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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

Combining transforms

Consider a skeleton, as an example. At each joint, you could place a transform to describe the motion of the joint. When you rotate your shoulder, the elbow attached to that shoulder also moves. To apply the shoulder transformation to all connected joints, the transform on each joint must be combined with its parent joint's transform.

Transforms can be combined in the same way as matrices and quaternions and the effects of two transforms can be combined into one transform. To keep things consistent, combining transforms should maintain a right-to-left combination order. Unlike matrices and quaternions, this combine function will not be implemented as a multiplication function.

Combining the scale and rotation of two transforms is simple—multiply them together. Combining the position is a bit harder. The combined position needs to be affected by the rotation and scale components as well. When finding the combined position, remember the order of...

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