Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Length 480 pages
Edition 2nd Edition
Languages
Tools
Concepts
Arrow right icon
Authors (2):
Arrow left icon
Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
Michael Dunsky Michael Dunsky
Author Profile Icon Michael Dunsky
Michael Dunsky
Arrow right icon
View More author details
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

How (not) to apply a skin to a skeleton

To create a character for a game, we need to apply a body structure that fits the intended role in the game. For example, a male wizard has a different body than a female elf, and both are completely different to a human blacksmith. Therefore, the skin needs to reflect the amount of muscle and fat on the body of the model to appear plausible.

Naive model skinning

The naive way of applying a skin to a character skeleton is by using constant distances from the start and end of a node. This works if the entire model moves, but if individual nodes are rotated or translated, the character body will be distorted in an unwanted manner. In Figure 9.4, you can see the effect of the rotation of the middle and right nodes of a part of a functional character:

Figure 9.4. Naive idea of applying the skin to moving nodes gone wrong

Figure 9.4. Naive idea of applying the skin to moving nodes gone wrong

Nodes are shown as blue arrows, vertices are red dots, and the skin is depicted by the red...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime