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Chapter 16. Animating for Games

Chapter 16. Animating for Games

CD Files

Kila_Walk.mb

Kila_Final.mb

Grae_Walk.mb

Grae_Final.mb

Cube_Example.mb

KilaBody.tga

KilaHair.tga

KilaHead.tga

GraeBody.tga

GraeMisc.tga

GraeWing.tga

GraeBody_Bump.tga

GraeMisc_Bump.tga

GraeBody_Spec.tga

GraeMisc_Spec.tga

in Movies directory:

KilaWalk_GameCam.mov

GraeWalk_GameCam.mov

KilaWalk_Persp.mov

GraeWalk_Persp.mov

Animation is truly magical: Being able to make an inanimate object move and show emotion is a powerful skill. There are many aspects of animation, enough to fill a book in itself; in this chapter we will focus on real-time animation and the various aspects of its creation, with the goal of bringing our Kila and Grae characters to life. Once we have established a few ground rules, I will demonstrate how to generate a basic walk cycle.


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