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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 10: Mesh Skinning

Deforming a mesh to match an animated pose is called skinning. In order to implement skinning, you first need to declare a mesh class. Once you have declared a mesh class, it can be deformed using a shader (GPU skinning) or just with C++ code (CPU skinning). Both of these skinning methods are covered in this chapter. By the end of this chapter, you should be able to do the following:

  • Understand how a skinned mesh is different from a non-skinned mesh
  • Understand the entire skinning pipeline
  • Implement a skeleton class
  • Load the bind pose of a skeleton from a glTF file
  • Implement a skinned mesh class
  • Load skinned meshes from a gLTF file
  • Implement CPU skinning
  • Implement GPU skinning
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