1. Trang chủ
  2. » Công Nghệ Thông Tin

a0002 advanced animation with direct morebook vn 5573

7 2 0

Đang tải... (xem toàn văn)

THÔNG TIN TÀI LIỆU

Thông tin cơ bản

Tiêu đề Advanced animation with DirectX
Định dạng
Số trang 7
Dung lượng 72,42 KB

Các công cụ chuyển đổi và chỉnh sửa cho tài liệu này

Nội dung

Chapter 1: Preparing for the BookPrograms on the CD Chapter 2: Timing in Animation and Movement Programs on the CD Chapter 3: Using the .X File Format Programs on the CD Chapter 4: Worki

Trang 2

Advanced Animation with DirectX 1

Introduction 4

Part One: Preparations 7

Chapter 1: Preparing for the Book 8

Overview 8

Installing the DirectX SDK 8

Choosing the Debug or Retail Libraries 10

Configuring Your Compiler 11

Setting the DirectX SDK Directories 11

Linking to the DirectX Libraries 12

Setting the Default char State 14

Using the Book's Helper Code 15

Using the Helper Objects 15

Checking Out the Helper Functions 21

Moving On with the Book 34

Part Two: Animation Basics 36

Chapter 2: Timing in Animation and Movement 37

Using Time−Based Motion 37

Reading Time in Windows 37

Animating with Time 38

Moving with Time 41

Moving along Paths 41

Creating an X Path Parser 48

Creating In−Game Cinematic Sequences 53

Check Out the Demos 54

TimedAnim 54

TimedMovement 55

Route 55

Cinematic 56

Chapter 3: Using the X File Format 58

Working with X Templates and Data Objects 58

Defining Templates 61

Creating Data Objects from Templates 63

Embedding Data Objects and Template Restrictions 64

Working with the DirectX Standard Templates 65

Accessing X Files 66

Registering Custom and Standard Templates 66

Opening an X File 67

Enumerating Data Objects 68

Retrieving Data from a Data Object 72

Constructing an X Parser Class 75

Loading Meshes from X 79

Loading Meshes Using D3DX 79

Loading Meshes with Your X Parser 82

Trang 3

Chapter 3: Using the X File Format

Loading Skinned Meshes 83

Loading Frame Hierarchies from X 84

Loading Animations from X 86

Loading Custom Data from X 86

Check Out the Demos 88

ParseFrame 88

ParseMesh 88

Part Three: Skeletal Animation 90

Chapter 4: Working with Skeletal Animation 91

Overview 91

Taking on Skeletal Animation 91

Using Skeletal Structures and Bone Hierarchies 92

Loading Hierarchies from X 93

Modifying Bone Orientation 95

Updating the Hierarchy 96

Working with Skinned Meshes 97

Loading Skinned Meshes from X 100

Creating a Secondary Mesh Container 101

Mapping Bones to Frames 102

Manipulating the Skinned Mesh 103

Updating the Skinned Mesh 104

Rendering the Skinned Mesh 106

Check Out the Demo 106

Chapter 5: Using Key−Framed Skeletal Animation 108

Using Key−Framed Skeletal Animation Sets 108

Using Keys in Animation 109

Working with the Four Key Types 110

Reading Animation Data from X Files 112

Matching Animations to Bones 119

Updating Animations 121

Obtaining Skeletal Mesh Data from Alternative Sources 122

Check Out the Demos 123

Chapter 6: Blending Skeletal Animations 125

Overview 125

Blending Skeletal Animations 125

Combining Transformations 126

Enhancing Skeletal Animation Objects 127

Check Out the Demo 132

Chapter 7: Implementing Rag Doll Animation 134

Overview 134

Creating Dolls from Characters 134

Working with Rigid−Body Physics 137

Creating a Rigid Body 138

Positioning and Orienting Your Rigid Bodies 140

Trang 4

Chapter 7: Implementing Rag Doll Animation

Processing the Motion of Rigid Bodies 143

Using Forces to Create Motion 150

Connecting Rigid Bodies with Springs 151

Providing Collision Detection and Response 154

Creating a Rag Doll Animation System 160

Defining the Rigid Body State 160

Containing Bones 161

Creating the Rag Doll Controller Class 162

Building Bone Data 165

Computing the Bone Bounding Box 166

Setting the Forces 169

Integrating the Bones 170

