Real-time 3D Character Animation with Visual C++ [NOOK Book]

Overview

Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to ...
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Real-time 3D Character Animation with Visual C++

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Overview

Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to your website.

Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The free CD-ROM gives you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD. You will also get an insight into the artist's problems; learn how to keep the characters interesting while not exhausting the game engine.

Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation.

Audience: Competent C/C++ programmers that wish to add 3D content to their applications; game developers, programmers for game & interactive projects. Students (3d software development), wannabees, hobbyists, web 3d and multimedia developers.

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Editorial Reviews

Jeff Lander
By covering character animation in depth, Nik Lever's book digs right in to one of the most interesting and challenging areas in computer graphics and interactive entertainment. The book provides algorithms and source code for many advanced topics that are at the leading edge of real-time 3D technology. Programmers interested in bringing life to their interactive characters should definitely have this book.
Darwin 3D and Game Developer Magazine
From the Publisher
"By covering character animation in depth, Nik Lever's book digs right in to one of the most interesting and challenging areas in computer graphics and interactive entertainment. The book provides algorithms and source code for many advanced topics that are at the leading edge of real-time 3D technology. Programmers interested in bringing life to their interactive characters should definitely have this book."

Jeff Lander
Darwin 3D and Game Developer Magazine

"Packed with features, 'Real-time 3D Character' promises to help program-savvy designers hone their techniques still further."
Edge Magazine

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Product Details

  • ISBN-13: 9781136134777
  • Publisher: Taylor & Francis
  • Publication date: 12/17/2001
  • Sold by: Barnes & Noble
  • Format: eBook
  • Pages: 496
  • File size: 32 MB
  • Note: This product may take a few minutes to download.

Table of Contents

About the author
Introduction
Ch. 1 3D basics 1
Ch. 2 Drawing points and polygons the hard way 14
Ch. 3 Drawing points and polygons the easy way with OpenGL 39
Ch. 4 OpenGL lighting and textures 58
Ch. 5 Creating low polygon characters 78
Ch. 6 Texture mapping 97
Ch. 7 Setting up a single mesh character 124
Ch. 8 Keyframe animation 145
Ch. 9 Inverse kinematics 168
Ch. 10 Importing geometry and animation from Lightwave 3D 184
Ch. 11 Importing geometry and animation from 3DS Max 215
Ch. 12 Motion capture techniques 259
Ch. 13 Collision detection 287
Ch. 14 Using morph objects 304
Ch. 15 Using subdivision surfaces 320
Ch. 16 Using multi-resolution meshes 346
Ch. 17 The scene graph 364
Ch. 18 Web 3D, compression and streaming 386
App. A Using Toon3D Creator 405
App. B MFC Document/View architecture - a short introduction 444
App. C Further information 457
Index 461
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Sort by: Showing 1 Customer Reviews
  • Anonymous

    Posted November 11, 2002

    Very useful in all aspects!

    The language is simple and direct. Nik really touches the subject in depth and keeps the math simple. The sample code is also very useful. I found fairly easy to modify for my custom applications. The book has been teaching me a lot. I've been even learning about GL and MFC with his book. If you need to learn about character animation, Nik's book must be on your collection! Looking forward to the next one.

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