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)


In this chapter, you implemented the Pose and Clip classes. You learned how to load the rest pose out of a glTF file, as well as how to load animation clips. You also learned how to sample an animation clip to produce a pose.

The downloadable content for this book can be found on GitHub at The sample in Chapter09/Sample01 loads a glTF file and uses the DebugDraw functions to draw both the rest pose and the currently animated pose. To draw a bone using debug lines, draw a line from the position of the joint to the position of its parent.

Keep in mind that not all clips animate every joint of a pose. Any time the animation clip that you are sampling changes, the post it is sampled into needs to be reset. Resetting a pose is easy—assign to it the value of the rest pose. This is demonstrated in the code samples for this chapter.

In the next chapter, you will learn how to skin an animated mesh. Once you...