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By Jim Adams
ISBN: 1-59200-037-1
480 pages
 
Ebook code : M03
List Price : $31.99
Our Low Price : $21.00
 

 

Description

You’ve tackled the basics. You can blend textures and manipulate vertex buffers with the best of them. So what now? "Advanced Animation with DirectX" will show you how to move beyond the basics and into the amazing world of advanced animation techniques. Get ready to jump right in, because this book starts off with a bang. There is no time wasted on basic concepts that you’ve already mastered. Instead, you'll learn the techniques you need to create seamless timing, skeletal animations, and cloth simulations. Don't let the pros have all the fun! With "Advanced Animation with DirectX" by your side, you'll learn how to use cutting-edge animation techniques, from real-time cloth simulations and lip-synced facial animation to animated textures and a physics-based rag-doll animation system. If you're bored with the basics and ready to get down to the nitty-gritty of truly spectacular animation with DirectX, you've come to the right place.

Features

Contains 'hot' animation topics such as facial animation (including lip-synching), blended animation, cloth simulation, soft body mesh deformation, and other such advanced techniques seen in today's games.

Concentrates on DirectX-specific code, whereas competitors rely on OpenGL.

Teaches skeletal and morphing animation techniques.

Prepares programmers for creating animated meshes to use in DirectX-based systems, such as Microsoft's XBox.


Table of Contents

Part 1: Preparations
1. Preparing for the Book
Part 2: Animation Basics
2. Timing in Animation and Movement
3. Using the .X File Format
Part 3: Skeletal Animation
4. Working with Skeletal Animation
5. Using Key-Framed Skeletal Animation
6. Blending Skeletal Animations
7. Implementing Rag Doll Animation
Part 4: Morphing Animation
8. Working with Morphing Animation
9. Using Key-Framed Morphing Animation
10. Blending Morphing Animations
11. Morphing Facial Animation
Part 5: Miscellaneous Animation
12. Using Particles in Animation
13. Simulating Cloth and Soft Body Mesh Animation
14. Using Animated Textures
Appendix : Web and Book References

 

Author Bio

Jim Adams
Jim Adams has been programming since age nine. For the past 22 years, he has worked various jobs in the business and entertainment industry. He stays active in the game programming community by writing technical articles. He has contributed to several books on game development and maintains a core library of DirectX functions to assist in game development.

 


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