Download presentation
Presentation is loading. Please wait.
Published byMarlene Clark Modified over 9 years ago
1
3D Game Programming All in One By Kenneth C. Finney
2
Chapter 14 Making a Character Model
3
Making a Character Model Modeling Techniques –Using shape primitives –Incremental Polygon Construction –Axial Extrusion –Arbitrary Extrusion –Topographical Shape Mapping –Hybrids
4
Making a Character Model Mesh Types Segmented mesh –model comprises several meshes (objects) Continuous mesh –one mesh for entire model
5
Making a Character Model Base Hero Model Shape primitive technique Segmented mesh Six mesh segments: head, torso, legs, & arms
6
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
7
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
8
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
9
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
10
Making a Character Model Character Animation Torque has 21 named animations, plus 10 extra 'death' animations Torque will animate sequences that have Torque names
11
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
12
Making a Character Model Lab 3: Making a Skeleton Practice creating joints and bones Learn rigging techniques Practice rotating joints and bones
13
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
14
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
15
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
16
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
17
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)
18
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
19
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
20
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
21
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
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.