Condizione: Good. Item in good condition. Textbooks may not include supplemental items i.e. CDs, access codes etc.
Paperback. Condizione: New. 1. The item is brand new, never used or read. It's in perfect condition and may include supplements and/or access codes or come shrink-wrapped.
Condizione: As New. Unread book in perfect condition.
Condizione: New.
PAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
EUR 59,11
Quantità: 3 disponibili
Aggiungi al carrelloPAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
Lingua: Inglese
Editore: Taylor and Francis Ltd, GB, 2023
ISBN 10: 1032203277 ISBN 13: 9781032203270
Da: Rarewaves.com USA, London, LONDO, Regno Unito
Prima edizione
EUR 70,85
Quantità: 2 disponibili
Aggiungi al carrelloPaperback. Condizione: New. 1st. This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know.Written to be an accessible technical animation resource, this book combines easy-to-understand principles with educational use cases on how to combine the principles and tools taught within. Example test scripts, animation files, and rig assets are provided as tangible examples that can be modified and taken apart to deepen your understanding. It covers the end-to-end pipeline of technical animation, from the very first steps of placing joints in Autodesk's Maya to breathe life into your static characters, through tools and automation development, all the way to Unreal Engine 5 integration and optimisation.Additional resources are available on the book's GitHub repository. From this resource, you will find example files for Maya and Python scripts that will help with your own work and demonstrations featured throughout this book.This book is essential reading for early-career game technical animators as well as those studying game animation courses. It will also appeal to technical animators working in the film industry.
EUR 54,61
Quantità: 2 disponibili
Aggiungi al carrelloCondizione: New.
Lingua: Inglese
Editore: Taylor & Francis Ltd, London, 2023
ISBN 10: 1032203277 ISBN 13: 9781032203270
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
Paperback. Condizione: new. Paperback. This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know.Written to be an accessible technical animation resource, this book combines easy-to-understand principles with educational use cases on how to combine the principles and tools taught within. Example test scripts, animation files, and rig assets are provided as tangible examples that can be modified and taken apart to deepen your understanding. It covers the end-to-end pipeline of technical animation, from the very first steps of placing joints in Autodesks Maya to breathe life into your static characters, through tools and automation development, all the way to Unreal Engine 5 integration and optimisation.Additional resources are available on the books GitHub repository. From this resource, you will find example files for Maya and Python scripts that will help with your own work and demonstrations featured throughout this book.This book is essential reading for early-career game technical animators as well as those studying game animation courses. It will also appeal to technical animators working in the film industry. This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilize to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Lingua: Inglese
Editore: Taylor and Francis Ltd, GB, 2023
ISBN 10: 1032203277 ISBN 13: 9781032203270
Da: Rarewaves USA, OSWEGO, IL, U.S.A.
Prima edizione
Paperback. Condizione: New. 1st. This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know.Written to be an accessible technical animation resource, this book combines easy-to-understand principles with educational use cases on how to combine the principles and tools taught within. Example test scripts, animation files, and rig assets are provided as tangible examples that can be modified and taken apart to deepen your understanding. It covers the end-to-end pipeline of technical animation, from the very first steps of placing joints in Autodesk's Maya to breathe life into your static characters, through tools and automation development, all the way to Unreal Engine 5 integration and optimisation.Additional resources are available on the book's GitHub repository. From this resource, you will find example files for Maya and Python scripts that will help with your own work and demonstrations featured throughout this book.This book is essential reading for early-career game technical animators as well as those studying game animation courses. It will also appeal to technical animators working in the film industry.
Condizione: New.
EUR 58,60
Quantità: 3 disponibili
Aggiungi al carrellopaperback. Condizione: New.
EUR 63,93
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Aggiungi al carrelloCondizione: New. In.
EUR 66,35
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Aggiungi al carrelloPaperback. Condizione: Brand New. 256 pages. 9.69x6.88x0.59 inches. In Stock.
EUR 61,87
Quantità: 2 disponibili
Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
EUR 61,81
Quantità: 1 disponibili
Aggiungi al carrelloPaperback / softback. Condizione: New. New copy - Usually dispatched within 4 working days.
Da: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda
Prima edizione
EUR 70,68
Quantità: 3 disponibili
Aggiungi al carrelloCondizione: New. 2023. 1st Edition. paperback. . . . . .
Condizione: New. 2023. 1st Edition. paperback. . . . . . Books ship from the US and Ireland.
EUR 91,94
Quantità: 2 disponibili
Aggiungi al carrelloPaperback. Condizione: Brand New. 256 pages. 9.69x6.88x0.59 inches. In Stock.
EUR 54,62
Quantità: 3 disponibili
Aggiungi al carrelloCondizione: NEW.
EUR 67,33
Quantità: 3 disponibili
Aggiungi al carrelloCondizione: New. Matthew Lake is a technical animator working in the video games industry. He started his career producing short movies in the early days of YouTube, leading on to work with the online entertainment network Machinima. Matthew has spent over a decad.
