{"product_id":"3d-game-animation-for-dummies-isbn-9780764587894","title":"3D Game Animation For Dummies","description":"* For readers intrigued by 3D video games as a hobby or a potential career, this book offers an introduction to the world of 3D game animation and provides step-by-step instructions on creating storyboards, scenery, characters, and even software\u003cbr\u003e * Cover topics such as working with 3D coordinates, keyframing, NURBS modeling, lighting, rigging, skinning, particle effects, and more\u003cbr\u003e * Video game sales exceeded the movie industry's box office draw last year by $1 billion \u003cp\u003eIntroduction 1\u003c\/p\u003e \u003cp\u003eAbout This Book 1\u003c\/p\u003e \u003cp\u003eConventions Used in This Book 2\u003c\/p\u003e \u003cp\u003eFoolish Assumptions 3\u003c\/p\u003e \u003cp\u003eHow This Book Is Organized 3\u003c\/p\u003e \u003cp\u003ePart I: Creating 3D Content for Games 3\u003c\/p\u003e \u003cp\u003ePart II: Creating Interfaces, Modeling Scenery, and Texturing Backgrounds 3\u003c\/p\u003e \u003cp\u003ePart III: Designing, Modeling, and Animating Game Characters 4\u003c\/p\u003e \u003cp\u003ePart IV: Animating Game Cut Scenes 4\u003c\/p\u003e \u003cp\u003ePart V: The Part of Tens 4\u003c\/p\u003e \u003cp\u003eIcons Used in This Book 4\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart I: Creating 3D Content for Games 5\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 1: Getting Started with 3D Game Animation 7\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThis Whole Place Is Full of 3D — Identifying 3D Game Elements 8\u003c\/p\u003e \u003cp\u003eUser interfaces 8\u003c\/p\u003e \u003cp\u003eBackgrounds 9\u003c\/p\u003e \u003cp\u003eScenery and props 10\u003c\/p\u003e \u003cp\u003eCharacters 10\u003c\/p\u003e \u003cp\u003eCut scenes 11\u003c\/p\u003e \u003cp\u003eOpening the Toolbox — the Tools Used to Create 3D Game Animations 11\u003c\/p\u003e \u003cp\u003eModeling, rendering, and animation software 12\u003c\/p\u003e \u003cp\u003ePaint and texturing software 15\u003c\/p\u003e \u003cp\u003eCompositing software 15\u003c\/p\u003e \u003cp\u003eHardware requirements 15\u003c\/p\u003e \u003cp\u003eCreating 3D Games — Slightly More Complicated Than a Connect-the-Dots Puzzle 16\u003c\/p\u003e \u003cp\u003eGame design 16\u003c\/p\u003e \u003cp\u003eArt design 17\u003c\/p\u003e \u003cp\u003eIntegration 17\u003c\/p\u003e \u003cp\u003eTesting 17\u003c\/p\u003e \u003cp\u003eLearning the Big Picture 17\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2: Game and Art Design, and Creating Storyboards 19\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDocumenting the Game Design: What Exactly Does This Game Do? 20\u003c\/p\u003e \u003cp\u003eBrainstorming 20\u003c\/p\u003e \u003cp\u003eGathering feedback 20\u003c\/p\u003e \u003cp\u003eWriting a Game Design Document 21\u003c\/p\u003e \u003cp\u003eAdding flowcharts 21\u003c\/p\u003e \u003cp\u003eObtaining approval 23\u003c\/p\u003e \u003cp\u003eGrowing Ideas into Design — Beginning the Art Design Phase 23\u003c\/p\u003e \u003cp\u003eSketching inspirations: You didn’t throw away your pencils, did you? 23\u003c\/p\u003e \u003cp\u003eCompiling reference materials 24\u003c\/p\u003e \u003cp\u003eFleshing out details, and producing final designs 25\u003c\/p\u003e \u003cp\u003eLabeling details 25\u003c\/p\u003e \u003cp\u003eCreating Storyboard Documents 25\u003c\/p\u003e \u003cp\u003eTypes of storyboards 26\u003c\/p\u003e \u003cp\u003eSpecifying logical flow paths 26\u003c\/p\u003e \u003cp\u003eStoryboarding cut scenes 27\u003c\/p\u003e \u003cp\u003eCreating a master storyboard 27\u003c\/p\u003e \u003cp\u003eWho’s