microsoft visual basic game programming with directx phần 7

Lời nói đầu Việc sử dụng tư thế nhân vật của chúng tôi là trực tiếp liên quan với cảm xúc của các nhân vật. Về cơ bản, tư thế Giới thiệu các "ngôn ngữ hạ" được sử dụng để diễn tả một cảm xúc. Ngôn ngữ cơ thể là phổ quát, chúng ta không cần phải cấu thành | Figure 7-9 A jumping rabbit without anticipation Next we ll discuss another very important and widely overlooked animation concept the use of correct character posture. Animating Posture to Reveal Emotions The use of posture in our characters is directly associated with the characters emotions. Basically posture constitutes the corporal language used to express an emotion. Body language is universal we needn t explain anything else in a game if we use this animation trick. Although using different character postures is not necessary in every game its most commonly used when creating adventure games we must understand posture basics in order to guide character animations for all games if we want to add an extra feeling of reality. Will a particular character be a happy sad or pompous person Will that character get angry any time Each emotion will be associated with a bodily posture and the best part is that it s easier than it seems to convey these emotions using postures this subject has been considered by a great number of people previously and we now have a complete guide available in most animation books. Figure 7-10 shows two frames from walking animations for a happy or proud of itself character and for a sad one. Figure 7-10 A happy and a sad character which is which Postures will reflect directly animation velocity too A happy character will walk at normal pace a sad character will usually walk a little slower a creeping character will walk very slowly and a character in a hurry well it d usually run. If we extend the concept of character postures we can encompass under the category postures different walking speeds walking running running real fast and so on. Figure 7-11 shows a sample of a running character. Figure 7-11 A game character in a hurry In the next section we ll look at some technical tips and lots of examples to help you in animating your games. Technical Tips Now that you understand some basic animation concepts let s discuss some tips and .

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