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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

Implementing skeletons

When animating a model, there are several things to keep track of, such as the animated pose or inverse bind pose. The concept of a skeleton is to combine data that is shared between animated models into a single structure.

Both the bind pose and inverse bind pose are shared among all instances of a character. That is, if there are 15 characters on screen, each of them has a unique animated pose, but they all share the same rest pose, bind pose, inverse bind pose, and joint names.

In the following sections, you will implement a new class—the Skeleton class. This Skeleton class contains all the shared data that two animated meshes might need. It also keeps track of the rest pose, bind pose, inverse bind pose, and joint names. Some engines call the skeleton an armature or a rig.

The Skeleton class declaration

The Skeleton class contains the rest pose and bind pose of a character, the name for every joint of the character, and—most importantly...

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