Description: 皮肤技术的实现,就是如何理解加权值得概念。如何让骨骼和骨骼之间的动画不出现断层-skin technology, and how to understand the concept of weighted worth. How bones and skeletal animation is not between the emergence of a fault Platform: |
Size: 295936 |
Author:曹建 |
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Description: 一篇讲述基于DirectX的骨骼动画/蒙皮,角色动画的论文,对于想深入学习的人很有帮助-a thesis about skeleton animation/skinning, character animation based on DirectX ,for those who wish to study in depth is very helpful Platform: |
Size: 793600 |
Author:KingMars |
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Description: 普通骨骼动画和蒙皮骨骼动画实现的例子,
适合初学者学习DirectX 3D ,.x格式的
后面还有实现MD3 MD2 的,后面在传-General skeletal bone animation and skinning animation examples of the realization, for beginners to learn DirectX 3D,. X format and there are the realization of the MD3 MD2, behind in the mass Platform: |
Size: 8913920 |
Author:刘乐宝 |
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Description: Engine Introduction
Many people have asked me for the DirectX demo C++ source code, so here it is. The Demo framework I ve build for creating the demos consist of the following components:
* Kernel system, with scene manager, camera and simple culling.
* Model loading (.x files) and collision detection. I ve made my models with Delgine and exported to .x file.
* The usual frustum, resource, log classes etc.
* Rendering with HLSL shader (no fixed function pipeline drawing).
* Cube and stencil shadows. Environment mapping onto object.
* Settings manager for parsing simple setup data from text file.
* HUD elements and UI buttons.
* Simple emitter system for smoke and fire effects.
* Screen distort effects (haze effects etc).
* Skybox and clouds, just to avoid a blue/black background.
* ODE physic integration so we can throw around with simple objects.
* TODO: Skinning animations, add level editor, and a lot more ... Platform: |
Size: 17540096 |
Author:bokyaw |
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