10
About Poses, Frames, and Clips
Welcome to Chapter 10! In the previous chapter, we introduced the model skeleton and the process of vertex skinning on the CPU and GPU. We also explored vertex skinning using dual quaternions as an alternative to linear interpolation to achieve better volume retention.
In this chapter, we will discuss the main topic of the book: game character animations. The steps taken in the previous chapters and the code we created were just the prerequisites for creating the animations in this chapter.
We start with a general definition of the terms used for various parts of the animations in the rest of the book. Next, we will examine how the animation data is stored in the glTF file format, how to extract the data, and how the glTF model will be altered during the animations.
At the end of the chapter, we will use the knowledge we have gained to create C++ classes for the animations and integrate these new classes into the renderers and the user...