The Game Animator's Guide to Maya

By Michael McKinley

The last word source for pro online game Animators

video game animation is a hard paintings. not just should you convey life like, attractive animations, yet you'll want to achieve this below strict real-time, video-game constraints. the sport Animator's consultant to Maya is your concentrated source for utilizing Maya to create professional-level video game animations for console and computing device video games. Written via a video game veteran and that includes interviews with expert animators and artists from round the nation, this centred booklet beneficial properties particular, certain, real-world video game animation innovations. it is the ideal reference and educational for these seeking to strengthen or refine their video game animation skills.

The enclosed CD positive aspects greater than $3000 worthy of particular content material, together with versions, high-resolution textures, animations, inspiration paintings, and animation reference video clips. it is also the Maya own studying variation and venture documents so that you can whole the hands-on tutorials.

the sport Animator's advisor to Maya grants an insider's view of the animation company and teaches the talents essential to animate every thing from characters to autos to lip-synching audio. First, you will get an creation to the and ordinary online game improvement pipelines, then examine rigging and animation fundamentals ahead of relocating directly to complex suggestions and the unique tutorials. inside of, you are going to find:
* video game occupation consultant: info, demo reel suggestion, activity descriptions, video game asset pipeline overview
* Animation strategies: precise clarification of animation phrases, ideas, instruments, options, and editors
* Rigging and Animation Setup: IK and FK, joint hierarchies, skeleton controls, constraints, choice handles, and more
* real online game Animation: real-world assignments that mimic the day by day jobs video game animators--walk cycles, run cycles, idle cycles, motion sequences, lip-synching to audio, and extra

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Ninety seven ■ instructional: motion series determine three. 37 Calamity Jane is able to draw. environment Pistol Constraints ahead of we move an excessive amount of extra, we have to determine how we’re going to transition the pistol from the holster to the ideal hand. In a true video game engine, gadgets might be coded to constrain to a definite joint, reminiscent of the Holster_Joint or the RWrist, and be caused to modify among them. In our Maya scene, although, we’ll need to do it manually to get the impact we’re searching for. by means of default, within the DrawStart scene, I had the pistol parented to the Holster_Joint so it's going to stick to your version if you posed it. Now, we have to unparent it and create our constraint method. 1. choose the pistol and press Shift+p (or Edit > Unparent) to unparent the pistol from the Holster_Joint. 2. Create a locator (Create > Locator). Rename it Holster_Constraint. three. pick out the pistol at its position within the holster and Shift+click the Holster_Constraint locator. visit Constrain > element. The locator will snap to the pistol’s present place. four. Unselect every little thing and practice the choice back: choose the pistol first and Shift+click the locator. This time, visit Constrain > Orient. The locator is now on the similar element and orientation of the pistol in the holster. five. We now are looking to get rid of the constraint of the locator to the pistol in order that we will be able to constrain the pistol to the locator in a while. opt for the Holster_Constraint locator. you'll find within the Channel field that the interpretation X, Y, and Z and the Rotation X, Y, and Z channels are highlighted blue, indicating their being restricted by means of one other item. 6. pick out the six restricted attributes within the Channel field. in the Channel field zone, right-click and carry, which brings up the Channel field menu, and select holiday Connections, which gets rid of the constraining effect. 7. guardian the Holster_Constraint locator to the Holster_Joint. eight. we wish to do an identical factor with one other locator for the pistol’s place in Jane’s correct hand. place the pistol in Jane’s correct hand the way you wish it. nine. Create one other locator and identify it Hand_Constraint. back, we wish to aspect and Orient constrain the locator to the pistol’s present place, following a similar steps as earlier than (Figure three. 38). 10. as soon as the locator is limited to the pistol, holiday the connections of the interpretation and rotation channels to damage the constraint, and mum or dad the locator to the RWrist joint. bankruptcy three: P R O J E C T: C A L A M I T Y J A N E ■ ninety eight determine three. 38 The Hand_Constraint locator in position the place the pistol suits into the hand 11. Now we wish to constrain the pistol to the 2 locators. pick out the Holster_ Constraint locator and Shift+click the pistol. Create some degree and Orient constraint among the 2. 12. Repeat, making a aspect and Orient constraint among the pistol and the Hand_ Constraint locator. You’ll discover that the pistol floats among the hand and the holster. now not precisely what we need it to do. thirteen. decide on the pistol. within the decrease panel of the Channel field, below the SHAPES part, one can find the 2 constraints indexed as Pistol_pointConstraint1 and Pistol_orientConstraint1.

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