210 likes | 329 Views
Dive into Chapter 14 of Kenneth C. Finney's "3D Game Programming All in One" to master character modeling. Learn essential techniques for creating and animating characters using shape primitives, polygon construction, and rigging. This chapter covers the segmented mesh structure, skeleton creation, and animation methodologies. Through hands-on labs, you'll practice building hero models, skinning, and producing lifelike animations. Enhance your skills with tips on exporting models for Torque, using the ms2dtsExporter, and specifying animation sequences and materials.
E N D
3D Game Programming All in One • By Kenneth C. Finney
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