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            天行健 君子當自強而不息

            Using Key?Framed Skeletal Animation

            Using Key−Framed Skeletal Animation(5)      摘要: In this chapter, you learned how to load animation sets and use that data to animate your on−screen meshes. To better demonstrate these animation concepts, I have created a program (SkeletalAnim) that shows your favorite lady of skeletal−based animation, Microsoft's Tiny (from the DirectX SDK samples), doing what she does best walking around! When you run the demo application, you'll be greeted with a scene like the one shown in Figure 5.3.  
             
            Using Key−Framed Skeletal Animation(4)      摘要: After you've loaded the animation data, you need to map the animation classes to their respective bones in the bone hierarchy. Mapping the hierarchies is important because whenever an animation is updated, you need a quick way to access the bone's transformations. By mapping, you create an easier method of accessing the bones. 
             
            Using Key−Framed Skeletal Animation(3)      摘要: Assuming you want more than one animation set loaded at once, you can even create a class that contains an array (or rather, a linked list) of cAnimationSet classes, which means that you can access a whole slew of animations with one interface! This class, called cAnimationCollection, is also derived from the cXParser class, so you can parse .X files directly from the class in which you'll be storing the animations.  
             
            Using Key−Framed Skeletal Animation(2)      摘要: Currently, there are four types of keys you can use in your animation sets, each signified by a value ranging from 0 to 4 that is listed in the .X file following the frame reference inside an AnimationKey template. These four keys and their respective values are:  
             
            Using Key−Framed Skeletal Animation(1)      摘要: If you have explored the DirectX SDK samples, you might have come across a little demo called SkinnedMesh, which shows you how to use a pre−calculated key−frame animation stored in an .X file to animate an on−screen character. The problem is, that sample's code is so convoluted and hard to understand that it'll make your head spin. With no real documentation of how to use .X file animation data, the skinned mesh animation sample remains full of mystery.  

            posted on 2008-04-25 13:46 lovedday 閱讀(361) 評論(0)  編輯 收藏 引用

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