Character Animation With Direct3D available in Paperback
- Pub. Date:
- Cengage Learning
Do you want to learn how to make your game characters look and move more realistically? Character Animation with Direct3D shows you how to apply fundamental character animation techniques to Direct3D technology to bring your characters to life. Beginning with a brief history of character animation, you'll be introduced to the most common types of character animation.This book covers skeletal animation, morphing, inverse kinematics, ragdoll animation, and much more. You'll start with a basic 3D character that you'll bring to life as you work your way through each chapter. Throughout the course of the book you'll learn how to create a character that can walk, talk, collide with objects, fall, and more.You'll utilize skeletal animation for overall movement and morphing animation techniques for more refined movement such as changes in facial expression. You can apply the character animation skills you learn in this book to any game genre. Character Animation with Direct3D is perfect for any game developer looking to create more life-like and interesting game characters.
|Edition description:||New Edition|
|Product dimensions:||7.30(w) x 5.20(h) x 1.10(d)|
About the Author
Carl Granberg has been creating games on a hobby basis since the old DOS-based Mode 13h graphics, after which he moved on to DirectDraw and finally Direct3D graphics. He received his master of science in computing at Curtin University, Perth, Australia, and has since been working in the Finnish game industry for 3 years. He is currently working as a Tools programmer at Remedy Entertainment in Finland. He's also involved with a group of hobby game developers that goes by the name of BugFactory (www.bugfactory.fi), which has just released its first title, The Tales of Bingwood. For matters relating to this book, he can be contacted at email@example.com.
Table of Contents
Introduction Chapter 1: Introduction to Character Animation Chapter 2: A Direct3D Primer Chapter 3: Skinned Meshes Chapter 4: Skeletal Animation Chapter 5: Advanced Skeletal Animation Techniques Chapter 6: Physics Primer Chapter 7: Ragdoll Simulation Chapter 8: Morphing Animation Chapter 9: Facial Animation Chapter 10: Making Characters Talk Chapter 11: Inverse Kinematics Chapter 12: Wrinkle Maps Chapter 13: Crowd Simulation Chapter 14: Character Decals Chapter 15: Hair Animation Chapter 16: Putting It All Together