Processing Collisions 172

Enforcing Bone−to−Bone Connections 174

Rebuilding the Hierarchy 175

Check Out the Demo 176

Part Four: Morphing Animation 178

Chapter 8: Working with Morphing Animation 179

Morphing in Action 179

Defining Source and Target Meshes 180

Morphing the Meshes 180

Building a Morphed Mesh through Manipulation 182

Drawing Morphed Meshes 185

Dissecting the Subsets 185

Creating a Morphing Vertex Shader 187

Check Out the Demos 190

Chapter 9: Using Key−Framed Morphing Animation 192

Using Morphing Animation Sets 192

Creating X Morphing Animation Templates 192

Loading Morphing Animation Data 194

Rendering the Morphing Mesh 198

Obtaining Morphing Mesh Data from Alternative Sources 201

Check Out the Demos 202

Chapter 10: Blending Morphing Animations 204

Blending Morphing Animations 204

Using a Base Mesh in Blended Morphing Animation 205

Calculating the Differences 205

Blending the Differences 207

Building a Blending Morph Vertex Shader 208

Using the Blending Morph Vertex Shader 213

Check Out the Demos 215

Chapter 11: Morphing Facial Animation 216

The Basics of Facial Animation 216

Blended Morphing Back in Action 216

Trang 5

Chapter 11: Morphing Facial Animation

Using Phonemes for Speech 218

Building Facial Meshes 220

Creating the Base Mesh 220

Creating Facial Expressions 221

Creating Viseme Meshes 223

Creating Animation Sequences 225

Automating Basic Features 225

Building Phoneme Sequences 226

Using an X Parser for Sequences 233

Playing Facial Sequences with Sound 237

Using DirectShow for Sound 238

Synchronizing Animation with Sound 239

Looping Sound Playback 240

Check Out the Demo 241

Part Five: Miscellaneous Animation 243

Chapter 12: Using Particles in Animation 244

Working with Particles 244

Starting with the Basics 245

Drawing Particles with Quad Polygons 246

Working with Point Sprites 250

Improving Particle Rendering with Vertex Shaders 253

Bringing Your Particles to Life 260

Moving Particles Using Velocity 261

Using Intelligence in Processing 262

Creating and Destroying Particles 263

Drawing Your Particles 264

Controlling Particles with Class 267

Using the Emitter in Your Project 270

Creating Particle Engines in Vertex Shaders 270

Check Out the Demos 271

Chapter 13: Simulating Cloth and Soft Body Mesh Animation 273

Simulating Cloth in Your Projects 273

Defining Cloth Points and Springs 274

Obtaining Cloth Data from Meshes 275

Applying Force to Create Motion 278

Rebuilding and Rendering the Cloth Mesh 286

Restoring the Original Mesh 287

Adding More Springs 288

Loading Mass and Spring Data from X 289

Building an X Parser for Cloth Data 290

Working with Collision Detection and Response 292

Defining Collision Objects 292

Detecting and Responding to Collisions 295

Creating a Cloth Mesh Class 298

Using Soft Body Meshes 307

Reverting a Soft Body Mesh 307

Trang 6

Chapter 1: Preparing for the Book

Programs on the CD

Chapter 2: Timing in Animation and Movement

Programs on the CD

Chapter 3: Using the X File Format

Programs on the CD

Chapter 4: Working with Skeletal Animation

Programs on the CD

Chapter 5: Using Key−Framed Skeletal Animation

Programs on the CD

Chapter 6: Blending Skeletal Animations

Programs on the CD

Chapter 7: Implementing Rag Doll Animation

Programs on the CD

Chapter 8: Working with Morphing Animation

Programs on the CD

Trang 7

Chapter 9: Using Key−Framed Morphing Animation

Programs on the CD

Chapter 10: Blending Morphing Animations

Programs on the CD

Chapter 11: Morphing Facial Animation

Programs on the CD

Chapter 12: Using Particles in Animation

Programs on the CD

Chapter 13: Simulating Cloth and Soft Body Mesh Animation

Programs on the CD

Chapter 14: Using Animated Textures

Programs on the CD

Ngày đăng: 04/12/2022, 09:47

TỪ KHÓA LIÊN QUAN

w