• <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

            Working with skeletal animation(8)      摘要: As shown in Figure 4.5, the SkeletalAnim mesh demonstrates what you learned in this chapter by loading a skinned mesh (the Tiny.x mesh provided in the DirectX SDK samples) and rendering it to the display. 
             
            Working with skeletal animation(7)      摘要: When your skeletal structure is in the pose you desire, it's time to update (or rebuild) the skinned mesh to match. Before you rebuild the skinned mesh, you must make sure you have constructed the secondary mesh container and updated the frame hierarchy. To review how to construct the mesh container, consult the "Creating a Secondary Mesh Container" section earlier in this chapter. To refresh your memory about how to update the frame hierarchy, review the "Updating the Hierarchy" section earlier  
             
            Working with skeletal animation(6)      摘要: If you peruse an .X file, you might notice some similarities between the Frame data objects and the SkinWeights objects. For every bone in your skeletal structure, there is a matching SkinWeights object embedded inside a Mesh object that contains the name of a Frame object (or a reference to a Frame object). That's right−each bone is named after its corresponding Frame data object!  
             
            Working with skeletal animation(5)      摘要: Loading a skinned mesh from an .X file is much like loading a standard mesh. Using a custom .X parser, you must enumerate your .X file objects using ParseObject. When it comes to processing a Mesh object, instead of calling the D3DXLoadMeshFromXof function to load the mesh data, you call the D3DXLoadSkinMeshFromXof function, which takes one additional parameter−a pointer to an ID3DXSkinInfo object. Check out the D3DXLoadSkinMeshFromXof prototype to see what I mean.  
             
            Working with skeletal animation(4)      摘要: 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.  
             
            Working with skeletal animation(3)      摘要: After you have loaded the bone hierarchy, you can manipulate it. To modify the orientation of a bone, you first need to locate its respective frame structure by creating a function that recursively searches the frames for a specific bone name. Once it is found, a pointer to the frame is provided so you can directly access the frame's transformation matrix. The recursive search function might look something like this:  
             
            Working with skeletal animation(2)      摘要: Not to beat a dead horse (why would I do a horrible thing like that?), but I want to quickly review how to load a frame hierarchy from an .X file.

            For your frame hierarchy you should use the D3DXFRAME structure (or the D3DXFRAME_EX structure). As I mentioned earlier in this chapter, the D3DXFRAME structure (or the derived D3DXFRAME_EX structure) contains two pointers that you use to create the frame hierarchy−pFrameSibling and pFrameFirstChild. Your job is to link each frame you load fr  
             
            Working with skeletal animation(1)      摘要: Skeletal animation−two words that bring to mind thoughts of B−rate horror movies in which the dead have risen from the grave to stalk the living. However, those two words mean something entirely different to programmers. If you're like me, this topic gives you more tingles down your spine than any cheesy horror movie ever could. 

            posted on 2008-04-23 20:26 lovedday 閱讀(470) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            中文字幕无码久久久| 国产精品久久久久久久久| 日韩欧美亚洲综合久久影院Ds| 欧美激情精品久久久久久久| 精品久久久久久中文字幕大豆网| 国产精品久久影院| 久久人人爽人人爽人人片AV高清| 久久精品国产福利国产秒| 久久人人爽人爽人人爽av| 久久香蕉国产线看观看精品yw| 精品久久综合1区2区3区激情 | 国内精品久久久久久中文字幕| 久久亚洲sm情趣捆绑调教| 日本三级久久网| 久久99精品久久久久子伦| 精品久久久久成人码免费动漫| 一本伊大人香蕉久久网手机| 亚洲AV日韩精品久久久久| 欧美与黑人午夜性猛交久久久| 天天爽天天爽天天片a久久网| 中文字幕人妻色偷偷久久| 久久亚洲高清综合| 久久久久亚洲av成人无码电影 | 99久久99久久久精品齐齐| 99蜜桃臀久久久欧美精品网站| 久久精品成人免费观看97| 久久综合九色综合精品| 精品永久久福利一区二区| 蜜臀久久99精品久久久久久小说| 国产激情久久久久久熟女老人| 四虎影视久久久免费观看| 午夜精品久久久久成人| 久久久精品波多野结衣| 精品视频久久久久| 久久久久99精品成人片| 亚洲精品久久久www| 精品国产乱码久久久久久人妻| 久久成人国产精品免费软件| 亚洲色欲久久久综合网东京热| 亚洲精品无码成人片久久| 精品久久久久香蕉网|