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از ساعت 7 صبح تا 10 شب
ویرایش: 2
نویسندگان: Jonathan Cooper
سری:
ISBN (شابک) : 9781000357806, 1000357805
ناشر: CRC Press
سال نشر: 2021
تعداد صفحات: 351
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 285 مگابایت
در صورت تبدیل فایل کتاب Game Anim: Video Game Animation Explained به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب Anim Anim: توضیحات انیمیشن بازی ویدیویی نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Half Title Title Page Copyright Page Dedication Table of Contents Preface Acknowledgments Author Chapter 1 The Video Game Animator What It Means to Be a Video Game Animator Artistry and Creativity Technical Ability Teamwork Design Sense Accepting the Nature of the Medium Life Experience Different Areas of Game Animation Player Character Animation Facial Animation Cinematics and Cutscenes Technical Animation Nonplayer Characters Cameras Environmental and Prop Animation Required Software and Equipment Digital Content Creation (DCC) Software Game Engines Reference Camera Video Playback Software Notepad Chapter 2 The Game Development Environment Finding the Right Fit Studio Culture Team Strengths Game Pillars Team Size Team Dynamics Game Animator Roles Gameplay Animator Cinematic Animator Lead Animator Animation Director Principal Animator Technical Animator Animation Technical Director Other Game Development Disciplines Programmers Artists Design Audio and Effects Quality Assurance Management Public Relations and Marketing A Video Game Project Overview Phase 1: Conception Phase 2: Pre-production Phase 3: Production Phase 4: Shipping Phase 5: Post-Release Chapter 3 The 12 Animation Principles Principle 1: Squash and Stretch Principle 2: Staging Principle 3: Anticipation Principle 4: Straight Ahead and Pose to Pose Principle 5: Follow-Through and Overlapping Action Principle 6: Slow-In and Slow-Out Principle 7: Arcs Principle 8: Secondary Action Principle 9: Appeal Principle 10: Timing Principle 11: Exaggeration Principle 12: Solid Drawings Chapter 4 The Five Fundamentals of Game Animation Feel Response Inertia and Momentum Visual Feedback Fluidity Blending and Transitions Seamless Cycles Settling Readability Posing for Game Cameras Silhouettes Collision and Center of Mass/Balance Context Distinction vs Homogeneity Repetition Onscreen Placement Elegance Simplicity of Design Bang for the Buck Sharing and Standardization Chapter 5 What You Need to Know Basic Game Animation Concepts Common Types of Game Animation Cycles Linear Actions Transitions Skeletons, Rigs, and Exporting to Game How Spline Curves Work Collision Movement Forward vs Inverse Kinematics Intermediate Game Animation Concepts State Machines Parametric Blending Partial Animations Additive Layers Physics, Dynamics, and Ragdoll Advanced Game Animation Concepts Procedural Motion and Systems Full-Body IK Look-Ats Blend Shapes Muscle Simulation Animated Textures/Shaders Artificial Intelligence Decision-Making Pathfinding Interview: Mark Grigsby Animation Director—Call of Duty: Modern Warfare Chapter 6 The Game Animation Workflow Reference Gathering Don’t Be Precious Animate Pose to Pose Over Straight Ahead Rough It In Get It In-Game! Iteration Is the Key to Quality Blocking From Inside to Out Pose-Sharing Libraries Keep Your Options Open Use Prefab Scenes Avoiding Data Loss Set Undo Queue to Max Configure Auto-Save Save Often Version Control Interview: Adrián Miguel Animation Lead—GRIS Chapter 7 Our Project: Pre Production Style References Defining a Style Comparisons Realism vs Stylized Who Is the Character? Previz Gameplay Mock-Ups Target Footage Prototyping Pitching the Game Interview: Eric Chahi Creator—Another World Chapter 8 Our Project: Technical Animation Character Setup Modeling Considerations Skinning Rigging Animation Sharing File Management File-Naming Conventions Folder Organization Referencing Exporting Export Data Format Engine Export Rules Animation Memory and Compression Animation Slicing In-Engine Work Event Tags Blend Timing Scripting Test Levels Asset Housekeeping Digital Content Creation Animation Tools Interview: Masanobu Tanaka Animation Director—The Last Guardian Chapter 9 Our Project: Gameplay Animation The Three Cs Gameplay Cameras Settings and Variables Camera-Shake Ground Movement The All-Important Idle Animation Seamlessly Looping Walk/Run Cycles Animating Forward vs In Place Inclines, Turning, and Exponential Growth Strafing Starts, Stops, and Other Transitions Ten Common Walk/Run Cycle Mistakes Jumping Arcs Take-Off Landing Climbing