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.