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Hands-On C++ Game Animation Programming

You're reading from  Hands-On C++ Game Animation Programming

Product type Book
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Pages 368 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
Toc

Table of Contents (17) Chapters close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Exploring meshes

A mesh is made up of several vertices. Normally, each vertex has at least a position, a normal, and maybe a texture coordinate. This is the definition of a vertex for a simple static mesh. This definition has the following vertex components:

  • The position (vec3)
  • The normal (vec3)
  • The texture coordinate (vec2)

    Important information:

    The model used to demonstrate skinning in this chapter is the Godot mannequin from GDQuest. It's an MIT-licensed model and you can find it on GitHub at https://github.com/GDQuest/godot-3d-mannequin.

When a mesh is modeled, it's modeled in a certain pose. For characters, this is often a T pose or an A pose. The modeled mesh is static. The following figure shows the T pose for the Godot mannequin:

Figure 10.1: The Godot mannequin's T pose

Once a mesh is modeled, a skeleton is created in the mesh. Each vertex in the mesh is assigned to one or more bones of the skeleton. This process...

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