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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

Crossfading animations

The most common use case for blending animations is crossfading between two animations. A crossfade is a fast blend from one animation to another. The goal of the crossfade is to hide the transition between two animations.

Once a crossfade is done, the active animation needs to be replaced by the animation that you are fading to. If you are fading to multiple animations, they are all evaluated. The ones that end the soonest are removed first. Animations that are requested are added to a list, and animations that have faded out are removed from the list.

In the following section, you will build a CrossFadeController class that takes care of the crossfade logic. This class provides a simple intuitive API that makes fading between animations simple with just one function call.

Creating helper classes

When fading an animation into an already-sampled pose, you need to know what the animation being faded is, it's current playtime, the length of the...

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