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Character Animation with Direct3D- P7

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Character Animation with Direct3D- P7:This book is primarily aimed at teaching indie and hobby game developers how to create character animation with Direct3D. Also, the seasoned professional game developer may find some interesting things in this book. You will need a solid understanding of the C++ programming language as well as general object-oriented programming skills. | 106 Character Animation with Direct3D lease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Chapter 5 Advanced Skeletal Animation Techniques 107 Conclusions In this chapter you learned about some more advanced topics of character animation. You learned about animation blending which is something you ll definitely need if you ever aim to create a realistic character. With it you can create new animations by blending two others together. You can also create a transition between two animations by blending between them. Another advanced topic covered in this chapter was animation callbacks with which you can time events in your game to when a specific animation occurs. If you made a fighting game for instance you might want to time the punch sound to a specific time in the punch animation. Lastly the topic of motion capture and its variations were briefly covered. That about wraps up the skeletal animation part of this book which the last three chapters have focused on. Now it s time to turn to dynamic animation and look at implementing a ragdoll system. Chapter 5 Exercises Try modifying Example 5.1 so that you run the same animation in two different tracks with different weights and slightly different speeds. See what happens Create animation callbacks for the footsteps in the Soldier s walk animation. Further Reading 1 http www.organicmotion.com 2 http www.mova.com 3 http www.moven.com 4 http www.vicon.com sase purchase PDF Split-Merge on www.verypdf.com to remove this watermark. This page intentionally left blank lease purchase PDF Split-Merge on www.verypdf.com to remove this .

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