In Brief

In this chapter we covered the basics of animation, specifically skeletal animation. Topics included

  • Creating and loading a frame hierarchy

  • Walking this hierarchy to update and render the meshes

  • Using the animation controller

  • Converting our animated character to an indexed mesh

In the next chapter, we will discuss how to use sound in your applications.



Managed DirectX 9 Graphics and Game Programming, Kick Start
Managed DirectX 9 Kick Start: Graphics and Game Programming
ISBN: B003D7JUW6
EAN: N/A
Year: 2002
Pages: 180
Authors: Tom Miller

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