• <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

            Using Key?Framed Skeletal Animation

            Using Key−Framed Skeletal Animation(5)      摘要: In this chapter, you learned how to load animation sets and use that data to animate your on−screen meshes. To better demonstrate these animation concepts, I have created a program (SkeletalAnim) that shows your favorite lady of skeletal−based animation, Microsoft's Tiny (from the DirectX SDK samples), doing what she does best walking around! When you run the demo application, you'll be greeted with a scene like the one shown in Figure 5.3.  
             
            Using Key−Framed Skeletal Animation(4)      摘要: After you've loaded the animation data, you need to map the animation classes to their respective bones in the bone hierarchy. Mapping the hierarchies is important because whenever an animation is updated, you need a quick way to access the bone's transformations. By mapping, you create an easier method of accessing the bones. 
             
            Using Key−Framed Skeletal Animation(3)      摘要: Assuming you want more than one animation set loaded at once, you can even create a class that contains an array (or rather, a linked list) of cAnimationSet classes, which means that you can access a whole slew of animations with one interface! This class, called cAnimationCollection, is also derived from the cXParser class, so you can parse .X files directly from the class in which you'll be storing the animations.  
             
            Using Key−Framed Skeletal Animation(2)      摘要: Currently, there are four types of keys you can use in your animation sets, each signified by a value ranging from 0 to 4 that is listed in the .X file following the frame reference inside an AnimationKey template. These four keys and their respective values are:  
             
            Using Key−Framed Skeletal Animation(1)      摘要: If you have explored the DirectX SDK samples, you might have come across a little demo called SkinnedMesh, which shows you how to use a pre−calculated key−frame animation stored in an .X file to animate an on−screen character. The problem is, that sample's code is so convoluted and hard to understand that it'll make your head spin. With no real documentation of how to use .X file animation data, the skinned mesh animation sample remains full of mystery.  

            posted on 2008-04-25 13:46 lovedday 閱讀(361) 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

            久久久久av无码免费网| 久久国产色AV免费观看| 亚洲国产成人精品女人久久久 | 香蕉久久夜色精品国产小说| 国内精品久久久久久久coent| 久久人妻少妇嫩草AV无码蜜桃| 久久精品亚洲AV久久久无码| 久久精品草草草| 中文字幕精品无码久久久久久3D日动漫 | 少妇精品久久久一区二区三区| 久久九九亚洲精品| 热99RE久久精品这里都是精品免费| 波多野结衣中文字幕久久| 日本高清无卡码一区二区久久 | 狠狠色丁香婷综合久久| 久久无码国产专区精品| 久久播电影网| 99久久精品国产高清一区二区| 亚洲精品成人网久久久久久| 77777亚洲午夜久久多喷| 久久精品国产清自在天天线| 久久久噜噜噜久久中文字幕色伊伊| 亚洲人成网站999久久久综合| 久久精品亚洲男人的天堂| 国产亚洲精久久久久久无码77777| 久久综合狠狠综合久久激情 | 久久精品18| 国产精品99久久久久久董美香| 蜜臀久久99精品久久久久久小说| 亚洲国产成人久久笫一页| 婷婷久久综合九色综合绿巨人| 久久精品视频网| 国产精品美女久久久| 99久久久国产精品免费无卡顿 | 久久av免费天堂小草播放| 色综合久久中文综合网| 狠狠色丁香久久综合五月| 久久国产精品久久国产精品| 日本精品久久久中文字幕| 免费观看成人久久网免费观看| 91久久婷婷国产综合精品青草|