Character Animation With Direct3D

Author:   Granberg
Publisher:   Cengage Learning, Inc
Edition:   International Edition
ISBN:  

9781584505709


Pages:   448
Publication Date:   01 April 2009
Format:   Mixed media product
Availability:   Awaiting stock   Availability explained
The supplier is currently out of stock of this item. It will be ordered for you and placed on backorder. Once it does come back in stock, we will ship it out for you.

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Character Animation With Direct3D


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Overview

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.

Full Product Details

Author:   Granberg
Publisher:   Cengage Learning, Inc
Imprint:   Charles River Media
Edition:   International Edition
Dimensions:   Width: 18.50cm , Height: 3.30cm , Length: 22.80cm
Weight:   0.885kg
ISBN:  

9781584505709


ISBN 10:   1584505702
Pages:   448
Publication Date:   01 April 2009
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Mixed media product
Publisher's Status:   Active
Availability:   Awaiting stock   Availability explained
The supplier is currently out of stock of this item. It will be ordered for you and placed on backorder. Once it does come back in stock, we will ship it out for you.

Table of Contents

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PART I: INTRODUCTION Chapter 1: Overview Chapter 2: DirectX Basics PART II: SKELETAL ANIMATION Chapter 3: Skinning a Mesh Chapter 4: Skinned Animation Chapter 5: Advanced Animation Techniques PART III: RAGDOLL PHYSICS Chapter 6: Basic Physics Chapter 7: Ragdoll Representation Chapter 8: Ragdoll Simulation PART IV: FACIAL ANIMATION Chapter 9: Building a Face Chapter 10: Morphing Animation Chapter 11: Phonemes & Visemes Chapter 12: Animation Channels Chapter 13: The Lip-sync tool PART V: PUTTING IT ALL TOGETHER Chapter 14: Making a Character


Author Information

Carl Granberg has been creating games on a hobby basis since the old DOS-based Mode 13h graphics, after which he moved on to DirectDraw and finally Direct3D graphics. He received his master of science in computing at Curtin University, Perth, Australia, and has since been working in the Finnish game industry for 3 years. He is currently working as a Tools programmer at Remedy Entertainment in Finland. He's also involved with a group of hobby game developers that goes by the name of BugFactory (www.bugfactory.fi), which has just released its first title, The Tales of Bingwood. For matters relating to this book, he can be contacted at carl@bugfactory.fi.

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