Talking Now? Adding Dialogue 27\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3: Starting with Traditional Animation Basics 29\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eLayering Images — the Simplest Animation Technique 30\u003c\/p\u003e \u003cp\u003eLook at the Birdie and Smile — Focusing the Audience’s View 30\u003c\/p\u003e \u003cp\u003eAvoid complex motions 31\u003c\/p\u003e \u003cp\u003eDisplaying anticipation of intended motion 31\u003c\/p\u003e \u003cp\u003eEmphasizing motion with exaggeration 32\u003c\/p\u003e \u003cp\u003eMaking foreground objects stand out 32\u003c\/p\u003e \u003cp\u003eDo You Have a Good Stopwatch? Controlling Timing and Pacing 32\u003c\/p\u003e \u003cp\u003eEstablishing correct timing 33\u003c\/p\u003e \u003cp\u003eEstablishing pacing 34\u003c\/p\u003e \u003cp\u003eDo I Need to Draw Every Frame? Accomplishing Efficient Animation Techniques 34\u003c\/p\u003e \u003cp\u003ePosing characters and in-betweening 34\u003c\/p\u003e \u003cp\u003eUsing animation loops 35\u003c\/p\u003e \u003cp\u003ePanning images 35\u003c\/p\u003e \u003cp\u003eAnimating Realistic Motions 36\u003c\/p\u003e \u003cp\u003eAnimating physically realistic reactions 36\u003c\/p\u003e \u003cp\u003eMaking realistic motion with primary and secondary motion 36\u003c\/p\u003e \u003cp\u003eDeveloping a Unique Style 37\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart II: Creating Interfaces, Modeling Scenery, and Texturing Backgrounds 39\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4: Creating Game User Interfaces 41\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eUnderstanding the Basics of Interface Design 41\u003c\/p\u003e \u003cp\u003eIdentifying interface information 42\u003c\/p\u003e \u003cp\u003eDefining interface backgrounds 43\u003c\/p\u003e \u003cp\u003eUsing interface fade in and fade out 43\u003c\/p\u003e \u003cp\u003eMaking the interface easy to navigate 43\u003c\/p\u003e \u003cp\u003eIncluding sounds 44\u003c\/p\u003e \u003cp\u003eMaking the game area as big as possible: Maximizing interface real estate 44\u003c\/p\u003e \u003cp\u003eStarting with a Layout: The Process of Interface Design 44\u003c\/p\u003e \u003cp\u003eImporting drawing files 45\u003c\/p\u003e \u003cp\u003eBuilding a 2D layout 45\u003c\/p\u003e \u003cp\u003eAdding 3D Effects 54\u003c\/p\u003e \u003cp\u003eEnhancing with 3D objects 54\u003c\/p\u003e \u003cp\u003eEmbellishing with 3D text 55\u003c\/p\u003e \u003cp\u003eBeveling the interface border 57\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5: Modeling Scenery and Props 59\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDiscovering 3D Space All Around You 60\u003c\/p\u003e \u003cp\u003eMoving about 3D Coordinates 60\u003c\/p\u003e \u003cp\u003eSelecting scene views 61\u003c\/p\u003e \u003cp\u003eNavigating scene views 62\u003c\/p\u003e \u003cp\u003eUsing coordinate values 64\u003c\/p\u003e \u003cp\u003eExploring the Various Modeling Types 65\u003c\/p\u003e \u003cp\u003ePolygon modeling for man-made models 65\u003c\/p\u003e \u003cp\u003eNURBS modeling for natural flowing surfaces 65\u003c\/p\u003e \u003cp\u003ePatch modeling for curved surfaces 66\u003c\/p\u003e \u003cp\u003eMoving, Rotating, and Scaling Objects 66\u003c\/p\u003e \u003cp\u003eTransforming objects 66\u003c\/p\u003e \u003cp\u003eSnapping objects into place 67\u003c\/p\u003e \u003cp\u003eAligning objects 70\u003c\/p\u003e \u003cp\u003eUsing pivot points 72\u003c\/p\u003e \u003cp\u003eLearning the Art of Modeling 73\u003c\/p\u003e \u003cp\u003eUsing the easiest way to model 73\u003c\/p\u003e \u003cp\u003eStarting with building blocks 75\u003c\/p\u003e \u003cp\u003eEditing