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a0002 advanced animation with direct morebook vn 5573

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Table of Contents Advanced Animation with DirectX Introduction .4 Part One: Preparations Chapter 1: Preparing for the Book Overview .8 Installing the DirectX SDK 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 i Table of Contents 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 ii Table of Contents 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 iii Table of Contents 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 iv List of Sidebars 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 345 Chapter 9: Using Key−Framed Morphing Animation 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 346 ... Skeletal Animation 108 Using Key−Framed Skeletal Animation Sets 108 Using Keys in Animation 109 Working with the Four Key Types 110 Reading Animation. .. Miscellaneous Animation 243 Chapter 12: Using Particles in Animation 244 Working with Particles .244 Starting with the Basics 245 Drawing Particles with. .. 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

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