﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>C++博客-天行健      君子当自强而不息-随笔分类-■ D3D Animation</title><link>http://www.cppblog.com/lovedday/category/6741.html</link><description>&lt;br&gt;【没有计划的人生是失败的 | 不善于从生活与实践中学习是失败之源 | 不懂得正确思考将毁了我们的一生 | 你的生活方式决定了你的健康 |  用正确的方法解决问题】&lt;br&gt;【积极主动地解决问题 | 用行动来明白 | 人无自尊毋宁死 | 万事必有因 | 好的习惯是成功的基石 | 最大的错误是没意识到错误 | 拖延是最坏的习惯】</description><language>zh-cn</language><lastBuildDate>Mon, 19 May 2008 13:40:41 GMT</lastBuildDate><pubDate>Mon, 19 May 2008 13:40:41 GMT</pubDate><ttl>60</ttl><item><title>Working with Morphing Animation(2)</title><link>http://www.cppblog.com/lovedday/archive/2008/04/28/48363.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Mon, 28 Apr 2008 10:09:00 GMT</pubDate><guid>http://www.cppblog.com/lovedday/archive/2008/04/28/48363.html</guid><wfw:comment>http://www.cppblog.com/lovedday/comments/48363.html</wfw:comment><comments>http://www.cppblog.com/lovedday/archive/2008/04/28/48363.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/lovedday/comments/commentRss/48363.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/lovedday/services/trackbacks/48363.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: Directly manipulating a mesh's vertex buffers is probably the easiest way to work with morphing. For this method you'll need a third mesh that contains the final coordinates of each vertex after morphing; it's this third mesh that you'll render.<br><br>To create the third mesh, which I call the resulting morphed mesh, you can clone the source mesh and be on your way.&nbsp;&nbsp;<a href='http://www.cppblog.com/lovedday/archive/2008/04/28/48363.html'>阅读全文</a><img src ="http://www.cppblog.com/lovedday/aggbug/48363.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/lovedday/" target="_blank">lovedday</a> 2008-04-28 18:09 <a href="http://www.cppblog.com/lovedday/archive/2008/04/28/48363.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Working with Morphing Animation(1)</title><link>http://www.cppblog.com/lovedday/archive/2008/04/28/48359.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Mon, 28 Apr 2008 08:59:00 GMT</pubDate><guid>http://www.cppblog.com/lovedday/archive/2008/04/28/48359.html</guid><wfw:comment>http://www.cppblog.com/lovedday/comments/48359.html</wfw:comment><comments>http://www.cppblog.com/lovedday/archive/2008/04/28/48359.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/lovedday/comments/commentRss/48359.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/lovedday/services/trackbacks/48359.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: Back in the early 90s, a revolutionary computer−graphics animation technique known as morphing hit the big league and was brought into the mainstream, thanks to a man known as Michael Jackson. No, I'm not referring to one of his plastic surgery fiascos−rather, the use of morphing in one of his music videos. Yep, the King of Pop used morphing techniques in his video for the song "Black or White" and created an animation phenomenon that continues to this day.&nbsp;&nbsp;<a href='http://www.cppblog.com/lovedday/archive/2008/04/28/48359.html'>阅读全文</a><img src ="http://www.cppblog.com/lovedday/aggbug/48359.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/lovedday/" target="_blank">lovedday</a> 2008-04-28 16:59 <a href="http://www.cppblog.com/lovedday/archive/2008/04/28/48359.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Blending Skeletal Animations</title><link>http://www.cppblog.com/lovedday/archive/2008/04/25/48155.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Fri, 25 Apr 2008 13:14:00 GMT</pubDate><guid>http://www.cppblog.com/lovedday/archive/2008/04/25/48155.html</guid><wfw:comment>http://www.cppblog.com/lovedday/comments/48155.html</wfw:comment><comments>http://www.cppblog.com/lovedday/archive/2008/04/25/48155.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/lovedday/comments/commentRss/48155.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/lovedday/services/trackbacks/48155.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 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. &nbsp;&nbsp;<a href='http://www.cppblog.com/lovedday/archive/2008/04/25/48155.html'>阅读全文</a><img src ="http://www.cppblog.com/lovedday/aggbug/48155.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/lovedday/" target="_blank">lovedday</a> 2008-04-25 21:14 <a href="http://www.cppblog.com/lovedday/archive/2008/04/25/48155.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Using Key−Framed Skeletal Animation</title><link>http://www.cppblog.com/lovedday/archive/2008/04/25/48122.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Fri, 25 Apr 2008 05:46:00 GMT</pubDate><guid>http://www.cppblog.com/lovedday/archive/2008/04/25/48122.html</guid><wfw:comment>http://www.cppblog.com/lovedday/comments/48122.html</wfw:comment><comments>http://www.cppblog.com/lovedday/archive/2008/04/25/48122.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/lovedday/comments/commentRss/48122.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/lovedday/services/trackbacks/48122.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: If you have explored the DirectX SDK samples, you might have come across a little demo called SkinnedMesh, which shows you how to use a pre−calculated key−frame animation stored in an .X file to animate an on−screen character. The problem is, that sample's code is so convoluted and hard to understand that it'll make your head spin. With no real documentation of how to use .X file animation data, the skinned mesh animation sample remains full of mystery.  &nbsp;&nbsp;<a href='http://www.cppblog.com/lovedday/archive/2008/04/25/48122.html'>阅读全文</a><img src ="http://www.cppblog.com/lovedday/aggbug/48122.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/lovedday/" target="_blank">lovedday</a> 2008-04-25 13:46 <a href="http://www.cppblog.com/lovedday/archive/2008/04/25/48122.