primitives 77\u003c\/p\u003e \u003cp\u003eBuilding surfaces from curves and splines 78\u003c\/p\u003e \u003cp\u003eCreating Lo-Polygon Models That Won’t Choke a Game Engine 83\u003c\/p\u003e \u003cp\u003eTips for reducing polygon count 83\u003c\/p\u003e \u003cp\u003eAutomating polygon reduction 85\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6: Adding Details with Materials 87\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDefining Materials 87\u003c\/p\u003e \u003cp\u003eColor 88\u003c\/p\u003e \u003cp\u003eTransparency 88\u003c\/p\u003e \u003cp\u003eReflectivity 88\u003c\/p\u003e \u003cp\u003eRefraction 88\u003c\/p\u003e \u003cp\u003eLuminosity 88\u003c\/p\u003e \u003cp\u003eSpecularity 88\u003c\/p\u003e \u003cp\u003eBump map 89\u003c\/p\u003e \u003cp\u003eAssigning Material Properties to Objects 89\u003c\/p\u003e \u003cp\u003eChanging the view shading 89\u003c\/p\u003e \u003cp\u003eUsing preset materials 90\u003c\/p\u003e \u003cp\u003eCreating unique materials 93\u003c\/p\u003e \u003cp\u003eAssigning Material Properties to Object Parts 95\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7: Mapping Textures 97\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWrapping Texture Maps about Objects without Messy Glues 98\u003c\/p\u003e \u003cp\u003ePositioning Textures with UV Coordinates 100\u003c\/p\u003e \u003cp\u003eOffsetting a texture 100\u003c\/p\u003e \u003cp\u003eScaling a texture 101\u003c\/p\u003e \u003cp\u003eRotating a texture 101\u003c\/p\u003e \u003cp\u003eTiling a texture 101\u003c\/p\u003e \u003cp\u003eCreating Seamless Textures That Tile Together: Look Ma, No Seams 103\u003c\/p\u003e \u003cp\u003eCreating noisy tiles 104\u003c\/p\u003e \u003cp\u003eFilling a solid tile 104\u003c\/p\u003e \u003cp\u003eMatching opposite edges 104\u003c\/p\u003e \u003cp\u003eCreating Raised Texture with Bump and Displacement Maps 106\u003c\/p\u003e \u003cp\u003eUsing bump maps 106\u003c\/p\u003e \u003cp\u003eUsing displacement maps 107\u003c\/p\u003e \u003cp\u003eCreating Realistic Environments with Textures 107\u003c\/p\u003e \u003cp\u003eUsing reflection maps 108\u003c\/p\u003e \u003cp\u003eAdding a background image 109\u003c\/p\u003e \u003cp\u003eCreating a skybox for backdrops 110\u003c\/p\u003e \u003cp\u003ePainting on Textures to Add Dirt and Grime 111\u003c\/p\u003e \u003cp\u003eEfficiently Coloring Objects with Vertex Colors 113\u003c\/p\u003e \u003cp\u003eBaking Textures for Quick Model Loading 113\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8: Creating Effective Lighting 115\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eStarting with a Basic Three-Point Lighting Configuration 116\u003c\/p\u003e \u003cp\u003eExploring the Different Light Types 117\u003c\/p\u003e \u003cp\u003ePoint light 117\u003c\/p\u003e \u003cp\u003eArea light 117\u003c\/p\u003e \u003cp\u003eDirect light 117\u003c\/p\u003e \u003cp\u003eAmbient light 117\u003c\/p\u003e \u003cp\u003eSpot light 117\u003c\/p\u003e \u003cp\u003eCreating Lights 118\u003c\/p\u003e \u003cp\u003eChanging Light Properties 120\u003c\/p\u003e \u003cp\u003eUsing light color 120\u003c\/p\u003e \u003cp\u003eChanging light intensity 120\u003c\/p\u003e \u003cp\u003eEnabling shadows 122\u003c\/p\u003e \u003cp\u003eSetting falloff 124\u003c\/p\u003e \u003cp\u003eUsing Light Special Effects 124\u003c\/p\u003e \u003cp\u003eAdding lens flares 124\u003c\/p\u003e \u003cp\u003eAdding fog 126\u003c\/p\u003e \u003cp\u003eMaking glowing lights 126\u003c\/p\u003e \u003cp\u003eCreating Realistically Lighted Scenes with Raytracing, Radiosity, and Global Illumination 128\u003c\/p\u003e \u003cp\u003eRaytracing 128\u003c\/p\u003e \u003cp\u003eRadiosity 129\u003c\/p\u003e \u003cp\u003eGlobal illumination 129\u003c\/p\u003e \u003cp\u003eCreating a Prelighted Map for Quick Scene Loading 130\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart III: Designing, Modeling, and Animating Game Characters 131\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9: Techniques for Modeling Characters 133\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eModeling Methods 134\u003c\/p\u003e \u003cp\u003eKnowing when to buy instead of build 134\u003c\/p\u003e \u003cp\u003eCreating low-polygon models 134\u003c\/p\u003e \u003cp\u003eUsing symmetry 134\u003c\/p\u003e \u003cp\u003eUsing a default stance 134\u003c\/p\u003e \u003cp\u003eUsing mesh smooth features 135\u003c\/p\u003e \u003cp\u003eModeling the Torso 135\u003c\/p\u003e \u003cp\u003eChamfering edges 137\u003c\/p\u003e \u003cp\u003eSculpting muscles 137\u003c\/p\u003e \u003cp\u003eCutting limb holes 141\u003c\/p\u003e \u003cp\u003eCreating and Attaching Limbs 142\u003c\/p\u003e \u003cp\u003eTapering limbs 144\u003c\/p\u003e \u003cp\u003eLofting limbs 146\u003c\/p\u003e \u003cp\u003eConnecting limbs 146\u003c\/p\u003e \u003cp\u003eBridging limbs 148\u003c\/p\u003e \u003cp\u003eModeling Hands and Feet 148\u003c\/p\u003e \u003cp\u003eExtruding fingers 148\u003c\/p\u003e \u003cp\u003eAdding a thumb 150\u003c\/p\u003e \u003cp\u003eModeling shoes 151\u003c\/p\u003e \u003cp\u003eCreating toes 153\u003c\/p\u003e \u003cp\u003eAdding nails 153\u003c\/p\u003e \u003cp\u003eConnecting hands and feet 153\u003c\/p\u003e \u003cp\u003eMirroring the Body 155\u003c\/p\u003e \u003cp\u003eMaking the Body Proportional 156\u003c\/p\u003e \u003cp\u003eGetting “Ahead”: Creating a Head 158\u003c\/p\u003e \u003cp\u003eExtruding a neck 159\u003c\/p\u003e \u003cp\u003eUsing Booleans 160\u003c\/p\u003e \u003cp\u003eModeling the windows to the soul: Creating eyes 161\u003c\/p\u003e \u003cp\u003eCreating a nose 164\u003c\/p\u003e \u003cp\u003eCreating ears 166\u003c\/p\u003e \u003cp\u003eCreating a mouth 166\u003c\/p\u003e \u003cp\u003eAdding facial hair 168\u003c\/p\u003e \u003cp\u003eSculpting the head 168\u003c\/p\u003e \u003cp\u003eCreating Hair 170\u003c\/p\u003e \u003cp\u003eAdding Accessory Props 170\u003c\/p\u003e \u003cp\u003eModeling clothes 170\u003c\/p\u003e \u003cp\u003eDressing a head 171\u003c\/p\u003e \u003cp\u003eAdding jewelry 171\u003c\/p\u003e \u003cp\u003eEmbedding weapons and props 171\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10: Discovering the Basics of 3D Animation 173\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003ePacing an Animation with Frame Rates: What’s the Going Rate? 174\u003c\/p\u003e \u003cp\u003eChanging the frame rate 175\u003c\/p\u003e \u003cp\u003eSetting the total number of frames 176\u003c\/p\u003e \u003cp\u003eMoving the Time Slider to select a frame 176\u003c\/p\u003e \u003cp\u003eCreating Simple Animations with Keyframes 177\u003c\/p\u003e \u003cp\u003eAnimating an object by creating position keyframes 177\u003c\/p\u003e \u003cp\u003eAnimating an object with rotation and scale keyframes 179\u003c\/p\u003e \u003cp\u003eCreating an attribute keyframe 181\u003c\/p\u003e \u003cp\u003eLocating keyframes with the Animation Controls 183\u003c\/p\u003e \u003cp\u003eCopying and pasting keyframes 184\u003c\/p\u003e \u003cp\u003eAutomating the creation of keyframes with Auto Keyframing 184\u003c\/p\u003e \u003cp\u003eMoving an Object Along a Path 184\u003c\/p\u003e \u003cp\u003eAnimating an object moving along a path 185\u003c\/p\u003e \u003cp\u003eTracking an object’s motion with trajectories 185\u003c\/p\u003e \u003cp\u003eGhosting objects to get a sense of their motion 186\u003c\/p\u003e \u003cp\u003eUsing Animation Editors 187\u003c\/p\u003e \u003cp\u003eViewing animation graphs 187\u003c\/p\u003e \u003cp\u003eSynchronizing animation keys 188\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 11: Animating Characters 193\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eRigging Characters to Move Realistically 194\u003c\/p\u003e \u003cp\u003eCreating a skeleton that lies under the character 194\u003c\/p\u003e \u003cp\u003eSetting constraints so the object doesn’t move when it shouldn’t 198\u003c\/p\u003e \u003cp\u003eControlling character motion with kinematics 199\u003c\/p\u003e \u003cp\u003eCreating a Realistic Skin 201\u003c\/p\u003e \u003cp\u003eSkinning a character 201\u003c\/p\u003e \u003cp\u003eSetting a bone’s influence 202\u003c\/p\u003e \u003cp\u003eAdding deformations to create muscle bulges 203\u003c\/p\u003e \u003cp\u003eAnimating with Bones 204\u003c\/p\u003e \u003cp\u003eIntegrating Motion Capture for the Ultimate in Realistic Motion 207\u003c\/p\u003e \u003cp\u003eLots of dots: Motion capture hardware 207\u003c\/p\u003e \u003cp\u003eUnique motion capture systems 208\u003c\/p\u003e \u003cp\u003eBuying motion 208\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 12: Animating Facial Movements 209\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCreating Morph Targets: The Character of a Thousand Faces 210\u003c\/p\u003e \u003cp\u003eWorking on a clone 210\u003c\/p\u003e \u003cp\u003eCreating a blend control 211\u003c\/p\u003e \u003cp\u003eLearning to Talk: Speaking the Basic Phonemes 213\u003c\/p\u003e \u003cp\u003eSyncing Facial Movements with a Soundtrack 213\u003c\/p\u003e \u003cp\u003eBuilding Controls for Handling Eye Movements 214\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 13: Automating Reactions with Dynamics 217\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIncorporating Physics: I’m Glad I Don’t Have to Calculate This by Hand 217\u003c\/p\u003e \u003cp\u003eSoft and rigid body objects 218\u003c\/p\u003e \u003cp\u003eSpecial object types 218\u003c\/p\u003e \u003cp\u003eMaking objects immovable 218\u003c\/p\u003e \u003cp\u003eDefining Physical Properties Such as Gravity and Friction 220\u003c\/p\u003e \u003cp\u003eDefining object properties 221\u003c\/p\u003e \u003cp\u003eDefining forces 221\u003c\/p\u003e \u003cp\u003eUsing constraints 223\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart IV: Animating Game Cut Scenes 227\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 14: Animating Scene Elements 229\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eUsing Cut Scenes: All the Stuff That Happens Between Game Levels 230\u003c\/p\u003e \u003cp\u003eThe pregame show 230\u003c\/p\u003e \u003cp\u003eIntroducing the game 230\u003c\/p\u003e \u003cp\u003eExplaining the game 231\u003c\/p\u003e \u003cp\u003eTell a story with animation 231\u003c\/p\u003e \u003cp\u003ePresenting High-Resolution Images: What to Do After the Animations Are Finished 231\u003c\/p\u003e \u003cp\u003eRendering backgrounds 231\u003c\/p\u003e \u003cp\u003eRendering a title screen 231\u003c\/p\u003e \u003cp\u003eRendering marketing materials 231\u003c\/p\u003e \u003cp\u003eAnimating Cut Scenes: No Limits 232\u003c\/p\u003e \u003cp\u003eModeling for cut scenes: I can use NURBS! 232\u003c\/p\u003e \u003cp\u003eAnimating cameras: I finally have a chance to control the camera! 234\u003c\/p\u003e \u003cp\u003eAnimating lights (and not just a flashlight) 236\u003c\/p\u003e \u003cp\u003eAnimating textures: Just like television 237\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 15: Animating with Particles 241\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCreating Special Effects with Particles: A Treat for All the Pyromaniacs 241\u003c\/p\u003e \u003cp\u003eCreating smoke and dust 242\u003c\/p\u003e \u003cp\u003eCreating fire 242\u003c\/p\u003e \u003cp\u003eCreating clouds 242\u003c\/p\u003e \u003cp\u003ePinpointing a Particle’s Starting Location with Particle Emitters 244\u003c\/p\u003e \u003cp\u003eUsing emitter types 244\u003c\/p\u003e \u003cp\u003eUsing an object as an emitter 245\u003c\/p\u003e \u003cp\u003eConfiguring Particle Systems: Randomness Is the Name of the Game 246\u003c\/p\u003e \u003cp\u003eSetting particle rate 246\u003c\/p\u003e \u003cp\u003eSetting particle life span 247\u003c\/p\u003e \u003cp\u003eSetting particle shape and size 247\u003c\/p\u003e \u003cp\u003eSpawning new particles 247\u003c\/p\u003e \u003cp\u003eChanging particle materials 247\u003c\/p\u003e \u003cp\u003eCreating a Blizzard: Combining Particles with Dynamics 249\u003c\/p\u003e \u003cp\u003eCreating a Custom Particle with Instanced Objects: When Simple Shaped Particles Aren’t Enough 251\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 16: Rendering an Animation 253\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCreating Test Renders: Try It before You Buy It 253\u003c\/p\u003e \u003cp\u003eUsing the Render View window 254\u003c\/p\u003e \u003cp\u003eRendering an area 255\u003c\/p\u003e \u003cp\u003eSelecting a view and range 256\u003c\/p\u003e \u003cp\u003eMaking animation previews 256\u003c\/p\u003e \u003cp\u003eExploring the Rendering Options 257\u003c\/p\u003e \u003cp\u003eSelecting a format 258\u003c\/p\u003e \u003cp\u003eSetting resolution 258\u003c\/p\u003e \u003cp\u003eUsing network rendering 258\u003c\/p\u003e \u003cp\u003eAdding Effects at the Last Minute 258\u003c\/p\u003e \u003cp\u003eEnabling anti-aliasing 259\u003c\/p\u003e \u003cp\u003eUsing the depth of field effect 259\u003c\/p\u003e \u003cp\u003eAdding atmospheric effects 260\u003c\/p\u003e \u003cp\u003eAdding motion blur 260\u003c\/p\u003e \u003cp\u003eRaytracing Images for Realism 261\u003c\/p\u003e \u003cp\u003eCartoon Rendering: Saturday Morning Will Never Be the Same 262\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart V: The Part of Tens 265\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 17: Ten Types of Tools Used by Game Companies 267\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIntroducing Your New Best Friend: 3D Modeling, Rendering, and Animation Tools 268\u003c\/p\u003e \u003cp\u003eMaya 269\u003c\/p\u003e \u003cp\u003e3ds max 269\u003c\/p\u003e \u003cp\u003eSoftimage XSI 269\u003c\/p\u003e \u003cp\u003eLightwave 270\u003c\/p\u003e \u003cp\u003eRemembering Your Old Friends: 2D Painting and Drawing Tools 270\u003c\/p\u003e \u003cp\u003ePhotoshop 271\u003c\/p\u003e \u003cp\u003eIllustrator 271\u003c\/p\u003e \u003cp\u003ePainter 271\u003c\/p\u003e \u003cp\u003eZ-Brush 271\u003c\/p\u003e \u003cp\u003eGetting a Little Extra Realism: 3D Rendering Systems 272\u003c\/p\u003e \u003cp\u003eBrazil Rendering System 272\u003c\/p\u003e \u003cp\u003eMental Ray Rendering System 272\u003c\/p\u003e \u003cp\u003ePutting All the Pieces Together: Compositing Packages 272\u003c\/p\u003e \u003cp\u003eAfter Effects 273\u003c\/p\u003e \u003cp\u003eCombustion 273\u003c\/p\u003e \u003cp\u003eDigital Fusion 273\u003c\/p\u003e \u003cp\u003eRemoving What Shouldn’t Be There: Video Editing Tools 273\u003c\/p\u003e \u003cp\u003ePremiere 274\u003c\/p\u003e \u003cp\u003eFinal Cut Pro 274\u003c\/p\u003e \u003cp\u003eTaking Your Designs Online: Web Creation Tools 274\u003c\/p\u003e \u003cp\u003eFlash 274\u003c\/p\u003e \u003cp\u003eGoLive 274\u003c\/p\u003e \u003cp\u003eMaking Your