Animating Real-Time Game Characters

Overview

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...

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Overview

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.

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Product Details

  • ISBN-13: 9781584502708
  • Publisher: Cengage Learning
  • Publication date: 11/28/2002
  • Series: Charles River Media Game Development Series
  • Edition description: BOOK & CD
  • Pages: 392
  • Product dimensions: 7.40 (w) x 9.30 (h) x 0.92 (d)

Meet 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.

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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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