Lingua: Inglese
Editore: Taylor and Francis Ltd, GB, 2023
ISBN 10: 1032203277 ISBN 13: 9781032203270
Da: Rarewaves USA United, OSWEGO, IL, U.S.A.
Prima edizione
Paperback. Condizione: New. 1st. This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know.Written to be an accessible technical animation resource, this book combines easy-to-understand principles with educational use cases on how to combine the principles and tools taught within. Example test scripts, animation files, and rig assets are provided as tangible examples that can be modified and taken apart to deepen your understanding. It covers the end-to-end pipeline of technical animation, from the very first steps of placing joints in Autodesk's Maya to breathe life into your static characters, through tools and automation development, all the way to Unreal Engine 5 integration and optimisation.Additional resources are available on the book's GitHub repository. From this resource, you will find example files for Maya and Python scripts that will help with your own work and demonstrations featured throughout this book.This book is essential reading for early-career game technical animators as well as those studying game animation courses. It will also appeal to technical animators working in the film industry.
EUR 58,65
Quantità: 5 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. Technical Animation in Video Games | Matthew Lake | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2023 | CRC Press | EAN 9781032203270 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu.
Lingua: Inglese
Editore: Taylor and Francis Ltd, GB, 2023
ISBN 10: 1032203277 ISBN 13: 9781032203270
Da: Rarewaves.com UK, London, Regno Unito
Prima edizione
EUR 65,68
Quantità: 2 disponibili
Aggiungi al carrelloPaperback. Condizione: New. 1st. This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know.Written to be an accessible technical animation resource, this book combines easy-to-understand principles with educational use cases on how to combine the principles and tools taught within. Example test scripts, animation files, and rig assets are provided as tangible examples that can be modified and taken apart to deepen your understanding. It covers the end-to-end pipeline of technical animation, from the very first steps of placing joints in Autodesk's Maya to breathe life into your static characters, through tools and automation development, all the way to Unreal Engine 5 integration and optimisation.Additional resources are available on the book's GitHub repository. From this resource, you will find example files for Maya and Python scripts that will help with your own work and demonstrations featured throughout this book.This book is essential reading for early-career game technical animators as well as those studying game animation courses. It will also appeal to technical animators working in the film industry.
Lingua: Inglese
Editore: Taylor & Francis Ltd, London, 2023
ISBN 10: 1032203277 ISBN 13: 9781032203270
Da: AussieBookSeller, Truganina, VIC, Australia
EUR 110,19
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: new. Paperback. This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know.Written to be an accessible technical animation resource, this book combines easy-to-understand principles with educational use cases on how to combine the principles and tools taught within. Example test scripts, animation files, and rig assets are provided as tangible examples that can be modified and taken apart to deepen your understanding. It covers the end-to-end pipeline of technical animation, from the very first steps of placing joints in Autodesks Maya to breathe life into your static characters, through tools and automation development, all the way to Unreal Engine 5 integration and optimisation.Additional resources are available on the books GitHub repository. From this resource, you will find example files for Maya and Python scripts that will help with your own work and demonstrations featured throughout this book.This book is essential reading for early-career game technical animators as well as those studying game animation courses. It will also appeal to technical animators working in the film industry. This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilize to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Da: Majestic Books, Hounslow, Regno Unito
EUR 63,56
Quantità: 3 disponibili
Aggiungi al carrelloCondizione: New. This item is printed on demand.
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 58,70
Quantità: 2 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know.Written to be an accessible technical animation resource, this book combines easy-to-understand principles with educational use cases on how to combine the principles and tools taught within. Example test scripts, animation files, and rig assets are provided as tangible examples that can be modified and taken apart to deepen your understanding. It covers the end-to-end pipeline of technical animation, from the very first steps of placing joints in Autodesk's Maya to breathe life into your static characters, through tools and automation development, all the way to Unreal Engine 5 integration and optimisation.Additional resources are available on the book's GitHub repository. From this resource, you will find example files for Maya and Python scripts that will help with your own work and demonstrations featured throughout this book.This book is essential reading for early-career game technical animators as well as those studying game animation courses. It will also appeal to technical animators working in the film industry. 272 pp. Englisch.
Da: Biblios, Frankfurt am main, HESSE, Germania
EUR 73,27
Quantità: 4 disponibili
Aggiungi al carrelloCondizione: New. PRINT ON DEMAND.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 68,38
Quantità: 1 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know.Written to be an accessible technical animation resource, this book combines easy-to-understand principles with educational use cases on how to combine the principles and tools taught within. Example test scripts, animation files, and rig assets are provided as tangible examples that can be modified and taken apart to deepen your understanding. It covers the end-to-end pipeline of technical animation, from the very first steps of placing joints in Autodesk's Maya to breathe life into your static characters, through tools and automation development, all the way to Unreal Engine 5 integration and optimisation.Additional resources are available on the book's GitHub repository. From this resource, you will find example files for Maya and Python scripts that will help with your own work and demonstrations featured throughout this book.This book is essential reading for early-career game technical animators as well as those studying game animation courses. It will also appeal to technical animators working in the film industry.