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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

glTF – loading the bind pose

You are now ready to load the bind pose from a glTF file, but there is a problem. glTF files don't store the bind pose. Instead, for each skin that a glTF file contains, it stores a matrix array that holds the inverse bind pose matrix for each joint that affects the skin.

Storing the inverse bind pose matrices like this is good for optimization, which will make more sense in the next chapter, but for now, it is something we have to deal with. So, how do you get the bind pose?

To get the bind pose, load the rest pose and convert each transform in the rest pose into a world space transform. This makes sure that if a skin didn't provide an inverse bind pose matrix for a joint, a good default value is available.

Next, loop through each skinned mesh in the .gltf file. For each skinned mesh, invert the inverse bind pose matrix of each joint. Inverting the inverse bind pose matrix results in the bind pose matrix. Convert the bind pose...

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