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Game Anim: Video Game Animation Explained [Kietas viršelis]

4.11/5 (44 ratings by Goodreads)
  • Formatas: Hardback, 256 pages, aukštis x plotis: 254x178 mm, weight: 839 g, 157 Halftones, color; 7 Illustrations, black and white
  • Išleidimo metai: 28-Jan-2019
  • Leidėjas: CRC Press
  • ISBN-10: 1138094889
  • ISBN-13: 9781138094888
Kitos knygos pagal šią temą:
  • Formatas: Hardback, 256 pages, aukštis x plotis: 254x178 mm, weight: 839 g, 157 Halftones, color; 7 Illustrations, black and white
  • Išleidimo metai: 28-Jan-2019
  • Leidėjas: CRC Press
  • ISBN-10: 1138094889
  • ISBN-13: 9781138094888
Kitos knygos pagal šią temą:
"Hints, tips, and best practices for creating video game animation learned from some of the largest and most successful video game productions in the world. This book de-mystifies the animation side of game development, explaining every step of the process while providing valuable insights and work philosophies for creating the best animation for beginners and professionals. Taking readers through a complete game project and featuring workable examples and interactive tutorial scenes, this book provides clear understanding of game animation fundamentals and explanations of the very latest in cutting edge technology and techniques to provide a holistic approach to the field of game animation"--

What makes the difference between great video game animation and the purely functional, and how does this relatively new medium of non-linear animation creation differ from the more traditional fields of film and television? This book de-mystifies the animation side of game development, explaining every step of the process while providing valuable insights and work philosophies for creating the best game animation for beginners and professionals alike. Taking readers through a complete game production, this book provides a clear understanding of expectations of the game animator at every stage, featuring game animation fundamentals and how they fit within an overall project to offer a holistic approach to the field of game animation.

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)
Artistry & Creativity
1(1)
Technical Ability
2(1)
Teamwork
2(1)
Design Sense
3(1)
Accepting the Nature of the Medium
3(1)
Life Experience
3(1)
Different Areas of Game Animation
4(4)
Player Character Animation
4(1)
Facial Animation
5(1)
Cinematics & Cutscenes
5(1)
Technical Animation
6(1)
Nonplayer Characters
6(1)
Cameras
6(1)
Environmental & Prop Animation
7(1)
Required Software & Equipment
8(3)
Digital Content Creation (DCC) Software
8(1)
Game Engines
8(1)
Reference Camera
9(1)
Video Playback Software
9(1)
Notepad
10(1)
Chapter 2 The Game Development Environment 11(16)
Finding the Right Fit
11(3)
Studio Culture
11(1)
Team Strengths
12(1)
Game Pillars
12(1)
Team Size
13(1)
Team Dynamics
13(1)
Game Animator Roles
14(2)
Gameplay Animator
14(1)
Cinematic Animator
14(1)
Lead Animator
14(1)
Animation Director
15(1)
Principal Animator
15(1)
Technical Animator
16(1)
Animation Technical Director
16(1)
Other Game Development Disciplines
16(4)
Programming
17(1)
Art
17(1)
Design
18(1)
Audio & Effects
19(1)
Quality Assurance
19(1)
Management
19(1)
Public Relations & Marketing
20(1)
A Video Game Project Overview
20(7)
Phase 1: Conception
20(3)
Phase 2: Preproduction
23(1)
Phase 3: Production
24(1)
Phase 4: Shipping
25(1)
Phase 5: Postrelease
26(1)
Chapter 3 The 12 Animation Principles 27(14)
Principle 1: Squash & Stretch
28(1)
Principle 2: Staging
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)
Principle 7: Arcs
35(1)
Principle 8: Secondary Action
36(1)
Principle 9: Appeal
37(1)
Principle 10: Timing
38(1)
Principle 11: Exaggeration
39(1)
Principle 12: Solid Drawings
40(1)
Chapter 4 The Five Fundamentals of Game Animation 41(16)
Feel
41(3)
Response
42(1)
Inertia & Momentum
42(1)
Visual Feedback
43(1)
Fluidity
44(3)
Blending and Transitions
44(2)
Seamless Cycles
46(1)
Settling
46(1)
Readability
47(3)
Posing for Game Cameras
47(2)
Silhouettes
49(1)
Collision & Center of Mass/Balance
49(1)
Context
50(2)
Distinction vs Homogeneity
50(1)
Repetition
51(1)
Onscreen Placement
52(1)
Elegance
52(5)
Simplicity of Design
53(1)
Bang for the Buck
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)
Cycles
57(1)
Linear Actions
58(1)
Transitions
58(1)
Skeletons, Rigs, & Exporting to Game
59(3)
How Spline Curves Work
62(4)
Collision Movement
66(3)
Forward vs Inverse Kinematics
69(1)
Intermediate Game Animation Concepts
70(6)
State Machines
70(1)
Parametric Blending
71(1)
Partial Animations
72(1)
Additive Layers
73(1)
Physics, Dynamics, & Ragdoll
74(2)
Advanced Game Animation Concepts
76(7)
Procedural Motion & Systems
76(1)
Full-Body IK
77(1)
Look-Ats
77(1)
Blend Shapes
78(1)
Muscle Simulation
79(1)
Animated Textures/Shaders
79(1)
Artificial Intelligence
80(12)
Decision-Making
80(1)
Pathfinding
80(3)
Chapter 6 The Game Animation Workflow 83(12)
Reference Gathering
83(2)
Don't Be Precious
85(1)
Animate Pose to Pose over Straight Ahead
86(1)
Rough It In
86(1)
Get It In Game!
