摘要: 學習的目的是學了有用,可能馬上就有用,也可能以后有用,這個用可能是物質上的也可能是精神上的,反正就是會對你有點用處。學,以致用,要不然絕對不要學,純粹是浪費資源,包括時間,精力,財力,物力,人力!學以致用,不同的“用”決定學的深度和側重。
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摘要: You would normally use a series of pre?calculated key?framed animations in your game projects. You create these animations using 3D modeling programs such as discreet's 3DStudio Max or Caligari's trueSpace. Although they served their purpose quite nicely, those pre?created animation sequences did lack one major aspect uniqueness. Once an animation, always an animation meaning that the animations are the same, regardless of how many times you play them.
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摘要: Although this chapter only has one demo to tout, it sure is a whopper! Demonstrating the technique of blended animation, the SkeletalAnimBlend demo program (see Figure 6.3) shows off Microsoft's Tiny character in all her blended glory!
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摘要: Now that you've seen how simple it is to blend multiple skeletal animations, why not take this new knowledge and add on to the skeletal animation objects? Sounds like a great idea; by adding a single function to the cAnimationCollection class, you can be on your way to blending animations like the pros.
In fact, rather than messing with the code from cAnimationCollection, just derive a new class that handles blended animations. This new derived class, cBlendedAnimationCollection, is def
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摘要: You would normally use a series of pre?calculated key?framed animations in your game projects. You create these animations using 3D modeling programs such as discreet's 3DStudio Max or Caligari's trueSpace. Although they served their purpose quite nicely, those pre?created animation sequences did lack one major aspect uniqueness. Once an animation, always an animation meaning that the animations are the same, regardless of how many times you play them.
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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.
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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.
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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.
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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.
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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:
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