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Index
Half Title Title Page Copyright Page Dedication Contents Preface Additional Legal Notices Acknowledgments Author Chapter 1: The Video Game Animator
What It Means to Be a Video Game Animator
Artistry & Creativity Technical Ability Teamwork Design Sense Accepting the Nature of the Medium Life Experience Different Areas of Game Animation Player Character Animation Facial Animation Cinematics & Cutscenes Technical Animation Nonplayer Characters Cameras Environmental & Prop Animation Required Software & Equipment Digital Content Creation (DCC) Software Game Engines Reference Camera Video Playback Software Notepad
Chapter 2: The Game Development Environment
Finding the Right Fit
Studio Culture Team Strengths Game Pillars Team Size Team Dynamics Game Animator Roles Gameplay Animator Cinematic Animator Lead Animator Animation Director Principal Animator Technical Animator Animation Technical Director Other Game Development Disciplines Programming Art Design Audio & Effects Quality Assurance Management Public Relations & Marketing
A Video Game Project Overview
Phase 1: Conception Phase 2: Preproduction Phase 3: Production Phase 4: Shipping Phase 5: Postrelease
Chapter 3: The 12 Animation Principles
Principle 1: Squash & Stretch Principle 2: Staging Principle 3: Anticipation Principle 4: Straight Ahead & Pose to Pose Principle 5: Follow-Through & Overlapping Action Principle 6: Slow In & Slow Out Principle 7: Arcs Principle 8: Secondary Action Principle 9: Appeal Principle 10: Timing Principle 11: Exaggeration Principle 12: Solid Drawings
Chapter 4: The Five Fundamentals of Game Animation
Feel
Response Inertia & Momentum Visual Feedback
Fluidity
Blending and Transitions Seamless Cycles Settling
Readability
Posing for Game Cameras Silhouettes Collision & Center of Mass/Balance
Context
Distinction vs Homogeneity Repetition Onscreen Placement Elegance Simplicity of Design Bang for the Buck Sharing & Standardization
Chapter 5: What You Need to Know
Basic Game Animation Concepts
Common Types of Game Animation
Cycles Linear Actions Transitions
Skeletons, Rigs, & Exporting to Game How Spline Curves Work Collision Movement Forward vs Inverse Kinematics
Intermediate Game Animation Concepts
State Machines Parametric Blending Partial Animations Additive Layers Physics, Dynamics, & Ragdoll
Advanced Game Animation Concepts
Procedural Motion & Systems Full-Body IK Look-Ats Blend Shapes Muscle Simulation Animated Textures/Shaders Artificial Intelligence
Decision-Making Pathfinding
Chapter 6: The Game Animation Workflow
Reference Gathering Don’t Be Precious Animate Pose to Pose over Straight Ahead Rough It In Get It In Game! Iteration Is the Key to Quality Blocking from Inside to Out Pose-Sharing Libraries Keep Your Options Open Use Prefab Scenes Avoiding Data Loss
Set Undo Queue to Max Configure Auto-Save Save Often Version Control
Chapter 7: Our Project: Preproduction
Style References Defining a Style
Comparisons Realism vs Stylized Who Is the Character?
Previz
Gameplay Mock-Ups Target Footage
Prototyping Pitching the Game
Chapter 8: Our Project: Technical Animation
Character Setup
Modeling Considerations Skinning Rigging Animation Sharing
File Management
File-Naming Conventions Folder Organization Referencing
Exporting
Export Data Format Engine Export Rules Animation Memory & Compression Animation Slicing In-Engine Work Event Tags Blend Timing Scripting Test Levels Asset Housekeeping
Digital Content Creation Animation Tools
Chapter 9: Our Project: Gameplay Animation
The Three Cs Gameplay Cameras
Settings & Variables Camera-Shake
Ground Movement
The All-Important Idle Animation Seamlessly Looping Walk/Run Cycles Animating Forward vs In Place Inclines, Turning, & Exponential Growth Strafing Starts, Stops, & Other Transitions Ten Common Walk/Run Cycle Mistakes Jumping Arcs Take-Off Landing Climbing & Mantling Height Variations & Metrics Collision Considerations Cut Points & Key Poses Alignment Attack Animations Anticipation vs Response Visual Feedback Telegraphing Follow-Through & Overlapping Limbs Cutting Up Combos Readability of Swipes over Stabs Damage Animations Directional & Body Part Damage Contact Standardization Synced Damages Recovery Timing & Distances Impact Beyond Animation
Chapter 10: Our Project: Cinematics & Facial
Cinematic Cameras
Field-of-View Depth-of-Field The Virtual Cameraman The Five Cs of Cinematography Cutscene Dos & Don’ts The 180 Rule Cut on an Action Straddle Cuts with Camera Motion Trigger Cutscenes on a Player Action Avoid Player in Opening Shot Use Cuts to Teleport End Cutscenes Facing the Next Goal Avoid Overlapping Game-Critical Information Acting vs Exposition Allow Interaction Whenever Possible Avoid Full-Shot Ease-Ins/Outs Track Subjects Naturally Consider Action Pacing Place Save Points after Cutscenes Planning Cutscenes Cutscene Storyboarding Cutscene Previsualization Cutscene Workload Scene Prioritization Cutscene Creation Stages The Eyes Have It Eyelines IK vs FK Eyes Saccades Eye Vergence Thought Directions Lip-Sync Phonemes Shape Transitions Facial Action Coding System Sharing Facial Animation Creating Quantities of Facial Animation Troubleshooting Lip-Sync
Chapter 11: Our Project: Motion Capture
Do You Even Need Mocap? How Mocap Works
Different Mocap Methods
Optical Marker–Based Accelerometer Suits Depth Cameras Performance Capture
The Typical Mocap Pipeline Mocap Retargeting Mocap Shoot Planning Shot-List Ordering/Grouping Your Shots Rehearsals Mocap Previz Working with Actors Casting Directing Actors Props & Sets Prop Recording Set Building Virtual Cameras
Getting the Best Take Working with Mocap
Retiming Pose Exaggeration Offset Poses Hiding Offset Pose Deltas Blending & Cycling
Chapter 12: Our Project: Animation Team Management
Scheduling
Front-Loading Prioritizing Quality De-Risking Predicting Cuts & Changes Adaptive Schedules Conflicts & Dependencies Milestones
Teamwork
Collaboration Leadership Mentorship Hiring The Animation Critique Outsourcing
Chapter 13: Our Project: Polish & Debug
Closing Stages of a Project
Alpha Beta Release Candidates & Gold Master
Animation Polish Hints & Tips
Foot-sliding Popping Contact Points Momentum Inconsistency Interpenetration Targeted Polishing Memory Management & Compression Debugging Best Practices Test/Modify Elements One by One Version Control Comments Avoid Incrementally Fine-Tuning Troubleshooting
Chapter 14: The Future
Getting a Job
The Game Animation Demo Reel
What to Include Editing Your Reel The Reel Breakdown
Your Résumé Your Web Presence The Animation Test Incoming Technologies Virtual Reality Affordable Motion Capture Runtime Rigs In-Game Workflow Motion Matching Procedural Movement Machine Learning
Index
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