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Working with skeletal animation</title><link>http://www.cppblog.com/lovedday/archive/2008/04/23/47947.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Wed, 23 Apr 2008 12:26:00 GMT</pubDate><guid>http://www.cppblog.com/lovedday/archive/2008/04/23/47947.html</guid><wfw:comment>http://www.cppblog.com/lovedday/comments/47947.html</wfw:comment><comments>http://www.cppblog.com/lovedday/archive/2008/04/23/47947.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/lovedday/comments/commentRss/47947.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/lovedday/services/trackbacks/47947.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: Skeletal animation−two words that bring to mind thoughts of B−rate horror movies in which the dead have risen from the grave to stalk the living. However, those two words mean something entirely different to programmers. If you're like me, this topic gives you more tingles down your spine than any cheesy horror movie ever could. &nbsp;&nbsp;<a href='http://www.cppblog.com/lovedday/archive/2008/04/23/47947.html'>阅读全文</a><img src ="http://www.cppblog.com/lovedday/aggbug/47947.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/lovedday/" target="_blank">lovedday</a> 2008-04-23 20:26 <a href="http://www.cppblog.com/lovedday/archive/2008/04/23/47947.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Timing in Animation and Movement</title><link>http://www.cppblog.com/lovedday/archive/2008/04/21/47752.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Mon, 21 Apr 2008 10:38:00 GMT</pubDate><guid>http://www.cppblog.com/lovedday/archive/2008/04/21/47752.html</guid><wfw:comment>http://www.cppblog.com/lovedday/comments/47752.html</wfw:comment><comments>http://www.cppblog.com/lovedday/archive/2008/04/21/47752.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/lovedday/comments/commentRss/47752.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/lovedday/services/trackbacks/47752.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: Games are packed with movement. Characters running here, bullets flying there−basically there's a slew of objects moving about your game world. The smooth motion of these objects is a very important aspect that can't be overlooked. Have you ever thought about the use of movement and animation based on time? Using time−based motion is hot, and to keep up with the rest of the world you must fully understand how it can help your game project. In fact, you need to understand not only using time−base&nbsp;&nbsp;<a href='http://www.cppblog.com/lovedday/archive/2008/04/21/47752.html'>阅读全文</a><img src ="http://www.cppblog.com/lovedday/aggbug/47752.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/lovedday/" target="_blank">lovedday</a> 2008-04-21 18:38 <a href="http://www.cppblog.com/lovedday/archive/2008/04/21/47752.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Using the .X File Format</title><link>http://www.cppblog.com/lovedday/archive/2008/04/18/47502.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Fri, 18 Apr 2008 07:18:00 GMT</pubDate><guid>http://www.cppblog.com/lovedday/archive/2008/04/18/47502.html</guid><wfw:comment>http://www.cppblog.com/lovedday/comments/47502.html</wfw:comment><comments>http://www.cppblog.com/lovedday/archive/2008/04/18/47502.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/lovedday/comments/commentRss/47502.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/lovedday/services/trackbacks/47502.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: Your 3D meshes need a place to liverather, you need a place to store your 3D mesh data (not to mention all that other data your game project requires). What's a developer to do−develop his own file format or go with a third−party format? With so many popular formats out there, it's an easy choice to make, but what about the restrictions some formats impose? Why can't you just use somebody else's file format and configure it to work the way you want?  &nbsp;&nbsp;<a href='http://www.cppblog.com/lovedday/archive/2008/04/18/47502.html'>阅读全文</a><img src ="http://www.cppblog.com/lovedday/aggbug/47502.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/lovedday/" target="_blank">lovedday</a> 2008-04-18 15:18 <a href="http://www.cppblog.com/lovedday/archive/2008/04/18/47502.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>D3D Animation Basis</title><link>http://www.cppblog.com/lovedday/archive/2008/04/15/47112.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Tue, 15 Apr 2008 05:28:00 GMT</pubDate><guid>http://www.cppblog.com/lovedday/archive/2008/04/15/47112.html</guid><wfw:comment>http://www.cppblog.com/lovedday/comments/47112.html</wfw:comment><comments>http://www.cppblog.com/lovedday/archive/2008/04/15/47112.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/lovedday/comments/commentRss/47112.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/lovedday/services/trackbacks/47112.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: The D3DXFRAME object helps form a hierarchy of reference frames. These reference frames are used to connect a series of meshes together, with each frame having its own transformation to apply to the mesh connected to it. In this way of using frames to point to meshes, you can minimize the number of meshes used because you can reference meshes instead of having to reload them.  &nbsp;&nbsp;<a href='http://www.cppblog.com/lovedday/archive/2008/04/15/47112.html'>阅读全文</a><img src ="http://www.cppblog.com/lovedday/aggbug/47112.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/lovedday/" target="_blank">lovedday</a> 2008-04-15 13:28 <a href="http://www.cppblog.com/lovedday/archive/2008/04/15/47112.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>