By Eyal Assaf
Rigging for video games: A Primer for Technical Artists utilizing Maya and Python is not only one other step by step handbook of loosely similar tutorials. utilizing characters from the game Tin, it takes you thru the real-world artistic and technical strategy of rigging characters for games and cinematics, permitting readers a whole inside of examine a unmarried project.
You’ll discover new how you can write scripts and create modular rigs utilizing Maya and Python, and automate and accelerate the rigging approach on your artistic pipeline. eventually, you’ll study the most productive methods of exporting your rigs into the preferred online game engine solidarity. this can be the sensible, start-to-finish rigging primer you’ve been ready for!
Enhance your skillset through studying tips on how to successfully rig characters utilizing ideas acceptable to either video games and cinematics
Keep up with all of the motion with behind-the-scenes photographs and code scripts
Refine your rigging talents with tutorials and venture records to be had at the better half web site
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Lots of people have acknowledged good things approximately this publication, and for the main half, I agree. After testing a number of different books, this looks THE publication to get, for studying approximately psychological ray. the writer spends an important time speaking approximately rendering thought, that is priceless for studying any smooth engine.
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Extra resources for Rigging for Games: A Primer for Technical Artists Using Maya and Python
It’s important to understand what is saved under those nodes in order to maximize the effectiveness of the reference fil . Any changes made in the parent scene file a e not sent back to the child/referenced fil , unless specifically s ved as such.
20). UVs are a 2D texture coordinate system that represents 3D geometry. Every vertex on the mesh has a matching point in the UV texture space and allows for specific pla ement of texture maps on the model. The U and V are the two axes in the texture space—U for the horizontal coordinates and V for the vertical ones. 3D primitive objects such as spheres, cubes, cylinders, etc. typically have a basic UV map generated by default. Most times, though, this UV map is too generic and does not provide the proper layout to place custom textures.
Mental Ray. Maya’s default software renderer will not subdivide at render time. Another type of geometry glitch you want to avoid is non-manifold geometry. Maya defines non-mani old geometry as “polygons that have a configu ation that cannot be unfolded into a continuous fl t piece”. A very common scenario of non-manifold geometry happens when the same face is extruded by mistake twice on the same spot, without transforming the first xtrusion. Without subdividing the mesh, it’s almost impossible to notice that there is something wrong with the geometry, but down the road, that will cause a lot of problems with texturing and smoothing.
Rigging for Games: A Primer for Technical Artists Using Maya and Python by Eyal Assaf