
217 | (1) |
|
|
218 | (3) |
Chapter 13 Our Project: Polish & Debug |
|
221 | (16) |
|
Closing Stages of a Project |
|
|
221 | (2) |
|
|
221 | (1) |
|
|
222 | (1) |
|
Release Candidates & Gold Master |
|
|
222 | (1) |
|
Animation Polish Hints & Tips |
|
|
223 | (5) |
|
|
223 | (1) |
|
|
224 | (1) |
|
|
224 | (1) |
|
|
225 | (1) |
|
|
225 | (1) |
|
|
226 | (1) |
|
Memory Management & Compression |
|
|
227 | (1) |
|
|
228 | (9) |
|
Test/Modify Elements One by One |
|
|
228 | (1) |
|
|
229 | (1) |
|
Avoid Incrementally Fine-Tuning |
|
|
229 | (1) |
|
|
230 | (7) |
Chapter 14 The Future |
|
237 | (12) |
|
|
237 | (12) |
|
The Game Animation Demo Reel |
|
|
237 | (4) |
|
|
238 | (1) |
|
|
239 | (1) |
|
|
240 | (1) |
|
|
241 | (1) |
|
|
242 | (1) |
|
|
243 | (6) |
|
|
244 | (1) |
|
|
244 | (1) |
|
Affordable Motion Capture |
|
|
245 | (1) |
|
|
246 | (1) |
|
|
246 | (1) |
|
|
246 | (1) |
|
|
247 | (1) |
|
|
247 | (2) |
Index |
|
249 | |