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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

Summary

In this chapter, you learned how to blend multiple animations. Blended animations can blend the whole hierarchy or just a subset. You also built a system to manage the fading between animations when a new animation plays. We also covered additive animations, which can be used to create a new motion when given the joint angles to interpolate between.

There are four samples included in the downloadable materials for this chapter. Sample00 is all the code up to this point in the book. Sample01 demonstrates how to use the Blend function by blending between a walk and a run animation on a timer. Sample02 demonstrates the use of the cross-fade controller by crossfading to random animations and Sample03 demonstrates how to use additive animation blending.

In the next chapter, you will learn about inverse kinematics. Inverse kinematics allows you to figure out how the limb of a character should be bent according to where its ends are. Think about pinning the foot of a character...

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