Rigging for Games: A Primer for Technical Artists Using Maya and Python / Edition 1

Rigging for Games: A Primer for Technical Artists Using Maya and Python / Edition 1

by Eyal Assaf
ISBN-10:
0415743052
ISBN-13:
9780415743051
Pub. Date:
12/01/2015
Publisher:
Taylor & Francis
ISBN-10:
0415743052
ISBN-13:
9780415743051
Pub. Date:
12/01/2015
Publisher:
Taylor & Francis
Rigging for Games: A Primer for Technical Artists Using Maya and Python / Edition 1

Rigging for Games: A Primer for Technical Artists Using Maya and Python / Edition 1

by Eyal Assaf

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Overview

Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video game Tin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a complete inside look at a single project.

You’ll explore new ways to write scripts and create modular rigs using Maya and Python, and automate and speed up the rigging process in your creative pipeline. Finally, you’ll learn the most efficient ways of exporting your rigs into the popular game engine Unity. This is the practical, start-to-finish rigging primer you’ve been waiting for!

  • Enhance your skillset by learning how to efficiently rig characters using techniques applicable to both games and cinematics
  • Keep up with all the action with behind-the-scenes images and code scripts
  • Refine your rigging skills with tutorials and project files available on the companion website

Product Details

ISBN-13: 9780415743051
Publisher: Taylor & Francis
Publication date: 12/01/2015
Edition description: Reprint
Pages: 392
Product dimensions: 7.50(w) x 9.25(h) x (d)

About the Author

Eyal Assaf is a Technical Artist currently living and working in Toronto, Canada. A graduate from the Ontario College of Art and Design, Eyal has been involved in the animation, gaming and broadcast industries since the mid-90’s when digital dinosaurs began to roam the big screens.

His wide range of experience led him to positions such as Visual Effects Supervisor on an award winning animated 3D television show, as well as other lead positions in a variety of commercials, broadcast, film and game projects.

He is also an internationally published illustrator in various trade publications and teaches 3D and Design at a college level.

Table of Contents

Acknowledgements

Introduction

Chapter 1 – The Creative Cycle

Chapter 2 – Concept Art and Modeling

Chapter 3 – Rigging Concepts

Chapter 4 – Scripting Mechanics

Chapter 5 - Rigging Mechanoids

Chapter 6 – Rigging Humanoids

Chapter 7 – The Control Rig

Chapter 8 – Game On! Exporting to Unity

Appendix

Index

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