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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

Additive blending

Additive animations are used to modify an animation by adding in extra joint movements. A common example is leaning left. If there is a leaning-left animation that simply bends the character's spine, it can be added to a walking animation to create a leaning-left-while-walking animation, a running animation, or any other kind of animation.

Not all animations are a good fit for additive animations. Additive animations are usually specifically made. I have added a Lean_Left animation to the Woman.gltf file provided with the sample code for this chapter. This animation is made to be additive. It only bends one of the spine joints.

Additive animations typically don't play according to time, but rather, according to some other input. Think of leaning left as an example—it should be controlled by the user's joystick. The closer the joystick is to the left, the further in the animation the lean should go. It's common to sync the playback...

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