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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

Implementing poses

To store a parent-child hierarchy between transforms, you need to maintain two parallel vectors—one filled with transforms and one filled with integers. The integer array contains the index of the parent transform for each joint. Not all joints have parents; if a joint doesn't have a parent, its parent value is negative.

When thinking about a skeleton or pose, it's easy to think of a hierarchy that has one root node and many nodes that branch off it. In practice, it's not uncommon to have two or three root nodes. Sometimes, file formats store models in a way that the first node of the skeleton is a root node, but there is also a root node that all the skinned meshes are children of. These hierarchies tend to look like this:

Figure 9.2: Multiple root nodes in one file

Figure 9.2: Multiple root nodes in one file

There are three common poses for an animated character—the current pose, the bind pose, and the rest pose. The rest pose is the default configuration...

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