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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

Pose blending

Animation blending is a linear blend between two poses in the local space of each joint. Think of it as a lerp or mix function but applied to an entire pose. This technique does not blend animation clips; rather, it blends the poses that these clips have been sampled into.

When blending two poses, the entire pose does not need to be blended. Assume there are two animations—a run cycle and an attack. If the player presses the attack button, the top half of the attack pose is blended in over a short period of time, maintains a weight of 1 throughout the animation, and is then blended out near the end of the animation.

This is an example of using pose blending to create a running attack animation without having to animate the legs of the attack animation. The attack animation could be blended on top of a walk cycle for a walking animation. Animation blending can be used to transition smoothly between animations or to combine multiple animations into a new one...

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