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改变世界的是这样一群人
他们寻找梦想中的乐园
当找不到时
他们亲手创造了它

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Time is Life

让我们一步步将梦想变成现实

不要迷失在技术的海洋里

任何未经实践检验的理论都是危险而不可靠的

一个人若精神上得不到自由而成为别人思想的奴隶,那么这种人是最可悲的,毋宁死而不做奴隶。

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吾生也有涯,而知也无涯。
以有涯随无涯,殆已;
已而为知者,殆而已矣!

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Blending Skeletal Animations(3)      摘要: Although this chapter only has one demo to tout, it sure is a whopper! Demonstrating the technique of blended animation, the SkeletalAnimBlend demo program (see Figure 6.3) shows off Microsoft's Tiny character in all her blended glory! 
 
Blending Skeletal Animations(2)      摘要: Now that you've seen how simple it is to blend multiple skeletal animations, why not take this new knowledge and add on to the skeletal animation objects? Sounds like a great idea; by adding a single function to the cAnimationCollection class, you can be on your way to blending animations like the pros.

In fact, rather than messing with the code from cAnimationCollection, just derive a new class that handles blended animations. This new derived class, cBlendedAnimationCollection, is def  
 
Blending Skeletal Animations(1)      摘要: You would normally use a series of pre−calculated key−framed animations in your game projects. You create these animations using 3D modeling programs such as discreet's 3DStudio Max or Caligari's trueSpace. Although they served their purpose quite nicely, those pre−created animation sequences did lack one major aspect uniqueness. Once an animation, always an animation meaning that the animations are the same, regardless of how many times you play them. 

posted on 2008-04-25 21:14 lovedday 阅读(152) 评论(0)  编辑 收藏 引用 所属分类: ■ D3D Animation

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