Voice Heard: Audition, an Audio Editing Tool 275\u003c\/p\u003e \u003cp\u003eAnimating Characters the Easy Way: Motion Capture Systems 275\u003c\/p\u003e \u003cp\u003eVicon Motion Systems 275\u003c\/p\u003e \u003cp\u003eMotion Analysis 276\u003c\/p\u003e \u003cp\u003eAnimating a Talking Face: Lip Synching Systems 276\u003c\/p\u003e \u003cp\u003eLifeStudio: HEAD 276\u003c\/p\u003e \u003cp\u003eLipSync 276\u003c\/p\u003e \u003cp\u003eSpeaking the Programmers’ Language: 3D Programming Tools 276\u003c\/p\u003e \u003cp\u003eDirectX 277\u003c\/p\u003e \u003cp\u003eOpenGL 277\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 18: Ten Creative Jobs in the Animation Industry 279\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eProducer\/Director 280\u003c\/p\u003e \u003cp\u003eGame Designer 280\u003c\/p\u003e \u003cp\u003eGame Artists 281\u003c\/p\u003e \u003cp\u003e3D Modeler 282\u003c\/p\u003e \u003cp\u003eLighting Director 283\u003c\/p\u003e \u003cp\u003eAnimator 283\u003c\/p\u003e \u003cp\u003eSpecial Effects Artist 284\u003c\/p\u003e \u003cp\u003eTester 284\u003c\/p\u003e \u003cp\u003eGrunt 285\u003c\/p\u003e \u003cp\u003eTrainer 285\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 19: Ten Ways to Land a Job as a 3D Game Animator 287\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eGaining the Necessary Experience: First Things First 288\u003c\/p\u003e \u003cp\u003eDeveloping software skills 288\u003c\/p\u003e \u003cp\u003eGetting involved in creating games 289\u003c\/p\u003e \u003cp\u003eStudying games 290\u003c\/p\u003e \u003cp\u003eFinding Animation Programs and Schools 290\u003c\/p\u003e \u003cp\u003eKnowing which degree to earn 291\u003c\/p\u003e \u003cp\u003eKnowing which courses to take 292\u003c\/p\u003e \u003cp\u003eShowing Off: Creating an Awesome Demo Reel 293\u003c\/p\u003e \u003cp\u003eCreating a demo reel 294\u003c\/p\u003e \u003cp\u003eLabeling a demo reel 295\u003c\/p\u003e \u003cp\u003eSending out demo reels 295\u003c\/p\u003e \u003cp\u003eEstablishing a Web Presence 295\u003c\/p\u003e \u003cp\u003eSecuring a domain name 296\u003c\/p\u003e \u003cp\u003eBuilding an amazing Web site 296\u003c\/p\u003e \u003cp\u003eAdding your work to an online gallery 297\u003c\/p\u003e \u003cp\u003eGetting Feedback and Exposure 298\u003c\/p\u003e \u003cp\u003eEntering Web animation contests 298\u003c\/p\u003e \u003cp\u003eEntering animation festivals 299\u003c\/p\u003e \u003cp\u003eImproving Your Skills 299\u003c\/p\u003e \u003cp\u003eLearning from books 299\u003c\/p\u003e \u003cp\u003eTraining by video 300\u003c\/p\u003e \u003cp\u003eUsing Web tutorials 300\u003c\/p\u003e \u003cp\u003eAttending workshops 300\u003c\/p\u003e \u003cp\u003eJoining a user group 300\u003c\/p\u003e \u003cp\u003eAttending Animation Conferences 300\u003c\/p\u003e \u003cp\u003eJoining a Professional Organization 301\u003c\/p\u003e \u003cp\u003eKnowing the Right People 302\u003c\/p\u003e \u003cp\u003eWorking Your Way Up 302\u003c\/p\u003e \u003cp\u003eGetting your foot in the door 302\u003c\/p\u003e \u003cp\u003eGetting on a beta test team 303\u003c\/p\u003e \u003cp\u003eStarting as a junior animator 303\u003c\/p\u003e \u003cp\u003eMaking an internal move 304\u003c\/p\u003e \u003cp\u003eBeing Persistent 304\u003c\/p\u003e \u003cp\u003eAppendix A: Using Game Engine Tools 305\u003c\/p\u003e \u003cp\u003eSelecting a Game Engine 305\u003c\/p\u003e \u003cp\u003eUsing Game Engine Tools 308\u003c\/p\u003e \u003cp\u003eCreating a User Interface 308\u003c\/p\u003e \u003cp\u003eAccessing the GUI Editor 309\u003c\/p\u003e \u003cp\u003eCreating a new GUI page 310\u003c\/p\u003e \u003cp\u003eAdding controls and commands to a GUI page 