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Animating Real- Time Game Characters-P1

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Animating Real- Time Game Characters-P11: My intent in writing Animating Real-Time Game Characters has been toshare my work methods, thoughts, and ideas about animating real-timecharacters in 3ds max 4™ and character studio 3®. Any factor that affectsthe animation process using these two tools has been covered.
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Animating Real- Time Game Characters-P1Copyright 2003 by CHARLES RIVER MEDIA, INC.All rights reserved.No part of this publication may be reproduced in any way, stored in a retrieval system of any type, ortransmitted by any means or media, electronic or mechanical, including, but not limited to, photocopy,recording, or scanning, without prior permission in writing from the publisher.Publisher: Jenifer NilesProduction: Publishers Design and Production Services, Inc.Cover Design: The Printed ImageCover Images: Paul SteedCHARLES RIVER MEDIA, INC.20 Downer Avenue, Suite 3Hingham, Massachusetts 02043781-740-0400781-740-8816 (FAX)info@charlesriver.comwww.charlesriver.comThis book is printed on acid-free paper.Paul Steed. Animating Real-Time Game Characters.ISBN: 1-58450-270-3All Betty Bad characters © 2002 WildTangent. All rights reserved.All brand names and product names mentioned in this book are trademarks or service marks of their re-spective companies. Any omission or misuse (of any kind) of service marks or trademarks should not beregarded as intent to infringe on the property of others. The publisher recognizes and respects all marksused by companies, manufacturers, and developers as a means to distinguish their products.Library of Congress Cataloging-in-Publication DataSteed, Paul. Animating real-time game characters / Paul Steed. p. cm. ISBN 1-58450-270-3 (paperback with CD-ROM : alk. paper) 1. Computer animation. 2. Computer games—Design. 3. Videogamecharacters. 4. Real-time programming. I. Title. TR897.7 .572 2003 794.815—dc21 2002014664Printed in the United States of America02 7 6 5 4 3 2 First EditionCHARLES RIVER MEDIA titles are available for site license or bulk purchase by institutions, user groups, cor-porations, etc. For additional information, please contact the Special Sales Department at 781-740-0400.Requests for replacement of a defective CD-ROM must be accompanied by the original disc, your mail-ing address, telephone number, date of purchase and purchase price. Please state the nature of the prob-lem, and send the information to CHARLES RIVER MEDIA, INC., 20 Downer Avenue, Suite 3,Hingham, Massachusetts 02043. CRMs sole obligation to the purchaser is to replace the disc, based ondefective materials or faulty workmanship, but not on the operation or functionality of the product. CONTENTS Preface Acknowledgments xv Foreword xvii About the Author xixCHAPTER 1 BUILT TO MOVE 1 Design 2 Aesthetic Considerations 2 Technical Considerations 4 Understanding Reference 4 Modeling: Form 8 Using Reference 8 Basic Modeling Tips 13 Modeling Techniques 15 Starting With Primitives 15 Extruding Shapes Or Faces 16 Using Booleans 16 High Resolution Mesh Template 17 Patch Modeling With Surface Tools 20 Surface Issues 21 Optimization 29 Modeling: Function 31 Model Breakdown 31 Animation Accommodation 32 Neck and Head 33 Shoulders 34 Waist 35 Mips and Rear 35 Elbows and Knees 37 Hands and Fingers 37 viiviii Contents Wrists and Ankles Fitting the Biped Texture: Maps UVW Coverage Quality of the Texture SummaryCHAPTER 2 RIGGING YOUR CHARACTERS WITH BIPED Setting up a Typical Biped Steps to Setting up a Biped Rig Loading Your Characters Mesh Creating Your Biped Adjusting the Structure of Your Biped Adjusting the Bipeds Body and Head Adjusting the Bipeds Arms and Legs Saving the Bipeds Pose ...

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