Real-time 3D Character Animation with Visual C++
Title | Real-time 3D Character Animation with Visual C++ PDF eBook |
Author | Nik Lever |
Publisher | Taylor & Francis |
Pages | 497 |
Release | 2002 |
Genre | Art |
ISBN | 0240516648 |
CD-ROM contains: Examples for text -- Toon3DCreator 1.7 with full source code.
Real-time 3D Character Animation with Visual C++
Title | Real-time 3D Character Animation with Visual C++ PDF eBook |
Author | Nik Lever |
Publisher | CRC Press |
Pages | 496 |
Release | 2001-12-17 |
Genre | Computers |
ISBN | 1136134786 |
Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to your website. Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The downloadable resources give you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the downloadable resources, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the downloadable resources. You will also get an insight into the artist's problems; learn how to keep the characters interesting while not exhausting the game engine. Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation.
3D Studio Max 3 Professional Animation
Title | 3D Studio Max 3 Professional Animation PDF eBook |
Author | Angie Jones |
Publisher | New Riders Publishing |
Pages | 692 |
Release | 2000 |
Genre | Computers |
ISBN | 9780735709454 |
3D Studio MAX 3 Professional Animation is the only book that take you extensively through the 3D Studio MAX 3 animation process, showing you the techniques that professional animators use to create everything from simple animated particle effects to complex character animation for Web sites, video, film, and other multimedia formats. Written by a group of top-flight 3D animation professionals, this book features the real deal--real-world applications and advanced tutorials: make bipedal, quadra-pedal, and multipedal characters walk; use Cstudio's Biped and Physique; build and animate a realistic human skeleton using MAX Bones IK; create complex scripting with MAXscript to enhance MAX's capabilities; produce muscle-based, multi-layered facial expressions and lip syncs; create deformable objects and fine-tune them with space warps; display and edit trajectories; and animate cameras, lights, and atmosphere.
Data Sources
Title | Data Sources PDF eBook |
Author | |
Publisher | |
Pages | 1878 |
Release | 2000 |
Genre | Computer industry |
ISBN |
Hands-On C++ Game Animation Programming
Title | Hands-On C++ Game Animation Programming PDF eBook |
Author | Gabor Szauer |
Publisher | Packt Publishing Ltd |
Pages | 368 |
Release | 2020-06-12 |
Genre | Computers |
ISBN | 1800207964 |
Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this step-by-step guide Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions Book DescriptionAnimation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.What you will learn Get the hang of 3D vectors, matrices, and transforms, and their use in game development Discover various techniques to smoothly blend animations Get to grips with GLTF file format and its design decisions and data structures Design an animation system by using animation tracks and implementing skinning Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes Implement the IK technique for your game characters using CCD and FABRIK solvers Understand dual quaternion skinning and how to render large instanced crowds Who this book is for This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.
The British National Bibliography
Title | The British National Bibliography PDF eBook |
Author | Arthur James Wells |
Publisher | |
Pages | 1896 |
Release | 2002 |
Genre | Bibliography, National |
ISBN |
1999 International Conference on Image Processing : Proceedings
Title | 1999 International Conference on Image Processing : Proceedings PDF eBook |
Author | |
Publisher | |
Pages | 550 |
Release | 1999 |
Genre | Image processing |
ISBN |