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Animating Real-time Game Characters (02 Edition)by Steed
Synopses & ReviewsPlease note that used books may not include additional media (study guides, CDs, DVDs, solutions manuals, etc.) as described in the publisher comments.
Learn the basics of what makes a great character model and gain new insights to the many issues facing the character animator. Using the tried and proven methods found in Animating Real-Time Game Characters, you'll quickly bring your character animation to the next level. Find detailed coverage on modeling, rigging, and weighting real-time game characters using 3ds max and character studio. Explore effective keyframing techniques that focus on dramatic poses and proper timing. Discover how to work with and adjust motion capture data as well as what to look for when working with mocap studios. Get an inside glimpse at the process of taking a real-time game character from concept to export into a game technology. With the popularity of games like Quake III: Arena, Unreal Tournament, and Warcraft III, real-time gaming is here to stay. Whether you're a working professional or an eager novice, Animating Real-Time Game Characters will absolutely help you improve your character animation skills using 3ds max and character studio.
This book explores the process of animating game characters in real-time, to make them fast, effective, and full of life! Using the tools of 3ds max "TM" and character studio "RM," users learn everything for designing, modeling, texturing, rigging, and keyframing, plus motion capture and sound issues are covered in detail.
Explore the complete process of animating game characters in real-time, and learn to make them fast, effective, and full of life with this practical guide. Using the tools of 3ds max and character studio, users learn everything they need for designing, modeling, texturing, rigging, and keyframing a dynamic character.
About the Author
For the past eleven years, Paul Steed has been modeling and animating for hugely successful games such as the Wing Commander and Quake series. He is a regular speaker at the Game Developers Conference and serves on the Game Developer magazine advisory board.
Table of Contents
Chapter1 Built To Move Chapter 2 Rigging Your Characters With Biped Chapter3 Weighting A Character Using Manual Vertex Assignment Chapter4 Weighting A Character Using Envelopes Chapter 5 Things To Consider Before You Animate Chapter 6 Keyframe Animation: Parti Chapter 7 Keyframe Animation: Partii Chapter 8 Using Motion Capture Chapter 9 Putting It All Together Appendix About Thecd-Rom
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