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By Jim Adams
ISBN: 1-59200-037-1
480 pages |
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Ebook code |
: M03 |
List Price |
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$31.99 |
Our Low Price |
: $21.00 |
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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
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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. |
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Concentrates on
DirectX-specific code, whereas competitors rely on OpenGL. |
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Teaches skeletal and
morphing animation techniques. |
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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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