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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

Exploring the sample assets

The sample files you will be using throughout this book are CC0, public-domain-licensed assets from Quaternius. You can find additional assets in a similar style at http://quaternius.com/assets.html.

Additionally, later chapters also include screenshots of the open, three-dimensional Mannequin from GDQuest, available under an MIT license at https://github.com/GDQuest/godot-3d-mannequin.

Some assets already come in a glTF format, but some might be in .blend, .fbx, or some other format. When this happens, it's easy to import the model into Blender and export a glTF file. The next section will guide you through exporting glTF files from Blender.

Exporting from Blender

Blender is a free, three-dimensional content creation tool. You can download Blender from https://www.blender.org/. The following instructions are written for Blender 2.8 but they should work the same in newer versions as well.

If the model you are importing is already a ...

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