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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

Summary

In this chapter, you implemented the Pose and Clip classes. You learned how to load the rest pose out of a glTF file, as well as how to load animation clips. You also learned how to sample an animation clip to produce a pose.

The downloadable content for this book can be found on GitHub at https://github.com/PacktPublishing/Game-Animation-Programming. The sample in Chapter09/Sample01 loads a glTF file and uses the DebugDraw functions to draw both the rest pose and the currently animated pose. To draw a bone using debug lines, draw a line from the position of the joint to the position of its parent.

Keep in mind that not all clips animate every joint of a pose. Any time the animation clip that you are sampling changes, the post it is sampled into needs to be reset. Resetting a pose is easy—assign to it the value of the rest pose. This is demonstrated in the code samples for this chapter.

In the next chapter, you will learn how to skin an animated mesh. Once you...

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