and Mantling Height Variations and Metrics Collision Considerations Cut Points and Key Poses Alignment Attack Animations Anticipation vs Response Visual Feedback Telegraphing Follow-Through and Overlapping Limbs Cutting Up Combos Readability of Swipes Over Stabs Damage Animations Directional and Body-Part Damage Contact Standardization Synced Damages Recovery Timing and Distances Impact Beyond Animation Interview: Mariel Cartwright Animation Lead—Skullgirls Chapter 10 Our Project: Cinematics and Facial Cinematic Cameras Field-of-View Depth-of-Field The Virtual Cameraman The Five Cs of Cinematography Cutscene Dos and Don’ts The 180 Rule Cut on an Action Straddle Cuts with Camera Motion Trigger Cutscenes on a Player Action Avoid Player in Opening Shot Use Cuts to Teleport End Cutscenes Facing the Next Goal Avoid Overlapping Game-Critical Information Acting vs Exposition Allow Interaction Whenever Possible Avoid Full-Shot Ease-Ins/Outs Track Subjects Naturally Consider Action Pacing Place Save Points After Cutscenes Planning Cutscenes Cutscene Storyboarding Cutscene Previsualization Cutscene Workload Scene Prioritization Cutscene Creation Stages The Eyes Have It Eyelines IK vs FK Eyes Saccades Eye Vergence Thought Directions Lip-Sync Phonemes Shape Transitions Facial Action Coding System Sharing Facial Animation Creating Quantities of Facial Animation Troubleshooting Lip-Sync Interview: Marie Celaya Facial Animation Supervisor—Detroit: Become Human Chapter 11 Our Project: Motion Capture Do You Even Need Mocap? How Mocap Works Different Mocap Methods Optical Marker-Based Accelerometer Suits Depth Cameras Performance Capture The Typical Mocap Pipeline Mocap Retargeting Mocap Shoot Planning Shot List Ordering/Grouping Your Shots Rehearsals Mocap Previz Working with Actors Casting Directing Actors Props and Sets Prop Recording Set Building Virtual Cameras Getting the Best Take Working With Mocap Retiming Pose Exaggeration Offset Poses Hiding Offset Pose Deltas Blending and Cycling Motion Matching Planning A Motion-Matching Mocap Shoot The Motion-Matching Shot List Naming Convention Core Idles and Movement Directional Starts and Stops Pivot Turns Strafe Direction Changes Strafe Diamonds and Squares Strafe Starts and Stops Turn on the Spot Repositions Turning Circles Snaking Wild Takes Interview: Bruno Velazquez Animation Director—God of War Chapter 12 Our Project: Animation Team Management Scheduling Front-Loading Prioritizing Quality De-Risking Predicting Cuts and Changes Adaptive Schedules Conflicts and Dependencies Milestones Teamwork Collaboration Leadership Mentorship Hiring The Animation Critique Outsourcing Interview: Yoshitaka Shimizu NPC Animation Lead—Metal Gear Solid Series Chapter 13 Our Project: Polish and Debug Closing Stages of a Project Alpha Beta Release Candidates and Gold Master Animation Polish Hints and Tips Foot-sliding Popping Contact Points Momentum Inconsistency Interpenetration Targeted Polishing Memory Management and Compression Debugging Best Practices Test/Modify Elements One by One Version Control Comments Avoid Incrementally Fine-Tuning Troubleshooting Interview: Alex Drouin Animation Director—Assassin’s Creed, Prince of Persia: The Sands of Time Chapter 14 2D and Pixel Art Animation A Brief History of 2D Game Animation Why Choose 2D Over 3D? Pros Cons Different 2D Production Approaches Pixel Art Animation Traditional Drawings Rotoscoping Modular Animation/Motion Tweening Understanding Historical Limitations Screen Resolution Character/Tile Size Palettes Sprite Sheets Retro Case Study: Shovel Knight 2D Game Animation DCCs and Engines Editor Screen Layout Required 2D Software Pixel Art Animation: Aseprite 2D Art All-Rounder: Photoshop Modular Animation: Spine Sprite Sheet Editor: Texture Packer Game Engine: Game Maker Studio General 2D Workflow Tips 2D and Pixel Art Game Animation Concepts Outline Clean-up Coloring Sub-Pixel Animation Character Design Considerations Framerate Frame Count Modular Animation Hybrid Workflow Onion-Skinning Isometric Sprites Hitbox vs Hurtbox Background Animation Parallax Scrolling 2D Visual Effects Animation Modern Case Study: Streets of Rage 4 Interview: Ben Fiquet Art Director & Animation: Streets of Rage 4 Chapter 15 The Future Getting a Job The Game Animation Demo Reel What to Include Editing Your Reel The Reel Breakdown Your Résumé Your Web Presence The Animation Test Incoming Technologies Virtual and Augmented Reality Affordable Motion Capture Runtime Rigs In-Game Workflow Procedural Movement Machine Learned Motion Remote Working Index