Character Animation with Direct3D- P23: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. | 426 Index specular maps converting normal maps to 284-286 using 284-286 speech. See phonemes visemes speech analysis resource for 226 speech and sound libraries availability of 224 speech animation channels 205-206 speech lip-syncing. See lip-syncing speech mapping resources 235 speech sample waveform from 226 Speed track property 86 SPEEX compression scheme downloading 227 splines importing for hair modeling 351 spring physics simulation of 131-134 SPRING class 133-134 static meshes rendering in bone hierarchies 67-70 static mesh loading 27 See also meshes static variables coding convention for 9 STDMETHOD macro translation of 43 steering behaviors Boids 297-303 implementing for crowd simulation 306-307 STL vector example of 14-15 stl vector class simple use of 13 stream source 0 setting mesh as 187-188 streams creating for skeletal morphing animation 186-187 Sumotori Dreams game downloading 138 Sun and Earth gravitational pull between 112 swarm behaviors Boids 297-303 overview 296 T The Tales of Bingwood animation sequence of 4 talking. See phonemes tangent-space light vector transformed to 264 transforming points to vectors in 265 using with normal maps 262-263 target meshes creating for faces 213 loading from single .x file 200-201 TBN-Matrix constructing 265 terrain following 310-312 text-to-speech applications availability of 221 textures member of BoneMesh 51 ticks per second retrieving for animations 77 time steps managing for animations 77-78 timestamps calculating for animation keys 77 Tomb Raider mesh objects for bones in 36 track masks features of 395 track state retrieving 88 tracks in animation controllers 86-88 assigning animation sets to 87 blending animations in 87 identifying for animation sets 88 setting animations for 80 See also animations transformation matrices updating 81 uploading to Effect 30 for vertices 48 triangles including in meshes 47 selecting for decal mesh 330-331 vertices of 47 jase purchase PDF Split-Merge on to