87(1)
Iteration Is the Key to Quality
87(1)
Blocking from Inside to Out
88(1)
Pose-Sharing Libraries
89(1)
Keep Your Options Open
90(1)
Use Prefab Scenes
91(1)
Avoiding Data Loss
92(3)
Set Undo Queue to Max
92(1)
Configure Auto-Save
92(1)
Save Often
93(1)
Version Control
93(2)
Chapter 7 Our Project: Preproduction 95(12)
Style References
96(1)
Defining a Style
97(1)
Comparisons
97(1)
Realism vs Stylized
97(1)
Who Is the Character?
98(1)
Previz
98(3)
Gameplay Mock-Ups
98(2)
Target Footage
100(1)
Prototyping
101(2)
Pitching the Game
103(4)
Chapter 8 Our Project: Technical Animation 107(22)
Character Setup
107(7)
Modeling Considerations
108(2)
Skinning
110(1)
Rigging
111(2)
Animation Sharing
113(1)
File Management
114(4)
File-Naming Conventions
114(1)
Folder Organization
115(2)
Referencing
117(1)
Exporting
118(3)
Export Data Format
119(1)
Engine Export Rules
120(1)
Animation Memory & Compression
120(1)
Animation Slicing
120(1)
In-Engine Work
121(4)
Event Tags
121(2)
Blend Timing
123(1)
Scripting
123(1)
Test Levels
124(1)
Asset Housekeeping
125(1)
Digital Content Creation Animation Tools
125(4)
Chapter 9 Our Project: Gameplay Animation 129(30)
The Three Cs
129(1)
Gameplay Cameras
130(3)
Settings & Variables
130(2)
Camera-Shake
132(1)
Ground Movement
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)
Strafing
139(1)
Starts, Stops, & Other Transitions
140(2)
Ten Common Walk/Run Cycle Mistakes
142(1)
Jumping
143(3)
Arcs
144(1)
Take-Off
145(1)
Landing
145(1)
Climbing & Mantling
146(2)
Height Variations & Metrics
146(1)
Collision Considerations
147(1)
Cut Points & Key Poses
147(1)
Alignment
147(1)
Attack Animations
148(5)
Anticipation vs Response
149(1)
Visual Feedback
150(1)
Telegraphing
150(1)
Follow-Through & Overlapping Limbs
150(2)
Cutting Up Combos
152(1)
Readability of Swipes over Stabs
153(1)
Damage Animations
153(6)
Directional & Body Part Damage
153(1)
Contact Standardization
154(1)
Synced Damages
154(1)
Recovery Timing & Distances
155(1)
Impact Beyond Animation
156(3)
Chapter 10 Our Project: Cinematics & Facial 159(24)
Cinematic Cameras
160(3)
Field-of-View
160(1)
Depth-of-Field
161(1)
The Virtual Cameraman
162(1)
The Five Cs of Cinematography
163(1)
Cutscene Dos & Don'ts
163(5)
The 180 Rule
164(1)
Cut on an Action
164(1)
Straddle Cuts with Camera Motion
164(1)
Trigger Cutscenes on a Player Action
164(1)
Avoid Player in Opening Shot
165(1)
Use Cuts to Teleport
165(1)
End Cutscenes Facing the Next Goal
165(1)
Avoid Overlapping Game-Critical Information
165(1)
Acting vs Exposition
165(1)
Allow Interaction Whenever Possible
166(1)
Avoid Full-Shot Ease-Ins/Outs
166(1)
Track Subjects Naturally
167(1)
Consider Action Pacing
167(1)
Place Save Points after Cutscenes
167(1)
Planning Cutscenes
168(3)
Cutscene Storyboarding
168(1)
Cutscene Previsualization
168(2)
Cutscene Workload
170(1)
Scene Prioritization
170(1)
Cutscene Creation Stages
171(1)
The Eyes Have It
171(4)
Eyelines
172(1)
IK vs FK Eyes
173(1)
Saccades
174(1)
Eye Vergence
174(1)
Thought Directions
175(1)
Lip-Sync
175(8)
Phonemes
175(1)
Shape Transitions
176(1)
Facial Action Coding System
176(2)
Sharing Facial Animation
178(1)
Creating Quantities of Facial Animation
178(1)
Troubleshooting Lip-Sync
179(4)
Chapter 11 Our Project: Motion Capture 183(26)
Do You Even Need Mocap?
