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 13: Implementing Inverse Kinematics

Inverse Kinematics (IK) is the process of solving how a set of joints should be oriented to reach a specified point in world space. For example, you could specify a point for a character to touch. By using IK, you can figure out how to rotate the character's shoulder, elbow, and wrist in a way that the character's finger is always touching a specific point.

There are two algorithms commonly used for IK, that is, CCD and FABRIK. Both will be covered in this chapter. By the end of this chapter, you should be able to do the following:

  • Understand how CCD IK works
  • Implement a CCD solver
  • Understand how FABRIK works
  • Implement a FABRIK solver
  • Implement ball-and-socket constraints
  • Implement hinge constraints
  • Understand where and how IK solvers fit into an animation pipeline