312\u003c\/p\u003e \u003cp\u003eUsing the Mission Editor 313\u003c\/p\u003e \u003cp\u003eAccessing the Mission Editor 315\u003c\/p\u003e \u003cp\u003eCreating a terrain 316\u003c\/p\u003e \u003cp\u003eAdjusting the Terraform 318\u003c\/p\u003e \u003cp\u003eTexturing the terrain 319\u003c\/p\u003e \u003cp\u003ePopulating the environment 321\u003c\/p\u003e \u003cp\u003eMoving objects 323\u003c\/p\u003e \u003cp\u003eDefining the Scene Environment 323\u003c\/p\u003e \u003cp\u003eLoading Maya Files into the Game Engine 326\u003c\/p\u003e \u003cp\u003eInstalling a DTS Export Utility 326\u003c\/p\u003e \u003cp\u003eChanging default units 327\u003c\/p\u003e \u003cp\u003eExporting a Maya object 328\u003c\/p\u003e \u003cp\u003eViewing exported objects 329\u003c\/p\u003e \u003cp\u003eExporting textured objects 330\u003c\/p\u003e \u003cp\u003eExporting animation sequences 332\u003c\/p\u003e \u003cp\u003eMaking models available in the Mission Editor 333\u003c\/p\u003e \u003cp\u003eCreating Interiors 334\u003c\/p\u003e \u003cp\u003eAppendix B: Glossary of Animation Terms 337\u003c\/p\u003e \u003cp\u003eAppendix C: Directory of Animation Schools 351\u003c\/p\u003e \u003cp\u003eThe Art Institutes 351\u003c\/p\u003e \u003cp\u003eRingling School of Art and Design 351\u003c\/p\u003e \u003cp\u003eFull Sail 352\u003c\/p\u003e \u003cp\u003eCalifornia Institute of the Arts 352\u003c\/p\u003e \u003cp\u003eVancouver Film School 352\u003c\/p\u003e \u003cp\u003eSheridan College 352\u003c\/p\u003e \u003cp\u003eSavannah College of Art and Design 352\u003c\/p\u003e \u003cp\u003eDigiPen Institute of Technology 353\u003c\/p\u003e \u003cp\u003eParsons School of Design 353\u003c\/p\u003e \u003cp\u003eDigital Media Arts College 353\u003c\/p\u003e \u003cp\u003eEx’pression College for Digital Arts 353\u003c\/p\u003e \u003cp\u003eVancouver Institute of Media Arts 353\u003c\/p\u003e \u003cp\u003eAcademy of Art University 354\u003c\/p\u003e \u003cp\u003eGnomon, School of Visual Effects for Film, Television and Games 354\u003c\/p\u003e \u003cp\u003eOregon3D 354\u003c\/p\u003e \u003cp\u003eIndex 355\u003c\/p\u003e \u003cb\u003eKelly L. Murdock\u003c\/b\u003e has written about computer topics ranging from multimedia to JavaScript. He has also created 3D models for feature films and worked as a freelance 3D artist.  Gain the skills that will get you into game design  \u003cp\u003eBring fantasy creatures and settings to life, and launch a lucrative career\u003c\/p\u003e \u003cp\u003eThere's gold in them thar games, and here's your mining kit! Find out how to design, model, and animate characters, give your settings detail and dimension, create a storyboard, add dialogue, produce special effects, plan a game, and more. You'll even get an overview of essential software, and tips for landing a job in the game industry.\u003c\/p\u003e \u003cp\u003eDiscover how to\u003c\/p\u003e \u003cul\u003e \u003cli\u003eCreate realistic motion\u003c\/li\u003e \u003cli\u003eDevelop a game concept\u003c\/li\u003e \u003cli\u003eModel a complete character from scratch\u003c\/li\u003e \u003cli\u003eAdd a skeleton rig to your character\u003c\/li\u003e \u003cli\u003eFind out how to use particles and dynamics\u003c\/li\u003e \u003cli\u003eSync facial movements with soundtracks\u003c\/li\u003e \u003c\/ul\u003e","brand":"For Dummies","offers":[{"title":"Default Title","offer_id":47988592083173,"sku":"NP9780764587894","price":27.99,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1842\/7735\/files\/9780764587894.jpg?v=1761780889","url":"https:\/\/k12savings.com\/es\/products\/3d-game-animation-for-dummies-isbn-9780764587894","provider":"K12savings","version":"1.0","type":"link"}