Dedication
Preface To The Second Edition
Chapter 1 - Technical Animator
Chapter 2 - Introduction to Software
Chapter 3 - Introduction to Motion Capture Technology
Chapter 4 - A Technical Understanding
Chapter 5 - Introduction To Maya
Chapter 6 - Introduction To Python
Chapter 7 - Python For Maya
Chapter 8 - Maya - Building A Skeleton
Chapter 9 - Maya - Building A Control Rig
Chapter 10 - Introduction To Unreal Engine 5
Chapter 11 - Unreal - Skeleton Setup
Chapter 12 - Unreal - The Animation Blueprint
Chapter 13 - Unreal - The Control Rig Blueprint
Chapter 14 - Unreal - Additional Character Animation
Chapter 15 - Unreal - Physics Assets
Chapter 16 - Unreal - Sequencer Cinematics
Chapter 17 - Unreal - Cloth Dynamics
Chapter 18 - Unreal - Optimisation
Chapter 19 – Evaluation
Bibliography
Index
Biography
Matthew Lake is an author, and video game developer specialising in technical animation. Matthew began his career producing short movies in the early days of YouTube, which led to a collaboration with the online entertainment network Machinima. With over a decade spent working on content creation, he discovered a love for interactive storytelling and transitioned to a career in video games development.
After earning a Bachelor of Arts degree in Computer Games Animation, Matthew went on to work as a technical animator on video games such as the multiplayer Playstation 5 launch title Destruction AllStars, as well as the single player narrative title Fort Solis in which he was the lead technical animator. He has shared his expertise through technical presentations at international conferences, such as the Game Developers Conference (GDC) and Epic Games’ UnrealFest.
Matthew is also the author of a published technical book focused on Technical Animation in Video Games, offering insights into the discipline for aspiring and professional developers alike.
Praise for the first edition:
“Of all the rigging advice I’ve seen over the years, the detailed rigging chapters in this book are so solid and it gives me joy to see a good resource in print.” – Brad Clark, co-founder of Rigging Dojo.
“This book is not only valuable for someone more junior, looking to start a career in technical animation, but anyone that works alongside or relies upon technical animation. It does a great job of breaking down, from start to finish, what is needed to establish a technical animation foundation for a game.” – Mike Jungbluth is an animation director and game developer who has been working in games since 2006.






