Jim Adams1592000371, 9781592000371, 9780585495637
Table of contents :
Advanced Animation with DirectX……Page 8
Table of Contents……Page 2
Introduction……Page 11
Part One: Preparations……Page 14
Installing the DirectX SDK……Page 15
Choosing the Debug or Retail Libraries……Page 17
Setting the DirectX SDK Directories……Page 18
Linking to the DirectX Libraries……Page 19
Setting the Default char State……Page 21
Using the Helper Objects……Page 22
Checking Out the Helper Functions……Page 28
Moving On with the Book……Page 41
Part Two: Animation Basics……Page 43
Reading Time in Windows……Page 44
Animating with Time……Page 45
Moving along Paths……Page 48
Creating an .X Path Parser……Page 55
Creating In-Game Cinematic Sequences……Page 60
TimedAnim……Page 61
Route……Page 62
Cinematic……Page 63
Working with .X Templates and Data Objects……Page 65
Defining Templates……Page 68
Creating Data Objects from Templates……Page 70
Embedding Data Objects and Template Restrictions……Page 71
Working with the DirectX Standard Templates……Page 72
Registering Custom and Standard Templates……Page 73
Opening an .X File……Page 74
Enumerating Data Objects……Page 75
Retrieving Data from a Data Object……Page 79
Constructing an .X Parser Class……Page 82
Loading Meshes Using D3DX……Page 86
Loading Meshes with Your .X Parser……Page 89
Loading Skinned Meshes……Page 90
Loading Frame Hierarchies from .X……Page 91
Loading Custom Data from .X……Page 93
ParseMesh……Page 95
Part Three: Skeletal Animation……Page 97
Taking on Skeletal Animation……Page 98
Using Skeletal Structures and Bone Hierarchies……Page 99
Loading Hierarchies from .X……Page 100
Modifying Bone Orientation……Page 102
Updating the Hierarchy……Page 103
Working with Skinned Meshes……Page 104
Loading Skinned Meshes from .X……Page 107
Creating a Secondary Mesh Container……Page 108
Mapping Bones to Frames……Page 109
Manipulating the Skinned Mesh……Page 110
Updating the Skinned Mesh……Page 111
Check Out the Demo……Page 113
Using Key-Framed Skeletal Animation Sets……Page 115
Using Keys in Animation……Page 116
Working with the Four Key Types……Page 117
Reading Animation Data from .X Files……Page 119
Matching Animations to Bones……Page 126
Updating Animations……Page 128
Obtaining Skeletal Mesh Data from Alternative Sources……Page 129
Check Out the Demos……Page 130
Blending Skeletal Animations……Page 132
Combining Transformations……Page 133
Enhancing Skeletal Animation Objects……Page 134
Check Out the Demo……Page 139
Creating Dolls from Characters……Page 141
Working with Rigid-Body Physics……Page 144
Creating a Rigid Body……Page 145
Positioning and Orienting Your Rigid Bodies……Page 147
Processing the Motion of Rigid Bodies……Page 150
Using Forces to Create Motion……Page 157
Connecting Rigid Bodies with Springs……Page 158
Providing Collision Detection and Response……Page 161
Defining the Rigid Body State……Page 167
Containing Bones……Page 168
Creating the Rag Doll Controller Class……Page 169
Building Bone Data……Page 172
Computing the Bone Bounding Box……Page 173
Setting the Forces……Page 176
Integrating the Bones……Page 177
Processing Collisions……Page 179
Enforcing Bone-to-Bone Connections……Page 181
Rebuilding the Hierarchy……Page 182
Check Out the Demo……Page 183
Part Four: Morphing Animation……Page 185
Morphing in Action……Page 186
Morphing the Meshes……Page 187
Building a Morphed Mesh through Manipulation……Page 189
Dissecting the Subsets……Page 192
Creating a Morphing Vertex Shader……Page 194
Check Out the Demos……Page 197
Creating .X Morphing Animation Templates……Page 199
Loading Morphing Animation Data……Page 201
Rendering the Morphing Mesh……Page 205
Obtaining Morphing Mesh Data from Alternative Sources……Page 208
Check Out the Demos……Page 209
Blending Morphing Animations……Page 211
Calculating the Differences……Page 212
Blending the Differences……Page 214
Building a Blending Morph Vertex Shader……Page 215
Using the Blending Morph Vertex Shader……Page 220
Check Out the Demos……Page 222
Blended Morphing Back in Action……Page 223
Using Phonemes for Speech……Page 225
Creating the Base Mesh……Page 227
Creating Facial Expressions……Page 228
Creating Viseme Meshes……Page 230
Automating Basic Features……Page 232
Building Phoneme Sequences……Page 233
Using an .X Parser for Sequences……Page 240
Playing Facial Sequences with Sound……Page 244
Using DirectShow for Sound……Page 245
Synchronizing Animation with Sound……Page 246
Looping Sound Playback……Page 247
Check Out the Demo……Page 248
Part Five: Miscellaneous Animation……Page 250
Working with Particles……Page 251
Starting with the Basics……Page 252
Drawing Particles with Quad Polygons……Page 253
Working with Point Sprites……Page 257
Improving Particle Rendering with Vertex Shaders……Page 260
Bringing Your Particles to Life……Page 267
Moving Particles Using Velocity……Page 268
Using Intelligence in Processing……Page 269
Creating and Destroying Particles……Page 270
Drawing Your Particles……Page 271
Controlling Particles with Class……Page 274
Creating Particle Engines in Vertex Shaders……Page 277
Check Out the Demos……Page 278
Simulating Cloth in Your Projects……Page 280
Defining Cloth Points and Springs……Page 281
Obtaining Cloth Data from Meshes……Page 282
Applying Force to Create Motion……Page 285
Rebuilding and Rendering the Cloth Mesh……Page 293
Restoring the Original Mesh……Page 294
Adding More Springs……Page 295
Loading Mass and Spring Data from .X……Page 296
Building an .X Parser for Cloth Data……Page 297
Defining Collision Objects……Page 299
Detecting and Responding to Collisions……Page 302
Creating a Cloth Mesh Class……Page 305
Reverting a Soft Body Mesh……Page 314
Creating a Soft Body Mesh Class……Page 315
Check Out the Demos……Page 316
Creating a Texture Transformation……Page 318
Setting Texture Transformation Matrices……Page 320
Using Video Media Files for Textures……Page 321
Importing Video with DirectShow……Page 322
Creating a Custom Filter……Page 323
Working with the Custom Filter……Page 329
Creating an Animated Texture Manager……Page 335
Applying Animated Media Textures……Page 336
Check Out the Demos……Page 338
Wrapping Up Advanced Animation……Page 339
Part Six: Appendixes……Page 340
Web Sites to Check Out……Page 341
Recommended Reading……Page 343
Paint Shop Pro Trial Version……Page 344
Microsoft Agent and LISET……Page 345
Chapter 2: Timing in Animation and Movement……Page 346
Chapter 7: Implementing Rag Doll Animation……Page 347
Chapter 10: Blending Morphing Animations……Page 348
Chapter 13: Simulating Cloth and Soft Body Mesh Animation……Page 349
Chapter 14: Using Animated Textures……Page 350
Chapter 11: Morphing Facial Animation……Page 351
Chapter 8: Working with Morphing Animation……Page 352
Chapter 14: Using Animated Textures……Page 353
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