11
Blending between Animations
Welcome to Chapter 11! In the previous chapter, we took our first steps in character animations. We explored the way animations are stored in the glTF file format, extracted the data, and were finally able to watch our character become animated.
In this chapter, we push the envelope even further. We will start with an overview of animation blending, and dive into the first part of character animations: blending between the binding pose and any animation clip. You will learn how to extend the current code to change the blending by adjusting a slider in the user interface.
Next, we will upgrade our work to feature crossfading between two animations. Crossfading is like simple blending, but instead of blending from the binding pose as the starting point, we play an animation clip and blend it into another animation clip.
At the end of the chapter, we will look at additive animation blending. Additive blending is different from simple blending...