Complete Guide to Character Rigging for Games Using Blender

Regular price €64.99
Quantity:
In stock with our UK publisher. 14-28 days
Delivery/Collection within 10-20 working days
14 days return policy Shipping & Delivery
3D asset preparation
A01=Armin Hala
A01=Armin Halac
A01=Carissa Orlando
advanced deformation for interactive media
Age Group_Uncategorized
Age Group_Uncategorized
animation
Author_Armin Hala
Author_Armin Halac
Author_Carissa Orlando
automatic-update
Blend Chain
Blender
Bone Layer
Category1=Fiction
Category=FK
Category=UGN
character animation
Clipping
Control Bones
COP=United States
Custom Properties
Def
Deformation Bones
Delivery_Delivery within 10-20 working days
digital human deformation
Dope Sheet
Edit Mode
Entire Character
eq_bestseller
eq_computing
eq_isMigrated=2
eq_nobargain
eq_non-fiction
facial rigging systems
Follow
game animation
Game Engine
IK
Language_English
LTS
LTS Blender
MCH
mesh skinning techniques
modeling
PA=In stock
Played Back
Pose Mode
Press Ctrl
Price_€20 to €50
procedural animation workflows
PS=Active
Rest Pose
rig
rigging
Rotation Order
Shape Keys
skeletal hierarchy
softlaunch
technical animation
technical art
Transformation Constraint
UV Map
Vertex Groups
Weight Painting

Product details

  • ISBN 9781032203003
  • Weight: 620g
  • Dimensions: 178 x 254mm
  • Publication Date: 19 Sep 2023
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
  • Language: English
Secure checkout Fast Shipping Easy returns

This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks. It provides all the tools needed to go from a static character model to an animation-ready, high quality, and fast performing game rig.

Written to be accessible and easy to follow, the book covers character rigging theory that is supported by industry standard examples of how to apply that theory to character rigs for video games. It demonstrates the reasoning behind rigging decisions followed by instructions and examples on how to apply that knowledge to rig creation. It includes chapters that focus on the character deformation techniques that raise the visual quality of the model and subsequently of the animation and game it will be used in.

This book will be vital reading to those studying games animation as well as early-career rigging artists, character animators, modeling artists, technical animators, and technical artists.

Armin Halač is a video game technical and character animator originally from Sarajevo, Bosnia and Herzegovina, currently living and working in Berlin, Germany. With over a decade of experience, Armin is a principal animator in a genre leading, story driven game studio. His previous work includes creating rigs and animation for games, short films, and ads.

When Armin isn't working on his next project, he can be found cycling, creating music, and taking long walks with his two dogs, Mitzi and Pablo.

You can find him on Twitter at @ArminHalac or visit his website www.arminhalac.com.

More from this author