Warning: Undefined array key "HTTP_ACCEPT_LANGUAGE" in /home/clients/50536745d503cc9bd290722a231d5f8f/web/includes/o3_common.php on line 79

Deprecated: strpos(): Passing null to parameter #1 ($haystack) of type string is deprecated in /home/clients/50536745d503cc9bd290722a231d5f8f/web/includes/o3_common.php on line 79
oZone3D.Net - Demoniak3D Code Sample




GeeXLab
Current version: 0.45.1
>GeeXLab homepage

FurMark
Current version: 1.30.0
>FurMark homepage

GPU Caps Viewer
Current version: 1.55.0.0
>GPU Caps Viewer homepage

GPU Shark
Current version: 0.26.0.0
>GPU Shark homepage


Blogs
>JeGX's HackLab

Geeks3D's Articles
>GPU Memory Speed Demystified

>Multi-Threading Programming Resources

>GeForce and Radeon OpenCL Overview

>How to Get your Multi-core CPU Busy at 100%

>How To Make a VGA Dummy Plug

>Night Vision Post Processing Filter

PhysX FluidMark
Current version: 1.5.4
>FluidMark homepage

TessMark
Current version: 0.3.0
>TessMark homepage

ShaderToyMark
Current version: 0.3.0
>ShaderToyMark homepage
>ShaderToyMark Scores

Demoniak3D
Current Version: 1.23.0
>Demoniak3D
>Download
>Libraries and Plugins
>Demos
>Online Help - Reference Guide
>Codes Samples
 
oZone3D.Net - Demoniak3D Code Samples

Demoniak3D

Code Samples

» Back to Code Samples Index





» Motion Paths

» Character Animation



[-] Motion Paths


Code Sample 7  

This code sample shows how to setup a camera target and how to create a motion path for object animation. It shows how to manually manipulate coordinats to accurately setup key frames and tangents for the path. It also shows how to display the motion path tangents and curves to facilitate the achievement of a precise result. The code shows how to get the target out of line with the camera. The target here is a light that uses the same motion path as the camera with a slight advance.

Keywords: target_object - keyframe - key - tangent - motion_path - play_motion_path - display_motion_path_tangents - display_motion_path_curve - motion_path_time_step - motion_path_time_offset




Code Sample 7b  

This code sample shows the same features as in code sample 07, but the motion path has been built with 3DCamerPathEditor tool available on http://www.ozone3d.net. The motion path shows the same parameters such as keyframes and tangents, but those values are automatically created by the 3DCamerPathEditor and then imported into the 3D scene. The camera target is a light and the path has been created in order to get a trajectory inside a winding tube 3D model (torus knot).

Keywords: target_object - keyframe - key - tangent - motion_path - play_motion_path - display_motion_path_tangents - display_motion_path_curve - motion_path_time_step - motion_path_time_offset


[-] Character Animation


Code Sample 75  

This code sample shows how to achieve a simple Inverse Kinematic (IK). It shows how to declare different submeshes of a 3D model in order to access them to perform special actions. This is done through a LUA scripting code to generate a movement in the ground plane (2D calculus).

Keywords: scene - camera - light - model - mesh - script




Code Sample 93a  

This code shows how to perform character animation. It shows how to get a good result by setting a simple frame to frame animation. The animation is performed through the LUA scripting code.

Bigguy 3D model comes from nVidia 9.1 SDK (Dynamic Ambient Occlusion Lighting demo). ThanX to nVidia!

Keywords: scene - camera - light - model - script - HYP_Model.Load - HYP_Object.SetLightingState - HYP_Object.SetRenderState - HYP_GetElapsedTime




Code Sample 93b  

This code shows how to perform character animation. It shows how to get a good result by setting a keyframe animation using a linear interpolation. The animation is performed through the LUA scripting code.

Keywords: scene - camera - light - model - script - HYP_Model.Load - HYP_Model.GetFirstSubMesh - HYP_Object.SetLightingState - HYP_Object.SetRenderState - HYP_GetElapsedTime - HYP_Mesh.DoTweening




GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
>Asus Silent Knight CPU Cooler
Page generated in 0.0033519268035889 seconds.