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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Where are individual limb animations made?

3 posts in this topic

I made a class that loads a mesh hierarchy of a skin with bones that I made in 3dsmax,but I can only move the individual bones with code in DirectX,which is extremely difficult,since in C++ you have to keep writing and testing each animation many times to see if you got all the angles right,while in 3dsmax you can easily move each bone with the mouse,allowing you to make animations in minutes.The problem is,when I export to .X file from 3dsmax it has the animations 1 by 1(walk,stand,jump,etc.) but it doesn't have individual ones like(Walk+Wave hand,Walk+Jump,Run+Tear off limbs).Is there an easier way to do this?
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I don't think you can have individual animations in 3ds max, I asked a similar question a while back.
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[quote name='RobMaddison' timestamp='1336226532' post='4937611']
I don't think you can have individual animations in 3ds max, I asked a similar question a while back.
[/quote]

Something like this is done in the SkinnedMesh DirectX SDK example,but if I was to make 50 fairly complex animations all based on writing code that moves each bone,it would be inhumanly impractical.I guess to only suitable method is to make a Walk animation,then to make a seperate WalkWhileWaving animation and so on.
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That is how it is usually done. You have the animations separated then you can blend two different animations together yourself on the fly to get a walk and wave.
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