Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
Arrow right icon
View More author details
Toc

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

Exploring meshes

A mesh is made up of several vertices. Normally, each vertex has at least a position, a normal, and maybe a texture coordinate. This is the definition of a vertex for a simple static mesh. This definition has the following vertex components:

  • The position (vec3)
  • The normal (vec3)
  • The texture coordinate (vec2)

    Important information:

    The model used to demonstrate skinning in this chapter is the Godot mannequin from GDQuest. It's an MIT-licensed model and you can find it on GitHub at https://github.com/GDQuest/godot-3d-mannequin.

When a mesh is modeled, it's modeled in a certain pose. For characters, this is often a T pose or an A pose. The modeled mesh is static. The following figure shows the T pose for the Godot mannequin:

Figure 10.1: The Godot mannequin's T pose

Once a mesh is modeled, a skeleton is created in the mesh. Each vertex in the mesh is assigned to one or more bones of the skeleton. This process...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime