• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Working with skeletal animation(4)

            Working with Skinned Meshes

            In the first half of this chapter, you learned how to manipulate a hierarchy of bones that forms the basis of skeletal animation. That's all fine and dandy, but playing with imaginary bones isn't going to cut the mustard. Your game's players need to see all your hard work in the form of rendered meshes, which is where skinned meshes come in.

            Skinned meshes are almost like the standard meshes with which you are already familiar. Using a D3DXMESHCONTAINER_EX object, you can store your mesh's data, from the vertices and indices to the materials and texture data, all wrapped up in one convenient ID3DXMesh object. As for the actual skinned mesh data, that information is contained in a special object called ID3DXSkinInfo.

            I'll skip the ID3DXSkinInfo introductions for the moment and instead explain what makes a skinned mesh unique to other meshes. A skinned mesh deforms to match the orientation of the underlying skeletal structure. As the bones twist and turn, so do the mesh's vertices. The mesh−s vertices make the skinned mesh unique. You'll be dealing with the changing positions of the vertices when it comes to skinned meshes.

            Take a look at Figure 4.3, which shows a skeleton surrounded by a simplistic mesh.

            In Figure 4.3, each vertex is connected to a bone. As a bone moves, so do the vertices that are attached to it. For example, if you were to rotate the bone 45 degrees about the x−axis, the attached vertices would rotate 45 degrees as well, with the bone's joint acting as the pivot point or the origin of the rotation.

            Now take a closer look at Figure 4.3, and you'll see that a couple vertices are attached to more than one bone. That's right−you're not limited to attaching a vertex to a single bone. In fact, you can connect a vertex to as many bones as you want with DirectX. Whenever one of the bones to which the vertex is attached moves, the vertex inherits a percentage of the motion. For example, if a bone rotates 60 degrees about the z−axis, an attached vertex may inherit only 25 percent of the motion, meaning the vertex will rotate only 15 degrees about the z−axis.

            The exact percentage of motion the vertex inherits is called the vertex weight. Each vertex in the skinned mesh is assigned one vertex weight per bone to which it is attached. Those weights are typically 1.0 for vertices that are attached to only one bone, meaning that the vertex inherits the full motion of the bone. The weights are divided among the bones for vertices attached to multiple bones, and are usually calculated by taking into consideration the vertex's distance from each bone. (Most 3D modeling programs will graciously
            calculate this for you.) For example, suppose a vertex is attached to two bones, meaning that both weights are set to 0.5. The vertex will inherit 50 percent of the motion from each bone. Notice that the total of all weights summed must always equal 1.

            The purpose of using skin weights is quite ingenious. By allowing certain bones to influence specific vertices, you can have awesome effects such as wrinkling skin, bulging muscles, and stretching clothes−all in real time as your characters animate!

            The way DirectX treats the vertex weights is quite simple. After you've loaded a mesh to use as your skinned mesh and you've loaded the vertex weights (also called skin weights), you can transform the vertices to match the bones' orientations using the following steps.

            1. Iterate all vertices. For each vertex, proceed to Step 2.

            2. For each bone to which the current vertex is connected, get the bone transformation. For each bone transformation, multiply the matrix by the vertex's weight and apply the result to a combined transformation for the vertex.

            3. Repeat Step 3 for each bone connected, and repeat Steps 2 through 4 for each vertex. When you're finished, apply the combined transformation matrix to the specific vertex being iterated (from Step 1).

            How exactly do you obtain these skin weights? With the help of the ID3DXSkinInfo object I mentioned earlier, you can load the weights from an .X file. The skin weights are stored within a Mesh data object, usually at the end of the Mesh object's data.

            For each bone in your skeletal structure, there is a matching SkinWeights data object. Inside the SkinWeights object is the name of the bone, followed by a number of vertices attached to it. A skinned mesh header determines the number of bones to which each vertex in the mesh can be connected. If some of the vertices are attached to two bones, then all vertices must be attached to two bones. To get around the oddity of having vertices that connect to different numbers of bones, you can assign a weight of 0 to the second bone.

            As I mentioned, the SkinWeights object includes the number of vertices that are connected to the bone. It lists an array of vertex index numbers. After the array of vertex indices, there is an array of vertex weight values. Finally, there is an inversed bone transformation to help you orient the vertices around the bone's joint.

            Take a look at this sample SkinWeights template data object:

            SkinWeights {
            "Bip01_R_UpperArm";
            4;
            0, 3449, 3429, 1738;
            0.605239, 0.605239, 0.605239, 0.979129;
            −0.941743, −0.646748, 0.574719, 0.000000,
            −0.283133, −0.461979, −0.983825, 0.000000,
            0.923060, −1.114919, 0.257891, 0.000000,
            −65.499557, 30.497688, 12.852692, 1.000000;;
            }

            In this data object, a bone called Bip01_R_UpperArm is used. There are four vertices attached to the bone, and the vertex indices are 0, 3449, 3429, and 1738. Vertex 0 has a weight of 0.605239, vertex 1 has a weight of 0.605239, and so on. A transformation matrix aligns the vertices listed around the bone's joint. This matrix is very important. Without it, the vertices will rotate around the origin of the world instead of the bone's joint.

            Thankfully, you don't have to deal directly with the SkinWeights templates. The data is handled for you while you are loading the skinned mesh from an .X file using the D3DX helper functions.


            posted on 2008-04-23 18:42 lovedday 閱讀(462) 評論(0)  編輯 收藏 引用

            公告

            導航

            統(tǒng)計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            久久久免费观成人影院| 国产精品gz久久久| 性色欲网站人妻丰满中文久久不卡| 久久综合九色综合欧美就去吻| 青青热久久综合网伊人| 色综合久久久久| 久久无码中文字幕东京热| 无码人妻少妇久久中文字幕蜜桃| 久久夜色精品国产噜噜噜亚洲AV| 久久青草国产精品一区| 一本久久免费视频| 久久免费精品视频| 精品国产乱码久久久久软件| 久久国产高清字幕中文| 亚洲欧美日韩精品久久亚洲区 | 亚洲综合精品香蕉久久网| 国产精品久久国产精品99盘| 日韩十八禁一区二区久久| 亚洲AV日韩精品久久久久| 久久久久九九精品影院| 精品国产一区二区三区久久久狼| 亚洲综合久久夜AV | 很黄很污的网站久久mimi色| 99精品久久精品| 亚洲AV日韩AV天堂久久| 国产精品中文久久久久久久| 亚洲综合久久综合激情久久| 久久综合给合久久狠狠狠97色| 亚洲午夜福利精品久久| 国产亚洲美女精品久久久| 91精品国产91久久| 久久国产精品99精品国产987| 久久精品一本到99热免费| 国产A三级久久精品| 少妇人妻综合久久中文字幕| 日韩久久久久中文字幕人妻| 色婷婷久久久SWAG精品| 日韩精品无码久久一区二区三| 久久午夜无码鲁丝片午夜精品| 久久精品无码专区免费| 久久精品国产99久久丝袜|