Summary

We've covered the topic of 3D animation quite extensively in this chapter. We can now move, rotate, and scale our 3D models in the game world, and we can make the actual shape of the model change using boned animations to make characters walk, run, jump, dance, or whatever we require them to do.

We've also looked at some more advanced topics, such as blending between animations, applying sub-animations on top of a main animation, and retrieving bone position and orientation information from an in-progress animation to allow us to find the location of a particular part of a model.

In the next chapter we'll return to just two dimensions, as we look at how we can make the user interface of our games look a little prettier than just using badly laid out debug fonts.

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