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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

Interpolating quaternions

Quaternions can be interpolated in a similar fashion to vectors. Quaternion interpolation is used to animate rotation between two keyframes. Since most skeletal animation is achieved by rotating joints over time, interpolating between quaternions is going to be

a very common operation.

Neighborhood

A quaternion represents a rotation, not an orientation. Rotating from one part of a sphere to another can be achieved by one of two rotations. The rotation can take the shortest or the longest arc. Generally, having quaternions travel along the shortest arc is desirable. When interpolating between two quaternions, which path will be taken—the shortest arc or the longest?

This problem is called neighborhooding. To solve it, check the dot product of the quaternions being interpolated. If the dot product is positive, the shorter arc will be taken. If the dot product is negative, the longer arc will be taken.

If the dot product is negative, how...

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