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Character Animation with Direct3D®

Book Description

Do you want to learn how to make your game characters look and move more realistically? Character Animation with Direct3D shows you how to apply fundamental character animation techniques to Direct3D technology to bring your characters to life. Beginning with a brief history of character animation, you'll be introduced to the most common types of character animation.This book covers skeletal animation, morphing, inverse kinematics, ragdoll animation, and much more. You'll start with a basic 3D character that you'll bring to life as you work your way through each chapter. Throughout the course of the book you'll learn how to create a character that can walk, talk, collide with objects, fall, and more.You'll utilize skeletal animation for overall movement and morphing animation techniques for more refined movement such as changes in facial expression. You can apply the character animation skills you learn in this book to any game genre. Character Animation with Direct3D is perfect for any game developer looking to create more life-like and interesting game characters.

Table of Contents

  1. Copyright
  2. Acknowledgments
  3. About the Author
  4. Introduction
  5. Introduction to Character Animation
    1. What is Character Animation?
    2. A Brief History of Character Animation
    3. Morphing Animation and Skeletal Animation
    4. The Soldier
    5. Coding Conventions
    6. Conclusions
    7. Further Reading
  6. A Direct3D Primer
    1. DirectX 9 Versus DirectX 10
    2. STL and the D3DX Library
    3. Setting Up a Project in Visual Studio Express 2008
    4. Application Framework
    5. Basic Rendering
    6. Conclusions
    7. Further Reading
  7. Skinned Meshes
    1. Skinned Meshes Overview
    2. Bone Hierarchies
    3. Loading a Bone Hierarchy
    4. Applying a Mesh to the Bone Hierarchy
    5. Rendering Static Meshes in Bone Hierarchies
    6. Conclusions
    7. Chapter 3 Exercises
    8. Further Reading
  8. Skeletal Animation
    1. Keyframe Animation
    2. Animation Sets
    3. The ID3DXAnimationController Interface
    4. Multiple Animation Controllers
    5. Conclusions
    6. Chapter 4 Exercises
  9. Advanced Skeletal Animation Techniques
    1. The Track Structure
    2. Blending Multiple Animations
    3. Compressing Animation Sets
    4. Animation Callback Events
    5. Motion Capture (Mocap)
    6. Conclusions
    7. Chapter 5 Exercises
    8. Further Reading
  10. Physics Primer
    1. Introduction to Rigid Body Physics
    2. Describing the World
    3. Physics Simulation
    4. Conclusions
    5. Chapter 6 Exercises
    6. Further Reading
  11. Ragdoll Simulation
    1. Introduction to the Bullet Physics Engine
    2. Integrating the Bullet Physics Library
    3. Constraints
    4. Constructing the Ragdoll
    5. Updating the Character Mesh from the Ragdoll
    6. Conclusions
    7. Chapter 7 Exercises
  12. Morphing Animation
    1. Basics of Morphing Animation
    2. Morphing Animation on the GPU
    3. Combining Skeletal and Morphing Animation
    4. Conclusions
    5. Chapter 8 Exercises
  13. Facial Animation
    1. Facial Animation Overview
    2. The Eye of the Beholder
    3. The Face Class
    4. The Face Controller Structure
    5. Face Factory
    6. Conclusions
    7. Chapter 9 Exercises
  14. Making Characters Talk
    1. Phonemes
    2. Visemes
    3. Basics of Speech Analysis
    4. Sound Data
    5. Automatic Lip-Syncing
    6. Conclusions
    7. Further Reading
  15. Inverse Kinematics
    1. Introduction to Inverse Kinematics
    2. Solving the IK Problem
    3. Look-At Inverse Kinematics
    4. Two-Joint Inverse Kinematics
    5. Conclusions
    6. Chapter 11 Exercises
    7. Further Reading
  16. Wrinkle Maps
    1. Introduction to Normal Mapping
    2. The Normal Mapping Shader
    3. Creating Normal Maps
    4. Specular Highlight
    5. Wrinkle Maps
    6. Conclusions
    7. Chapter 12 Exercises
    8. Further Reading
  17. Crowd Simulation
    1. Flocking Behaviors
    2. Introduction to Crowd Simulation
    3. Smart Objects
    4. Following a Terrain
    5. Conclusions
    6. Chapter 13 Exercises
    7. Further Reading
  18. Character Decals
    1. Introduction to Decals
    2. Picking a Hardware-Rendered Mesh
    3. Creating Decal Geometry
    4. Calculating Decal UV Coordinates
    5. Conclusions
    6. Chapter 14 Exercises
  19. Hair Animation
    1. Hair Representation
    2. Hair Modeling
    3. The Control Hair Class
    4. The HairPatch Class
    5. Creating a Haircut
    6. Animating the Control Hairs
    7. The Hair Class
    8. Conclusions
    9. Chapter 15 Exercises
    10. Further Reading
  20. Putting It All Together
    1. Attaching the Head to the Body
    2. The Character Class
    3. Future Work
    4. Alan Wake Case Study
    5. Final Thoughts
    6. Further Reading
  21. Index