""Acknowledgments""; ""About the Author""; ""Contents""; ""Introduction""; ""1 Introduction to Character Animation""; ""What Is Character Animation?""; ""A Brief History of Character Animation""; ""Morphing Animation and Skeletal Animation""; ""The Soldier""; ""Coding Conventions""; ""Conclusions""; ""Further Reading""; ""2 A Direct3D Primer""; ""DirectX 9 versus DirectX 10""; ""STL and the D3DX Library""; ""Setting Up a Project in Visual Studio Express 2008""; ""VC++ Directories""; ""Creating a New Project""; ""Linking DirectX Libraries""; ""Application Framework""; ""WinMain""
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""Compressing Animation Sets""""Animation Callback Events""; ""Motion Capture (Mocap)""; ""Optical Motion Capture Systems""; ""Magnetic Motion Capture Systems""; ""Mechanical Motion Capture Systems""; ""Comparison of the Different Mocap Systems""; ""Lapland Studio Interview""; ""Conclusions""; ""Chapter 5 Exercises""; ""Further Reading""; ""6 Physics Primer""; ""Introduction to Rigid Body Physics""; ""Forces""; ""The Effect of Forces on a Rigid Body""; ""Quaternions""; ""Describing the World""; ""The Oriented Bounding Box Class""; ""Physics Simulation""
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""Creating the Window""""Basic Rendering""; ""Creating the DirectX Device""; ""Direct3D Rendering Loop""; ""Loading a Mesh""; ""Loading an Effect""; ""Rendering a Mesh with an Effect""; ""Conclusions""; ""Further Reading""; ""3 Skinned Meshes""; ""Skinned Meshes Overview""; ""Bone Hierarchies""; ""The D3DXFRAME Structure""; ""Loading a Bone Hierarchy""; ""The CreateFrame() Function""; ""The CreateMeshContainer() Function""; ""The DestroyFrame() Function""; ""The DestroyMeshContainer() Function""; ""The ID3DXAllocateHierarchy""; ""Applying a Mesh to the Bone Hierarchy""
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""Position, Velocity, and Acceleration""""The Particle""; ""The Spring""; ""Conclusions""; ""Chapter 6 Exercises""; ""Further Reading""; ""7 Ragdoll Simulation""; ""Introduction to the Bullet Physics Engine""; ""Integrating the Bullet Physics Library""; ""Download Bullet""; ""Build the Bullet Libraries""; ""Setting Up a Custom Direct3D Project""; ""Hello btDynamicsWorld""; ""Constraints""; ""Constructing the Ragdoll""; ""Updating the Character Mesh from the Ragdoll""; ""Getting a Bone�s Position from an OBB""; ""Getting a Bone�s Orientation from an OBB""; ""Updating the Bone Hierarchy""
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.