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Character Animation with Direct3D® by Carl Granberg

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Attaching the Head to the Body

So far, the facial animation examples in this book have been based on a standalone face (i.e., one of those faces not attached to a body). I guess you’ll agree with me when I say that this isn’t how you usually see characters in a game. So to remedy this problem, this section covers how to attach an animated head (i.e., the Face class) to a skinned mesh.

You’ve already come across this problem a bit in Chapter 8, Example 3, where a running human character was morphed into a werewolf. I’ll show you in this section how to do (almost) the same thing with a character’s face. Remember that the face can be generated by the FaceFactory class, for example, and doesn’t have to look the same as the one in the actual skinned ...

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