Summary
In this chapter, we finally arrived at the point where we were able to animate our loaded glTF model in the renderers we started in Chapter 2 and Chapter 3.
First, we got a broad overview of the different elements of animations and the model poses. Then, we analyzed the animation elements of the glTF file format, the sub-element channels and samplers, and the relations of these elements to the other parts of the glTF model, such as the joints and nodes.
Finally, we created two new C++ classes for managing the glTF channels and the animation clips and included these classes in the renderer. We also added new UI elements to the application, allowing fine-grained control of various parameters of the animations.
In the next chapter, we will dive deeper into the realms of game character animations. We will explore different forms of animation blending, such as the blending between the binding pose as a “still pose”, where the model does not move, and the full...