A screenshot from #link("https://play0ad.com/media/screenshots/")[0.A.D.]. The 2D UI Overlay is marked green. Buildings, People, Animals, Ground, Trees, and everything else are 3D models.
A screenshot from #link("https://play0ad.com/media/screenshots/")[0.A.D.]. The 2D UI Overlay is marked green. Buildings, People, Animals, Ground, Trees, and everything else are 3D models.
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@@ -65,7 +66,7 @@ but there are several other types.
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@@ -65,7 +66,7 @@ but there are several other types.
Models also have a material, with many more properties to change its appearance.
Models also have a material, with many more properties to change its appearance.
You can see the influence of many common properties in #link("https://docs.blender.org/manual/en/4.0/render/shader_nodes/shader/principled.html")[the blender documentation for physically based rendering (PBR)].
You can see the influence of many common properties in #link("https://docs.blender.org/manual/en/4.0/render/shader_nodes/shader/principled.html")[the blender documentation for physically based rendering (PBR)].
Note, that advanced shadered materials from 3D software are usually not exportable to game engines.
Note, that advanced shadered materials from 3D software are usually not exportable to game engines.
This is in part because lack of standardized formats, but also because games require real-time rendering,
This is in part because of lack of standardized formats, but also because games require real-time rendering,
which heavily restricts how complex graphics can be.
which heavily restricts how complex graphics can be.
For unanimated objects, this is sufficient.
For unanimated objects, this is sufficient.
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@@ -74,7 +75,8 @@ First, we add bones to the model.
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@@ -74,7 +75,8 @@ First, we add bones to the model.
Then we say for each combination of bone and vertex,
Then we say for each combination of bone and vertex,
how much a change in the bone position should influence the position of that vertex (this process is called skinning).
how much a change in the bone position should influence the position of that vertex (this process is called skinning).
Then for each point and each keyframe, we say what position the bone is in that frame.
Then for each point and each keyframe, we say what position the bone is in that frame.
This way of animation is called skeletal animation.
This way of animation is called _skeletal animation_.
If the relative position between bones is fixed, the connection is called a _joint_.