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Cover image for Programming dynamic character animation
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:

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30000004885301 TR897.7 P39 2002 Open Access Book Book
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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

Introductionp. xiii
About the Coverp. xvii
Chapter 1 Overviewp. 1
App.cppp. 5
Modeler.cppp. 5
Project Hierarchyp. 6
Render Interface Functionsp. 9
Wrapper Interface Functionsp. 13
Conclusionp. 15
Chapter 2 The Rendering Enginep. 17
Linked Listsp. 17
Loading and Saving Linked List Nodesp. 22
Camerap. 22
Vertex and Triangle Pickingp. 26
3D Vertex Formatp. 28
Rendering Flagsp. 29
Rendering Textp. 31
Rendering Text Fieldsp. 34
Conclusionp. 36
Chapter 3 The API Wrappersp. 39
Camerap. 41
Vertex Formatp. 42
Mesh Rendering Optionsp. 46
Conclusionp. 47
Chapter 4 Follow the Debugger Through the Rendering Pipelinep. 49
InitRender()p. 51
MenuFunction_Scene_OpenScene()p. 52
CreateRender()p. 53
CreateRender()with Direct3D Selectedp. 53
CreateRender() with OpenGL Selectedp. 55
UpdateRender()p. 57
UpdateRender() With Direct3D Selectedp. 58
UpdateRender() With OpenGL Selectedp. 61
Conclusionp. 64
Chapter 5 User Interface Menusp. 65
Applicationp. 73
Scenesp. 74
Objectsp. 76
Meshesp. 78
Skeletonp. 81
Conclusionp. 84
Chapter 6 Points, Vectors, and Matricesp. 85
Pointsp. 85
Point Translationp. 86
Point Scalingp. 86
Point Rotationp. 87
Vectorsp. 87
Vector Additionp. 88
Vector Subtractionp. 89
Vector Multiplication: The Dot Productp. 89
Vector Multiplication: The Cross Productp. 90
Vector Lengthp. 91
Normalizing a Vectorp. 93
Random Vectorsp. 94
Vector Rotationp. 95
Matricesp. 96
Identity Matrixp. 97
Create a Rotation Matrix for Rotation Around the X Axisp. 98
Create a Rotation Matrix for Rotation Around the Y Axisp. 99
Create a Rotation Matrix for Rotation Around the Z Axisp. 100
Create a Rotation Matrix for Rotation Around Any Axisp. 101
Point Matrix Multiplicationp. 103
Vector Matrix Multiplicationp. 105
Matrix Multiplicationp. 106
Scaling a Matrixp. 107
Matrix Inversep. 108
Rotating a Matrix to Face the Camerap. 111
Rotating a Matrix to Face the Camera on One Axisp. 113
Rotating a Matrix to Face the Camera on All Axesp. 115
Matrix Slerpp. 117
Creating a View Matrixp. 119
Creating a Projection Matrixp. 121
Creating an Orthographic Projection Matrixp. 123
Rotating Objects Using Virtual Trackballp. 124
Conclusionp. 129
Chapter 7 Quaternionsp. 131
Converting a Matrix to a Quaternionp. 137
Converting a Quaternion to a Matrixp. 138
Quaternion Slerpp. 140
Multiplying Quaternionsp. 142
Conclusionp. 143
Chapter 8 Key Frame Animationp. 145
The Meshp. 148
The Skeletonp. 150
Animating Timep. 157
Skeletal Animationp. 158
Blending Between Key Frame Rotationsp. 159
Reconnecting the Skeleton's Bonesp. 159
Character Skinningp. 164
Conclusionp. 168
Chapter 9 Miscellaneous Programming Tricks and Toolsp. 169
Macrosp. 169
Bit Mask Flagsp. 172
Loading 3ds max .ase Filesp. 175
Globals.hp. 178
Debugger Tricksp. 178
Conclusionp. 186
Chapter 10 Future Advancesp. 187
The Modelerp. 187
Model Creation Using Primitivesp. 189
Model Creation Using Vertex Placementp. 190
Model Creation Using Clippingp. 191
Mapping Coordinates for Texturingp. 192
3D Paintingp. 193
Temporal Antialiasingp. 194
Conclusionp. 195
Chapter 11 MilkShape 3D Humanoid Modelp. 197
Getting Startedp. 197
Creating the Upper Bodyp. 200
Creating a Legp. 215
Creating a Footp. 221
Mirroring the Leg and Footp. 227
Creating Armsp. 232
Creating the Headp. 243
Texturing the Modelp. 251
Creating a Templatep. 254
Painting the Templatep. 258
Importing into MilkShapep. 260
Conclusionp. 266
Glossaryp. 267
Referencesp. 275
Webp. 275
Booksp. 275
Magazinesp. 275
About the CD-ROMp. 277
Indexp. 279
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