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Character Animation with Direct3D- P2

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Character Animation with Direct3D- P2: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. | 6 Character Animation with Direct3D FIGURE 1.5 An example of morphing animation. Fast-forwarding in time again brings us to 1998 when Sierra Studios released the game Half-Life developed by Valve . Half-Life was built on top of a highly modified version of the Quake engine. Most notably the game developers added a new skeletal animation system allowing them to reuse animations on different characters. As the name implies skeletal animation is closely linked to the workings of a skeleton. An average human body has about 206 bones. The states and locations of all these bones define the pose of a person. As the bones move from one location in space to another the surrounding muscles tissue and the outer skin move with it. This basic idea is the key to skeletal animation. The only difference is that for computer games you are just interested in the skin layer i.e. what the player sees . In Chapter 3 you will learn how to skin a character. See Figure 1.6 for an example of the wireframe rendering of a skinned character. Notice how the skin mesh follows the bones as they move. Since the days of the first Half-Life game characters have been getting more polygons larger textures normal maps advanced shaders and more to make them look better and better every year. However the basic underlying technologies haven t changed much. These two techniques skeletal animation and morphing animation are widely used today in game development and this book will cover both. They both have their advantages and disadvantages. At the end of this book you will know how to create characters that make use of both techniques e.g. skeletal animation for overall movement and morphing animation for more subtle things like facial expressions. lease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Chapter 1 Introduction to Character Animation 7 FIGURE 1.6 Three frames of a character animation using skeletal animation. The Soldier I will refer to the example character used .

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