Blending Skeletal Animations(3) 摘要: Although this chapter only has
one demo to tout, it sure is a whopper! Demonstrating the technique of
blended animation, the SkeletalAnimBlend demo program (see Figure 6.3) shows
off Microsoft's Tiny character in all her blended glory!
Blending Skeletal Animations(2) 摘要: Now that you've seen how simple
it is to blend multiple skeletal animations, why not take this new knowledge
and add on to the skeletal animation objects? Sounds like a great idea; by
adding a single function to the cAnimationCollection class, you can be on
your way to blending animations like the pros.
In fact, rather than messing with the code from cAnimationCollection, just
derive a new class that handles blended animations. This new derived class,
cBlendedAnimationCollection, is def
Blending Skeletal Animations(1) 摘要: You would normally use a series
of pre−calculated key−framed animations in your game projects. You create
these animations using 3D modeling programs such as discreet's 3DStudio Max
or Caligari's trueSpace. Although they served their purpose quite nicely,
those pre−created animation sequences did lack one major aspect uniqueness.
Once an animation, always an animation meaning that the animations are the
same, regardless of how many times you play them.