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Download e-book for kindle: Animating Real-Time Game Characters (Game Development by Paul Steed

By Paul Steed

I discovered this boith stressful and aggrivating, the place that, even though it does include a CD to assist, it truly doesn't include the neccessary software program to creat it equivalent to 3Ds Max and personality Studio. So simply ensure you have them before you purchase it.

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Extra info for Animating Real-Time Game Characters (Game Development Series)

Sample text

34). 34 A mesh needs to be comprised of the least number of objects as possible. Betty's mesh is broken up the way it is for two reasons: game design and ease of access during weighting. Originally, the end of Betty's gun was supposed to switch between two tip designs, based on which configuration or energy type she chose. Although the idea was scrapped, the element stayed separate (just in case). The rest of the objects are separate solely for ease of access during the weighting process. There's no point in struggling with locating and isolating vertices that are painfully close to each other if it can be helped.

Then, a suitable and useful reference needs to be created and made available to the modeler so that the character can be taken from 2D to 3D. When it comes to modeling, the success of the character's mesh relies on attaining superior form and function. Form is the integrity and artistry of the mesh, and it gives the impression of solidity and weight while adhering as closely as possible to the design. Factors to consider while striving for proper form are accuracy, efficiency, and surface quality.

44 Talk to the hand . . Betty's five-fingered hand, that is. Wrists and Ankles Wrist and ankles require very little extra geometry. 45). Sometimes, however, it's necessary to add an extra row of vertices along the top of the wrist if you find your character bending his hand down often. This is also true for the back of the ankle. As you build your characters, always think about the areas that will be deforming as they animate. Ultimately, the best way to see which areas need extra triangles is to attach the mesh to a Biped, weight it, and animate it.

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