Game Engine Architecture
579 :tree (aim-tree (anim-node-clip "turret-aim-all--base") "turret-aim-all--left-right" "turret-aim-all--up-down") :transitions ...
580 11. Animation Systems something with her shoulders, head, and eyes and making a gesture with her hands and arms. The movemen ...
581 chine converts multiple, temporally independent blend trees (one per layer) into a single unifi ed blend tree. This is shown ...
582 11. Animation Systems In a fl at weighted average architecture, we have a fl at list of all the ani- mation clips that could ...
583 Of course, there are many other alternatives as well. Every animation en- gine tackles this problem in a slightly diff erent ...
584 11. Animation Systems hand, we could constrain the “Grip” joint of the gun so that it coincides with the “RightWrist” joint ...
585 to have a system that allows characters and objects to be aligned with one an- other when animating. Such a system can be us ...
586 11. Animation Systems Figure 11.62 illustrates how the door and the two characters from the above example might be set up in ...
587 // Find the world-space transform of the reference // locator as specified in the door’s animation. Transform refLoc = getRe ...
588 11. Animation Systems 11.11.5.3. Grabbing and Hand IK Even aft er using an att achment to connect two objects, we sometimes ...
589 IK is usually enabled and disabled relatively infrequently, but the world- space target location must be kept up-to-date eve ...
590 11. Animation Systems the character take one complete step forward, fi rst with the left foot and then with the right foot. ...
591 speed is not constant when walking. This is especially evident when a character is limping (quick forward motion on the inju ...
592 11. Animation Systems One solution to this problem is to use IK to correct for any sliding in the feet. The basic idea is to ...
593 11.12 Animation Controllers The animation pipeline provides high-speed animation posing and blending facilities, but its int ...
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595 12 Collision and Rigid Body Dynamics I n the real world, solid objects are inherently, well... solid. They generally avoid d ...
596 12. Collision and Rigid Body Dynamics system at all. But all games that involve objects moving about in two- or three- dimen ...
12.1. Do You Want Physics in Your Game? 597 z Dangling props (canteens, necklaces, swords), semi-realistic hair, cloth- ing move ...
598 12. Collision and Rigid Body Dynamics The Incredible Machine, the online game Fantastic Contraption, and Crayon Phys- ics fo ...
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