Introduction Chapter 1: Introduction to Character Animation Chapter 2: A Direct3D Primer Chapter 3: Skinned Meshes Chapter 4: Skeletal Animation Chapter 5: Advanced Skeletal Animation Techniques Chapter 6: Physics Primer Chapter 7: Ragdoll Simulation Chapter 8: Morphing Animation Chapter 9: Facial Animation Chapter 10: Making Characters Talk Chapter 11: Inverse Kinematics Chapter 12: Wrinkle Maps Chapter 13: Crowd Simulation Chapter 14: Character Decals Chapter 15: Hair Animation Chapter 16: Putting It All Together
Carl Granberg has been creating games on a hobby basis since the old DOS-based Mode 13h graphics, after which he moved on to DirectDraw and finally Direct3D graphics. He received his master of science in computing at Curtin University, Perth, Australia, and has since been working in the Finnish game industry for 3 years. He is currently working as a Tools programmer at Remedy Entertainment in Finland. He's also involved with a group of hobby game developers that goes by the name of BugFactory (www.bugfactory.fi), which has just released its first title, The Tales of Bingwood. For matters relating to this book, he can be contacted at firstname.lastname@example.org.
PART I: INTRODUCTION Chapter 1: Overview Chapter 2: DirectX Basics PART II: SKELETAL ANIMATION Chapter 3: Skinning a Mesh Chapter 4: Skinned Animation Chapter 5: Advanced Animation Techniques PART III: RAGDOLL PHYSICS Chapter 6: Basic Physics Chapter 7: Ragdoll Representation Chapter 8: Ragdoll Simulation PART IV: FACIAL ANIMATION Chapter 9: Building a Face Chapter 10: Morphing Animation Chapter 11: Phonemes & Visemes Chapter 12: Animation Channels Chapter 13: The Lip-sync tool PART V: PUTTING IT ALL TOGETHER Chapter 14: Making a Character