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C++ Game Animation Programming

You're reading from   C++ Game Animation Programming Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Length 480 pages
Edition 2nd Edition
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Authors (2):
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Gabor Szauer Gabor Szauer
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Gabor Szauer
Michael Dunsky Michael Dunsky
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Michael Dunsky
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Table of Contents (22) Chapters Close

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window FREE CHAPTER 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

What is Inverse Kinematics, and why do we need it?

The word “kinematics” is defined as the mechanics behind the motion of an object but without referencing the forces that cause this motion. So, every part of our daily motion can be described, in kinematic terms, as the movement of our bones.

The two types of Kinematics

If we look at the character animations in Chapters 10–12, the kinematics definition also holds true. The type of animation of our character is called Forward Kinematics. An example of Forward Kinematics is shown in Figure 13.1:

Figure 13.1: Raising the hand of the simple skeleton by using Forward Kinematics

Figure 13.1: Raising the hand of the simple skeleton by using Forward Kinematics

The skeleton in Figure 13.1 raises its simplified hand by rotating the arm at the shoulder (1), and the elbow (2).

During the movement or rotation of the skeletal bone, all the other nodes attached to it are also affected. Rotating the arm around the shoulder does not change the elbow or the forearm, as...

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