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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

Chapter 12: Blending between Animations

The transition from one animation to another can be jarring. Imagine if a character is in the middle of a punch and the player decides that they want to start running. If the animation just switches from the jump clip to the run clip, the transitions will be hard and unnatural.

Animation blending can fix this by generating intermediate frames that are an average of both animations. This fade is usually short—a quarter of a second or less. The smooth animated transition generated by this short blend provides a much better looking experience.

This chapter explores how to implement animation blending and additive animation blending and how to set up a crossfade controller to manage a blend queue. The following topics will be covered:

  • Pose blending
  • Crossfading animations
  • Additive blending
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