TAILIEUCHUNG - 3D Game Programming All in One- P19

3D Game Programming All in One- P19: During the past several years while working on the Tubettiland “Online Campaign” software and more recently while working on the Tubettiworld game, I figure I’ve received more than a hundred queries from people of all ages about how to get started making games. There were queries from 40-year-olds and 13-year-olds and every age in between. Most e-mails were from guys I would estimate to be in their late teens or early 20s. | Character Animation 447 5. Adjust the mesh rotations to match the pose in Figure . You want the character slightly bent at the knees with his left arm slightly bent beside him and the right arm bent up at 90 degrees. Starting with the base node and moving on to the pelvis hips and shoulders in that order adjust the joints of the skeleton. Remember to rotate hip knee elbow and shoulder joints to move the joints at the extremities. Pay particular attention to the placement of the pelvis lower spine and hip nodes. The pelvis should be well below the level of the hip nodes and they should be just a tad higher than the lower spine. note The node names and bones you see in Figure are not in any way don t have to be. However there are standard skeletons for other games that you can use. Torque also has a standard biped skeleton that is the same as the one used for CounterStrike. But we can t really take advantage of it because it is only useful with sequence files which we do not yet have the ability to use given the current DTS Exporter that is available. So we may as well use our own skeleton. Figure The pose-adjusted skeleton. Rigging Attaching the Skeleton Now we have the skeleton built the nodes have been named and the bones are aligned into a pose we like. Next we are going to attach our model to the skeleton. That way when the skeleton is manipulated the mesh of the model will follow suit. It is during this step that you might be inclined to thank me for insisting that you retain mesh groups for the different model components like arms and feet and so on Rigging the Head We ll begin with the head just to get a feel for the rigging operation. 1. In the Joints tab in the toolbox choose the joint or node named head . Make sure it appears highlighted in red in the wire-frame views. 2. Switch to the Groups tab and choose the head mesh. It should appear highlighted in red as you already know. 3. Switch back to the Joints tab and click .

TAILIEUCHUNG - Chia sẻ tài liệu không giới hạn
Địa chỉ : 444 Hoang Hoa Tham, Hanoi, Viet Nam
Website : tailieuchung.com
Email : tailieuchung20@gmail.com
Tailieuchung.com là thư viện tài liệu trực tuyến, nơi chia sẽ trao đổi hàng triệu tài liệu như luận văn đồ án, sách, giáo trình, đề thi.
Chúng tôi không chịu trách nhiệm liên quan đến các vấn đề bản quyền nội dung tài liệu được thành viên tự nguyện đăng tải lên, nếu phát hiện thấy tài liệu xấu hoặc tài liệu có bản quyền xin hãy email cho chúng tôi.
Đã phát hiện trình chặn quảng cáo AdBlock
Trang web này phụ thuộc vào doanh thu từ số lần hiển thị quảng cáo để tồn tại. Vui lòng tắt trình chặn quảng cáo của bạn hoặc tạm dừng tính năng chặn quảng cáo cho trang web này.