Character Animation with Direct3D- P23

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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 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.

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  1. 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, 47 ease purchase PDF Split-Merge on to remove this watermark.
  2. 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 Verlet integration UpdateSkeleton() function, 162–163 code sample, 130 UpdateSkinnedMesh() function, 57–58, 60 formula, 128 UpdateSpeech() function, calling, 224 versors, using with vectors, 115–116 upper arm bounding box, placing, vertex buffer, assigning to streams, 179 152–154. See also arm vertex constraints, support for, 61 UV barycentric coordinates, using with vertex data, interpreting data input hit position, 329 stream to, 174–175 UV coordinates vertex declarations advisory regarding normal maps, 279–280 adding components to, 266 calculating for decals, 339–346 changing, 270 compiling, 179 V of Face class, 270–271 Vanhatalo, Sami, 368, 397–402 getting from mesh, 266 VC++ directories for skinned and morphed face, 381–382 adding Bullet source folder to, 142–143 vertex element types and usage, 176 setting up, 15–16 ase purchase PDF Split-Merge on to remove this watermark.
  3. 428 Index vertex formats templates for, 222 customizing for morphing animation, See also voice sample 174–175 Visual Studio Express 2008 method, 176 downloading, 16 offset, 175 setting up projects in, 16–19 stream, 175 Visual Studio, starting with Bullet project, type, 175–176 141 usage, 176 voice sample UsageIndex, 177 returning average amplitude of, 232 vertex lighting, 256–258 waveform and spectrograph of, 226 versus normal mapping, 275 See also phonemes; visemes vectors in, 262 Voodoo chipset, launch of, 4 vertex shaders vowels, phonemes for, 218 adding input structure for vertex VS_OUTPUT structure, using with declaration, 272 normal mapping shader, 272–274 morphing, 181–182 for reading streams and outputs, 384–386 W skeletal/morphing, 188–190 Wake, Alan. See Alan Wake character See also shaders WAVE format vertex size, checking in bytes, 332 chunk, 228 vertex-based lighting, problem with, organization of, 227–228 256–258 resource for, 229 vertices See also sound and speech libraries blending, 61 WaveFile class code, 229 combined weights for, 48 Web sites converting to Index Blended Vertices, Bullet Physics Library, 140 61–62 DirectX SDK, 15 defining for morphing animation, 174 Forsyth, Tom (blog), 262 distance from hit point, 339 hair animation, 351 influence of bones on, 47–48 Melody tool, 281 in morphing animation, 168 Normal Mapper tool, 280 relationship to Matrix Palette, 62 OGG compression scheme, 227 in skeletal animation, 168 Photoshop tool for normal maps, 281 transformation matrix, 48 SPEEX compression scheme, 227 of triangles, 47 Sumotori Dreams game, 138 viseme keyframes, creating array of, 224 Visual Studio Express 2008, 15 visemes WAVE format, 229 class for, 222 See also resources creating array of, 232–234 Weight track property, 86 versus phonemes, 217, 221 ease purchase PDF Split-Merge on to remove this watermark.
  4. Index 429 weights, using to blend morph targets, 168 X werewolf, morph targets for, 184 window class, creating and registering, .x files 22–23 loading for ID3DXAllocateHierarchy, window procedure code, 23 44–45 windows, clearing background color of, 26 loading multiple targets from, 200–201 WinMain() function, using, 21 loading of, 12 WM_CREATE function, using, 23 using, 27 WM_DESTROY function, using, 23 Wolfenstein 3D, release of, 4 Z words. See phonemes ZBrush Web site, 280 world space hit location, calculating, 328 worlds adding rigid bodies to, 145–146 describing with OBB, 119–124 wrinkle maps for Alan Wake character, 402 resources, 293 using, 289–292 ase purchase PDF Split-Merge on to remove this watermark.
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  6. GOT GAME? Challenges for Game Designers Game Graphics Programming Game Character Development Video Game Design Revealed 1-58450-580-X I $24.99 1-58450-516-8 I $64.99 1-59863-465-8 I $44.99 1-58450-562-1 I $39.99 See our complete list of beginner through advanced game development titles online at or call 1.800.354.9706 Please purchase PDF Split-Merge on to remove this watermark.
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  8. License Agreement/Notice of Limited Warranty By opening the sealed disc container in this book, you agree to the following terms and conditions. If, upon reading the following license agreement and no- tice of limited warranty, you cannot agree to the terms and conditions set forth, return the unused book with unopened disc to the place where you purchased it for a refund. License: The enclosed software is copyrighted by the copyright holder(s) indicated on the software disc. You are licensed to copy the software onto a single computer for use by a single user and to a backup disc. You may not reproduce, make copies, or distribute copies or rent or lease the software in whole or in part, except with written permission of the copyright holder(s). You may transfer the enclosed disc only together with this license, and only if you destroy all other copies of the software and the transferee agrees to the terms of the license. You may not decompile, reverse assemble, or reverse engineer the software. Notice of Limited Warranty: The enclosed disc is warranted by Course Technology to be free of physical defects in ma- terials and workmanship for a period of sixty (60) days from end user’s purchase of the book/disc combination. During the sixty-day term of the limited warranty, Course Tech- nology will provide a replacement disc upon the return of a defective disc. Limited Liability: THE SOLE REMEDY FOR BREACH OF THIS LIMITED WARRANTY SHALL CONSIST EN- TIRELY OF REPLACEMENT OF THE DEFECTIVE DISC. IN NO EVENT SHALL COURSE TECHNOLOGY OR THE AUTHOR BE LIABLE FOR ANY OTHER DAMAGES, INCLUDING LOSS OR CORRUPTION OF DATA, CHANGES IN THE FUNCTIONAL CHARACTERISTICS OF THE HARDWARE OR OPERATING SYSTEM, DELETERIOUS INTERACTION WITH OTHER SOFTWARE, OR ANY OTHER SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES THAT MAY ARISE, EVEN IF COURSE TECHNOLOGY AND/OR THE AUTHOR HAS PREVIOUSLY BEEN NOTIFIED THAT THE POSSIBILITY OF SUCH DAMAGES EXISTS. Disclaimer of Warranties: COURSE TECHNOLOGY AND THE AUTHOR SPECIFICALLY DISCLAIM ANY AND ALL OTHER WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING WARRANTIES OF MERCHANTABILITY, SUITABILITY TO A PARTICULAR TASK OR PURPOSE, OR FREE- DOM FROM ERRORS. SOME STATES DO NOT ALLOW FOR EXCLUSION OF IMPLIED WARRANTIES OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THESE LIMITATIONS MIGHT NOT APPLY TO YOU. Other: This Agreement is governed by the laws of the State of Massachusetts without regard to choice of law principles. The United Convention of Contracts for the International Sale of Goods is specifically disclaimed. This Agreement constitutes the entire agreement between you and Course Technology regarding use of the software.
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