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CREATING GAME ART FOR 3D ENGINES- P12

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CREATING GAME ART FOR 3D ENGINES- P12: Iwish to thank the editing team at Charles River Media (Emi Smith,Karen Gill, Jennifer Blaney, and Jenifer Niles) for their help in gettingthis book publish-ready. Thanks, too, to my technical editor, MikeDuggan. Also deserving recognition are the guys who make the TorqueGame Engine available, GarageGames, who directly or indirectly madethis book and the accompanying CD possible. In particular, I want tothank Joe Maruschak at GarageGames for the great articles and forumanswers that have helped me and many others get a handle on this engine.I...
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CREATING GAME ART FOR 3D ENGINES- P12308 Index using viewing tools, 6–7 assigning weights to vertices with Weight using viewport controls, 5 tool, 238–240producing simple shape animation avoiding chewing gum effect, 241–242 creating datablock, 159–161 changing skeleton while skinning, 242 editing game.cs to call script, 161 COM object, 224–225 overview, 159 combining bones with bipeds, 248–249projectile hierarchy, 152 creating bipeds, 176, 223projectile.dts, 152, 154–155 creating optional controller objects,properties, adjusting for easier modeling, 244 171 deciding between bones and biped, 222proxies defined, 222 for helper bones at hips, 229 examining skinning process, 232–241 troubleshooting, 288 fitting biped to character mesh, 230–232ProxiesAndLinking.wmv, 229, 294 keyframing to check mesh deformation,pulsing light, 109 243–244 Kork player biped with custom mesh,R 245–248railgun animation, 129–131 looking for vertex collapse, 243railgun.cs, 154 minimizing vertex collapse, 225–230,raised pixels, creating, 209–211 247–248raygun, see weapons modifying parameters after creatingraygun.cs, 154–158, 162 bipeds, 223raygun.dts, 154, 156–157 moving and rotating bones to checkRaygun.max, 54 vertex assignments, 241–244RaygunTextured.max, 54 moving bipeds, 225ready position, 187, 204, 226, 247 overview, 222real-time rendering, 16, 20, 32, 233 robots, 244–245Reflective map, 105–106 rotating bipeds, 224reflectivity setting up mesh as 3D template, 222 Assign Material to Selection, 106 understanding bipeds, 223 changing Mono Channel Output to unwrapping before, 190 Alpha, 106 robots defining reflective material in 3ds Max, creating base metal texture, 213 105–106 creating scratched and peeling paint, Reflection mapping in Photoshop, 215–217 104–105 with multiple meshes, 186–187 Show Map in Viewport, 106 rigging, 244–245Rendering dialog box, 217 unwrapping, 201rendering out UV template, 72–73 root animation sequence, 282rendering using Texporter, 73–75 root cycle, 257–258Reset command (File menu), 4 root pose, 247–248, 256–257rigging RootAnim.max, 258 assigning weights to vertices with RootPose.max, 258 Absolute Effect, 237–238 Rotate gizmo, 12, 35 Index 309Rotate tool seams, repairing with Clone Stamp tool, accessing, 3 102–104 compared to Arc Rotate, 7 secondary motion, 252 gizmo, 6 Select and Link, 128–129, 228rotating Select and Move button, 5 bipeds, 224 Select by Name, 129, 144–145 bones to check vertex assignments, Select tool, 5 241–244 selecting primitives, 5run cycle Selection button, 8 constraining cam marker, 263 selection windows, 8 defined, 258 Self-Illumination, 120–121 improving, 264–265 SemiOpaqueMaterials.wmv, 110, 293 keyframing biped to run, 258–263 Sequence objects troubleshooting, 289 embedding, 146–148 viewing and adjusting trajectories, 264 export settings, 279RunCycle.wmv, 259, 294 Set Tangents to Linear, 131 SettingUpGameFiles.wmv, 282, 293–294S shape, adding to character mesh, 175saving Shapes list, 161 3ds Max (.max) files, 18 shapes, simple, see simple shapes Figure file, 231–232 Shell modifier, 184–185Scale gizmo, 27 shoulders ...

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