Game Programmer Portfolio

  3D Studio MAX Exporter and Skeletal Character Animation  
 
One of my third-term assignments was to write an exporter for 3D Studio MAX using the MAX SDK. In addition to the required features, which included exporting vertex positions, normals, texture coordinates, and skeletal information, I also added a number of minor improvements, such as optional automatic scaling and centering and the option to generate TBN matrices based on vertex positions instead of using MAX's normals.

As the second part of my third-term 3DS MAX exporter assignment, I added support for skeletal character animation to my engine. The animation was originally performed on the CPU, but was later moved to the GPU using an HLSL shader.

One of the biggest challenges of these assignments was simply the process of understanding how 3DS MAX stored its data so that I could write it to file in a format that my engine could use.  The major stumbling block here was MAX's use of multiple index buffers to reference different types of data, such as vertex positions, normals, texture coordinates, and so on.

Download: Skeletal animation video (191 KB, .wmv format)
This video demonstrates skeletal animation being performed in my engine via an HLSL shader.


Click thumbnails for full-sized screenshots
 
     
Copyright © 2005-2007 J. Kyle Pittman and The Guildhall at SMU.  All rights reserved.