Book Image

C++ Game Animation Programming - Second Edition

By : Michael Dunsky, Gabor Szauer
4.5 (2)
Book Image

C++ Game Animation Programming - Second Edition

4.5 (2)
By: Michael Dunsky, Gabor Szauer

Overview of this book

If you‘re fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you. In this new edition, you’ll learn everything you need to know about game animation, from a simple graphical window to a large crowd of smoothly animated characters. First, you’ll learn how to use modern high-performance graphics, dig into the details of how virtual characters are stored, and load the models and animations into a minimalistic game-like application. Then, you’ll get an overview of the components of an animation system, how to play the animations and combine them, and how to blend from one animation into another. You’ll also get an introduction to topics that will make your programming life easier, such as debugging your code or stripping down the graphical output. By the end of this book, you’ll have gained deep insights into all the parts of game animation programming and how they work together, revealing the magic that brings life to the virtual worlds on your screen.
Table of Contents (22 chapters)
1
Part 1:Building a Graphics Renderer
7
Part 2: Mathematics Roundup
10
Part 3: Working with Models and Animations
15
Part 4: Advancing Your Code to the Next Level

Identifying linear skinning problems

To get an idea of the problem, Figure 9.9 shows a simple box, twisted in the middle:

Figure 9.9: A noticeable volume loss in the middle when twisting the model

Figure 9.9: A noticeable volume loss in the middle when twisting the model

We can see that the twist leads to volume loss, a phenomenon we thought we had solved by using the joints affecting the vertices, and the weights of the joints per vertex. Apparently, something in the calculation is still going wrong.

Particularly on a sharp bend or twist, the linear interpolation may lead to wrong results. This is because linear interpolation uses the shortest path between the vertices:

Figure 9.10: Shortest path for linear interpolation using matrices

Figure 9.10: Shortest path for linear interpolation using matrices

If we use quaternion interpolation instead of linear interpolation, the paths of the connection between the vertices will be located on an arc between the two locations, keeping the virtual volume of the model in this place:

Figure 9.11: Shortest path for spherical interpolation using quaternions

Figure 9...