The Game Animator's Guide to Maya by Michael McKinley

By Michael McKinley

The final word source for pro online game Animators

Game animation is a tough paintings. not just must you bring life like, attractive animations, yet you want to accomplish that less than strict real-time, video-game constraints. the sport Animator's consultant to Maya is your concentrated source for utilizing Maya to create professional-level online game animations for console and computing device video games. Written by means of a online game veteran and that includes interviews with specialist animators and artists from round the kingdom, this targeted ebook positive aspects particular, special, real-world online game animation concepts. It's the best reference and educational for these trying to enhance or refine their online game animation skills.

The enclosed CD gains greater than $3000 worthy of particular content material, together with versions, high-resolution textures, animations, idea artwork, and animation reference movies. it's also the Maya own studying variation and venture documents so that you can whole the hands-on tutorials.

The online game Animator's consultant to Maya delivers an insider's view of the animation company and teaches the talents essential to animate every little thing from characters to automobiles to lip-synching audio. First, you'll get an advent to the and usual video game improvement pipelines, then research rigging and animation fundamentals ahead of relocating directly to complex options and the exact tutorials. within, you'll find:
* video game profession advisor: details, demo reel suggestion, task descriptions, online game asset pipeline overview
* Animation suggestions: designated clarification of animation phrases, concepts, instruments, recommendations, and editors
* Rigging and Animation Setup: IK and FK, joint hierarchies, skeleton controls, constraints, choice handles, and more
* real video game Animation: real-world assignments that mimic the daily jobs online game animators--walk cycles, run cycles, idle cycles, motion sequences, lip-synching to audio, and extra

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7 The geometry built into the knee allows for good articulation The geometry built into a character’s face allows for much more “acting” to take place Forward and Inverse Kinematics Forward kinematics (FK) and inverse kinematics (IK) are two skeleton-manipulation techniques used to control the bending of joints along the chain. Forward kinematics is a method of manipulating joints in order down the hierarchy. Inverse kinematics affects joints up the hierarchy. For example, a typical arm skeleton is made up of three joints in a connected chain: shoulder joint → elbow joint → wrist joint.

Select the All Inputs option from the menu that appears. 3. The List Of Input Operations window opens, showing each deforming action that is currently applied to the mesh listed in the order it is calculated, as shown in the illustration below. Middle-clicking and dragging an item allows you to rearrange that order and thus the order of deformation. 39 ■ ANIMATION TOOLS AND COMMANDS For example, rigging a character with a skeleton is considered a deforming action, as you are changing the mesh’s shape when you bend the elbow or the knee or any of the other joints in the skeleton.

Keyframes (or keys) are also used in 3D animation. Setting a key in Maya will imprint the selected object’s position at that frame in time. Setting another key on a later frame will cause the movement to blend from one keyframe to the other. This is known as keyframe animation and is the standard way of animating nearly anything. Interpolation Luckily, 3D animation doesn’t require a team of people to do the in-betweening work because the software will automatically compute the movement to blend between set keyframes.

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