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, by Carl Granberg
Free Download , by Carl Granberg
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Product details
File Size: 7865 KB
Print Length: 443 pages
Publisher: Course Technology PTR; 1 edition (April 23, 2009)
Publication Date: February 1, 2013
Language: English
ASIN: B00B7RFAJQ
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I ordered this book soon after finishing Carl Granberg's last book. The previous book delves into many helpful techniques regarding programming a game from scratch, and many different ways of doing it well.The new book focuses on character animation, but also does it with an iterative approach, making it relatively easy to pick apart the program and figure out how everything works.If more game programming books were like this there would have many more experienced programmers out there! The book goes through a new, separate example for each technique and covers many aspects of animation as well as many related topics.Examples are skinned meshes, skeletal animation, physics animation (leading to) ragdoll simulation, facial animation/lip sync, mapping characters, crowd simulation, decals on characters(bullet holes,ect), and adding/animating hair!Carl's style is much easier to learn from than several other authors combined, and many of the techniques will help you out even if you are not ready for character animation yet.With this book and the previous book combined, and some knowledge of C++, you have enough resources to write your own game of almost any genre.
great book
I was disappointed by this book mostly because of the approach. It is about character animation all in the context of a deprecated DirectX API. The fact is even acknowledged by the author at the beginning of the book. I wish there had been a Look inside when i bought it.
this book is pretty good for what it is...it does teach "character" animation...it does not however go into a plural very much...meaning that for the most part it only hintstoward how you would begin to try and create multiple animated charactersat the same time. but it is a good book nevertheless
I have eagerly awaited the release of this book since it was announced in the spring, and was not disappointed. I am using Granberg's previous book (Programming an RTS Game with Direct3D) in my intermediate-level DirectX course, and will be using Character Animation with Direct3D in my advanced-level DirectX course, which focuses on game engine development. Unlike his RTS book, the code in this one works flawlessly as published (Granberg did release a new VS2008 version of his RTS sources, and all examples are quite stable).The topics in this book are very relevant to the topics faced by programmers working on modern game engines, including facial animation, mesh animation blending (running while moving the torso and head in different directions, for instance), realistic hair, and voice-lip syncing. Along the way, the reader is treated to Granberg's step-by-step examples that teach using a natural, progressive method of increasing the complexity step by step. This form of teaching is very difficult to pull off while also demonstrating excellent, modern, real-world examples at the same time--something Granberg does very well. For instance, chapter 4 in his RTS book will teach you, succinctly, how to create smooth heightmap terrain with multi-textured smoothing, because it is presented step by step (with 12 distinct example projects in that one chapter alone). His Character Animation chapter examples follow the same technique, and is a great choice for a textbook as a result.1. Introduction to Character Animation2. A Direct3D Primer3. Skinned Meshes4. Skeletal Animation5. Advanced Skeletal Animation Techniques6. Physics Primer7. Ragdoll Simulation8. Morphing Animation9. Facial Animation10. Making Characters Talk11. Inverse Kinematics12. Wrinkle Maps13. Crowd Simulation14. Character Decals15. Hair Animation16. Putting It All Together
Not much filler in this book.. it's all work!Except for the 3D animation industry chapter.. it felt like a good break :)The book is very condensed, if your a newbie 3D programmer like me you'll be re-reading paragraphs while following the code.Which is a great way to learn! :DDon't let it's age and Direct3D fool you, the techniques covered here are very much relevant (shaders, texture mapping etc) and can be applied to openGL and game engines.Read half of it, only reading the chapters which I need, so the layout is good.The Author's site has updated code which work great.Looking at getting his RTS book also.I would give it 5/5 if it had a bit more 3D newbie explanations, the newbie parts feel a bit short for me.Looking at creating my first game, and this is a great resource.My dev blog is here:[...]
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