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C++ Game Animation Programming

You're reading from   C++ Game Animation Programming Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Length 480 pages
Edition 2nd Edition
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Authors (2):
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Gabor Szauer Gabor Szauer
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Gabor Szauer
Michael Dunsky Michael Dunsky
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Michael Dunsky
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Toc

Table of Contents (22) Chapters Close

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window FREE CHAPTER 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

9

The Model Skeleton and Skin

Welcome to Chapter 9! In the previous chapter, we examined the glTF file format, its elements, and the relations between these elements. We also added a simple C++ class for reading data from an example file and displaying the character model on the screen.

In this chapter, we will explore the glTF format in more depth. Every character model has a skeleton, like a human. The skeleton is required to animate the parts of the character independently. You will learn how to extract the model’s skeleton and store the skeleton data in a tree structure.

Next, we will look at how to apply a skin to a character – the triangles that define the model. For the animations in the next chapter to appear correctly, the skin must follow the motion of the skeleton. Special attention must be paid to the joints between the bones of the model to ensure that the model’s skin behaves like human skin.

At the end of the chapter, we will look at...

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