MARC Record
Leader
001
002233084
003
BE-GnUNI
005
20250512203942.0
008
150422s2016 mau ||b |001 ||eng||
010
a| 2015015031
020
a| 9780415743044
q| hbk
020
a| 9780415743051
q| pbk
020
z| 9781315813912
q| ebk
040
a| Howest
042
a| pcc
050
0
0
a| TR897.77
b| .A87 2016
080
a| 681.33.5
084
a| 525.5
2| vsiso
100
1
a| Assaf, Eyal,
d| ....-
0| (viaf)
245
1
0
a| Rigging for games :
b| a primer for technical artists using Maya and Python /
c| Eyal Assaf.
260
a| Boca Raton :
b| CRC Press,
c| 2016.
300
a| 375 p.
520
a| 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!
504
a| Includes bibliographical references and index.
630
0
7
a| Maya (Computer file).
2| HOWEST
650
4
a| Rigging (Computer animation).
650
4
a| Video games
x| Design.
650
4
a| Computer games
x| Design.
650
4
a| Python (Computer program language).
852
4
b| HWPNT
c| PENTA
j| PENTA.525.5 ASSA 16
p| 3014544
920
a| book