Fr. 80.00

Complete Guide to Character Rigging for Games Using Blender

English · Paperback / Softback

Shipping usually within 1 to 3 weeks (not available at short notice)

Description

Read more










This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks. It provides all the tools needed to go from a static character model to an animation-ready, high quality, and fast performing game rig.

Written to be accessible and easy to follow, the book covers character rigging theory that is supported by industry standard examples of how to apply that theory to character rigs for video games. It demonstrates the reasoning behind rigging decisions followed by instructions and examples on how to apply that knowledge to rig creation. It includes chapters that focus on the character deformation techniques that raise the visual quality of the model and subsequently of the animation and game it will be used in.

This book will be vital reading to those studying games animation as well as early-career rigging artists, character animators, modeling artists, technical animators, and technical artists.

List of contents










Chapter 1: Introduction. Chapter 2: The Big Picture. Chapter 3: What is a Game Rig. Chapter 4: Blender Tools and Concepts. Chapter 5: 3D World and Transformation. Chapter 6: Armatures. Chapter 7: Bones. Chapter 8: Mesh Topology and Deformation. Chapter 9: Scene and Model Preparation. Chapter 10: Naming. Chapter 11: Rig Creation Approach. Chapter 12: Root Bone. Chapter 13: Body Deformation Skeleton. Chapter 14: Bone Orientations. Chapter 15: Body Skeleton Orientations. Chapter 16: Weights. Chapter 17: Weight Painting Method. Chapter 18: Weighting the Body. Chapter 19: Weight Transferring Techniques. Chapter 20: Bone Constraints. Chapter 21: Essential Constraints. Chapter 22: Dealing with Clutter. Chapter 23: B-Bone Rigging. Chapter 24: Drivers. Chapter 25: Rig Building Blocks. Chapter 26: Body Rig. Chapter 27: Correctives. Chapter 28: Facial Rigs. Chapter 29: Cloth and Hair. Chapter 30: Space Switches. Chapter 31: Props. Chapter 32: Rig Finalizing. Chapter 33: Animation. Chapter 34: Export.


About the author










Armin Halä is a video game technical and character animator originally from Sarajevo, Bosnia and Herzegovina, currently living and working in Berlin, Germany. With over a decade of experience, Armin is a principal animator in a genre leading, story driven game studio. His previous work includes creating rigs and animation for games, short films, and ads.
When Armin isn't working on his next project, he can be found cycling, creating music, and taking long walks with his two dogs, Mitzi and Pablo.
You can find him on Twitter at @ArminHalac or visit his website www.arminhalac.com.


Summary

This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks. It provides all the tools needed to go from a static character model to an animation-ready, high quality, and fast performing game rig.
Written to be accessible and easy to follow, the book covers character rigging theory that is supported by industry standard examples of how to apply that theory to character rigs for video games. It demonstrates the reasoning behind rigging decisions followed by instructions and examples on how to apply that knowledge to rig creation. It includes chapters that focus on the character deformation techniques that raise the visual quality of the model and subsequently of the animation and game it will be used in.
This book will be vital reading to those studying games animation as well as early-career rigging artists, character animators, modeling artists, technical animators, and technical artists.

Product details

Authors Armin Halac, Armin Halač
Publisher Taylor & Francis Ltd.
 
Languages English
Product format Paperback / Softback
Released 19.09.2023
 
EAN 9781032203003
ISBN 978-1-0-3220300-3
No. of pages 278
Subjects Natural sciences, medicine, IT, technology > IT, data processing > Application software

Digital Animation, COMPUTERS / Design, Graphics & Media / Video & Animation

Customer reviews

No reviews have been written for this item yet. Write the first review and be helpful to other users when they decide on a purchase.

Write a review

Thumbs up or thumbs down? Write your own review.

For messages to CeDe.ch please use the contact form.

The input fields marked * are obligatory

By submitting this form you agree to our data privacy statement.