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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

Creating the TransformTrack class

For any animated transform, you don't want to maintain separate vector and quaternion tracks; instead, you build a higher-level structure—the transform track. A transform track encapsulates three tracks—one for the position, one for the rotation, and one for scale. You can sample the transform track at any point and get a full transform back, even if the component tracks are of different durations or start at different times.

One thing to consider is how you want to store these transform tracks in relation to an animated model. The skeleton of a model contains several bones. You can either store a vector of transform tracks—one for each bone—or you can add bone ID as a member of the transform track and only store as many as are needed.

This is important because a character can have a lot of bones, but not all animations will animate all of those bones. If you store one transform track for each bone, it wastes...

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