Book Review: Animating Real-Time Game Characters

Oliver Wade reviews the book Animating Real-Time Game Characters by Paul Steed and gives the potential buyer some good advice on whether or not to make the purchase.
Posted In | Magazines: AnimationWorld, VFXWorld

Things have changed quite a bit since Gertie the Dinosaur lumbered out of Winsor McCay’s pen in 1914. 3-Dimensional animation is stealing the spotlight from its 2D predecessor at a more furious pace than most would have imagined possible. Most of the highest grossing animated films in the last few years were animated on the computer screen before playing on the big screen. It seems that traditional cel animation is beginning to die out just like Gertie’s real-life counterparts.

A Rising Tide
Video games, once a haven for simple programmer-created sprites, are becoming increasingly visually sophisticated as each generation of hardware is introduced. It is no longer acceptable to have a simple block hitting another simple block or to have a 2D sprite chase another 2D sprite around a flat landscape. The great majority of today’s animated entertainment comes to us in 3 dimensions.

What all this means is that if you look toward the future of animation there is a fully rendered, highly detailed, incredibly animated face looking right back at you. There will always be a place for the more traditional form of animation, but the workload of 3D is only going to increase. If you want to stay relevant in the world of animation you must have, at the very least, a working knowledge of computer generated animation. A good place to start is the book Animating Real-Time Game Characters by Paul Steed.

According to the book, Paul Steed has been working in the video game industry for 11 years and his experience shows. This volume covers all the basics anyone would need to create a real-time game character from scratch. It follows a logical line of progression from designing a character through modeling, rigging (building a skeleton to move your model), weighting (attaching your model to the skeleton) to animating. All of the basics are covered with enough detail that someone who has never animated in 3D before should be able to have a character up and running (or walking, or shooting) by the time they have finished the book. This is no small feat considering all the different disciplines one needs to master in order to accomplish this. Many game companies now hire separate artists to design, model and animate their characters so gaining knowledge in each of these fields could lead to one in which the reader may eventually want to specialize.







Comments


After reading the excellent biography by John Canemaker, I think Winsor McCay would express an optimistic view of 3d animation if he were to witness it today. For the reason that now, artists everywhere can create more personal animations without necessarily being part of a big studio or constrained by expensive equipment or processes (i.e., one animator can do it all like McCay) It was McCay's dream that any artist can express their unique visions in animation. A painting, with motion. Business minded people took animation history into another direction, however. It's only now that it's coming around, as McCay envisioned it. Back into the hands of artists who want to create for the sheer joy of it rather that for profit.
Filipino McGee (not verified) | Fri, 02/07/2003 - 01:00 | Permalink
I just happen to have this book, and it is quite fit me! Mr.Steed have stated this book is specific to 3ds max and Character stuio, so readers won't confuse by the cover of the book, and for readers who use other 3d package, parts of info provided by this book would help you think how to implement this concept in your 3d program. If you want to know what is 'weight, timing, use of arcs, slow-ins, slow-outs, overlap, follow through' all about, then I recommend you this book of 'inspired 3D Character animation',published by Premier press.but you still need Mr. Steed's book, because it provided you how to implement those concept of 'weight,...' if you are 3dsmax user. Like Oliver Wade said, Chapter 1 is just conclusion of modeling, but you can use it as your checklist of modeling, if you wanna know more detail of modeling, I recommend this book of 'Modeling a Character in 3Ds Max', of course written by Paul Steed. As for the content of this book, I think it doesn't quite fit for plasma, because plasma is specific to web content, it provided only enough tools for web, that's why the price is lower than 3ds max. but it still fit for gmax, because gmax is designed for Game production. and this book solely use Character Studio, it didn't mension 3dsmax's bone system.
Arnold Chang (not verified) | Fri, 02/07/2003 - 01:00 | Permalink

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