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

Great Strength and Weakness
From the outset it is clear that the author intends his readers to use the software programs 3ds Max and Character Studio. This leads to the book's greatest strength…and biggest weakness. If you are indeed prepared to use these programs, the book does an excellent job of guiding you in a step-by-step approach for each chapter. It is laid out in a "push button X to achieve result Y" sort of way. Each step of the process is described in painstaking detail. As I said, if you are using 3ds Max, this can help you achieve you goal. If you are not using that program then a large portion of the book becomes meaningless. All of the tutorial work does not translate easily to other programs such as Maya and SoftImage. Maya is known for its intuitive animation abilities and is used extensively in game animation today. The exclusion of information on this package is a glaring one and makes the book seem a bit outdated.

Since this book is so exclusive to one program it would have been helpful to have quite a bit of general knowledge given to the reader as well. Starting with the first chapter, “Built To Move,” which covers everything from character concepts to building your model, there was not enough information on why something was done, just how something was done. This carried throughout the entire volume with point-by-point explanations of how and the occasional stop for why. This is especially evident in the animation chapters. If you do not have a working knowledge of the principles of animation (weight, timing, use of arcs, slow-ins, slow-outs, overlap, follow through) this book won’t do much to help you. Those subjects are touched on but not given the gravity they deserve.

The book also comes with an enclosed CD that should run on most PCs. Again, if you are using 3ds Max, this resource is invaluable. It contains the actual files used in the lessons from the book. It allows the reader to examine the entire process for him or herself first hand and to interact with the lessons in a unique way. If you are not using Max, these files are of no use whatsoever.

The CD also contains full color files of all the reference images from the book that are especially helpful when looking at the character reference and texture files. Finally, it contains a demo of the game Betty Bad (on which most of the lessons in the book are based). It is interesting to see how all of these things add up to the final product, even though the game itself also seems a bit outdated.

In summary, this is a well-crafted and deep “how-to” book on creating an animated video game character from scratch. Those with little or no understanding of the 3D process and with access to 3ds Max will find it an invaluable resource. Those who have some understanding of the 3D process and a working knowledge of animation would do better to look elsewhere.

Animating Real-Time Game Characters by Paul Steed. Hingham, MA: Charles River Media, Inc., 2003. 392 pages with CD-ROM. ISBN: 1-58450-270-3. (US$49.95)

Oliver Wade is the animation director for Insomniac Games whose titles include the Spyro the Dragon series and Ratchet and Clank. He has been in the animation industry for 15 years and has been making video games for the past 10 including stints at Electronic Arts and Disney Interactive.







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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