Make a directory ~/video/project5 in your home directory
See the textbook chapter for any changes required when using the
latest software version.
Skinning the Model
Before starting the texture mapping or "skinning" of the model,
gather any images that you may want to map onto the model or make a
rough sketch of the image that you would like to paint onto the skin of
the model.
Open the model from the previous project using MED.
Then, access the SkinsEditor with
MenuBar::Edit::ManageSkins and create a New Skin.
Close the pop-up, and from MED run MenuBar::File::SkinEditor. When
the skin for
the model is first opened,
use SkinsEditorMenu::Edit::SkinSettings, click TextureFormat and resize
the skin to
256×256 and 8 bits.
Then retun
to the MED window and make sure that the MenuBar::TriangleMode is
selected. Then, run MenuBar::Edit::Create2sidedMapping,
select Right,
and set SkinEditorMenu::View::DrawLines to see the texture map
overlaid on
the texture image as seen below.
Figure
1. Blank texture map of model..
Next, export the map as a template for adding the
texture. In some versions of MED the grid lines may not export.
and it may be easiest to edit using the skin editor. Make sure to
Edit::Skin:select the current skin to have it render on the 3D model.
It may be necessary in MED or the SkinEditor to
Edit:manageSkins:SetSking to select the new skin to have it render on
the 3D model
Use an image editor tool to edit the map. Make sure the
size of the image is 256 x 256 pixels.
Import the texture, and view the textured model in the skin
editor as below:
Figure
2. Imported skin.
Next, close the ski editor, and view the model in MED.
Enable thte textured 3D view:
MenuBar:Options::3Dview::Texture+Gouraud
Your final image in MED should look like:
Figure
3. Final skinned model viewed in MED.
Make sure that the orientation of the model is as shown
above.
Save the model.
It would be wise to save backups as you proceed (i.e.,
myModel1bak1.mdl, myModel1bak2.mdl, etc.)
Animating the Model using MED
The standard templates in 3D GameStudio onclude actions for
"stand," "walk," "run," and others.
The associated animation sequences are referred to as "animation
cycles," and are used to animate the actions. The game engine
interpolates between frames, so all you need ot dois provide snapshots,
or "key frames," of the animation cycle.
Add a "stand" animation cycle that is 2 frames long and includes
a breathing motion and head turning motion. This animation cycle
is used when the character is not moving.
Add a "walk" animation cycle that is 4 frames long, and includes
left and right leg walking movement.
Add a "run" animation cycle that is 4 frames long, a nd is the
same as the walk cycle (to save time).
The walk cycle
shoul dlook like the following:
Figure
4. Two frames from animation walk cycle.
Run the animations for stand, walk, and run, and observe the
motion. Adjust the speed of animation.
Correct any unnatural movement.
Make sure that the orientation of the model is as shown above.
Save the model.
Testing the model in a game:
Make a copy of the game (containing the three cubes of increasing
size) from the previous project in your project 3 directory.
Copy your new model into the game directory.
Remove the original player model, and replace it with your new
model with plBiped01 behavior and add camera3rd01 to test the level.
Build and test the level.
Make sure that your model is skinned, and that the legs move
properly when walking.
Also, make sure that your model is breathing and turning its head
when standing still.
Save the game in your project 5 directory.
Figure
5. Skinned model in game.
Report and demonstration:
Prepare a 9-page report exactly in the following format;
Cover sheet with names
1 Page summary of project
1 Page Printout from Skin Editor showing texture map of skin,
as
in Figure 2 above.
1 Page Printout from MED showing the final skinned model in all
4
views, as
in Figure 3 above.
1 Page Printout from showing walk animation, as
in Figure 4 above.
1 Page Printout from the running game showing the view looking
at the new model and including the three cubes, as
in Figure 5 above.
1 Page Short answers to the following questions:
No questions this project
Demonstration
Show your final model with stand, walk, run animations in MED.
Show your game with the animated model. Make sure walk
and stand work!
ACKNEX,
WED, MED, and 3D GameStudio are trademarks of Conitec Corporation.
Microsoft, DOS, MS-Dos, Windows, DirectX,
Halo, and
Direct3D are trademarks of Microsoft, Inc.
PAC-MAN trademarks or registered trademarks of Namco Limited
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Atari, Pong, are trademarks of Atari
Intel, 8086, are trademarks of Intel Corporation
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Software, Inc.
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Corp.