184(1)
How Mocap Works
185(3)
Different Mocap Methods
185(2)
Optical Marker-Based
185(1)
Accelerometer Suits
185(1)
Depth Cameras
186(1)
Performance Capture
186(1)
The Typical Mocap Pipeline
187(1)
Mocap Retargeting
188(1)
Mocap Shoot Planning
188(2)
Shot-List
188(1)
Ordering/Grouping Your Shots
189(1)
Rehearsals
190(1)
Mocap Previz
190(1)
Working with Actors
190(3)
Casting
191(1)
Directing Actors
192(1)
Props & Sets
193(4)
Prop Recording
194(1)
Set Building
195(2)
Virtual Cameras
197(1)
Getting the Best Take
197(2)
Working with Mocap
199(10)
Retiming
199(1)
Pose Exaggeration
200(1)
Offset Poses
201(1)
Hiding Offset Pose Deltas
202(1)
Blending & Cycling
203(6)
Chapter 12 Our Project: Animation Team Management 209(12)
Scheduling
209(5)
Front-Loading
209(1)
Prioritizing Quality
209(1)
De-Risking
210(1)
Predicting Cuts & Changes
211(1)
Adaptive Schedules
211(1)
Conflicts & Dependencies
212(1)
Milestones
213(1)
Teamwork
214(7)
Collaboration
214(1)
Leadership
215(1)
Mentorship
216(1)
Hiring
217(1)
The Animation Critique
217(1)
Outsourcing
218(3)
Chapter 13 Our Project: Polish & Debug 221(16)
Closing Stages of a Project
221(2)
Alpha
221(1)
Beta
222(1)
Release Candidates & Gold Master
222(1)
Animation Polish Hints & Tips
223(5)
Foot-sliding
223(1)
Popping
224(1)
Contact Points
224(1)
Momentum Inconsistency
225(1)
Interpenetration
225(1)
Targeted Polishing
226(1)
Memory Management & Compression
227(1)
Debugging Best Practices
228(9)
Test/Modify Elements One by One
228(1)
Version Control Comments
229(1)
Avoid Incrementally Fine-Tuning
229(1)
Troubleshooting
230(7)
Chapter 14 The Future 237(12)
Getting a Job
237(12)
The Game Animation Demo Reel
237(4)
What to Include
238(1)
Editing Your Reel
239(1)
The Reel Breakdown
240(1)
Your Resume
241(1)
Your Web Presence
242(1)
The Animation Test
243(6)
Incoming Technologies
244(1)
Virtual Reality
244(1)
Affordable Motion Capture
245(1)
Runtime Rigs
246(1)
In-Game Workflow
246(1)
Motion Matching
246(1)
Procedural Movement
247(1)
Machine Learning
247(2)
Index 249
Jonathan Cooper is an award-winning video game animator that has been bringing virtual characters to life since 2000, leading teams on large projects such as the Assassins Creed and Mass Effect series with a focus on memorable stories and characters, and cutting-edge video game animation. He has since been focussing on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the UK, and holds a Bachelor of Design degree in animation.