1. Trang chủ
  2. » Công Nghệ Thông Tin

Character Animation with Direct3D- P23 potx

8 143 0
Tài liệu đã được kiểm tra trùng lặp

Đang tải... (xem toàn văn)

THÔNG TIN TÀI LIỆU

Thông tin cơ bản

Định dạng
Số trang 8
Dung lượng 178,53 KB

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

Nội dung

See lip-syncing speech mapping resources, 235 speech sample, waveform from, 226 Speed track property, 86 SPEEX compression scheme, downloading, 227 splines, importing for hair modeling,

Trang 1

specular maps

converting normal maps to, 284–286 using, 284–286

speech See phonemes; visemes

speech analysis, resource for, 226 speech and sound libraries, availability of,

224

speech animation channels, 205–206

speech, lip-syncing See lip-syncing

speech mapping resources, 235 speech sample, waveform from, 226 Speed track property, 86

SPEEX compression scheme, downloading, 227

splines, importing for hair modeling, 351 spring, physics simulation of, 131–134 SPRING class, 133–134

static meshes

rendering in bone hierarchies, 67–70 static mesh, loading, 27

See also meshes

static variables, coding convention for, 9 STDMETHOD macro, translation of, 43 steering behaviors

“Boids,” 297–303 implementing for crowd simulation, 306–307

STL vector, example of, 14–15 stl::vector class, simple use of, 13 stream source 0, setting mesh as, 187–188 streams, creating for skeletal/morphing animation, 186–187

Sumotori Dreams game, downloading, 138 Sun and Earth, gravitational pull between,

112

swarm behaviors

“Boids,” 297–303 overview, 296

T

The Tales of Bingwood, animation

sequence of, 4

talking See phonemes

tangent-space

light vector transformed to, 264 transforming points to vectors in, 265 using with normal maps, 262–263

target meshes

creating for faces, 213 loading from single x file, 200–201

TBN-Matrix, constructing, 265 terrain, following, 310–312 text-to-speech applications, availability

of, 221 textures member of BoneMesh, 51 ticks per second, retrieving for animations, 77

time steps, managing for animations,

77–78

timestamps, calculating for animation keys, 77

Tomb Raider, mesh objects for bones in, 36

track masks, features of, 395 track state, retrieving, 88 tracks

in animation controllers, 86–88 assigning animation sets to, 87 blending animations in, 87 identifying for animation sets, 88 setting animations for, 80

See also animations

transformation matrices

updating, 81 uploading to Effect, 30 for vertices, 48

triangles

including in meshes, 47 selecting for decal mesh, 330–331

Trang 2

Tuppurainen, Markus, 7 tweening, defined, 74 twist cone constraint, creating in RAGDOLL class, 154–156 Two-Joint IK

implementing, 248–252 solving problem with, 246–251

See also joints

U unit vector, component range of, 261 Unreal Engine 3 Animation Tree Editor,

393–394

Update() function

for Boid class, 299 capabilities of, 20

of CrowdEntity class, 306 declaring in IMonster class, 14

in physics simulation, 125

UpdateMatrices() function, 45, 81, 162 UpdateSemantics() function versus CloneMesh(), 270

UpdateSkeleton() function, 162–163 UpdateSkinnedMesh() function, 57–58, 60 UpdateSpeech() function, calling, 224 upper arm bounding box, placing,

152–154 See also arm

UV barycentric coordinates, using with hit position, 329

UV coordinates

advisory regarding normal maps, 279–280 calculating for decals, 339–346

V Vanhatalo, Sami, 368, 397–402 VC++ directories

adding Bullet source folder to, 142–143 setting up, 15–16

vectors

calculating angles for, 116 calculating for decal UV coordinates,

340, 342 calculating scale factors for, 115 cross products of, 116

of integers, 13 MAX and MIN for AABB, 119 for OBB (Oriented Bounding Boxes), 119–120

of pointers, 13–14 transforming, 114–115 transforming directions of, 115–116 transforming with quaternions, 116–117

in vertex lighting, 262

velocity

calculating for particles, 131 after collision, 130

considering for rigid bodies, 126–127 storing for particles, 128

verbal messages, combining with emotions, 195

Verlet integration

code sample, 130 formula, 128

versors, using with vectors, 115–116 vertex buffer, assigning to streams, 179 vertex constraints, support for, 61 vertex data, interpreting data input stream to, 174–175

vertex declarations

adding components to, 266 changing, 270

compiling, 179

of Face class, 270–271 getting from mesh, 266 for skinned and morphed face, 381–382

vertex element types and usage, 176

Trang 3

vertex formats

customizing for morphing animation, 174–175

method, 176 offset, 175 stream, 175 type, 175–176 usage, 176 UsageIndex, 177

vertex lighting, 256–258

versus normal mapping, 275 vectors in, 262

vertex shaders

adding input structure for vertex declaration, 272

morphing, 181–182 for reading streams and outputs, 384–386 skeletal/morphing, 188–190

See also shaders

vertex size, checking in bytes, 332 vertex-based lighting, problem with,

256–258

vertices

blending, 61 combined weights for, 48 converting to Index Blended Vertices, 61–62

defining for morphing animation, 174 distance from hit point, 339

influence of bones on, 47–48

in morphing animation, 168 relationship to Matrix Palette, 62

in skeletal animation, 168 transformation matrix, 48

of triangles, 47

viseme keyframes, creating array of, 224 visemes

class for, 222 creating array of, 232–234 versus phonemes, 217, 221

templates for, 222

See also voice sample

Visual Studio Express 2008

downloading, 16 setting up projects in, 16–19

Visual Studio, starting with Bullet project,

141

voice sample

returning average amplitude of, 232 waveform and spectrograph of, 226

See also phonemes; visemes

Voodoo chipset, launch of, 4 vowels, phonemes for, 218 VS_OUTPUT structure, using with normal mapping shader, 272–274 W

Wake, Alan See Alan Wake character

WAVE format

chunk, 228 organization of, 227–228 resource for, 229

See also sound and speech libraries

WaveFile class code, 229 Web sites

Bullet Physics Library, 140 DirectX SDK, 15

Forsyth, Tom (blog), 262 hair animation, 351 Melody tool, 281 Normal Mapper tool, 280 OGG compression scheme, 227 Photoshop tool for normal maps, 281 SPEEX compression scheme, 227 Sumotori Dreams game, 138 Visual Studio Express 2008, 15 WAVE format, 229

See also resources

Weight track property, 86

Trang 4

weights, using to blend morph targets, 168 werewolf, morph targets for, 184

window class, creating and registering,

22–23

window procedure code, 23 windows, clearing background color of, 26 WinMain() function, using, 21

WM_CREATE function, using, 23 WM_DESTROY function, using, 23

Wolfenstein 3D, release of, 4 words See phonemes

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

X .x files

loading for ID3DXAllocateHierarchy, 44–45

loading multiple targets from, 200–201 loading of, 12

using, 27

Z ZBrush Web site, 280

Trang 6

GOT GAME?

Challenges for Game Designers

1-58450-580-X I$24.99

Game Graphics Programming 1-58450-516-8 I$64.99

Game Character Development 1-59863-465-8 I$44.99

Video Game Design Revealed 1-58450-562-1 I$39.99

Trang 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

Ngày đăng: 03/07/2014, 05:20

TỪ KHÓA LIÊN QUAN