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Character Animation with Direct3D- P23

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Character Animation with Direct3D- P23:This book is primarily aimed at teaching indie and hobby game developers how tocreate character animation with Direct3D. Also, the seasoned professional gamedeveloper may find some interesting things in this book.You will need a solid understanding of the C++ programming language as wellas general object-oriented programming skills.
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Character Animation with Direct3D- P23 426 Index specular maps T converting normal maps to, 284–286 using, 284–286 The Tales of Bingwood, animation speech. See phonemes; visemes sequence of, 4 speech analysis, resource for, 226 talking. See phonemes speech and sound libraries, availability of, tangent-space 224 light vector transformed to, 264 speech animation channels, 205–206 transforming points to vectors in, 265 speech, lip-syncing. See lip-syncing using with normal maps, 262–263 speech mapping resources, 235 target meshes speech sample, waveform from, 226 creating for faces, 213 Speed track property, 86 loading from single .x file, 200–201 SPEEX compression scheme, TBN-Matrix, constructing, 265 downloading, 227 terrain, following, 310–312 splines, importing for hair modeling, 351 text-to-speech applications, availability spring, physics simulation of, 131–134 of, 221 SPRING class, 133–134 textures member of BoneMesh, 51 static meshes ticks per second, retrieving for rendering in bone hierarchies, 67–70 animations, 77 static mesh, loading, 27 time steps, managing for animations, See also meshes 77–78 static variables, coding convention for, 9 timestamps, calculating for animation STDMETHOD macro, translation of, 43 keys, 77 steering behaviors Tomb Raider, mesh objects for bones in, 36 “Boids,” 297–303 track masks, features of, 395 implementing for crowd simulation, track state, retrieving, 88 306–307 tracks STL vector, example of, 14–15 in animation controllers, 86–88 stl::vector class, simple use of, 13 assigning animation sets to, 87 stream source 0, setting mesh as, 187–188 blending animations in, 87 streams, creating for skeletal/morphing identifying for animation sets, 88 animation, 186–187 setting animations for, 80 Sumotori Dreams game, downloading, 138 See also animations Sun and Earth, gravitational pull between, transformation matrices 112 updating, 81 swarm behaviors uploading to Effect, 30 “Boids,” 297–303 for vertices, 48 overview, 296 triangles including in meshes, 47 selecting for decal mesh, 330–331 vertices of, 47ease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Index 427 Tuppurainen, Markus, 7 vectors tweening, defined, 74 calculating angles for, 116 twist cone constraint, creating in calculating for decal UV coordinates, RAGDOLL class, 154–156 340, 342 Two-Joint IK calculating scale factors for, 115 implementing, 248–252 cross products of, 116 solving problem with, 246–251 of integers, 13 See also joints MAX and MIN for AABB, 119 for OBB (Oriented Bounding Boxes), U 119–120 of pointers, 13–14 unit vector, component range of, 261 transforming, 114–115 Unreal Engine 3 Animation Tree Editor, transforming directions of, 115–116 393–394 transforming with quaternions, 116–117 Update() function in vertex lighting, 262 for Boid class, 299 velocity capabilities of, 20 calculating for particles, 131 of CrowdEntity class, 306 after collision, 130 declaring in IMonster class, 14 considering for rigid bodies, 126–127 in physics simulation, 125 storing for particles, 128 UpdateMatrices() function, 45, 81, 162 verbal messages, combining with UpdateSemantics() function versus emotions, 195 CloneMesh(), 270 ...

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