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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 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

Chapter 8: Creating Curves, Frames, and Tracks

In the early 2000s, it was common for games to take an animation that was authored in a 3D content creation tool such as Blender or Maya, play back the animation, and sample the transform of every joint in the animation at set intervals. Once the animation was sampled, the game's runtime linearly interpolated between the sampled frames.

While this works (and is doable with glTF files), it's not the most accurate way to play back animations. It wastes memory by including frames that don't actually need to exist. In a 3D content creation tool, animations are created using curves, such as the one shown in the following screenshot:

Figure 8.1: The Blender 3D curve editor

Figure 8.1: The Blender 3D curve editor

Modern games and animation systems evaluate these curves directly. Evaluating the animation curves directly saves memory, but curves are a bit more expensive in terms of processing power. By the end of this chapter, you should...

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