Book Image

Hands-On C++ Game Animation Programming

By : Gabor Szauer
Book Image

Hands-On C++ Game Animation Programming

By: Gabor Szauer

Overview of this book

Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.
Table of Contents (17 chapters)

Chapter 12: Blending between Animations

The transition from one animation to another can be jarring. Imagine if a character is in the middle of a punch and the player decides that they want to start running. If the animation just switches from the jump clip to the run clip, the transitions will be hard and unnatural.

Animation blending can fix this by generating intermediate frames that are an average of both animations. This fade is usually short—a quarter of a second or less. The smooth animated transition generated by this short blend provides a much better looking experience.

This chapter explores how to implement animation blending and additive animation blending and how to set up a crossfade controller to manage a blend queue. The following topics will be covered:

  • Pose blending
  • Crossfading animations
  • Additive blending