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Title:
Programming dynamic character animation
Personal Author:
Publication Information:
Hingham, MA : Charles River Media, 2002
Physical Description:
1v + 1 CD-ROM (CP 2197)
ISBN:
9781584500575
Subject Term:
Available:*
Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
---|---|---|---|---|---|
Searching... | 30000004885301 | TR897.7 P39 2002 | Open Access Book | Book | Searching... |
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Summary
Summary
This addition to the Advances in Computer Graphics and Game Development series provides guidance for intermediate and advanced programmers looking to add photorealistic animation to their multimedia/entertainment renderings and animation source code. Using the popular applications 3D Studio Max and Milkshape Modeler, detailed tutorials teach programmers how to create 2,4,6, and 8 legged creatures that can walk and interact within a virtual environment that appears solid and real.
Table of Contents
Introduction | p. xiii |
About the Cover | p. xvii |
Chapter 1 Overview | p. 1 |
App.cpp | p. 5 |
Modeler.cpp | p. 5 |
Project Hierarchy | p. 6 |
Render Interface Functions | p. 9 |
Wrapper Interface Functions | p. 13 |
Conclusion | p. 15 |
Chapter 2 The Rendering Engine | p. 17 |
Linked Lists | p. 17 |
Loading and Saving Linked List Nodes | p. 22 |
Camera | p. 22 |
Vertex and Triangle Picking | p. 26 |
3D Vertex Format | p. 28 |
Rendering Flags | p. 29 |
Rendering Text | p. 31 |
Rendering Text Fields | p. 34 |
Conclusion | p. 36 |
Chapter 3 The API Wrappers | p. 39 |
Camera | p. 41 |
Vertex Format | p. 42 |
Mesh Rendering Options | p. 46 |
Conclusion | p. 47 |
Chapter 4 Follow the Debugger Through the Rendering Pipeline | p. 49 |
InitRender() | p. 51 |
MenuFunction_Scene_OpenScene() | p. 52 |
CreateRender() | p. 53 |
CreateRender()with Direct3D Selected | p. 53 |
CreateRender() with OpenGL Selected | p. 55 |
UpdateRender() | p. 57 |
UpdateRender() With Direct3D Selected | p. 58 |
UpdateRender() With OpenGL Selected | p. 61 |
Conclusion | p. 64 |
Chapter 5 User Interface Menus | p. 65 |
Application | p. 73 |
Scenes | p. 74 |
Objects | p. 76 |
Meshes | p. 78 |
Skeleton | p. 81 |
Conclusion | p. 84 |
Chapter 6 Points, Vectors, and Matrices | p. 85 |
Points | p. 85 |
Point Translation | p. 86 |
Point Scaling | p. 86 |
Point Rotation | p. 87 |
Vectors | p. 87 |
Vector Addition | p. 88 |
Vector Subtraction | p. 89 |
Vector Multiplication: The Dot Product | p. 89 |
Vector Multiplication: The Cross Product | p. 90 |
Vector Length | p. 91 |
Normalizing a Vector | p. 93 |
Random Vectors | p. 94 |
Vector Rotation | p. 95 |
Matrices | p. 96 |
Identity Matrix | p. 97 |
Create a Rotation Matrix for Rotation Around the X Axis | p. 98 |
Create a Rotation Matrix for Rotation Around the Y Axis | p. 99 |
Create a Rotation Matrix for Rotation Around the Z Axis | p. 100 |
Create a Rotation Matrix for Rotation Around Any Axis | p. 101 |
Point Matrix Multiplication | p. 103 |
Vector Matrix Multiplication | p. 105 |
Matrix Multiplication | p. 106 |
Scaling a Matrix | p. 107 |
Matrix Inverse | p. 108 |
Rotating a Matrix to Face the Camera | p. 111 |
Rotating a Matrix to Face the Camera on One Axis | p. 113 |
Rotating a Matrix to Face the Camera on All Axes | p. 115 |
Matrix Slerp | p. 117 |
Creating a View Matrix | p. 119 |
Creating a Projection Matrix | p. 121 |
Creating an Orthographic Projection Matrix | p. 123 |
Rotating Objects Using Virtual Trackball | p. 124 |
Conclusion | p. 129 |
Chapter 7 Quaternions | p. 131 |
Converting a Matrix to a Quaternion | p. 137 |
Converting a Quaternion to a Matrix | p. 138 |
Quaternion Slerp | p. 140 |
Multiplying Quaternions | p. 142 |
Conclusion | p. 143 |
Chapter 8 Key Frame Animation | p. 145 |
The Mesh | p. 148 |
The Skeleton | p. 150 |
Animating Time | p. 157 |
Skeletal Animation | p. 158 |
Blending Between Key Frame Rotations | p. 159 |
Reconnecting the Skeleton's Bones | p. 159 |
Character Skinning | p. 164 |
Conclusion | p. 168 |
Chapter 9 Miscellaneous Programming Tricks and Tools | p. 169 |
Macros | p. 169 |
Bit Mask Flags | p. 172 |
Loading 3ds max .ase Files | p. 175 |
Globals.h | p. 178 |
Debugger Tricks | p. 178 |
Conclusion | p. 186 |
Chapter 10 Future Advances | p. 187 |
The Modeler | p. 187 |
Model Creation Using Primitives | p. 189 |
Model Creation Using Vertex Placement | p. 190 |
Model Creation Using Clipping | p. 191 |
Mapping Coordinates for Texturing | p. 192 |
3D Painting | p. 193 |
Temporal Antialiasing | p. 194 |
Conclusion | p. 195 |
Chapter 11 MilkShape 3D Humanoid Model | p. 197 |
Getting Started | p. 197 |
Creating the Upper Body | p. 200 |
Creating a Leg | p. 215 |
Creating a Foot | p. 221 |
Mirroring the Leg and Foot | p. 227 |
Creating Arms | p. 232 |
Creating the Head | p. 243 |
Texturing the Model | p. 251 |
Creating a Template | p. 254 |
Painting the Template | p. 258 |
Importing into MilkShape | p. 260 |
Conclusion | p. 266 |
Glossary | p. 267 |
References | p. 275 |
Web | p. 275 |
Books | p. 275 |
Magazines | p. 275 |
About the CD-ROM | p. 277 |
Index | p. 279 |