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C++ Game Animation Programming - Second Edition

You're reading from  C++ Game Animation Programming - Second Edition

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Pages 480 pages
Edition 2nd Edition
Languages
Concepts
Authors (2):
Michael Dunsky Michael Dunsky
Profile icon Michael Dunsky
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
View More author details

Table of Contents (22) Chapters

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window 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

11

Blending between Animations

Welcome to Chapter 11! In the previous chapter, we took our first steps in character animations. We explored the way animations are stored in the glTF file format, extracted the data, and were finally able to watch our character become animated.

In this chapter, we push the envelope even further. We will start with an overview of animation blending, and dive into the first part of character animations: blending between the binding pose and any animation clip. You will learn how to extend the current code to change the blending by adjusting a slider in the user interface.

Next, we will upgrade our work to feature crossfading between two animations. Crossfading is like simple blending, but instead of blending from the binding pose as the starting point, we play an animation clip and blend it into another animation clip.

At the end of the chapter, we will look at additive animation blending. Additive blending is different from simple blending...

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