Đang chuẩn bị liên kết để tải về tài liệu:
Character Animation with Direct3D- P20

Không đóng trình duyệt đến khi xuất hiện nút TẢI XUỐNG

Character Animation with Direct3D- P20:This book is primarily aimed at teaching indie and hobby game developers how to create character animation with Direct3D. Also, the seasoned professional game developer may find some interesting things in this book. You will need a solid understanding of the C++ programming language as well as general object-oriented programming skills. | 366 Character Animation with Direct3D Get position from the four control hairs floats chi GetHairPos 0 IN.hairIndices 0 IN.hairIndices 1 IN.position.z floats ch2 GetHairPos 1 IN.hairIndices 0 IN.hairIndices 1 IN.position.z floats chS GetHairPos 2 IN.hairIndices 0 IN.hairIndices 1 IN.position.z floats ch4 GetHairPos S IN.hairIndices 0 IN.hairIndices 1 IN.position.z Blend linearly in 2D floats px1 ch2 IN.position.x ch1 1.0f - IN.position.x floats px2 chs IN.position.x ch4 1.0f - IN.position.x floats pos px2 IN.position.y px1 1.0f - IN.position.y Transform to world coordinates float4 posWorld mul float4 pos.xyz 1 matW OUT.position mul posWorld matVP Copy texture coordinates OUT.texO IN.texO return OUT Here the exact same operations are done as described earlier in the GetBlended-Point function of the HairPatch class. The blended position of each of the four control hairs is obtained from the ControlHairTable using the GetHairPos helper function. Note that the indices passed to the helper function have been pre-computed and stored in the vertex data. Next the points returned from the control hairs are blended depending on the 2D position of the hair vertex. The resulting point will be in object space so to get it to the correct position on the screen it is multiplied with the world and the view-projection matrix. As said before the beauty of going the long way about this is that you now can update the control hairs on the CPU and the mesh in the hair patch will just follow suit automagically. lease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Chapter 15 Hair Animation 367 Creating a Haircut So how would you go about creating these 10 to 20 control hairs needed to create a decent-looking haircut for a character Well the most obvious way is to enter them manually as was done with the four control hairs in Example 15.1. Although it doesn t take many minutes to realize that to model a set of 3D lines with a text editor is probably not the way to .

Đã phát hiện trình chặn quảng cáo AdBlock
Trang web này phụ thuộc vào doanh thu từ số lần hiển thị quảng cáo để tồn tại. Vui lòng tắt trình chặn quảng cáo của bạn hoặc tạm dừng tính năng chặn quảng cáo cho trang web này.