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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 13: Implementing Inverse Kinematics

Inverse Kinematics (IK) is the process of solving how a set of joints should be oriented to reach a specified point in world space. For example, you could specify a point for a character to touch. By using IK, you can figure out how to rotate the character's shoulder, elbow, and wrist in a way that the character's finger is always touching a specific point.

There are two algorithms commonly used for IK, that is, CCD and FABRIK. Both will be covered in this chapter. By the end of this chapter, you should be able to do the following:

  • Understand how CCD IK works
  • Implement a CCD solver
  • Understand how FABRIK works
  • Implement a FABRIK solver
  • Implement ball-and-socket constraints
  • Implement hinge constraints
  • Understand where and how IK solvers fit into an animation pipeline
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