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Character Animation with Direct3D- P23 potx

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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 vertices of, 47 426 Index Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 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 Index 427 Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 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, 86 428 Index Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 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 Index 429 Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. This page intentionally left blank Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. GO T GAME? See our complete list of beginner through advanced game development titles online at www.courseptr.com or call 1.800.354.9706 Challenges for Game Designers 1-58450-580-X ■ $24.99 Game Graphics Programming 1-58450-516-8 ■ $64.99 Game Character Development 1-59863-465-8 ■ $44.99 Video Game Design Revealed 1-58450-562-1 ■ $39.99 Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. This page intentionally left blank Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 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. Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. . 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. 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. 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

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