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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

Animation baker

In this section, you will learn how to take an animation clip and encode it into an animation texture. This process is called baking.

Texture baking is implemented using a helper function that bakes the animation into a texture. This Bake function will sample the animation at set intervals and write the skeleton hierarchy for each sample into a floating-point texture.

For arguments, the Bake function needs a skeleton, an animation clip, and a reference to an AnimTexture to write to. The skeleton is important as it provides the rest pose, which will be used for any joint that isn't present in the animation clip. Every joint of the skeleton will get baked into the texture. Let's get started:

  1. Create a new file called AnimBaker.h and add the declaration of the BakeAnimationToTexture function to it:
    void BakeAnimationToTexture(Skeleton& skel, Clip& clip, 
                  ...
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