3D Game Programming All in One By Kenneth C. Finney.

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Presentation transcript:

3D Game Programming All in One By Kenneth C. Finney

Chapter 14 Making a Character Model

Making a Character Model Modeling Techniques –Using shape primitives –Incremental Polygon Construction –Axial Extrusion –Arbitrary Extrusion –Topographical Shape Mapping –Hybrids

Making a Character Model Mesh Types Segmented mesh –model comprises several meshes (objects) Continuous mesh –one mesh for entire model

Making a Character Model Base Hero Model Shape primitive technique Segmented mesh Six mesh segments: head, torso, legs, & arms

Making a Character Model Lab 1: Creating a Hero Model Create meshes using primitives Modify meshes by moving vertices Saving and loading models Integrate models into larger models

Making a Character Model Lab 2: Skinning the Hero –Use skin created in Chapter 9 –Use UVMapper –More details to manage than previous skinning –Manipulate faces and vertices in UVMapper

Making a Character Model Character Animation –Manual animation is low-cost alternative to motion capture –Stop-motion photography sequences are useful –Posable dolls or action figures can help –Live models (friends) are very useful

Making a Character Model Character Animation Create a skeleton Attach model components to the skeleton (called rigging) Create an animation sequence for each character movement

Making a Character Model Character Animation Torque has 21 named animations, plus 10 extra 'death' animations Torque will animate sequences that have Torque names

Making a Character Model Creating and Rigging a Skeleton Milkshape joints are nodes Bones extend between joints Create skeleton in a neutral pose Rotate a joint to rotate the attached joints and bones

Making a Character Model Lab 3: Making a Skeleton Practice creating joints and bones Learn rigging techniques Practice rotating joints and bones

Making a Character Model Lab 4: Making an Idle Animation Practice manipulating joints and bones Learn that subtle movements accomplish a great deal Practice using the Keyframer

Making a Character Model Lab 5: Making a Run Animation Practice manipulating joints and bones Learn that subtle movements accomplish a great deal Practice using the Keyframer

Making a Character Model Lab 6: Making a Head Animation Practice manipulating joints and bones Learn that subtle movements accomplish a great deal Practice using the Keyframer

Making a Character Model Lab 7: Making Other Animations Practice manipulating joints and bones Learn that subtle movements accomplish a great deal Practice using the Keyframer

Making a Character Model Animation Sequence Materials Special materials describe animation sequences to Torque Specify sequence start & stop frames Specify animation types Specify animation speeds (frame rates)

Making a Character Model Lab 8: Exporting for Torque Learn how to use the ms2dtsExporter Create a Torque.dts model file Test your character model in Torque

Making a Character Model DTS Exporter Export models in Torque's DTS format Specify collision meshes Specify global animation settings Specify material and scale settings

Making a Character Model Special Materials Options Global Export: scale, size, fps, cycle mode Material: Transparency, illumination, mipmapping Mesh: Billboard, Normals Sequence Material: sequence name and start/stop, fps, cycle mode

Summary Segmented modeling technique is best for Torque Rigging = attaching a skeleton to a model's vertices Animate by moving the skeleton one frame at a time Use ms2dtsExporter to create Torque models from Milkshape Special materials for animation control